UI Ai Train Performance - Time Keeping

Discussion in 'PC Editor Discussion' started by classthrash#2930, Jun 13, 2026.

  1. classthrash#2930

    classthrash#2930 Active Member

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    Good afternoon,

    I have an AI train that is set to 1.0 for AI expected performance, but can't keep up with the timetable, the first stop is a 10 min player drive, but AI is taking 13+ mins to cover the same distance, any suggestions on how to improve this ?
     
  2. 85hertz

    85hertz Well-Known Member

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    Cannot really think of much.

    Have you checked there are no timetabling issues (I.e. a delayed train ahead, or the service is being pathed incorrectly/on the slow lines instead of the fast).
     
  3. moofers#8902

    moofers#8902 Well-Known Member

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    I'd suggest watching the playback and seeing if there's anything slowing the train down or stopping it from arriving on time.
     
  4. classthrash#2930

    classthrash#2930 Active Member

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    nope and nope, the AI acceleration is slower than a player driven service, this leaves to massive standing times at stations. the train in question is a GWR HST
     
  5. classthrash#2930

    classthrash#2930 Active Member

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    player driven service, 10:38 dep Doncaster, Arr Retford 10:51, AI driven service arr Retford 10:53, that's a wait time for the player of 3 mins, very strange.
     
  6. davcpas#4902

    davcpas#4902 Member

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    I've had a similar issue where an AI train would get stuck showing as "Moving" at 0.01m/s. I'd take over the service at the same point and be able to move normally.

    I found that the AI using that particular train (166) couldn't handle the gradient of the station when moving off. I switched the train to another class (150) and the AI could move off normally.

    I ended up having to alter the gradients to get things operating normally.

    Important note: this wasn't an issue until the GWE Remaster so not sure what happened to the RVM....
     

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