Hi all,
I have been told that when creating a service, after the lead engine all engines should be AI. The service will run "better" this way. Is this true? If so what are the advantages?
Fred
Hi all,
I have been told that when creating a service, after the lead engine all engines should be AI. The service will run "better" this way. Is this true? If so what are the advantages?
Fred
An AI loco uses fewer computer resources than a driveable loco.
Almost all AI engines do not have a CABVIEW, so the game doesn't have to load those elements. AI engines may also have different sound files (sms) and lighting definitions so they perform correctly in the game.
With BIN, I personally have added CABVIEWs to AI engines, as I like to create activities that leverage the "cab jumping" feature.
Chrisvw
"It's what you learn after you know it all that counts." John Wooden
It all depends on how much your system can handle. I've tried running the same consist with one lead engine and three AI's and then with four lead engines and noticed no difference in performance. I feel AI were created back when computers performance wasn't what it is today. I rarely use AI any more. But many engines need AI lighting added if you are also using them for AI traffic.
That's all I use them for, correct lighting when running as true AI units in activities. I've always run powerful computers so even when I still used MSTS (I've gone 100% to OpenRails) and I really saw no need to run AI's in a player consist and never experienced performance issues.
Just say NO to Fictional Railroad Foaming...
IIRC AI engines don't use throttle-up and dynamic brake sounds.
Rob
Thanks for the info. I found it very helpful.
Fred
Use the same .sms file that the player engine uses.
Regards,
Eric