Ai Traffic Speed Issues

Discussion in 'General Discussion' started by conall, Aug 8, 2023.

  1. conall

    conall New Member

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    So Im currently making a scenario on WCML South, 80% of the traffic North of Watford set off at a reasonable speed, but then almost stop and crawl the rest of the way through the scenario. I had it happen on a different route as well, so I know its not the route, and its not the stock either because it seems to be all stock. Im just wondering if there is a way to get it to go faster, as whilst not hindering the scenario, it just looks rubbish. I had it happen with another service, but it seemed to fix itself when i changed the departure time of a service in front, and didnt have it stop at Watford Junction, since the service crawling behind it only started after Bushey. Im very confused as to why its happening and why there doesnt seem to be any consistency with it. Sometimes they do it on move, sometimes they do it as soon as they start moving. Any suggestions will be massively appreciated. I would post a video but it doesnt seem like i can
     
  2. triznya.andras

    triznya.andras Well-Known Member

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    One basic culprit would be a go via instruction set to 1 mph (because that's just fine for players, including to add leeway time).
    The other one is an accidental change of performance ratio, which starts at 75%. I'd rule this out given your story, just saying it's possible.
    There are a few additional reasons, I occasionally come across crawling AI, even in official scenarios, although some of them are matching the story (slowly advancing in a siding while I pass by).
     
  3. conall

    conall New Member

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    so i managed to fix it, i just set some of them to do 200% performance, and the fast services i just had stop short of Euston
     

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