I've been running a couple of Activities under OR and have found that - as far as I can tell - those that have the AI running on parallel lines, where there is no requirement for them (or the player) to cross each other, seem to run okay. The player passes the AI heading in the opposite direction and all is fine.
But when there is single track involved, and stop signals and one having to stop for the other, some odd things occur.
The most recent that I've been experimenting with is one from MLT's "Soldier Summit".....'Castle Loadout 2' is the Activity name.
When unmodified - that is, exactly as it would be run under MSTS - I have a situation where one of the AI approaches a stop signal, slowing down as would be expected. But once it stops, it then reverses and reaches a speed in excess of 200 mph before disappearing into the great unknown somewhere back from whence it came.
But when I modified the "Expected Performance" from the preset 75% down to 50%, the behaviour improved: the AI train kept to the maximum speed limit, reached the stop signal and stopped. Well....it actually stops a bit further past the signal, but at least it didn't do a warp-speed reverse.
Dropping the Expected Performance down to 30% had the effect of the Activity "timing out". A pop-up window appeared with some info in it but whilst I was trying to read it the Activity terminated and I was dropped back to the OR menu.
Has anyone else experienced similar behaviour?
BK
But when there is single track involved, and stop signals and one having to stop for the other, some odd things occur.

The most recent that I've been experimenting with is one from MLT's "Soldier Summit".....'Castle Loadout 2' is the Activity name.
When unmodified - that is, exactly as it would be run under MSTS - I have a situation where one of the AI approaches a stop signal, slowing down as would be expected. But once it stops, it then reverses and reaches a speed in excess of 200 mph before disappearing into the great unknown somewhere back from whence it came.
But when I modified the "Expected Performance" from the preset 75% down to 50%, the behaviour improved: the AI train kept to the maximum speed limit, reached the stop signal and stopped. Well....it actually stops a bit further past the signal, but at least it didn't do a warp-speed reverse.
Dropping the Expected Performance down to 30% had the effect of the Activity "timing out". A pop-up window appeared with some info in it but whilst I was trying to read it the Activity terminated and I was dropped back to the OR menu.
Has anyone else experienced similar behaviour?
BK



Comment