Referring to AI trains not reversing, I noticed that the test AI train wasn't easy to locate in the small demo activity I posted.
So here again I attach the modified USA2 activity using standard rolling stock. 5 seconds after activity start the AI loco appears near the player train, runs forwards, reaches the reverse point, and... stays there with some small trembling forwards and backwards.
Testreverse.zip
I use this post also to kindly ask to implement in sound management these four discrete triggers that are present in MSTSbin:
23 electric loco power ON
24 electric loco power OFF
66 Pantograph2 Up
67 Pantograph2 Down
Trigger 23 rises when there was no pantograph up and one of the pantoghraphs is raised (loco gets power from catenary)
trigger 24 rises when there was a pantograph up and it is lowered (loco looses power from catenary)
Moreover a new couple of discrete triggers (available for both .sms files for engines and wagons) that raise when doors are opened/closed would be nice.
Carlo
So here again I attach the modified USA2 activity using standard rolling stock. 5 seconds after activity start the AI loco appears near the player train, runs forwards, reaches the reverse point, and... stays there with some small trembling forwards and backwards.
Testreverse.zip
I use this post also to kindly ask to implement in sound management these four discrete triggers that are present in MSTSbin:
23 electric loco power ON
24 electric loco power OFF
66 Pantograph2 Up
67 Pantograph2 Down
Trigger 23 rises when there was no pantograph up and one of the pantoghraphs is raised (loco gets power from catenary)
trigger 24 rises when there was a pantograph up and it is lowered (loco looses power from catenary)
Moreover a new couple of discrete triggers (available for both .sms files for engines and wagons) that raise when doors are opened/closed would be nice.
Carlo






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