Rich:
In the book you state: "In a yard, you might want to decrease the radius so an engine on an adjacent track doesn't run over a Location Event it's not meant to."
Were you referring to an AI train, or the player train triggering the event from another track before it's supposed to be triggered?
When I first read this, I assumed it was talking about AI trains. I'm trying to work out an activity on Canton where the player train takes a siding to wait for an AI train coming from the opposite direction. Depending on whether the player train arrives on time or not, the timed message could be displayed before the AI train passes through. I was thinking of setting a location event to be triggered when the AI train passes the last switch before giving the player permission to enter back onto the main. I'm just trying to make sure the player doesn't have to wait any longer than he has to by lengthening the time trigger to account for a late arrival on the siding. The only other solution that I can think of is giving the player a deadline for reaching the siding. If the siding switch is not cleared in time, the activity ends with a failure message.
Rick
