What makes a multiplayer layout?

GaryP

Member
Hello all. Just coming back after years. I played a multiplayer layout the other night and I was wondering if there are any tutorials on how to create a multiplayer layout? What makes it unique? Not so much the layout but how is the session set up to allow more then 2 players?

Thanks!

Gary
 
Hi Gary,

The only difference from normal trainz and multiplayer trainz is that you get to play the route and session online with friends, there isn't anything different but that.
When you open the session you can choose the number of players before you start it, you have to be host to do that.

Cheers.
 
There is one other important difference - multiplayer sessions include the Multiplayer rule in the session rules list, which is a built-in rule that can be added to sessions.

Be aware though that the route,session, and all dependencies used have to be either built-in or on the Download Station.

Shane
 
Excellent! Thank you all.
Thanks oknotsen, for the link, too!

So if I understand this correctly, all my assets for the layout MUST be on the DLS - Done.
My layout that I create MUST be on the DLS - OK.
My Session MUST also be on the DLS - Ok.
I incluse the Multiplayer rule in the Session - OK.

Here's where I'm fuzzy. How do I make sure I have enough consists for the session? In my Session is where I place my engines, yes? And my boxcars, ets. Or I could place the boxcars in the layout?

Then I add 6 engines. Does this mean I can have up to 6 players? I'm at work so I can't try this. I figured you all have been there done that by now.
Darn, I feel like a newbe again. :)
 
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Correct - the amount of consists will determine how many players can join the session.

One of the buttons on the toolbar at the top of the Driver interface (when in a Driver session) will allow you to host a session on said route/session, where you can specify how many players can play the session at the same time.

Shane
 
Correct - the amount of consists will determine how many players can join the session.

One of the buttons on the toolbar at the top of the Driver interface (when in a Driver session) will allow you to host a session on said route/session, where you can specify how many players can play the session at the same time.

Shane

Not entirely true Shane. The number of consists limits the number of people that can drive. Haivng 6 consists means 6 players can drive, but you can set it in the rules to have up to 10 people join.

When setting up a session, think of how many trains will need to be ran. For my MRL route, I know how many jobs there are. There are 4 yard jobs, 3 manifests, 2 passenger trains, 5 locals, and a branch line. So I need at least 14 people in my session to run it right, meaning I should have at least 14 locomotives and drivers ready for players. I tend to put more in just to be on the safe side. As for cars, I tend to put 4 cars per industry that it serves per yard and one at said industry. So if I have 1 grain silo, but 2 yards, Id put in 12 covered hoppers. 4 at the grain silo and 4 in each yard. But then again with MRL, I put many more in, just in case. Also, placement of cars is important. While I do tend to put cars in some odd places in the yard's, that's more for staging and operational interest. I tend to try and put cars where I know they will be needed first. So on MRL in Billings where reefers are loaded I place most of them. Same with auto racks and box cars. I know my Billings crew will need them right away to get working. So I left them a train to work with.

But then again, its all on how YOU want YOUR session run. I want freight trains moving goods back and fourth making my railroad money. So I place the cars in the yard, then place the locomotives else where. Letting my "crews" make up their own trains how they want or based on where they are going. But maybe you want to have passenger trains scooting around moving people from town to town. So you build the trian locomotive and cars all ready for your "crews" to take off with them.

But once more, YOUR session, YOU set it up how YOU want it ran.
 
Interesting analogy, Jib. I like it. At one point in my layout I wanted a train that drops off cars to be sorted by the yard crew. As the cars are moved, a portal creates another freight train and sends it to the yard. I wanted to give my crew plenty of time to get the cars cleared. Same with coal. As the cars exit the mine, a shifter will need to move them to a waiting yard for delivery to the coal plant, or to the docks.
We're still in the planning stage so it's a bit sketchy on how it will all come together. Small testing boards become landscaped then fitted to larger ones and added to the layout.
Now that I know what makes a multiplayer layout, it's easier creating the trackwork.
 
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