Sunday, September 16, 2012

Operating more than two trains in Trainz...

Lots of routes generally have this figured out through AI, but I am still at the caveman stage of doing it myself. I ran an op session yesterday in the eastern section of the route with three trains in conflict of each other.

The story went that Q452 was going closer to being on the law, and E109 empty coal was in the way. E109 tucked into Winter Haven Siding to let Q452 pass so that it would hit Lakeland first.


A SB on the A-line, an R741 in game but in the place of Q187, was fast approaching once this train went past Auburndale. So I slid it into Carters... a perfect but close fit. The 4,800 foot siding can barely hold it.



Eventually the all business R741 overtook 452 on its run to Tampa.


After that, the two Miami trains went on happy and jolly.



This was a generally successful operation. One easy part was no one was in opposite directions to the train but overall it was a priority fight. I could just slam the drive button on all three but didn't choose to do so since the route was incomplete and signal information could be off.

Running three or more trains manually is pretty easy but you need to know all the lengths, locations, distances, and what siding can take them. Automatically it's all boring as you don't have control of the throttle and boy do I like to man it. One challenge is you may lose coordination so your train may end up doing a 60 in a 30.

This multiple train run is the baby step to future operations sessions. Lots of trains meet in the Tampa area, mainly around Tampa proper and along the S-line. When I went to CFL three trains met around Winston within 30 minutes and another was just east of the wye. Tucking trains in, dispatching them to pass each other, and other grueling tasks makes this fun. Expect more in the future.

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