Rerail consist

johnpro

New member
I often derail . Is there any way to re rail.

At present I have to start over from the start of my last save.

John P

Qld
 
Search the DL/S for the "re-rail portal" or something similar to that, Ive never used it myself so someone else will have to take over from here.

Anthony
 
Do your homework...!

:cool: Think out your movement, and plan accordingly...

This is a train simulator...

We don't have time to break off for wreaks.

Or, plan several trains to keep you busy, plan the wreak to not do that again!
 
personally, i think it would be more prototypical to be able to 'rescue' derailed equipment by bringing 'rescue equipment', big hooks and such, into some sufficient proximity with it. not that such rescued equipment would be at first usable, it would instead by 'bad order' and have to then be moved to some sort of repair facility to be returned to service. but i think this could be done, i'm mean ought to be made to be able to be done, with the proper sequence of 'rules' and availability of the proper equipment with which to do so, sort of like working industries that are moveable in the case of relief outfits, big hooks, weather themselves on rail or ruber tyred, that you'd have to go through the whole sequence of steps involved, properly deploying outriggers so the 'hooks' don't fall over when lifting derailed equipment, and then have actually lift the derailed vehicules onto flats and or temporary bogies, for transport back to the car shop.

i really think this would add more then mearly leaving them unretreavable untill the session was restarted.

i haven't gotten this yet, but i think it MIGHT be possible to be done, if the program allowed there to be such things, i don't know if it does or not, but you know, to have relief equipment rescue enabled, the way we now have freight and passenger equipment loading/unloading enabled.

i mean sure, the actual 'rerailing' would be teleporting, the way passengers and goods are loaded on and off of their respective rolling stock now, but i really see this as potentially doable and adding a great deal to the realism of the sim. maybe something to think about for service pack one of trs 2009, once there is a 2009 to add it to.
 
I agree...

:cool: A suitable work train would be in order...

Time, & dedicated forces would scoot the wreck adventures into action...days later the crew would be recovered, the line would be re-opened, the pulled back cars can be delivered.......

Wreak recovery is not congruent with safe train ops...

Learn to operate!
 
personally, i think it would be more prototypical to be able to 'rescue' derailed equipment by bringing 'rescue equipment', big hooks and such, into some sufficient proximity with it. not that such rescued equipment would be at first usable, it would instead by 'bad order' and have to then be moved to some sort of repair facility to be returned to service. but i think this could be done, i'm mean ought to be made to be able to be done, with the proper sequence of 'rules' and availability of the proper equipment with which to do so, sort of like working industries that are moveable in the case of relief outfits, big hooks, weather themselves on rail or ruber tyred, that you'd have to go through the whole sequence of steps involved, properly deploying outriggers so the 'hooks' don't fall over when lifting derailed equipment, and then have actually lift the derailed vehicules onto flats and or temporary bogies, for transport back to the car shop.

i really think this would add more then mearly leaving them unretreavable untill the session was restarted.

i haven't gotten this yet, but i think it MIGHT be possible to be done, if the program allowed there to be such things, i don't know if it does or not, but you know, to have relief equipment rescue enabled, the way we now have freight and passenger equipment loading/unloading enabled.

i mean sure, the actual 'rerailing' would be teleporting, the way passengers and goods are loaded on and off of their respective rolling stock now, but i really see this as potentially doable and adding a great deal to the realism of the sim. maybe something to think about for service pack one of trs 2009, once there is a 2009 to add it to.

Easy solution: Imagine this is happening with a re-rail portal, just in super-quick time, and the train re-emerging from the re-rail portal is in fact the derailed train some days later.
 
I believe that the ability to retrieve a derailed train would add to the realism of the game.
The Rerail Portal is handy, but I found that where I was using multiple consists in the game it would return a train that was still running, meaning I had a duplicate unit on the route. This happened so many times I gave up using the portal.

Derailments do happen in real life, just one of the hassles with running a railway system.
 
You know, I think Big Hooks would be a nice addition...

