Difference between revisions of "Gentek Rail System"
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===Doesn't works=== | ===Doesn't works=== | ||
− | *( | + | *Sensor across sim borders (not necessarily needed) |
===Untested=== | ===Untested=== | ||
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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 (possibly by connecting guides?) | *Movement determination in each car (possibly by connecting guides?) |
Revision as of 18:43, 3 May 2013
These are general ideas for a future rail system.
Contents
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
- Shout can be used across sim borders
- Particles can have target in other sim
Doesn't works
- Sensor across sim borders (not necessarily needed)
Untested
- Curve system feasibility
- Chained communications down entire consist when car(s) crossing border
- Movement determination in each car (possibly by connecting guides?)