by LoneWolfDon » Fri Apr 15, 2011 6:02 pm
It could be that, according to many factors such as what are the paths of the Player and AI train(s) in questions, do they "conflict", or have to cross paths or share the same "signal block"?
If you are at a certain place at a certain time, too slow, too fast, on time, then this may also cause one train to start before the other, or to wait until it's path is clear, or to act in a way you don't want or expect.
You might also check the train's priorities. I try to give the Player's train a higher "priority" setting than the AI trains, example; Have the Player's train as "Express Passenger" and the AI train as "Stopping Passenger". I never have an AI train as "Special" as it can throw things out-of whack.
Try starting the AI train at a different start time, sooner or later accordingly, and see if that clears things up.
Change the pathing of either the Player's train, or AI train, or both, to help ensure they don't "conflict".
Set up "waypoints" and/or "Go Via.." instructions to help coax the trains paths more to where you want them to go.
Make sure junctions are set properly for the paths you want (if manual junctions). Automatic junctions can sometimes be tricky to work with.
All that being said, the RailWorks scenario editor, Dispatcher and pathing can still be rather fussy and confusing at times...
Often I've encountered while making scenarios some things that just don't seem to make sense, "Why won't this work? Why is it doing that?". Sometimes I just can't figure it out, so, I have to readjust my plans, pathing or instructions accordingly.
It can be a lot of trial-and-error (sometimes more error it seems) to get things working "just right". And sometimes when you think you have it all working okay, sometimes RailWorks and the Dispatcher throws a big wrench into the works and messes things up unexpectedly.
Of course, not being able to see your scenario and what's what, I can only guess and make some of the suggestions such as I've mentioned above.
Good luck.