Running Multiple AI Services

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  • OTTODAD
    1
    • Feb 2001
    • 32344
    • England
    • General

    #1

    Running Multiple AI Services

    Trying to make the PON-11 short paths Freestyle activities using masses of running AI services in all of them playable in ORTS without having to use its "Manual" mode by giving their players longer defined paths, I am again made aware of most of them running the player can not see, wasting computer resources, many not having the most up-to-date hardware train simulators like TS-2015 and ORTS running on them can benefit from !

    I have suggested the creation of AI services markers, to be placed along tracks not used by a player service, spawning programmed into them suitable AI services, to be started by them when they can sense a player approaching and have them disappear again when the player is out of sight !

    I wonder whether that can be programmed into the ORTS program code, RSC/DTG have now achieved in their Quick Drive scenarios, but not yet in others.

    That would make it unnecessary having to make sure that players run on time to be in the right place at the right time to see AIs running, also not having to worry that suitable signaling has been installed and programmed to make sure that there are no conflicts between player and AI trains !

    Food for thought !
  • Old_Codger
    Senior Member
    • Oct 2007
    • 506
    • .

    #2
    Originally posted by OTTODAD

    That would make it unnecessary having to make sure that players run on time to be in the right place at the right time to see AIs running, also not having to worry that suitable signaling has been installed and programmed to make sure that there are no conflicts between player and AI trains !

    Food for thought !
    Wouldn't that take OR in the direction of TS2015: A train game as opposed to a simulator?

    Comment

    • OTTODAD
      1
      • Feb 2001
      • 32344
      • England
      • General

      #3
      Originally posted by Old_Codger
      Wouldn't that take OR in the direction of TS2015: A train game as opposed to a simulator?
      This player starting at Anderson top left makes its way past the Shea coal mine and then goes left to right through the center of the map on its way to Whitefish on the right, meeting many AI trains:

      http://www.otto-wipfel.co.uk/video/p...i-services.wmv

      As all these are freight trains they would be slotted into real timetabled traffic by dispatchers, other oncoming freight trains to run on the same track as the player having to wait on parallel tracks for the player to pass them in this activity.

      All these AIs running, the player can not see, are just wasting CPU cycles, take a lot of time to create and then run so that they do not get in the way of the player. In real life that would waste fuel, creating greenhouse gases and increase global warming !

      That's the way I see it !

      Comment

      • peaches461999
        Senior Member
        • Sep 2014
        • 118
        • Green Bay

        #4
        I've wondered the same thing as Ottodad. I've created a few activities specifically to throw at OR. Now I will say this, even though, by using the f5 key, you can see the status of all AI trains that are presently running in the activity, I've not noticed a lag in the graphics. I've not even really noticed the temp freeze of an AI loading, that MSTS was well known to do.

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