I have a few questions and thoughts, hopefully this will start some discussion and maybe lead to a few ideas.....
For those who do not know of the Car Movement & Traffic management system, please search on the forum here and download the manual. The short answer is it is used to manage freight cars on a route.
Trainz Pro Routes produced a Humpyard kit with working retarders AND a destination database as to where the cars were going and to what industries for what loads...
What I am wondering is if the Humpyard kit / Destination Database AND C.M.T.M. could be made to interact?
This would gain us the ability to use CMTM AND the Humpyard at the same time.....
Now, to the matter of not being able to "Kick" cars in TS12...
I did some experimentation with this, if you wish to try and duplicate the experiment, here is what I used:
Route: Smithville Classification facility, KUID: 95512:100030
Engines: Built in UP SD40-2s (Two)
Cars: 12 coal cars, loaded (Your choice)
With the Smithville route, you will notice that the highest part of the hump is not in front of the tower, but past it.... this is important to remember.
What I did was set up 10 - 15 loaded coal cars and used 2 of the built in sd40-2s as hump power...
I started the cars over the hump and tried to maintain a steady speed of maybe 3 or 4 MPH.
When they crested over the highest part of the hump, I uncoupled the last car....
Hmmmm, it wouldn't continue rolling down the hump and into the yard bowl because the hand brakes came on automatically.
So I stopped the train, coupled back up to the car, and started up the hump in the opposite direction.
On a whim, I uncoupled the last car as I was going back up the hump......
The car slowed, and started rolling back into the hump yard!
I started wondering if there was a way to turn off the automatic handbrakes..... or if a small script that could be attached to a piece of track could enable / disable the handbrakes to make hump yard operations possible?
Inquiring minds wish to know....
Discussion?
For those who do not know of the Car Movement & Traffic management system, please search on the forum here and download the manual. The short answer is it is used to manage freight cars on a route.
Trainz Pro Routes produced a Humpyard kit with working retarders AND a destination database as to where the cars were going and to what industries for what loads...
What I am wondering is if the Humpyard kit / Destination Database AND C.M.T.M. could be made to interact?
This would gain us the ability to use CMTM AND the Humpyard at the same time.....
Now, to the matter of not being able to "Kick" cars in TS12...
I did some experimentation with this, if you wish to try and duplicate the experiment, here is what I used:
Route: Smithville Classification facility, KUID: 95512:100030
Engines: Built in UP SD40-2s (Two)
Cars: 12 coal cars, loaded (Your choice)
With the Smithville route, you will notice that the highest part of the hump is not in front of the tower, but past it.... this is important to remember.
What I did was set up 10 - 15 loaded coal cars and used 2 of the built in sd40-2s as hump power...
I started the cars over the hump and tried to maintain a steady speed of maybe 3 or 4 MPH.
When they crested over the highest part of the hump, I uncoupled the last car....
Hmmmm, it wouldn't continue rolling down the hump and into the yard bowl because the hand brakes came on automatically.
So I stopped the train, coupled back up to the car, and started up the hump in the opposite direction.
On a whim, I uncoupled the last car as I was going back up the hump......
The car slowed, and started rolling back into the hump yard!
I started wondering if there was a way to turn off the automatic handbrakes..... or if a small script that could be attached to a piece of track could enable / disable the handbrakes to make hump yard operations possible?
Inquiring minds wish to know....
Discussion?