First off my apologies for the quality of the sound. In the simulation it is much, much better. I think FRAPS does not like the sound chip on my motherboard.
Krashnburne is a single track line with crossing loops. A portal at one end generates AI trainz with yellow freight cars at 10 minute intervals; a portal at the other AI trainz with green freight cars at 11 minute intervals. Hence the loops used by one one AI train to cross the other will change as a session progresses. The AI trains are instructed to take the right track at all loops and proceed to the portal at the end of the single track.
The player, driving a yellow UP SD40 has a task to do (deliver tank cars and containers), but is free to do it in any way he sees fit. There are a few rules - obey the signal indications, return the switches with tall point stands to the straight through position, ... .
So away we go. The SD40 couples onto the consist in the main Krashnburne yard. As the player heads off onto the main line a yellow AI trains precedes him. He follows the AI train over the lift bridge, through the first loop, over the second lift bridge and up the 2.5% grade to MultuManufacture (watch in full screen to see the signal indications):
At this loop the yellow AI waits for the green AI to cross, then both continue on their way. The player also follows the yellow AI train over the elevated section and down the grade to the next loop:
Here the player switches the tank cars for loading at Stoopid Fuels. This involves running around the consist and propelling the tank cars into the fuel point. As he does the switching yellow and green AI trainz cross. One again the player follows the yellow AI train:
Onto the Port, where the containers are unloaded and freight cars with tank containers attached. Another AI passes as this happens:
Finally it's back to the main yard:
The player's interactions with the AI could have been different if, for example, the switching movements took longer or if freight cars had to be dropped of at other locations. But as long as the player follows the Standard Operational Procedures the AI and player happily co-exist.
Phil
Krashnburne is a single track line with crossing loops. A portal at one end generates AI trainz with yellow freight cars at 10 minute intervals; a portal at the other AI trainz with green freight cars at 11 minute intervals. Hence the loops used by one one AI train to cross the other will change as a session progresses. The AI trains are instructed to take the right track at all loops and proceed to the portal at the end of the single track.
The player, driving a yellow UP SD40 has a task to do (deliver tank cars and containers), but is free to do it in any way he sees fit. There are a few rules - obey the signal indications, return the switches with tall point stands to the straight through position, ... .
So away we go. The SD40 couples onto the consist in the main Krashnburne yard. As the player heads off onto the main line a yellow AI trains precedes him. He follows the AI train over the lift bridge, through the first loop, over the second lift bridge and up the 2.5% grade to MultuManufacture (watch in full screen to see the signal indications):
At this loop the yellow AI waits for the green AI to cross, then both continue on their way. The player also follows the yellow AI train over the elevated section and down the grade to the next loop:
Here the player switches the tank cars for loading at Stoopid Fuels. This involves running around the consist and propelling the tank cars into the fuel point. As he does the switching yellow and green AI trainz cross. One again the player follows the yellow AI train:
Onto the Port, where the containers are unloaded and freight cars with tank containers attached. Another AI passes as this happens:
Finally it's back to the main yard:
The player's interactions with the AI could have been different if, for example, the switching movements took longer or if freight cars had to be dropped of at other locations. But as long as the player follows the Standard Operational Procedures the AI and player happily co-exist.
Phil
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