dick8299 wrote:Where does one find the Chicago Yard route?

Old Prof wrote:As a scenario writer, I've taken several looks at the Chicago Yard route and found it pretty discouraging. Why that is, I don't actually recall. Maybe it's time to look again. Thanks for the push.

Old Prof wrote:{By the way, yes, I know about the Stop Point instruction, but that does not, in my experience, work with AI trains, which cannot be instructed, for example, to drop a consist at a particular place on a long siding marker.}
Is the problem, then, the following drop off instruction? The AI doesn't get to complete the (next) decoupling task? 
Old Prof wrote:As threatened, I took another look at this "route" by opening a free-roam scenario and using the 2D map to explore. As someone mentioned already, there are no industries, but that wouldn't hinder the creation of interesting switching scenarios. There are, however, two serious hindrances to good scenario creation:
1) The route's sidings are very long and nearly every one of them has an end-to-end marker. That's all right for player engines, but eliminates a lot of AI traffic possibilities and it's difficult to imagine a yard that large being worked by only one switcher at a time.
2) Although there are six tracks (some multiple) for entering or leaving the area, not one of them has a portal attached to it, thus further limiting the use of AI traffic.
Who created this route? How can I find out whether cloning it to put in shorter track markers and portals would be legitimate? I really see no point to writing scenarios for it until these two items can be accomplished.
{By the way, yes, I know about the Stop Point instruction, but that does not, in my experience, work with AI trains, which cannot be instructed, for example, to drop a consist at a particular place on a long siding marker.}
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