Place Wait Point - for ai or player?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • JSMR
    Active Member
    • Apr 2025
    • 276
    • ORTS

    #1

    Place Wait Point - for ai or player?

    I have a non-TSRE generated activity I've been planning for myself - just a path with various goods wagons etc inserted for me to move around. However I have an AI train stop at a station nearby, then continue on its way near the start of the activity. Since I have to cross multiple tracks and switches from my start point, it was easier to let it go first before fooling around shunting and causing mayhem as I do.

    So I placed a wait point before a switch and signal that is entering the main line ( from a loco siding) for 3 mins to give it time to clear. However I don't get any indication that I need to stop. The track monitor (F4) directs me through and doesn't show a red which is what I thought a 'wait point' might do. So not sure if what I'm asking or expecting is what should happen or not? Or is it just for ai trains?

    Any help greatly appreciated.
  • kapitaen
    Senior Member

    • May 2010
    • 331
    • Germany
    • German + a little bit English
    • MSOR

    #2
    Originally posted by JSMR
    Or is it just for ai trains?
    Yes.


    11.2. Open Rails AI?
    Basic AI Functionality
    OR supports AI trains. The AI system is becoming more and more advanced with new features.
    OR supports two distinct ways of controlling trains: it supports traditional activities in compatibility with MSTS, and it also supports Timetable mode. Note that various options and settings are sometimes limited to either activity or Timetable mode.
    AI trains can meet if both paths have passing sections defined at the same place, or if their paths lead them to different tracks at the meet station.
    Waiting points and reverse points work. Reverse points can be used in both Activity and Timetable modes, while waiting points can only be used in Activity mode.
    AI trains throw switches not lined properly before engaging them.
    In activity mode AI trains can perform shunting actions.
    Priorities: AI trains should start as scheduled as long as there is no other AI train already on a conflict path.
    Jan

    Comment

    • adreid
      Senior Member


      • Jul 2019
      • 136
      • Toronto, Ontario, Canada
      • General

      #3
      JSMR,

      Ai trains "obey" waiting points.
      Wait points are invisible to the player, but are honoured when the player train is operated in "autopilot", which results in confusing behavior.
      If a waiting point is placed prior to a signal, and if both are in the same track segment, the signal will be set red, until the train reaches that point, and will remain red until the wait time passes. The signal will not clear, until the path forward is free of obstacles for a reasonable distance.

      Depending on the route, signals may not be present at industry sidings, and are probably absent in rail yards. If your path is blocked, you may see a red bar on the track monitor, or some indication, like "Node:Switch" (indicating that a switch is not aligned for your path).

      Regards,
      Dan Reid

      Comment

      • geepster775
        2500 Post Veteran


        • Sep 2006
        • 2846
        • .
        • General

        #4
        Both.

        Wait points can also be applied to player controlled trains operating on player paths, specifically to function as hold signals.

        I did an activity where the lead unit on the player train receives a broken windshield from vandals, and goes into the siding to wait out a couple of AI trains until another train AI arrives to donate a new lead unit to replace the loco with the broken windshield. The wait point for the player is the only way to keep the player signal red allowing AI traffic to go by in both directions until the proper time arrives with the arrival of the rescue train.
        My Open Rails videos https://www.youtube.com/@lakecities3663/videos

        Comment

        • JSMR
          Active Member
          • Apr 2025
          • 276
          • ORTS

          #5
          Thanks again everyone.
          I think the issue is that where I am putting a wait point for myself, there isn't actually any conflict. I'm running in auto mode at that stage. My path doesn't actually cross the ai trains path.
          I thought it would put a red / hold on for the desired time regardless. I guess it needs some conflict for it to do that?


          Comment

          • adreid
            Senior Member


            • Jul 2019
            • 136
            • Toronto, Ontario, Canada
            • General

            #6
            I thought it would put a red / hold on for the desired time regardless. I guess it needs some conflict for it to do that?
            In order for the player train to be held, there must be a signal beyond the waiting point (in the same track segment) -- the player train will be held whether the path is clear or not.

            Comment

            • JSMR
              Active Member
              • Apr 2025
              • 276
              • ORTS

              #7
              Hmm ok, let me test some further as to what im seeing.

              Comment

              • OmenRotcod
                Senior Member
                • Apr 2022
                • 153
                • Calgary, Alberta, Canada
                • MSOR

                #8
                I have been trying to figure out this waiting point business, too. So I tried what you suggested, Dan. It works for me. Thank you for the explanation.

                Comment

                • adreid
                  Senior Member


                  • Jul 2019
                  • 136
                  • Toronto, Ontario, Canada
                  • General

                  #9
                  Originally posted by OmenRotcod
                  Thank you for the explanation.
                  I'm happy to help!

                  Comment

                  Working...