by OldProf » Fri Aug 03, 2012 12:12 pm
Well, that didn't take as long as I thought it would! My demonstration scenario, Portal_Test_01, is on its way to the file library.
I decided to use the Castle Rock Railroad route and standard RW3 stock. The scenario includes a player train and two AI trains that spawn from a portal. The basic steps I took are as follows:
1) Placed an engine near a convenient portal, added a driver and a couple of commands, then double-clicked the portal to open its properties box. This includes two buttons: ADD and REMOVE. Clicked the ADD button, then clicked the AI engine, which immediately disappeared into the portal.
2) Set up a player engine and assigned it some tasks.
3) Tested the scenario, which worked as it should have.
4) Never satisfied with something simple, assigned some tasks to the AI train. To do so, used the REMOVE button to extract the train from the portal, placed it on a track, and edited it. Returned the train to the portal, as in step 1.
5) Tested the scenario: no problems.
6) Still not satisfied, added a second AI train, giving it a later starting time and some tasks. To place this train into the portal, I had to remove the other train, because it had to leave the portal first. Used the ADD button to assign the 2 trains to the portal (Service 3 first, Service 1 second -- the player train is Service 2).
7) Tested again: no problems.
In my opinion, after this initial test, RW3 handles AI trains spawned from portals better than RS did. That a train can be placed into a portal, removed, and placed again multiple times is quite impressive! I'm inspired to make additional tests.
Note: As stated above, this scenario runs on my RW3 installation without problems. If it does not run on your system, please don't scream at RSC or at me.
Tom Pallen (Old Prof)
{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}