EverTrainz
Electric Blue
Good evening
I've always been a person who's favoured freight operations and dirty work on railways, compared to the pristine, posh high-speed express trains found in Britain. This includes shunting, which has always been one of my favourite operations to observe. There are many types, but one of the most unique ones is capstan shunting. The video features a powered capstan, most in run-down industrial branches would have the rope connected to a shunter on a perpendicular line, which is otherwise un-shuntable.
I want to be able to see this in Trainz, but this is one of those apects where the simulator fails ultimately. The simulator is not programmed to adhere to physics for non-traincar assets.
My idea: an animated rope coiling upon a capstan, while an invisible power pushes the wagons onto respective turntables, simulating the wound effect of the rope. There could be easier ways to do this, e.g. a (special-use) track that automatically pushes wagons into precise locations after receiving a script call from a locomotive driver. a.couple0/1 must line up at the precise locations on the track. Similarly, scripted animations for the ropes could operate in any given direction about the capstan. The hard parts here are lining up the wagons to their precise locations, and scripting the rope to move at the same speed/consistency as the locomotive.
This is all a concept, but hopefully a genius can consider taking it up, I'm lost but I believe there are some animated winch cables or inclined rail wagon lifts on the DLS that work in a similar manner.
I've always been a person who's favoured freight operations and dirty work on railways, compared to the pristine, posh high-speed express trains found in Britain. This includes shunting, which has always been one of my favourite operations to observe. There are many types, but one of the most unique ones is capstan shunting. The video features a powered capstan, most in run-down industrial branches would have the rope connected to a shunter on a perpendicular line, which is otherwise un-shuntable.
I want to be able to see this in Trainz, but this is one of those apects where the simulator fails ultimately. The simulator is not programmed to adhere to physics for non-traincar assets.
My idea: an animated rope coiling upon a capstan, while an invisible power pushes the wagons onto respective turntables, simulating the wound effect of the rope. There could be easier ways to do this, e.g. a (special-use) track that automatically pushes wagons into precise locations after receiving a script call from a locomotive driver. a.couple0/1 must line up at the precise locations on the track. Similarly, scripted animations for the ropes could operate in any given direction about the capstan. The hard parts here are lining up the wagons to their precise locations, and scripting the rope to move at the same speed/consistency as the locomotive.
This is all a concept, but hopefully a genius can consider taking it up, I'm lost but I believe there are some animated winch cables or inclined rail wagon lifts on the DLS that work in a similar manner.