Hello everybody, I am currently playing the second scenario of the journey. When I have loaded my first wagons in Blue Diamond, I have to reverse and park them on a siding so that I can bring the next wagons to the loading station. An AI-controlled F7 is supposed to help me here, but it just connects the wagons and simply stops. It thus blocks the track where I should park the first load of wagons ... in a video I saw that the F7, after coupling the wagons, makes its way down the valley and thus the track becomes free. Unfortunately nothing happens here...! It is just very tedious to drive up the 10km first, only to find out that the scenario is bugged again .. Is there a solution for or did someone of you have the same problem?
It happened to me too. Are these wagons coupled to the F7 partially on the switch from the loader side? If you are considering a restart (or maybe someone will give you a different solution), stop the train earlier so that the part that the AI takes is standing lower on the slope **. Theory. For me the second time it was OK Gool luck \o/ ** I did so
It is bugged. My split wagon rakes were all clear of the points and still the AI would not haul away. Which is why as I said in another thread earlier, this type of activity or at least the yard/shunting portion needs greater freedom for the player to move and position things themselves.
Wonder what causes this problem since not everyone is reporting it. I didn’t have any such problems which means it is not a consistent reoccurring problem. Would be interesting to know what the trigger was.
The first time I ran it had the same issue, second time this cut of hoppers is gone when I pull ahead with my first cut of hoppers. Now I did a save at that point and don't know what I will see when I go in to actually fill and spot them on that siding.
For me it worked the first time. If i remember right i stoped my train at the blue trigger. In the posted images the train is halfway over the trigger. Theory: The AI script has an action to drive also to the trigger, couple an then reverse. As the trigger is already blocked... endless loop of stalling.
I did this activity fine first time. I stopped my cut of cars so that the far end was at the required marker not the locos or middle of the train. The F7 came and collected the cars no issues.
Hello friends, thank you for your numerous answers! It worked now! As suggested, I carefully parked the wagons as high as possible. Now the KI F7 is making its way down. But I its sad that, like on other routes, playing here is like driving through a minefield. With such stupid bugs it can happen that after more than an hour of play you can suddenly start over ... It happened had often enough that I had adhered to all the regulations just so that a signal did not work and the whole route was paralyzed or, as in this case, the KI was simply bugged. I still think that's a shame and really annoying!
Problems with scenarios in TSW are, unfortunately, annoying. After a while, you get used to it. You have to follow the instructions very precisely and even think ahead, because maybe you have to do something differently? Sometimes that doesn't help either. Bugs. Patience! Great, you made it!
There is a 15 mph speed limit I guess. We come to the mine up the hill. Graduate the throttle position. Make adjustments, down 1 notch at once. For me, the last 100 yards is 5 ~ max ~ 10 MPH (5 if I want to be very precise). Here it is enough to stop by the 'door' on the marker. Or is it just random? It works for most people GL \o/
I just encountered another problem with Limited Power. I have gotten to the mine, the AI F7 has moved the hoppers out of my way, I uncoupled the first set of hopper to fill and moved up to the bumper post and saved at that point. Now when I went back in, it totally skipped over filling that cut of hoppers and wanted me to head down into the yard and cut off of them. Think I am just going to skip it and move on.
I find this problem occurs after I resume a saved version of the game. Save/resume has always had 'issues' on various routes, but it's more noticeable on CRR with its lengthy scenarios.
I believe this is a bug. Some people like me are able to complete this scenario first try, while others are having issues. One of my friends was able to complete this scenario by restarting the scenario until the AI train moved.
This issue could be related to the blue stop markers. The distance to a marker is based on the distance from your loco but the scenario requires the end of your consist to be on the marker. I ran into another issue towards the end of this scenario where I was unable to exit a loop because I previously left a rake of cars too far up and it blocked the exit (because I stopped my loco on the blue marker). Possibly for this issue ppl are parking the carriage the AI needs to couple to in the wrong spot (ie it is further up the line than it should be because they stopped the loco rather than the carriage on the blue marker).
Nope, I tried the solution as posted earlier but after the lone F7 couples to the rake of wagons it still refuses to move anywhere, making the next part of the scenario after loading the first rake of wagons impossible to complete. Sigh. Think I'm off to drive a truck or a spaceship for a few days, wait and see if DTG fix this and the other issues Clinchfield has.
I had a problem with the AI in this scenario ONLY when using the save function. It seems to be bugged as previously mentioned. When I played through the scenario again all in one sitting, no problems occured.
Yeah this one worked for me first time, but i've had many issues with resuming saved games across all routes. Hopefully they can get it patched quickly, because it really is a fantastic scenario.
It may be related to savegame issues then....as I did the scenario with no problems on 1st attempt in one sitting with no saving/resuming
When you put the hoppers into that track did you open the coupler at the far end so the loco could couple up? Otherwise its just sitting there up against the closed knuckle. Paul
For me, a new level of this is reached. I saved 5 miles before the end of a SERVICE (the one in snow with 1,5% grade at the start), the day later I load the savegame and I'm in a scenario I played two days before.
No where is that mentioned in the instructions. Guess it’s one more trick to try in order to get through this accursed scenario which is driving me back to Run 8, for my heavy haul fix.
You are a genius! By decoupling the train (dividing it into parts a moment earlier), you can use the lever on the car's caboose side or on the locomotive's side. It should be open, as you mention, on the last car behind the locomotive, before we leave that cut of consist for F7. PS You are the ONE, paul.pavlinovich! Briliant solution \o/
If anyone is certain they are coming across a bug while playing this scenario please ensure you are filling out a support ticket so we can investigate further.
Good observation! Seems like the couplers default to "locked" on this route, which may be prototypical (no idea), but probably deserves a reminder to the player, especially in a scenario.
Hmmm.... i swear i've gone to couple to static consists (that i hadn't peviously interacted with) and the coupler has consistently been locked. I'm thinking it was the Greenbriar turn services in timetable mode. Now i've learned just check them every time.
Yeah, it seems random, but it probably depends, which lever we use to decouple << this is just a theory! Now I also have the impression that I had a problem more than once because I didn't think about it paul.pavlinovich \o/ PS You are right. Stand-alone consists could be 'defaulted' in this way
When you decouple US rolling stock, only the coupler you actually unlock becomes unlocked; the other one stays locked (unless you do both of them). Ergo, always unlock the side that stays attached to your train. -------------- Helpful hint: if you do get the both-locked-so-won't-hook-up problem, in game at least you can always connect them manually as you would a European train, provided the cars are close enough together.
Breblimator's links to US Loco manuals are invaluable - as a Limey, was amused to see the F40-PH has an Ale Dryer!
I'm about to try this again from my saved game, but one would have thought an AI move would either ignore the state of the brake system (simplified physics?) or a checksum would activate to put everything in order. Edit: No change. The F7 couples up but then refuses to move regardless of whether the couplings are shown as locked or unlocked.
Not to worry, off to run Kicking Horse Pass in Open Rails instead (got to love those CP Nathan KL5A horns!).
Yes and the most arcane un-mnemonic key command structure, ever! However for industry based play and car forwarding not to mention train physics it really can't be beaten.