Number of Trains/Consist

Stewartbf6

New member
I am new to TS12, love it, and have been learning to add track industries, etc., utilizing a copy of the Mojave subdivision. In my enthusiastic ignorance I started adding rail cars in Edison, Mojave and various other places to simulate a working railroad...it just looks good.

Then I noticed my portals stopped working...took me a while then I realized that all those cars and strings of cars were adding up as "Trains" against the CPC/UNIPORTAL rules maximum train count. Some questions:

Is there a way to place cars so they don't count as a TRAIN on the portal?
(In retrospect that is a stupid question.....since every car has the potential of being part of a Train. So next question...)

Does it hurt performance to have "non-rolling" stock on the railroad(I've crashed a few times lately)

Lastly-Is there a quick way to get a total number of consist/trains?
 
1. Not that I've been able to find, which is why I gave up trying to use CPC and went back to regular portals spawning trains at fixed intervals.

2. Yes. The game loads all the physics data for every single loose consist car on the entire route even if it's 20 miles away. Tests on my system with 1000 regular freight cars in a yard 10 miles away from the player train cut the framerates in half.

Search for author sniper297, category rolling stock, download any freight car and steal Justin's "sleep script" out of it to use in other freight cars, the carfizzix script stops the game from loading the physics until something actually couples onto the car or string of cars. Also see this;

http://forums.auran.com/trainz/showthread.php?t=76129

One workaround is low poly static trains made as track objects, combined with real cars in a yard (not on the same tracks preferably since that would cause confusion as to which cars you can actually couple onto) they work as background scenery and help keep the framerates up when the yard is actually visible.

3. Dunno, I'd like to know that too.
 
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