by OldProf » Tue Oct 09, 2012 3:55 am
Let me start with a question: have you read the Creator's Manual carefully and thoroughly? Even though that manual has not yet been updated to TS 2013, the instructions contained in it still apply.
Yes, AI engines can execute pick-ups and drop-offs, but only under certain conditions. Drop-offs are the easier instruction to handle, but they must be made on an otherwise empty siding. In other words, an AI engine cannot drop off by coupling its load to cars already standing in the siding; I'm 95% sure that this is because the AI "driver" does not know that the other cars are there. I've never tried picking up an existing set of cars and then dropping off everything, but I feel pretty sure that such a maneuver would not work, either. Note that the AI train will enter the selected siding, drive to the far end of its marker, and make the drop-off there. The "Stop Here" instruction does not work with AI trains.
Pick-ups can also be scheduled, again with certain restrictions. The most important of these is that the cars to be picked up must have been in position at the beginning of the scenario. An AI "driver" cannot pick up cars that another driver has dropped off. It's also important to select the correct pick-up instruction, front or rear. Finally, the pickup must be made on a track with the proper directionality. In the situation you described, my guess, based on experience, is that the AI "driver" is trying to drive through the siding so it can make the pickup from the other end. This can sometimes be handled by either editing the direction of the siding's track, which can be done at the scenario editing level, or by having the AI engine run around the load to be picked up through an adjacent siding and then make the pickup.
AI pick-ups and drop-offs fall into the advanced editing level and often require a lot of patience. Sometimes, after numerous trials, I've discovered that what I want simply cannot be accomplished. If you've reached the AI placement stage, I assume that you have already programed your player engine (unless it will pick up cars dropped off by an AI driver, of course). Before beginning to experiment with AI, and especially with AI switching, clone your original scenario and give it a new name, such as MyScenario v2 [you should have named the original version MyScenario v1]. As soon as one AI train is working as you want it and not interfering with the player train, clone MyScenario v2 and rename it MyScenario v3. Continue this pattern until all trains are running correctly, then rename the final version MyScenario and delete all of the other versions.
No one promised that scenario creation would be easy, but reaching a succesful conclusion is always very rewarding. Keep at it!
By the way, when you use the so-called VCR to review a scenario while still in the editor, no pick-ups or drop-offs actually happen. The engines follow (sometimes, at least) their assigned paths and that's all. The VCR cannot be used to review the timing of instructions. I consider it absolutely useless.
Tom Pallen (Old Prof)
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