Fixed the McQuarrie siding issue, and also found that the Phosphate siding is also set up as a passing track even though it's not fully signaled + derail equipped like McQuarrie.
I also fixed the issue with U-RBOLAU, my solution was to bump the starting time for the MISLAU back an hour, which changed the traffic pattern to fix the incorrect routing issue from the AI dispatcher.
I have an interesting idea with trains stopping for crew changes at the yards where applicable, the other day I was playing around with wait points in the path editor and might incorporate that into the timetable somehow. I also noticed it allowed for semi-complex switching actions, which might make for an interesting dynamic of actually having to double up your train for the MISLAU or possibly even doing some locals in between the timetable action.
I also fixed the issue with U-RBOLAU, my solution was to bump the starting time for the MISLAU back an hour, which changed the traffic pattern to fix the incorrect routing issue from the AI dispatcher.
I have an interesting idea with trains stopping for crew changes at the yards where applicable, the other day I was playing around with wait points in the path editor and might incorporate that into the timetable somehow. I also noticed it allowed for semi-complex switching actions, which might make for an interesting dynamic of actually having to double up your train for the MISLAU or possibly even doing some locals in between the timetable action.


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