Difference between revisions of "Gentek Rail System"
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==Guides== | ==Guides== | ||
*Straight | *Straight | ||
− | *Stop buffer ( | + | *Stop buffer (fwd or rev) |
**Instantly stops train to prevent derailment | **Instantly stops train to prevent derailment | ||
*Switch left (switchable, requires 2 connections in one direction) | *Switch left (switchable, requires 2 connections in one direction) | ||
*Switch right (switchable, requires 2 connections in one direction) | *Switch right (switchable, requires 2 connections in one direction) | ||
− | == | + | ==Guide options== |
− | + | *Block (acts as signal block delimiter) | |
− | *Block delimiter | + | *Signal (can be used with block option, or separate for programmable addressing) |
− | ** | + | *Switch Trigger (automatically sets switch for oncoming train, usually in unswitched direction) |
− | ** | + | *External API output (sends information on car pass) |
− | * | + | *Autonomous train commands (for selective autonomous train movement with wildcards) |
− | ** | + | **Short Horn/Whistle |
+ | **Long Horn/Whistle | ||
+ | **Set Speed | ||
+ | **Timed Stop (mostly for stations) | ||
+ | ***Time in Seconds | ||
+ | ***Doors Open | ||
+ | ***Horn/Bell on Depart | ||
+ | ***Departure Speed | ||
+ | ***Reverse | ||
+ | **Switch Trigger (this will also automatically stop train until switch block is clear) | ||
==Train automation== | ==Train automation== |
Revision as of 18:39, 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 (fwd or rev)
- Instantly stops train to prevent derailment
- Switch left (switchable, requires 2 connections in one direction)
- Switch right (switchable, requires 2 connections in one direction)
Guide options
- Block (acts as signal block delimiter)
- Signal (can be used with block option, or separate for programmable addressing)
- Switch Trigger (automatically sets switch for oncoming train, usually in unswitched direction)
- External API output (sends information on car pass)
- Autonomous train commands (for selective autonomous train movement with wildcards)
- Short Horn/Whistle
- Long Horn/Whistle
- Set Speed
- Timed Stop (mostly for stations)
- Time in Seconds
- Doors Open
- Horn/Bell on Depart
- Departure Speed
- Reverse
- Switch Trigger (this will also automatically stop train until switch block is clear)
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 (unlikely)
SLRR compatibility
Problems with SLRR compatibility:
- 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 screw things up at high speeds
- Switch designs are passive
- 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
- Tier for trackside yards/depots would be too expensive
- Privatized SLRR lines can 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?)