Does anyone know how to prevent AI trains from moving until the route has cleared? At the moment my AI trains depart at the booked time, then shuffle down the signal and wait, obviously this is incorrect. Does anyone know how to prevent this? Ta
I think the only workaround is setting a (second) "wait" instruction with "dispatch beyond instruction" enabled and a completion time that is definitely after the time the signal normally clears. This will not work if delays have developed. The AI is not capable of waiting in position until the signal up ahead has cleared. E.g. Player service "1" (P1) ends at station A at 12:00. It is followed by AI service "2" (AI2) that will enter a portal and is scheduled to depart at 12:01:30, but the signal only clears at 12:02:16 because of a freight train "3" that occupies the path towards the portal. Then your instructions could look like this: ... P1: stop at station A platform 1. P1: Unload (STA: 12:00, minimum time 00:00:30, "Lock doors to complete" disabled) P1: End service AI2: Start service at 12:01 AI2: Load (STC 12:01:30, minimum time 00:00:05, "Lock doors to complete" disabled, "dispatch beyond" enabled if possible) AI2: Wait (STC 12:02:20, "Lock doors to complete" enabled, "Dispatch beyond" enabled) AI2: Enter portal If you're making a scenario, I guess you can probably script these delayed departures, but in timetable mode you're stuck to the instructions available.
You might be able to set up a dependency. Where your AI train's next Stop at instruction is depended on a second train Stopping at or Going via a location. Such as AI train on platform 1 won't receive Stop at next station instruction until second train Stops at platform 2.
With 1100 services in my timetable, I think I'll just have to live with it the way it is, because of the dense traffic in Leeds (700-800 services in a day) it's just not feasible to alter times or "call on dependency" for majority of these services, also so many services criss crossing the west junction, it would be a nightmare to workout pathing, Pity there isn't a a command "despatch only when route is set" or something like that? Thanks for the feedback.
That might go some way to explaining "traffic jams" I've seen from time to time while playing, particularly around terminal stations. Could be why they added the ability to delete problem trains. Good to know for when I get to that part of building my route plugin. Hope the A.I. has enough per-train agency to reroute Non-Player Trains and have them obey signals properly in TSW6, but since DTG haven't said anything remotely like that, I wouldn't hold my breath.