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Yard Tracks

Unread postPosted: Sat Jul 16, 2011 9:32 am
by RedRiverTransfer
You know... When your deep in thought about the next cut of cars your needing to pull...Then you look up and find youve passed the track you need ?
Well welcome to my world...
I was doing a new yard when I thought about the switches that I used to see all had numbers painted on the targets..
Well next best thing is...Mile marker post ....

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Now I need to rest, This thinkin has worn me out

!!jabber!!

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 10:28 am
by thecanadianrail
Great idea! i will definatly introduce this into my route!

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 10:46 am
by Toripony
Good idea. Could this completely eliminate the need for track marker placement by the route editor in yards and similar places? (see topic: viewtopic.php?f=7&t=1146)

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 12:22 pm
by PapaXpress
Interesting... what railroads used it?

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 3:16 pm
by RedRiverTransfer
I was a limo driver for BNSF for over 10 years between Gainesville Texas and Alliance yard ,north of Ft. Worth. The Gainesville yard is 6501 to 6510.I believe that Aillance is 6300's.
I should say it was a Santa Fe yard before the merger.

To make my yard easyer,
yard tracks are using 100 to 199
Car shop 200 to 299
Fuel / engine shop 300 to 399
I guess spurs could be 400's

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 6:33 pm
by Rich_S
This is interesting as all switches I've seen have track numbers on them, the number on the switch stand sign being the diverging track number. I wonder what problem this would cause with the scenario editor? I've only created free roam scenarios, so I don't know if timetable or career mode scenarios use the mile markers? I would think you'd still need to use the track markers so you could tell the scenario editor were to pickup or set out cars?

Regards,
Rich S.

Re: Yard Tracks

Unread postPosted: Sat Jul 16, 2011 7:25 pm
by RedRiverTransfer
The mile markers do not effect the AI's
They are mostly to help the players to know where they are at in the game.

You will always need to place markers to set the goals in the game.
I just like to know where I'm at after the sparkly effect has left me !*roll-laugh*!
any way.Its just another item that you can use to make the game more realish

RRT.

Re: Yard Tracks

Unread postPosted: Sun Jul 17, 2011 5:39 am
by Toripony
Rich_S wrote: I would think you'd still need to use the track markers so you could tell the scenario editor were to pickup or set out cars?

Regards,
Rich S.


Markers are required of course, but the long debate has been should the route developer add the markers during route editing, making the markers kind of "hard-coded" into the route... or should markers be added by the scenario writer which offers much more flexibility in activities, but a little more effort by the scenario writer. I think that if I can just number the tracks like this and avoid placing tons of "permanent" markers on the tracks, I would be a happier routebuilder. What say ye, scenario writers?

Btw, the C&O never had numbers on their switch stands... not that I ever saw. But then, they never went in for that fancy stuff like "standardizing". !*roll-laugh*!

Re: Yard Tracks

Unread postPosted: Mon Jul 18, 2011 7:33 pm
by Toripony
Project idea:

Modelers, is it possible to make a small sign that is not track attached but appears on the 2D map? I guess it would have to use a Marker blueprint like the Area Marker or something? !*don-know!*

This small sign would not need a post, rather, I would place/position them attop the red/green flag on my manual switches, like I've seen in pics. Make it like a mile marker so we can type in the number for each sign (and letters???)

Why make it non-track attached?.... why not? One less thing for the Tracks.bin file to keep up with.

Food for thought or a waste of time?

Tori

Re: Yard Tracks

Unread postPosted: Mon Jul 18, 2011 8:10 pm
by Rich_S
Toripony wrote:Markers are required of course, but the long debate has been should the route developer add the markers during route editing, making the markers kind of "hard-coded" into the route... or should markers be added by the scenario writer which offers much more flexibility in activities, but a little more effort by the scenario writer. I think that if I can just number the tracks like this and avoid placing tons of "permanent" markers on the tracks, I would be a happier routebuilder. What say ye, scenario writers?

Btw, the C&O never had numbers on their switch stands... not that I ever saw. But then, they never went in for that fancy stuff like "standardizing". !*roll-laugh*!


Hi Tori,
As a route builder, I would prefer to add the siding markers to the route. In my opinion, placing the actual siding name adds to the prototypical feel of the route, instead of someone creating a scenario and just calling it yard track 1, when the railroad actually called it "The Front Track". I know I maybe splitting hairs here, but in the same token someone might say "Hey, I never knew that was called the front track". As for track numbers, I don't have a photo of any, but they are usually placed under the bolt that holds the switch machine to the head tie. The signs are a piece of metal bent into a "L" shape and they have the deverging track number printed on them.

Regards,
Rich S.

Re: Yard Tracks

Unread postPosted: Tue Jul 19, 2011 5:10 pm
by Chacal
As a player I like this because track markers are hard to read in the 2D map and cumbersome in 3D view.

Re: Yard Tracks

Unread postPosted: Tue Jul 19, 2011 6:29 pm
by RedRiverTransfer
I have found that if you place 2 back to back , that it still shows as 1 mile marker on the 2D map.

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Re: Yard Tracks

Unread postPosted: Fri Jul 29, 2011 8:39 pm
by RedRiverTransfer
Found these in Railworks .not many #'s, There are 3 sets and they are double sided, but they still count as assets.
I copied / pasted them to my RailworksUS ,also grabed a few other neat items .

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