A very valid point Roy!
The original reason for the strange intervals is to try and stagger the creation of consists around the layout. If all ten portals started making trains at the same time my system would judder so much that I could actually go away, cook a roast, eat it, wash the dishes and come back and sit down and it would be just finishing making the consists! :hehe:
You have to admit that my consists are quite the opposite of Phil's; his are neat and tidy and are all the same and have been chosen so as to minimise the judders; mine have been chosen to show off as much Aussie rolling stock as I can and to give you heaps to look at on your long lonely shifts. I found the staggering of the timings of the portals did help reduce the judders quite a bit. I realize now that this gives problems with saving sessions as it is really hard to work out when to do a save!
As to the session lengths...
You're worried about a four hour shift? We were supposed to be limited to 12 hours but that was frequently exceeded!
However I accept that you're not getting a paypacket for this and I certainly don't want to work great long shifts any more. I have been trying various tricks to get the session times down to a more realistic level. With
Logger Rhythms and
Fush 'n' Chups I achieved this by running from Hoskings to Basin Harbour and then Basin Harbour to Hoskings. This also meant I could cut down on AI stuff but prevented the covering of bigger distances and Austral Bay 5a is certainly a big layout!
With
The road goes ever on and on, A journey in the dark and
The bridge of Austral Bay (can you guess where the titles come from?) I have broken a long single trip from Hoskings to Huff into three sessions. The first two are around three hours each and the last one is barely two hours. The advantages of this technique are that I only need AI trains for the part of the journey covered in that session thus giving your PC a break, and also having a place to finish that will not give you that awful unmanageable AI train emission/consumption problem. It also means I can start each session with a bit of AI train activity in areas other than the usual portal to portal method and make it look more interesting and 'real'. Check out the start of
A journey in the dark and especially
The bridge of Austral Bay.
The disadvantages are basically to do with continuity.
A journey in the dark starts where
The road goes ever on and on finished with Harry on the head of a train in a particular place. Obviously I'm going to make up the train to look like how it looked for me in the previous session and if you've made it up differently then you're going to immediately notice that when you start the next session. I also place Harry and the train in the following session where I left him in the previous session and if you've put him somewhere else then again it's going to look a bit strange when you start the next session. I've tried to overcome this by being rather explicit with my instructions such as marshalling order and where the train is placed at the end of the session but it does detract a little from "we all do it our own way". I guess it's all give and take.
I do prefer the shortened sessions. They are much easier to set up and debug and I assume they are rather more popular with Trainzers. I suspect that sessions of between two and three hours are the goal though I'm always open to suggestions. Just for the sheer hell of it I might one day make a twelve hour session! But not yet...
I still have plenty of ideas as to how Harry might be gainfully employed and also some ideas of additional characters (a bit like in
Ore-Some!) who can put in appearances from time to time.
Of course if Harry had more industry enabled Aussie rolling stock to pull...
Cheers
Nix