Yard Size: Prototype or Economy sized?

I tried adding the script to a freight car. I though I'd start an updating project. Well, this will prove to be a bigger project than I thought because each script references the car in the script. Such as boxcar, hopper, etc. I was hoping to choose a creator, use a text editor with scripting, and do a massive update at once. Sadly because of the way this script works, this makes automating this task pretty useless and means I have to edit each and every single one of the assets individually. In addition is there a reason why the script has to be in with each car, and why couldn't that be placed in the scripts folder? Wouldn't that make more sense?

John
 
Like I mentioned in the original thread, Justin and I kicked that idea around and tried to find a way to make it work for any car that called it, but every car automatically calls vehicle.gs and any car that already has a script or multiple scripts will call it from a different place. Since every car would have to be edited to use it and some variations would fail, this was the most reliable way to program it.

The main trick is for people to start actually using it, for example if you're gonna skin a 40 foot boxcar start by cloning brakeman 40 ft boxcar XP,<kuid:522774:100107> instead of another one, since it already has the sleep script you wouldn't need to add it to the clone. If a model maker creates a new 99 foot autorack and adds the script to the original before uploading, then all the repaints of that will have the script.
 
...<snippage>... I can't decide if I should lay out the prototypical track plan, which would look empty as even high end PC's would have trouble with the prototypical amount of trains running about, or a condensed version that models the main operations of the facilities at the expense of lost switching tracks and prototypical accuracy. <more snippage> ...

Or, you could copy the route, and make one copy with the prototypical trackplan, and the other with the condensed plan. Alternatively, you could make the route as two modules, and when time came to run, the user would combine the main line module with one or the other of the yard modules, depending upon interest and capability. Further, keep in mind that while the "prototypical" might strain the resources of today's high end machines, if it takes you another 18 months to complete the route, the high end machines will be twice as fast.

Lastly, one thing to remember about yards: in most cases on the prototype, these were not places to store cars, these were places to sort cars, and as such, they were rarely full. A good yardmaster worked hard to keep his yard only about half full, so that there would be enough room to do the work he needed to accomplish in classifying and dispatching trains.

ns
 
"What I don't like about the latest versions of Trainz is the stupid locked junction bit. This makes switching cars very awkward because we have to pull so far away from a junction lever to activate it. This also becomes troublesome too if a junction is set incorrectly because there's no time usually to set it before derailing."

If you are referring to the "feature" (I hate it, too) that requires you to be about 6 or 7 meters from a switch stand before you can throw the switch, that distance can be reduced to as little as 2 meters. What I do is this. Under the track flyout, select the markers option, then click the trigger icon. Open the "advanced" item at the bottom and you will see a number, 20.00. Change this to any number you like; I use 2.00. Then click the switch stand and it is possible to save your head end brakeman having to run 20 feet every time you need to throw a switch.

Bernie

I'm going to give this a try. I keep forgetting about this.

The locking should be optional for MP-use only instead of a global setting.

John
 
"What I don't like about the latest versions of Trainz is the stupid locked junction bit. This makes switching cars very awkward because we have to pull so far away from a junction lever to activate it. This also becomes troublesome too if a junction is set incorrectly because there's no time usually to set it before derailing."

If you are referring to the "feature" (I hate it, too) that requires you to be about 6 or 7 meters from a switch stand before you can throw the switch, that distance can be reduced to as little as 2 meters. What I do is this. Under the track flyout, select the markers option, then click the trigger icon. Open the "advanced" item at the bottom and you will see a number, 20.00. Change this to any number you like; I use 2.00. Then click the switch stand and it is possible to save your head end brakeman having to run 20 feet every time you need to throw a switch.

Bernie

Oooooh! Tried it on buffers (no luck), never thot to try it on the junctions! Thanx!

Bob
 
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