Interactive objects

Discussion about RailWorks route design.

Interactive objects

Unread postby SAR704 » Sat Jul 07, 2018 1:28 am

Given that the route I am working on is nearing completion, what kind of interactive objects would I need in order to make a branch line fully operable?

Unlike the shunting in MSTS with no unloading etc, TS seems to have this ability. So I would assume that I will need the following:

- A working level crossing mechanism (there are no crossing barriers anywhere on this branch except maybe for the Mallee Highway).
- Animated 1940-1950s motor vehicles.
- A function that enables freight to be offloaded on Goods platforms with no cranes.
- Stations that are recognised (obviously an interactive directly adjacent to the platform). This includes any required animations for passengers boarding. There are no platforms on the entire branch, so it's all from ground level.
- Speed/Mile posts. I couldn't get these working earlier on. They seemed to be a nightmare.
- Siding markers for the game to recognise them.
- Small background noise (wind gusts, birds chirping etc).
- Working semaphore signals. I have never built one for TS, so I will need some education on such.
- Speed limits for roads. I don't really want a Delorean ramming the train at 88MPH.
And the abundance of other missing items that I've unwittingly overlooked.

Are track buffers necessary or not? The SAR network didn't have a lot of these.
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Re: Interactive objects

Unread postby Chacal » Thu Jul 12, 2018 1:29 pm

SAR704 wrote:- A working level crossing mechanism (there are no crossing barriers anywhere on this branch except maybe for the Mallee Highway).
----> Just regular crossings work quite well. They are linked to your track. See the developer docs in the RWA library.

- Animated 1940-1950s motor vehicles.
----> You want traffic ribbons. You can reuse one from a route with the correct period cars (like Horseshoe Curve), or you can make your own. See the dev docs.

- A function that enables freight to be offloaded on Goods platforms with no cranes.
----> There is such a freight loading dock in the world editor, it has an animated forklift. Also see here: https://www.trainsim.com/vbts/showthrea ... -unloading

- Stations that are recognised (obviously an interactive directly adjacent to the platform). This includes any required animations for passengers boarding. There are no platforms on the entire branch, so it's all from ground level.
----> Just use a regular platform and sink it below ground. Animated passengers are included.

- Speed/Mile posts. I couldn't get these working earlier on. They seemed to be a nightmare.
----> The posts are just scenery. Speed limits are a property of the tracks. See the dev docs.

- Siding markers for the game to recognise them.
----> Easy to do with the world editor, see the numerous tutorials. You can also add scenario-level markers, they exist only in a particular scenario.

- Small background noise (wind gusts, birds chirping etc).
----> Easy to add in the world editor. See the dev docs.

- Working semaphore signals. I have never built one for TS, so I will need some education on such.
----> Advanced stuff. Find a route with working semaphores and try to find out how they did.

- Speed limits for roads. I don't really want a Delorean ramming the train at 88MPH.
----> Maybe in the properties of the road ribbon object. Cars won't ram trains if ribbons are correctly placed.

Are track buffers necessary or not? The SAR network didn't have a lot of these.

----> I don't think they are.
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Re: Interactive objects

Unread postby SAR704 » Mon Jul 23, 2018 8:29 am

I initially saw the quoted post as a simple copy and paste, without realising that you had answered the questions I was asking.

But nonetheless, thanks for the info. It should make things less of a PITA after the scenery's done.
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