Paragon wrote:... And now on to siding markers... with the new TS2012 "stopping point" object, which allows a train to move to a point certain, what is the effect of "long" siding markers? Are they needed? What would be an ideal length?
Pax,
jK
As far as I know, RSC invented the Stopping Point marker to indicate a precise stopping point within a long siding marker. Essentially, it shows the driver of the player train exactly where to stop. It can also be used -- sometimes -- to instruct an AI train to stop at a precise point within a long marker (this works in Timetabled scenarios, but not always in Standard scenarios). It cannot be used to instruct an AI train to make a drop-off at a precise point within a long marker, however.
Siding markers serve to indicate the route builder's name for a particular siding. Their length only matters to scenario writers. For example, the best way to make an AI engine to stop or perform a drop-off at a particular point on a siding is to place a scenario-specific short siding marker at the spot, but this cannot be done if the siding already has an end-to-end marker, because siding markers cannot be overlapped. Using short, scenario-specific markers, a scenario writer can instruct an AI engine to make multiple drop-offs or pick-ups at specific points on a long siding: thus an AI engine pulling 3 tankers could be told to drop them at a point near the east end of a siding and then to drive to the west end of the same siding and pick up 3 boxcars there.
Ever since RS days, I've been waging a losing battle against long siding markers. RSC and the route creators they hire almost inevitably place end-to-end siding markers on anything that even remotely resembles a siding. Most independent route creators do the same thing, presumably following the pattern established by RSC. There is absolutely no good reason for doing so!
How long should a short marker be? I think that I already suggested the length of a standard steam-engine with tender or of two or three freight cars will do nicely.