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    #31
    Isn't that the predicament that happens when you run the Rockslide activity on Feather River? OR simply routes the follower train onto the least congested route available.

    And doesn't that problem go away when the following trains lose their needless passing paths?

    Is it written in stone anywhere that all AIs must have passing paths at all sidings, or is that belief just another MSTS user practice hangover?
    My Open Rails videos https://www.youtube.com/channel/UClc...1kBPO2A/videos

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      #32
      Originally posted by geepster775 View Post
      Isn't that the predicament that happens when you run the Rockslide activity on Feather River? OR simply routes the follower train onto the least congested route available.And doesn't that problem go away when the following trains lose their needless passing paths? Is it written in stone anywhere that all AIs must have passing paths at all sidings, or is that belief just another MSTS user practice hangover?
      Hi Geepster,

      It may not be written in stone, but I would rather have one path that covers all possible meets that becomes re-usable in any activity, than to have hundreds of paths that accomplish the same thing.

      Peter

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        #33
        If I made lifeless point A to point B activities, I might agree with you. But we are getting into more and more features like where an AI train can drop a locomotive to be added to your mechanically stricken train, or you can have a planned insertion of mid-train helpers totally by AI, where the odds of one AI path reusable in many activities seems like a moot gesture.
        My Open Rails videos https://www.youtube.com/channel/UClc...1kBPO2A/videos

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          #34
          No, I can see where it'd still be useful. Sure, you've got some fancy paths with pickups and dropoffs, etc. But at the same time, there's still some mainline traffic 'through' trains going past, and reusable paths for those makes a lot of sense.

          Bob

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