This may be old news to many of you. I really enjoy the little FJ&G route, especially in OR with all the switching. I also like AI trains and found I could not make them run on the route. When I went through the F5 menu to see what the AI train was doing, it showed a stop indication.
The route has no signals on the home tracks between Fonda and points north. So I tried an experiment by installing the default BSNF signals, including interlocking wherever I could find a passing opportunity, such as the station track in Gloversville. It worked. Now the AI behaves according to signals.
That lead to a new issue and discovery. The AI train was way too fast. I adjusted the "Expected Player Performance" parameter in the Service Editor (in the activity editor) and confirmed it did (very nicely) slow down the AI train.
I'm not sure I want to hide the signals underground; I kinda like the look. But it's good to know OR signal logic works, and that you can have AI traffic in dark territory - if you add and hide the signals.
OR just keeps getting better and better.
Hope this helps someone. Thanks!
Mark
A Southern Railway Fan
The route has no signals on the home tracks between Fonda and points north. So I tried an experiment by installing the default BSNF signals, including interlocking wherever I could find a passing opportunity, such as the station track in Gloversville. It worked. Now the AI behaves according to signals.
That lead to a new issue and discovery. The AI train was way too fast. I adjusted the "Expected Player Performance" parameter in the Service Editor (in the activity editor) and confirmed it did (very nicely) slow down the AI train.
I'm not sure I want to hide the signals underground; I kinda like the look. But it's good to know OR signal logic works, and that you can have AI traffic in dark territory - if you add and hide the signals.
OR just keeps getting better and better.
Hope this helps someone. Thanks!
Mark
A Southern Railway Fan






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