I've had a surprising number of PMs curious about the absence of "Chuck and Joe, this is the Dispatcher ... " sessions for my two layouts included in the TMR17 release.
To satisfy the C & J fans I've just uploaded four sessions for the Port Zyd layout. Essentially they are the ones I worked up with my original submission to N3V, with alterations to make them work in this final release. I'm releasing them on the Download Station because they do not comply with N3V's "pop-up and bubbles" format for sessions.
I also prepared documentation to go with the layouts and sessions which has not been included in TMR17. Rather than let the work go to waste I've attached it below:
_____
The Port Zyd & Fulazturn Railroad
General:
When running the sessions I generally set the Max Draw Distance to 3500m. This setting may not show the brick walls in the far distance but it gives good frame rates.
Known Issues:
In a layout of this complexity constructed in a relatively short time frame by one person it is inevitable that there may be errors in the layout itself. My apologies for this. I would be grateful if I could be notified of errors so that they can be corrected.
The layout:
The layout is a model layout representation of a fictitious North American “smoke stack USA” railroad.
The layout represents a busy and thriving harbor and industrial area where the Port Zyd & Fulazturn Railroad Company moves freight cars on behalf of a Class 1 railroad. The Class 1 railroad leaves and picks up freight cars at the Transfer Track.
There are many interactive industries on the layout. Many of the industries are interdependent. For example, many industries require steel products from the steel mill and fuel from the refinery.
There is a small locomotive depot for both diesel and steam locomotives, and a MoW yard.
AI trainz, representing the Class 1 railroad, operate on a separated route. The AI route interacts with Port Zyd company route at numerous squeeze points
Standard Operating Procedures:
The switches have been configured so that the switch is in the straight through position when the switch stand target disk is side on.
All movements can be made as switching movements, with the locomotive at either the head or the rear of the train. The locomotive must not be placed in the middle of the consist.
The line speed is 40 mph.
The track with the concrete sleepers is for the exclusive use of the AI trains. At squeeze points the AI and Player share a section of track. At these locations the Player must give way to the AI train.
Operation:
In the the Map View, all interactive industries have the prefix “IND”.
Freight cars will load or unload when spotted between the yellow markers.
It is assumed that the Player is competent in accessing the Map View (“Ctrl-M” in Driver), can pan and zoom the map view, and can use the map to monitor the position of AI trains. It is also assumed that the Player is competent in using the external 4-key view to scout ahead to set switches and to monitor the location of AI trains.
Sessions can be paused by pressing the P key. When paused switches can be set, the Map consulted and the external 4-key view used.
In sessions “Help” (the red/green indicators at switches) has been set to off. To toggle “Help” on/off, press “Ctrl-H”.
There is nothing more frustrating than almost completing a session only to have a corn field meet with an oncoming AI train. Before attempting any heroic manoeuvre involving AI consider making a save session first.
There is no guarantee that the AI will behave flawlessly but it should do a reasonably good job on this layout. Occasionally the player may have to intervene by, for example, changing the setting of a switch so that an AI consist can continue on its way.
An AI consist takes about 45 minutes to circulate around its route. In the sessions the AI operate at 7 minute headways.
Sessions:
At the beginning of each session you are given the option of using Realistic (Cab) or Easy (DCC) Mode. You are encouraged to use the former.
The “User rules menu” / “QuickDrive” (top right) allows the control type and environment to be changed. This includes selecting Realistic or Easy Control, the weather, and setting the time of day.
In the sessions the Dispatcher or the Yard Master sets you a task. The task involves a number of switching movements and these movements can be completed in any order. You may to choose to do all or just some or even none of the task. For instance, in Session 2 you may choose to switch only the flat cars.
Sometimes a few minutes planning will save many minutes out on the road, so give some thought to how to best complete the task. Setting up the freight car cuts in the correct order can, for example, save considerable time later.
You may be asked to load or unload freight cars at various locations. The locations can be found in the Map View.
You may be asked to leave freight cars at various locations for loading or unloading.
There is no scoring or evaluation. It is up to you to evaluate your own performance.
The session may finish with an instruction to sign off or to contact the Dispatcher. This represents the end of the task to be undertaken.
