Difference between revisions of "Gentek Rail System"

imported>NelsonJenkins
imported>NelsonJenkins
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*Curve system feasibility
 
*Curve system feasibility
 
*Chained communications down entire consist when car(s) crossing border
 
*Chained communications down entire consist when car(s) crossing border
*Movement determination in each car
+
*Movement determination in each car (possibly by connecting guides?)
 +
*Particles can have target in other sim (for help in connecting guides)

Revision as of 13:01, 31 October 2012

These are general ideas for a future rail system.

Standards

  • Track gauge (inner <-> inner) = 1.96 m (to allow for SLRR rail compatibility in the far future, although SLRR tracks alone will be incompatible with the scripts, see "SLRR compatibility")
  • Minimum vertical clearance = 5.5 m
  • Minimum horizontal clearance = 4.0 m on straight sections, 5.5 m on curved sections (minimum)
  • General car length, wheel to wheel = 12.5 m
  • General car length, end to end = 16.5 m

Guides

  • Straight
  • Stop buffer (reversible)
    • Instantly stops train to prevent derailment
  • Switch left (switchable, requires 2 connections in one direction)
  • Switch right (switchable, requires 2 connections in one direction)

Sensors

note: sensors will require 2 pieces to detect movement direction

  • Block delimiter
    • Will require detection of multiple cars and constantly ping for their presence
    • Also allows for trip stop e-brake if connected to a signal showing a stop indication
  • Switch alignment
    • Aligns connected switch for train merging onto single track

Train automation

Automated systems will have to be custom-designed, it is prohibitively complex to make automated train control devices (think UR but 10x as complex); nobody will figure it out
Ideally the engines could be remote controlled in a way to start up and assign routes through various switches to reach an endpoint (since freight trains would be stored either in a yard or in a "magic depot" instead of running continuously) but this is obviously not a consumer-friendly setup - continuously automated trains, e.g. Lionheart passenger service, may be an option

Rolling stock

  • Standard Boxcar
    • many different themes (won't list here)
  • Standard Tanker
    • some different themes (to be done)
  • Standard Flatcar
    • not really any themes to make, but has different cargo
  • Standard Hopper
    • themes yes indeedy
  • Standard passenger car
    • could make a lot of themes for this
  • Standard mail/baggage car
    • yep more themes sure thing
  • Russian-styled boxcab engine
  • US-styled hood-unit freight engine
  • F40PH/P42DC passenger service engine
  • Electric standalone passenger unit (metro/subway)
  • Maybe a steam engine, would be popular with VRC types

SLRR compatibility

Problems with SLRR compatibility:

  • No standard for overhead/wayside clearance
  • Guide prims are too close together to have trains travel at speed and calculate movement directions
  • Curve radius is too small (turns too quickly) in some locations, which might fuck things up at high speeds
  • Switch designs are pretty shitty
  • No signalling, which will be a critical aspect of the system (particularly for automated trains)
  • Public SLRR lines have no control system or prompt maintenance and tier for trackside yards/depots would be too expensive
    • Privatized SLRR compatibility would be theoretically possible, but it would be easier for them to just set up additional guide pieces

Problem pessimist checklist

Works

  • Crossing sims with keyframed movement
  • moving_end to detect when movement stops

Doesn't works

  • (nothing yet)

Untested

  • Sensor across sim borders
  • Curve system feasibility
  • Chained communications down entire consist when car(s) crossing border
  • Movement determination in each car (possibly by connecting guides?)
  • Particles can have target in other sim (for help in connecting guides)