MikeK wrote:To truly be a useful AI dispatcher, I think it needs to be customized for each route. It would have to know which sections are single/double/triple track etc., where all the switches are and so on. Making dispatcher AI smart enough to handle single track freight traffic AND double track passenger timetable traffic seem like the wrong approach to me.
If there was a way to deliver dispatcher logic as a part of a route that would be ideal. Then the community could deliver DLLs (or however the AI would be scripted) that gave a truly dynamic driving experience. Driving too slow? Then you would be put into a siding for a faster train behind you, and meets with opposing trains would happen at different locations.
Something like this could really make the new "quick drive" concept shine, because I am guessing that even with "quick drive" they are attempting to generate a fixed scenario before you enter the cab, rather than dynamically adapting to what the player actually does.
So, here's what I'm wondering. We all know that each railroad have their own operating rules and their own signal system. We also know that we can't do anything about the current built in AI Dispatcher. However, would it be possible to create a program that would allow route builders & Scenario creators to import their own AI Dispatcher program? Basically tailor an AI Dispatcher to a specific route?
Here's what I think the AI Dispatcher program needs.
- Get rid of the bred crumb way of routing AI traffic. Give AI traffic an origin and destination and let AI Dispatcher handle the routing in real time.
- AI Dispatcher for Dark Territories
- Have AI Dispatch be tailor to the route. AI Dispatcher for a CSX route would follow different rules than an AI Dispatch for a NS route.
- Allow more than one locomotive/train to be in the same yard.
Anyone have any input on this topic?

