Hey guys I would like to personally applaud your efforts as I really think this simulator has the potential to be something that train simulation should of been years ago. Many simulators have appeared on the scene since MSTS started and even before it did. But through this whole process I think all these simulators missed out on what the true value of what railroading is about and that is more than just rails and machinery. In fact either in it's early days where it took 4 man crews and massive array of signal towers, to todays 2 man crews, automated units, huge CTC territories, etc. regardless of era it takes people.
What I mean by that is despite most train simulator projects attempting to create realistic signal systems, and AI behavior. Not to mention random factors and purpose (which goes hand in hand with operations) they all require people.
I gave up on the route editor a long time ago, and despite trying out Trainz the end did not justify the means. Many routes are built as prototypically correct and in some cases intermediate signals are used just like in the prototype. In fact a number of routes have been popping up over the years that are so realistic that in some territories like ABS and track warrant absolute signals are gone all together.
The signal system in MSTS is seriously flawed for error. It does exactly what it's supposed to do according to the scripts. Checks the signal clear ahead value and tries to automatically dispatch. The problem is the clear ahead value doesn't work for intermediates as the logic behind this is intermediates or approach signals only appear on safe following movements and not at control points. To further complicate the problem AI services approaching a restricting signal will never regain it track speed as this is a bug that was never resolved. Another bug is competing for tracks as if a train comes up to a situation on startup with enough reverse slack, or if you dare reverse your train without a proper RP you may wind up giving up your player path for an AI service already spawned miles away.
Now there are tricks to getting around this and some route developers are aware of this. Some routes work better than others. Cookie cutter type routes work the best as the nodes remain even in passing paths and appears to handle things well. But the dispatching system on multiple track lines never take advantage of the multiple tracks and crossovers that they are intended for. For example a faster train approaches a slower train with no opposing traffic would often get routed around this. But everything is so set-up in stone that there is little sense of excitement or change. Random factors such as those shown in TD3 barely work even with software like Activity Changer because MSTS is not able to adapt to changing situations.
For the time being except for diversion I've abandoned MSTS. I'm in the process of creating a multi-player TD3 environment that will work. After that I'm going to look into having the dispatched territories generate proper paths with waiting points automatically through my RTS software that is in development as well. As such OR is a ways from getting there as my RTS is in the same boat.
What I'm hoping is that while I develop the true team aspects of dispatching and AI through TD3 and eventually MSTS we may meet along the way. My programming expertise is way behind by at least a decade and I have a strong learning curve ahead for RTS which I refuse to write in any form of C. So I wish you all the best of luck and hope you'll take my thoughts into consideration and I hope to meet you on the other side.
Thanks
Sean
What I mean by that is despite most train simulator projects attempting to create realistic signal systems, and AI behavior. Not to mention random factors and purpose (which goes hand in hand with operations) they all require people.
I gave up on the route editor a long time ago, and despite trying out Trainz the end did not justify the means. Many routes are built as prototypically correct and in some cases intermediate signals are used just like in the prototype. In fact a number of routes have been popping up over the years that are so realistic that in some territories like ABS and track warrant absolute signals are gone all together.
The signal system in MSTS is seriously flawed for error. It does exactly what it's supposed to do according to the scripts. Checks the signal clear ahead value and tries to automatically dispatch. The problem is the clear ahead value doesn't work for intermediates as the logic behind this is intermediates or approach signals only appear on safe following movements and not at control points. To further complicate the problem AI services approaching a restricting signal will never regain it track speed as this is a bug that was never resolved. Another bug is competing for tracks as if a train comes up to a situation on startup with enough reverse slack, or if you dare reverse your train without a proper RP you may wind up giving up your player path for an AI service already spawned miles away.
Now there are tricks to getting around this and some route developers are aware of this. Some routes work better than others. Cookie cutter type routes work the best as the nodes remain even in passing paths and appears to handle things well. But the dispatching system on multiple track lines never take advantage of the multiple tracks and crossovers that they are intended for. For example a faster train approaches a slower train with no opposing traffic would often get routed around this. But everything is so set-up in stone that there is little sense of excitement or change. Random factors such as those shown in TD3 barely work even with software like Activity Changer because MSTS is not able to adapt to changing situations.
For the time being except for diversion I've abandoned MSTS. I'm in the process of creating a multi-player TD3 environment that will work. After that I'm going to look into having the dispatched territories generate proper paths with waiting points automatically through my RTS software that is in development as well. As such OR is a ways from getting there as my RTS is in the same boat.
What I'm hoping is that while I develop the true team aspects of dispatching and AI through TD3 and eventually MSTS we may meet along the way. My programming expertise is way behind by at least a decade and I have a strong learning curve ahead for RTS which I refuse to write in any form of C. So I wish you all the best of luck and hope you'll take my thoughts into consideration and I hope to meet you on the other side.
Thanks
Sean


One feature that might be worth looking into is an ingame map that takes you into "dispatcher mode", where you can issue simple orders (stop at YB and proceed after my train passes, disregard previous order to take the hole at AZ, instead proceed to RF and wait for AI51 there) to untangle traffic jams, then hop back in your train to continue. A lot more fun AND more realistic than having everything locked up before you start.



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