multiplayer Trainz organization?

hi, does all this not spoil the idea of the user being dispatchher for his route if the train is going to carry on regardless

cheers

Gav
 
Not realy
If the unit is straight through too the next player you dont need any intervention

If it is to be seviced by your industrys then you need to ensure the industry is free, this is why I have put traps on my route, nothing can enter the main line until I have made sure the destination is free
My iPorts into my system are not connected directly to the route princible
they arrive at a small yard off screen, then exit this yard through a normal portal onto the main line, only when I can accomadate them; I can hold 6 incoming units at a time at each end
If it is straight through then it would just need the track marks for the main line and the exit port , its these marks it would need to bring with it




hi, does all this not spoil the idea of the user being dispatchher for his route if the train is going to carry on regardless

cheers

Gav

 
multiplayer Trainz?

This looks very interesting - especially as my dad has just bought himself 2006 and I am experimenting with sending a Deltic through the ether.

Ian
 
Well, with the increasing number of people here interested in iPortals, I've modified my project route to accomodate them. In addition to the two portals I have on the east end of my layout (west end isn't there yet :cool:) I've placed two iPortals that allow for incoming and outbound traffic. The junction of the iPortal lead tracks and the mainline is right at the throat of my first yard; you ought to see all of the switches I had to install to allow for every routing possibility :cool: That and the 4-track main leading in from the portals is just cool :cool:

Thus far, I have the following industries:

-Coal Mine
-Seaport
-Power Plant
-Lumber storehouse

So my layout currently only produces coal, but demands all of the built-in commodities. Meaning most trains you guys send me will be to deliver goods to me, and me send the train back empty. :cool: But don't worry, as the layout grows I'll have more industries producing goods.

I'd love to join in on your operating sessions, but to be honest I don't really give a whit about the rules on my layout design; if you ask me, what people do with their layouts is their own business. I've already far broken the 2-3 baseboard suggestion (my layout is currently about 12 miles long and expanding every day) so I'm not too worried about following the others; this is my route, after all :cool:

-Chris (tm)
 
Well, with the increasing number of people here interested in iPortals, I've modified my project route to accomodate them. In addition to the two portals I have on the east end of my layout (west end isn't there yet :cool:) I've placed two iPortals that allow for incoming and outbound traffic. The junction of the iPortal lead tracks and the mainline is right at the throat of my first yard; you ought to see all of the switches I had to install to allow for every routing possibility :cool: That and the 4-track main leading in from the portals is just cool :cool:

Thus far, I have the following industries:

-Coal Mine
-Seaport
-Power Plant
-Lumber storehouse

So my layout currently only produces coal, but demands all of the built-in commodities. Meaning most trains you guys send me will be to deliver goods to me, and me send the train back empty. :cool: But don't worry, as the layout grows I'll have more industries producing goods.

I'd love to join in on your operating sessions, but to be honest I don't really give a whit about the rules on my layout design; if you ask me, what people do with their layouts is their own business. I've already far broken the 2-3 baseboard suggestion (my layout is currently about 12 miles long and expanding every day) so I'm not too worried about following the others; this is my route, after all :cool:

-Chris (tm)

Maybe ,Chris, the point of limiting the size now, is a good one to allow everybody to learn how it is going to work?
As I read it a session has not been fully successful yet,and we don't even know if the train takes it's rules through the portals yet?
I am sure it will be developed as the group learns how it works. In this case I would trust the K.I.S.S principle! :D
Cheers
Rod
 
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I see your point. I suppose I can just wait out the teething phase while the organization gets the hang of iPortals, not to blow my own whistle but I used iPortals so much in the early days that I'm pretty confident I can just plug right in and skip the training stage :cool: I've actually been a part of a few iPortal operating sessions that went quite well. Just keep the following in mind:

-Communication is critical. You can't just send a player a train with no warning at all; believe me, he will be very mad if all of a sudden he has an extra train to deal with and nothing to do with it!

-Always leave at least a decent length of lead track from your iPortal before any switches, direction markers, etc. Having a yard right outside the iPortal is pointless, useless, and a waste of trackage, because the trains will ignore the switches anyways. It would probably be wise to publish an advisory for members of these modules giving the maximum train length; then, they can design their modules with this in mind, and so long as nobody sends a train too long to someone else, it would work well.

