Extended AI train shunting
#1
Posted 07 October 2014 - 01:00 PM
Following shunting capabilities have been introduced:
1) AI train can couple to static consist and can remain alive, that is it can restart and go on in its path;
2) AI train can couple to other AI train or to player train, with two possibilities:
2a) coupling AI train melts with the other AI train
2b) Coupling AI train cars pass to the other AI train, and coupling AI loco(s) revert(s) and go(es) on in its path.
A demo for this behavior is available in this packaged and zipped USA2 activity, that uses only standard trainsets
Show_AI_shunting.zip (5.75K)
Number of downloads: 570
It is suggested to use camera 8, F7 to see train names, dispatch monitor and to accelerate a bit time to see things run faster.
Here a suggested view:
Following can be seen in activity:
12:2:23 Shunter1 couples loose consist and restarts
12:2:52 Shunter2 couples loose consist and restarts
12:4:53 Shunter1 couples to AI train and leaves to it the cars
and restarts
12:5:28 Shunter2 couples second loose consist and restarts
12:7:00 AI train starts with cars coupled by Shunter1
12:6:50 Shunter1 couples to loose consist and later restarts
12:8:50 Shunter2 couples to player, leaves to it the cars and restarts
12:11:38 Shunter2 couples with Shunter3, and melts with it
12:12:12 Shunter3 restarts together with coupled former Shunter2
12:13:53 Shunter3+former Shunter2 couple to player.
The activity has been designed with the MSTS Activity editor.
Instructions on how to design the activity will follow (it's a bit late here).
#2
Posted 07 October 2014 - 01:56 PM
#3
Posted 07 October 2014 - 04:45 PM
#4
Posted 07 October 2014 - 06:15 PM
Quote
12:2:52 Shunter2 couples loose consist and restarts
12:4:53 Shunter1 couples to AI train and leaves to it the cars
and restarts
12:5:28 Shunter2 couples second loose consist and restarts
12:7:00 AI train starts
12:6:50 Shunter1 couples to loose consist and later restarts
12:8:50 Shunter2 couples to player, leaves to it the cars and restarts
12:11:38 Shunter2 couples with Shunter3, and melts with it
12:12:12 Shunter3 restarts together with coupled former Shunter2
12:13:53 Shunter3+former Shunter2 couple to player.
The activity has been designed with the MSTS Activity editor.
Instructions on how to design the activity will follow (it's a bit late here).
Kudos...You deserve a medal for bravery and free follow-up medial care for life.
Cheers Bazza.
#5
Posted 07 October 2014 - 06:28 PM
#6
Posted 07 October 2014 - 10:00 PM
Fantastic.
This really opens up some mind boggling activities that simply could never have been done before.
Time to figure out how its all done .
Great work Guys.
#7
Posted 08 October 2014 - 12:16 AM
Csantucci, on 07 October 2014 - 01:00 PM, said:
This is pretty cool, but I do have one question: how much of this works in MSTS? The idea of the enhanced compatibility option is to enable things which worked in MSTS but which were perhaps not meant to work or are a bending the rules on what should be allowed. Any functionality which doesn't actually work in MSTS should be using a different experimental option really.
#8
Posted 08 October 2014 - 12:40 AM
Cheers,
Peter.
#9
Posted 08 October 2014 - 01:10 AM
Moreover I want also to stress that this new implementation has been done in a way that activities built to run under MSTS should run under OR as foreseen by the activity creator even if the new checkbox is checked (provided the enhanced compatibility checkbox is checked).
If it happens (but I first want someone reporting it) that an activity built for MSTS does not run the same way with or without the new checkbox checked, simply uncheck such checkbox when running that activity and leave checked only the Enhanced compatibility checkbox.
To summarize: even if you leave both checkboxes checked, your activities built to run under MSTS are expected to behave the same (that is they should be in a high degree behave like under MSTS) with and without the new checkbox checked, provided the Enhanced compatibility checkbox has been checked.
I personally foresee to always hold the new checkbox checked without problems.
Only activities explicitly built for the new functionalities (like my demo activity) are obviously expected to behave differently with the new checkbox checked or not.
#10
Posted 08 October 2014 - 01:17 AM
Csantucci, on 08 October 2014 - 01:10 AM, said:
I personally foresee to always hold the new checkbox checked without problems.
Ah! That sounds absolutely perfect, thanks. :)