CIMA Sub - Balsh (Balch) Problem - Disappearing AI Train

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  • Don6218
    1500 Post Veteran
    • Jun 2009
    • 1834
    • Oshawa ON

    #16
    That is sort of good news, that they are working on it. It is a minor glitch that I got past, with a little imagination and the tools at hand.

    Any idea about the "Restricted Speed"?? Why that 15mph limit would not reset until the train turned of the one main to the other? I have run into that before, but usually stopping, toggling between Auto & Manual and it would reset to the shown speed.

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    • roeter
      Senior Member
      • Nov 1999
      • 171
      • Netherlands.

      #17
      Originally posted by geepster775
      I've been informed by the dev team that the massive update to signalling and timetable operations that was added with X3863 has been not too kind to the activity side of things. They have been chasing activity-related gremlins in the code since then. If you come across something that doesn't look or act right, you could back down to X3862 and try it again.
      Those problems, which were mainly related to waiting points (which don't exist in timetable mode), have now been sorted and with version 3876 everything should be allright again.

      Regards,
      Rob Roeterdink

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      • oakpalms
        1500 Post Veteran
        • Nov 1999
        • 1610
        • North Port, Florida.

        #18
        One can always readjust the AI start time and location for where they meet. However, one thing that I have discovered in working with passing tracks where there is one of the two trains that is too long for the passing track. In this case, on the Feather River Route both trains have to come to a complete stop facing each other in what looks like a stalemate. I had the player train being stopped at the signal to enter the passing area and the AI train pulled up facing it on the hole track and stopped with both having red signals. However, It seems that once both trains are stopped it is then that MSTS determines to allow the player train into progressing into the passing area on the mainline track. It is like MSTS has to allow that to happen in order to calculate whether in fact a passing can take place since the player train is longer than the passing area. I think we will see such things become more common in activities since we can now add a lot longer trains than back even 5-6 years ago. I know that activity makers like myself will have to be aware that there are some passing areas that are so short that two long trains will not be able to work to get through such sidings no matter what. It is then that timing is critical or else shortened trains will be needed.

        Bob Edwards

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