Also, to be perfectly honest, I would not expect everyone to download all of the content you list as required for the sessions. That's the nice thing about TRS2006; there's enough variety of built-in content that you can specify that users use only default stock and products, and there'll still be enough variety to keep things interesting. In my opinion the rule should be built-in rollingstock and locos only for ease of use, I know that's all I will be using in any given iPortal session.

-Chris (tm)
 
Hey up,

#atsfrr3000, i admit i was a bit worried when reading your post,

"Thus far, I have the following industries:

-Coal Mine
-Seaport
-Power Plant
-Lumber storehouse"


If you look back to the early posts you'll see i limited the number of industrys each module could have to 2 (other wise we will have a lot of the industrys in the same session all demanding the same goods)

where ever possible we will keep to built in stock but sometimes it gets mixed up with custom content

ITrainz is still new, and i am still reading these forums in order to adapt the rules and stuff so please bear with me, i hope it wont be too long before we can run a proper session.
 
There is no problem with route length, make it as ng as you can handle
mine is 13 boards + 3 each end for the trap on the incoming lines

I have the followin industry

Imports
1/ Coal for the power station ( normaly every one would have a power station)

2/ Grain ' any kind ( LARS )
3/ Cattle
4/ Diesil Oil ( small amounts as this is for the Grain Complex )

Exports

1/ Wheat
2/ Crude Oil
3/ Containers ( 20's & 40's only ) in small batches ( 5 flats at a time only)


I have other industrys on the board but they are serviced from within the route; althou it is always possible to import/export from these aswell

I also have some custom stock ( built for my own use ) when the system is established I will send the files to all players; the reason for this is that this route has been adapted from my personal route that I have been building and expanding for some time and I use this myself solo
 
Well, like I said, I'm not going to bother making a seperate route for this, I'd much rather use my project route as it allows me to examine how AI drivers operate when a new one is introduced to the mix. That may help point out any potential trackwork flaws or bottlenecks.

I've just added another city, so chances are there'll be more industries, but do not despair; I won't be leeching resources off of everyone. My ultimate goal is to make the layout completely self-sustaining; i.e. every product that the industries demand is produced somewhere, and every product that is produced is consumed somewhere else. So when the layout is fully finished, I actually won't need any resources from anyone :)

However, in the interest of allowing this route to plug into an iTrainz session without an overly long mainline, I will palce my other two iPortals in the new city. The travel time between the two is still about 10-15 minutes, so my module will be considerably longer than most, but it's better than putting them on either end of the route (in the end the whole thing will be about 60 miles long! :D

-Chris (tm)
 
ok if your won't be leeching off everyone else then its not a problem, but you should choose a couple that you want served by Iportal traffic (even if just stations!)
 
ok if your won't be leeching off everyone else then its not a problem, but you should choose a couple that you want served by Iportal traffic (even if just stations!)

Well the routes concept was not as an iPortal route; originally this was going to be a completely self-sustaining, independent route. So even though I've now added iPortal capabilities to it, I'm still going to make it a completely self-sustaining layout that requires no commodities from outside the layout (although I'll still gladly recieve any trains sent to me!)

Plus, you have to keep in mind that the iPortals are not on a separate route here. The iPortals hook up directly to my main line, in fact they make up 2 out of 4 tracks on the East end of the layout (the other 2 being standard ol' portals.) Any trains that come in through the iPortals go directly to the nearest yard and are immediately integrated into the route.

With this in mind, I'd say I'd be more accurately described as a filler module; just stuff me between two modules and I'll let trains pass through my module to wherever. I just like watching lots of trains go by :D

-Chris (tm)
 
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ok,

I did when inventing the organisation ITrainz think that some people would want to just have a route which didn't interact with iportal traffic just let it flow through.

some of your description just confused me a bit (i blaim it on Luke interupting my ITrain of thought).
 