Sessions may take up to 60 minutes or longer to complete.
(CONTINUES)
To satisfy the C & J fans I've just uploaded four sessions for the Port Zyd layout. Essentially they are the ones I worked up with my original submission to N3V, with alterations to make them work in this final release. I'm releasing them on the Download Station because they do not comply with N3V's "pop-up and bubbles" format for sessions.
I also prepared documentation to go with the layouts and sessions which has not been included in TMR17. Rather than let the work go to waste I've attached it below:
_____
The Port Zyd & Fulazturn Railroad
General:
When running the sessions I generally set the Max Draw Distance to 3500m. This setting may not show the brick walls in the far distance but it gives good frame rates.
Known Issues:
In a layout of this complexity constructed in a relatively short time frame by one person it is inevitable that there may be errors in the layout itself. My apologies for this. I would be grateful if I could be notified of errors so that they can be corrected.
The layout:
The layout is a model layout representation of a fictitious North American “smoke stack USA” railroad.
The layout represents a busy and thriving harbor and industrial area where the Port Zyd & Fulazturn Railroad Company moves freight cars on behalf of a Class 1 railroad. The Class 1 railroad leaves and picks up freight cars at the Transfer Track.
There are many interactive industries on the layout. Many of the industries are interdependent. For example, many industries require steel products from the steel mill and fuel from the refinery.
There is a small locomotive depot for both diesel and steam locomotives, and a MoW yard.
AI trainz, representing the Class 1 railroad, operate on a separated route. The AI route interacts with Port Zyd company route at numerous squeeze points
Standard Operating Procedures:
The switches have been configured so that the switch is in the straight through position when the switch stand target disk is side on.
All movements can be made as switching movements, with the locomotive at either the head or the rear of the train. The locomotive must not be placed in the middle of the consist.
The line speed is 40 mph.
The track with the concrete sleepers is for the exclusive use of the AI trains. At squeeze points the AI and Player share a section of track. At these locations the Player must give way to the AI train.
Operation:
In the the Map View, all interactive industries have the prefix “IND”.
Freight cars will load or unload when spotted between the yellow markers.
It is assumed that the Player is competent in accessing the Map View (“Ctrl-M” in Driver), can pan and zoom the map view, and can use the map to monitor the position of AI trains. It is also assumed that the Player is competent in using the external 4-key view to scout ahead to set switches and to monitor the location of AI trains.
Sessions can be paused by pressing the P key. When paused switches can be set, the Map consulted and the external 4-key view used.
In sessions “Help” (the red/green indicators at switches) has been set to off. To toggle “Help” on/off, press “Ctrl-H”.
There is nothing more frustrating than almost completing a session only to have a corn field meet with an oncoming AI train. Before attempting any heroic manoeuvre involving AI consider making a save session first.
There is no guarantee that the AI will behave flawlessly but it should do a reasonably good job on this layout. Occasionally the player may have to intervene by, for example, changing the setting of a switch so that an AI consist can continue on its way.
An AI consist takes about 45 minutes to circulate around its route. In the sessions the AI operate at 7 minute headways.
Sessions:
At the beginning of each session you are given the option of using Realistic (Cab) or Easy (DCC) Mode. You are encouraged to use the former.
The “User rules menu” / “QuickDrive” (top right) allows the control type and environment to be changed. This includes selecting Realistic or Easy Control, the weather, and setting the time of day.
In the sessions the Dispatcher or the Yard Master sets you a task. The task involves a number of switching movements and these movements can be completed in any order. You may to choose to do all or just some or even none of the task. For instance, in Session 2 you may choose to switch only the flat cars.
Sometimes a few minutes planning will save many minutes out on the road, so give some thought to how to best complete the task. Setting up the freight car cuts in the correct order can, for example, save considerable time later.
You may be asked to load or unload freight cars at various locations. The locations can be found in the Map View.
You may be asked to leave freight cars at various locations for loading or unloading.
There is no scoring or evaluation. It is up to you to evaluate your own performance.
The session may finish with an instruction to sign off or to contact the Dispatcher. This represents the end of the task to be undertaken.
Sessions may take up to 60 minutes or longer to complete.
(CONTINUES)
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