Extended AI train shunting
#21
Posted 19 October 2014 - 06:47 AM
If they are player helpers, they can couple to the AI train and help it to the summit, they can uncouple and return back, but the AI train won't move further from the summit.
In other words a train can't be split in two different moving trains.
#22
Posted 25 October 2014 - 12:30 AM
#23
Posted 25 October 2014 - 07:55 AM
#24
Posted 25 October 2014 - 08:10 AM
#25
Posted 25 October 2014 - 08:24 AM
#26
Posted 25 October 2014 - 08:32 AM
Csantucci, on 25 October 2014 - 08:24 AM, said:
I was thinking at a scenario where a train arrives at a station and needs to leave some of its cars to a second engine with it's own path that will couple from behind and steal the number of cars needed to continue on another track let's say one that's not electrified.Together with Extended AI Shunting option this will open up possibilities to create activities with more complex AI movements at terminus stations for example.
#27
Posted 25 October 2014 - 12:50 PM
Waiting points are specific to a path, which is usually specific to one train in an activity, especially when used to trick AI trains into something special. That said, maybe waiting points could - now that ORTS is getting its own very good path editor - be expanded, to work as something like "action points". Add various possibilities to them, what could be done there. Say, setting them up works like the event management for MSTS location events. You choose how many things should happen, if triggered, and define the type of each such "sub-event". Say, for example, first I want my train to stop for 45 seconds, then to apply handbrakes on cars 13, 14 and 15, uncouple between car 12 and 13 (after car 12) and then proceed after another 100 second wait.
Would something like that be possible? (Before even calling this an idea :) )
Cheers, Markus
#28
Posted 25 October 2014 - 02:34 PM
and leave them as a static consist.
The original idea of long waiting point times(>40000) seems a simple fix if it can be easily done.
#29
Posted 25 October 2014 - 11:11 PM
So, if there aren't strong objections against that and if I won't have problems, I will try to implement this as it was already originally foreseen in OR (see actual lines 412 to 414 of AIpath.cs, that I attach here):
// Uncouple if a wait=stop point // waitTimeS (in decimal notation) = 4NNSS (uncouple NN cars, wait SS seconds) // or 5NNSS (uncouple NN cars, keep rear, wait SS seconds)
In a first phase, this would be possible only for an isolated AI train. In a second phase this could become possible also after a coupling of an AI train with another AI train or player train or static consist.
That won't be a fast thing.
#30
Posted 26 October 2014 - 03:47 AM
Cheers, Markus