Coal Mine Question - max delivered load

boleyd

Well-known member
Had a 20 car coal trian under AI control to load at a mine. Two cars load. The train pulls forward to car 3 but stops with no loading. I increase the static deluverable product to max and production to double. Same action. I remove all but 4 cars and the process proceeds and makes the 2 hour and 15min run almost to the destination. It was stopped by the all too common red signal that very briefly switches to green and cause the train to lurch forward a few feet. That repeating process seems infinite.

I eliminate the last issue by removing the signal. However, my real question is about the coal mine. Does the mine look at the entire consist and make a judgement that it can't load all the cars after loading the first two. A more dedicated customer might try various numbers of cars until the process completes. I just prefer to ask a question.
 
Hi Dick

In my experience an industry will continue to fill the cars until it runs out of product. It then loads full or partially intermittently until the whole train has passed through. I can't be bothered to play about with them these days so I just set production to the maximum that the industry can hold and it never runs out.

Similarly when unloading at an industry I set consumption to equal the whole amount that the industry can take. I am more interested in the railway side of operations so I just want the whole train to load or unload correctly. There's nothing that irritates me more than seeing partially loaded trains running about.

Sometimes, depending on the route, I use variables to allow the industries to control when the trains run by monitoring the queues and ordering deliveries or collections when there is sufficient product to load, or space to unload the entire train. This can only be done when an industry has enough storage to make this viable but I get a lot more satisfaction as this is more akin to real railroad freight operations.

Regards

Brian
 
It was stopped by the all too common red signal that very briefly switches to green and cause the train to lurch forward a few feet. That repeating process seems infinite.

I eliminate the last issue by removing the signal.

The most common fault I find is a rogue switch 'added' between playing sessions, followed by a 'missing switch' that has slid along the spline.
 
Seems like a lot of loose ends that N3V can't justify the expense to track down and fix. I have resisted determining a set of industry assets that actually work without "special attention" but they are few. Seeing the same industries on all my routes is "disturbing". A legacy of the few rules era.
 
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