MeowRailroad
CKRail
I wonder why they would vary that? It seems kind of illogical.
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If there was a way to put triggers that worked with the pantograph, but I guess anything is possible with scripting.
First, a system that raises the pantograph to different heights is possible. I use one for my later NH electrics; the user has to set the desired wire height in config and script for the asset (or a clone) and it requires a pantograph asset that meets some criteria, but it's not unduly complicated.
Using that system, it's possible to have two panto "up" heights using an existing trigger that was meant to just put the pantos up or down (using the "both" and "rear" slots to set alternative heights for one pantograph). I did this, experimentally, for a tunnel approach (Hoosac Tunnel) where the contact wire slopes down to a lower height at the tunnel entrance. Timing was critical for it to look *just* right, as if riding under the wire, but just having it set correctly for different wire heights should be OK.
I'm not enough of a game message guru to know exactly how this would work, but ideally a track trigger would send a message to a train approaching it indicating the new desired wire height, and the loco would respond by setting pantos currently slotted up to comply with the new height. There would be two at a change point, one facing each direction. A foreseeable problem would be helper units and reverse movements: the change might be triggered at the wrong time. One of the many things I don't know is whether multiple locos in a train receive individual copies of a triggered message (triggered as each comes in range of the trigger) or just one, for the whole train. And there should be a route environmental variable for default wire height, too, however the game manages that.