Elvas Tower: AI trains in MP mode, Auto Switch checkbox etc. - Elvas Tower

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AI trains in MP mode, Auto Switch checkbox etc. Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 18 September 2013 - 01:26 PM

I'm trying to run AI trains in MP mode. I noticed that with actual OR versions some AI trains don't run (I have opened Yesterday a bug on it) and some others run, provided the auto switch checkbox is set in the dispatcher window. Can someone of the core developers kindly explain to me how the thing works? What is the function of the auto switch checkbox in MP?

#2 User is offline   mauried 

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Posted 02 October 2013 - 03:33 PM

Ive also been experimenting with AI trains in MP mode, and have discovered similar issues to you.
It seems that the starting point for an AI train has some effect on whether it will start or not.
If there is a signal between the location of where the AI train starts, and the first switch that it encounters it will reliably start
but if there is no signal, the AI train will either not move at all, or will move to the first switch and then stop forever.
The Auto Switch box appears to allow some control over the AI trains by the AI Dispatcher.
If the box is unchecked, then all the switches and signals for the AI trains have to be manually operated via the Dispatcher window.
If the box is checked, the AI dispatcher will try and operate the switches and signals for the AI trains to keep them on their path.
This mostly works, although it can appear at times to not be working, as the AI dispatcher can get confused if there are too many trains
travelling on the same paths as the AI trains.

#3 User is offline   roeter 

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Posted 02 October 2013 - 04:50 PM

Presently, the whole signalling and train control process for MultiPlayer is being rewritten.
This will take quite some time to complete, so please be patient.

Regards,

Rob Roeterdink

#4 User is offline   mauried 

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Posted 03 October 2013 - 04:06 PM

View Postroeter, on 02 October 2013 - 04:50 PM, said:

Presently, the whole signalling and train control process for MultiPlayer is being rewritten.
This will take quite some time to complete, so please be patient.

Regards,

Rob Roeterdink


#5 User is offline   mauried 

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Posted 03 October 2013 - 04:09 PM

No worries.
I can understand the difficulty of making a multiplayer signalling system work properly.
As it stands , its pretty good once you understand the limitations.
Thanks for replying.

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