Beiträge von Kim_olesen1

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    alTerr


    It is a problem that lies in the dispatcher code.


    I’ve build many many advanced quick drives, and most(!) of the times you can do the following to remedy it:


    1: If it does not help to put just one scenario destination marker after the switch, try two, routing the player train through both.


    2: If that does not help, make a long scenario destinaton marker over the switch. (Some will say you should not do this, but it sometimes really does solve the problem)


    3: If none of that helps, then put a portal after the switch and route the player train through that. Don’t worry, the player train wont blow up or dissapear.


    4: If none of that helps, an invisible train ahead of the player train, going the same route as the player train, routet to the portal described in paragraph 3, or routet to a later portal, will force the switch to be set correctly. Drawback, this will ofcourse cause the player train to be following the AI train, causing the occasional red/double yellow aspects, until the AI train leaves the signal block ahead of the train. The inconvenience will ofcourse be gone when the AI train has disappeared into a portal.


    TIP for interesting QD on one track lines: when a two track place merges into one, you can actually simulate random train crossings. Spawn an AI train heading into “track two”. (See the picture). Set spawn probability to 50-20% depending on how much probability you want for this event.

    1; no. The AI train stays about 30 seconds.

    2; unfortunately AI trains do not open their doors.

    3; yes, every AI train needs a spawn point

    5; ai trains start to move when the player train is closer than 2km.

    6; erase the “displaynames” of all the destinations ypu don’t want displayed. It’s the column on the right, where you can give the destinations costum names. If that field is blank, the ziel will dissapear from the Auswahlmenu.

    Dear alTerr Building a route like this is a HUGE amount of work. I know this might be an unpopular oppinion, but i think you deserve all the profit you can get, for this work. I would understand 100% if you choose to hold it back untill you can actually reap the rewards of the seeds you’ve sown.


    There is an alternative, that my band has used a couple of times. (For tax reasons).

    The publisher of the route can let the profits stay in a bankaccount (even drawing interestrates) untill the time where they can actually be paid out to you. Money in the bank is better than nothing.

    Grundsätzlich ist da Szenariobautechnisch alles möglich. Allerdings ist das Problem bei Retour-Szenarien der KI. Wenn du am Bf A startest, vom Bf B wieder zurückfährst, muss der komplette Verkehr für den Rückweg an Abzweigen oder hinter dem Spieler im Bf A aufgebaut sein. Die Problematik ist je nach Strecke unterschiedlich groß, im Beispiel mit Hamburg-Hannover müsstest du aber bei einer Fahrt Hannover-Hamburg-Hannover auf dem Rückweg meiner Streckenkenntnis nach mit merkbar weniger KI auskommen, weil man hier nur in Maschen (für Bereich Harburg-Hamburg) um die 10, Lüneburg (für Lüneburg-Harburg) 2, Uelzen (für Uelzen-Lüneburg) 1-2, und dann nochmal Celle (für Celle-Uelzen) 1-2 abstellen könnte. Der Rest des Verkehrs müsste in Hannover irgendwie elegant hinter dem Spieler geparkt werden was kompliziert sein dürfte. Die Problematik entfällt natürlich sobald du sagst dass du da keine KI verbaust.

    Can’t you just dissapear the ai trains into portals?

    Nöhhh, i haven’t noticed any difference. The dispatcher is every bit as “unintelligent” as it’s always been. If you put in enough scenario destinations to not give it any choices for routing, it’ll mostly work. If not, you will eventually be in trouble. Same as it’s always been.

    TrainFW Actually (coming from Denmark and having traveled quite a lot in Schleswig Holstein) the area south of Flensburg does not seem under built to me. I think it is just the fact that between Kiel and Neümunster there are more hills, so it feels different.

    Passionlevier There is actually a lot going on in HH. But sometimes it just escapes the eye. You happen to pass an AI train that is behind a building or a line of trees at that particular moment etc. Like at 1h 06s. Can you spot all 3 AI trains happening within the next 30 seconds?


    I never think about performance, but i do sometimes think about not overloading the signal scripts and the dispatcher code though. I could probably cram one or two more AI trains in there without crashing the dispatcher code. One other thing is that it is a good thing to get rid of AI trains before they cause the “an AI train has left path” error/crash. That means dissapearing them into portals. And this in turn means that those portals, and the whole AI train, have to be out of sight from the Führerstand of the player train. Otherwise you actually see the trains magically dissapearing into thin air And i am actually running a bit out of space to do that. It’s much easier on the freie Strecke, than in big station areas.


    I never did do scenarios for K Ko v2. I don’t even have that upgrade. BUT i actually did a very significant and great advanced Real Drive for the original route. I just haven’t released it yet.

    Just finished the Flensburg - Hamburg Real Drive. (Well actually Padborg - Flensburg - Hamburg, since i wanted to include a bit of the danish route. And Poetzch ;)


    191km of realdriving. Don’t forget pizza and coffee LOL


    Passionlevier You can find all my newer ones here on rail-sim.de.


    I have an incredibly busy couple of months ahead of me. Spring is the most busy time for a musician/musicschoolteacher.


    But i also have 3 out of (at least) 6 drives more or less ready by now. The real hurdle to get past is that i have to make some costum consists for this one. So within a couple of months i hope to have a suite of drives released.

    The route comes alive with a Real Drive.


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    Working on the Kiel Hamburg Real Drive. What do you know….i really like this route. Can’t believe someone actually build this for me to drive, for free. As to landscape: north of Elmshorn, the track certainly have small inclines and declines. If all that landscape was build by hand, hats off to Ghosttrain for pulling that off. It seems very natural and convincing to me.

    And ofcourse, putting AI trains in there, seeing the signals react to random trains in front of the player train, makes the route come alive.