My map also is self substained in normal circumstances;
and during the iPort sessions will to a certain extent remain so
my passanger services will be running the line on AI control
My power station also: but it needs a input every 25 mins to keep it online so I would be reroute them to an outside source during the sessions
like wise the grain terminal this has 2 loading bays and 3 discharge bays
only wheat out; but any lars grain product in I would leave 1 each of these bays for outside servicing but there are 2 holding tracks for each bay
cattle can be import or export; I use the BR Cattle wagons that are built in and the track can handle 12+break and 1 loco; there are 3 holding lines for this industry: there is only 1 active load/unload line here
for the containers it is in/out service : only 6 wagons + loco in the active bays ( 1 load:1 unload ) but there are 6 sidings here that will take 10 wagons each:
There is an Oil export ( crude only ) in the dock can handle 6 wagons at a time with 2 sidings this was set up because during our test Colin asked for crude to be returned in the tanks he sent me with Gas Oil
Gas Oil is imported only in small quantitys ( 8 wagons max )
Passangers can be handled at the station 2 platforms + 1 bay and 2 through lines; platforms can take 7 coaches + loco

there are iPorts at each end of the line ( 13 boards )
The Outbound are connected direct to the line
Inbound are not: they arrive at a reception yard and exit through a normal portal when they have recived instruction
I have set up a system of schedules to give them depending on the commodity the have

other industrys that are on the board would remain under AI servicing but if someone required a product then it could be made available at a pinch

all industys are acsessable from both ends of the map


ok,

I did when inventing the organisation ITrainz think that some people would want to just have a route which didn't interact with iportal traffic just let it flow through.

some of your description just confused me a bit (i blaim it on Luke interupting my ITrain of thought).


 
yeah i can see the benifit of that actually,

but i think i will stick to my Station and Fawley Refinary for my layout!

Keep it simple!
 
yeah i can see the benifit of that actually,

but i think i will stick to my Station and Fawley Refinary for my layout!

Keep it simple!
but you say you have only 3 boards and I find that kind of small
just the iPorts and the run in takes almost 1 board so with both ends activated that leaves you 1 board

now my grain complex tahes up 5 boards time yo count the run in and the yards
 
ok,

some of your description just confused me a bit (i blaim it on Luke interupting my ITrain of thought).

The iPortals are connected directly to my one and only main line. What more is there to say? :D

I'll get some screens of how it all hooks up in a bit.

P.S. next time you guys have a test session shoot me an e-mail at atsfrr3000@hotmail.com so I can join you, I'm DYING to find out how through traffic will integrate with the local traffic on my layout.

-Chris (tm)
 
ok, screenshots of how the iPortals hook up to my main line on the Eastern end of the layout...

iportalhookup1ul7.jpg

iportalhookup2ce7.jpg


On the second image, the tracks are arranged as follows.

Bottom, L to R:
-Outbound iPortal traffic
-Inbound iPortal Traffic
-Outbound normal traffic
-Inbound normal traffic

Top, L to R:
-Fiddle track for Chayton Yard (over a mile long, actual yard is further down the line)
-Eastbound Mainline
-Westbound Mainline

And of course, in between there's an assortment of turnouts to allow for all of the various routing possibilities. I've not shown the other two iPortals, as they are arranged in a similar manner, except that they branch off from the mainline as a spur while the mainline continues (or will continue when I get around to it :cool:) to the West.

I do feel that having a main yard just inside the main line from the portals should allow me to keep bottlenecks away, as I can simply route trains from the portal onto the mainline or into the yard as needed. Keep in mind that the vast majority of the trains generated from the standard portals are through traffic and will go straight to the other end of the line (occasionally there might be a passenger train or two).

On top of that, those standard portals are dormant in my iPortal sessions; the only time they are used in iPortal sessions is when I need more cars, then I just use the Emit Train Rule to spit out what I need and send the delivery loco back to the portals :)

I suppose I won't really know how well my system works until we have 4-5 people running in a session and I happen to be in the very middle of it all, but I feel rather confident that I can avoid major backups using this system.

-Chris (tm)
 
That looks great Chris! :)

I am about to go away touring Australia for the next three months, or I would be right in there with you guys. I hope you will post a list of the problems come up against as you go. It should not be difficult in this day and age and with broadband to set up a separate data link for sound and command transmission and then you will have these groups set up everywhere. Keep going you'r all pioneers!!
Cheers
Rod
 
In game talking,

a few post ago we were discussing forms of communication and team speak was suggested:

can anyone tell me how to get the thing working,

call me stupid but i couldn't make it work :confused:

or can someone else set it up and give me the relevent passwords etc
 
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