I'm running a modifed version of the Silver Creek NGRR and the AI locos seem to have porblems slowing down before they get to the thrown switch at the end of the siding they are supposed to stop at - especially on downhill runs with loaded consists. I've started using a K-27 loco to help act as a pusher and to help with braking on the steepest part of the route, but it's really a hassle having the take time away from my current duties (usually yard work and making new consists) to stop the through train, attach the helper, and then set it on it's way again. (Not to mention having to stop the train once over the summit to detach the helper and free it up for the next pass)

Anyway, it'd be nice to have a Big Hook on the line. If there was a derailment, I could stop other operations on the affected part of the line, find a set of locos (I would want a double header for the steep grades and heavy loads once I'd recovered the wreckage.), and head towards the scene with my hook and some low-boy-type recovery cars. Once there, I could run the recovered train back to the yard, and pull into the "repair shop," which could work like a portal with a time delay. Just make a long, tall shop with two tracks in it. Make one track for the recovered cars/locos and the adjacent track would be left empty. After a preset (and user determined) time, the wrecked cars that were able to fit into the shop would appear on the empty adjacent track after being repaired, and then could be pulled out of the shop and put back to use on the line... At such time, more damaged cars (if there were any) could be put in the shop.

While this was happening, the rest of the line would be able to be used fully, so, if you're like me and use "Driver" to run the whole line for long periods of time, you wouldn't have to restart the scenario to use the whole line...

If I knew more of the inner workings of the game itself, I'd try to do this myself, but I think I'm going to have to leave it for someone else... Perhaps one day it will happen...
 
Partly to bump the thread, in more modern days, hi-rail equipment (cranes and various types of trucks) and Caterpillar side booms, which have in many cases replaced "big hooks". The re-railing equipment assets could have rules written that would define what they could rerail. If there is a very minor derailment--one wheel, or bogey goes of the track at low speed, causing no appreciable track damage, a mechanical department highrail truck could come out, and the car would be re-railed in place at some later point in the session (couple of hours, perhaps); a more serious derailment--a locomotive, or a car on its side, for example--would require a larger piece of equipment. And an even more serious derailment--locomotive on its side, or down an embankment, would require an even larger piece of equipment.

ns
 
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I like the idea. I tend to make very complex routes with lots of programmed ai drivers and sometimes the bums throw the switch out from under the train. The re-rail portal does usually work well, but sometimes cars get left on the track and it's session over. Would be nice to have a way to manually clear the line. Course getting the MOW equipment around the stalled trains already on the line would require some creative parking places to move them to so you can get to the wreck site from whichever yard/siding your MOW gear resides.
Even a click to remove derailed car option when it is derailed would be beneficial.

Same problem if you run your unit out of fuel. You have to be able to get to it, to drag it somewhere for a fill up, or to bring drums of fuel for an in situ "put a gallon in me, Alan!" :)
 
With TS2010's QuickDrive rule, if you add a consist (train) to the consist tab in Surveyor (or create it through the options menu) and add the QuickDrive rule to whatever session you are running, then you could re-add a train if you accidentally derail it. If trying to run a session with goals and all that stuff, I'm not sure it would work right. But if you are just exploring a route then you shouldn't have a problem. (The QuickDrive rule can be configured so that it doesn't popup the window automatically.)

Of course, the better solution would be to figure out what you did wrong and stop doing it. :)

Edit: Oh, and in TS2010 and probably some earlier versions, there is a rule to remove derailed trains and you can configure how long before the train vanishes. I think the default is 1 minute but I'm pretty sure it can go lower.
 
or you COULD just turn off derailing in the options...if you're like a lot of us who are model railroaders, we've seen far more derailing than we'd like...who needs that frustration with Trainz too?
 
or you COULD just turn off derailing in the options...if you're like a lot of us who are model railroaders, we've seen far more derailing than we'd like...who needs that frustration with Trainz too?

Don't know about TRS2009 or 2010, but in 2006, even with derailing turned OFF, trains will still de-rail..... and usually about two hours into a session, or two hours AFTER my last Save!:(
 
Don't know about TRS2009 or 2010, but in 2006, even with derailing turned OFF, trains will still de-rail..... and usually about two hours into a session, or two hours AFTER my last Save!:(
uh-oh, that ain't good....cuz 06 is what I have, and I have yet to run any train that long....still working on the route. Something to look forward to....not! :(
 
As long as you don't mess up any switches, ram another train at a high rate of speed, or run off the end of the tracks then you probably won't have to worry about getting derailed with derail realism set to none on a well designed route. :) (It's possible that ramming another train might just result in getting coupled to it anyways.)
 
As long as you don't mess up any switches, ram another train at a high rate of speed, or run off the end of the tracks then you probably won't have to worry about getting derailed with derail realism set to none on a well designed route. :) (It's possible that ramming another train might just result in getting coupled to it anyways.)

Also, when you are ready to decouple, be sure and set the handbrake beforehand. Use the Apostrophe or "A" key. Especially if you are decoupling on an incline, setting the handbrake will keep you from derailing the cars.
 
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