I'm going to upload a BETA soon.
Let me know what ya all think!!


NSrailfan6130 wrote:Isn't high falls in Rochester NY The train Bridge Over The dam
Hexomega2319 wrote:Nice! I often switch in that yard in real life, it's not too bad of a yard to switch in. It used to be a road railer terminal back in the 70s.
sabreman61 wrote:NSrailfan6130 wrote:Isn't high falls in Rochester NY The train Bridge Over The dam
Yes it is but I don't think you can make waterfalls otherwise I would LOL
OldProf wrote:As you continue with this project, I hope that you will keep scenario writers in mind by using short track markers and lots of signal blocks. As a scenario writer, I prefer switching to all other activities. In large yards, however, having a single switcher working and no through trains moving strikes me as highly improbable. Unfortunately, none of that is possible in the yard areas of most routes, VNHRR being a notable exception.
Why short track markers in a yard? Because they serve the purpose of providing track designations without blocking scenario creation. End-to-end siding markers make specific pick-up and drop-off points, especially for AI switchers, impossible.
Why multiple signal blocks? Because they allow player and AI traffic to operate side by side, which is otherwise nearly impossible because Train Simulator sees multiple trains occupying a block as a error. If a route maker feels that signalling sidings is unrealistic, hidden signals provide an excellent answer. Again, see the VNHRR as an excellent example.
As the Italians say, "Buon proseguimento", meaning, more or less, good going-on.
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