by render2017 » Fri Jun 03, 2011 1:27 am
As my route buiilding has stagnated due to waiting for the eventual release of distance viewing and block assets as well as bettewr reliability, I had to find something else to keep me occupied.
The facilities in RW are OK to run a train but if you want to head more to running a railroad are too limited.
I have looked at JMRI, Ship-IT, Interchange, PRR in detail and dismissed EMRI, IndMan, Minirail and Railop as either too crude, too limited or too strongly attached to modle railroad limitations.
The most promising in my opinion are
JMRI - Runs OK, but scheduling flawed with cars in switchlist just disappearing from list. It does currently not recognise the concept of divisions, not has the ability to have a realistic timetable as part of the switchlist. The package is also more oriented to the electronic control of modle railroads. However, as an open source project it does have promise and each new release (and they are regular) makes it better nad better, so in time it may become more suited to us as the operations modules are undergoing constant development, with a recent addition of individual loads by car type.
Interchange - The manual indicates very promising, but I could not get it to run in WIN 7. The author is looking at it but no progress to date.
Ship-It - I have reliability issues with the program randomly shutting down in WIN 7 64 bit ultimate. I have queried the author as I am running the demo version (V6) whereas the production version is V8 so that mat be why, I also found some of the concepts around Division handling hard to get clear and found the learning curve a bit heavy, but it should do the job OK. If it ruins it is probably the best I have played with so far, but Interchabge looks even better if I can get it running.
PRR from Decapod Systems - Have not been able to get it working as the author is currently away on vacation but it has some interesting alternative views on how to handle switchlists
I am not sure why the issue of RW auto numbers came up as a hindrance, as that is what makes switchlists feasible in a trainsim as it is then easy to identify a car in a consist, makes numbering easy and almost eliminates danger of duplicate numbers on cars.
To me the ability to run a railroad more realistic is what I find attractive, and is far more to my liking than just running a train to a mindless list of instructions for no apparent purpose except to pick up passengers or move cars around in a yard. Or even worse running a train around in circles like a toy train set.
I just wish portals were more intelligent, and currently the concept of a fiddle yard does not go well in the scenario concept. Also staging yards and/or interchange yards should be easily implemented in Railworks. I have managed to have a single scenario run for about 12 hours of varying work using the output from JMRI which gave very varied opportunities to run a railroad scanario rathere than just a train scenario. "Despite the habit of JMRI misplacing cars a bit too often". This wa done by saving the scernario each time a switchlist was finished then generating a new switchlist for the next scheduled train and so on. I even managed to interweave a few AI trains into it to enhance the realism.
Has anyone made any further with a switch generator. Anyone else researching this direction?
Colin R
What have others achieved.
My father said "Rember nine out of ten people around you are stupid, and I am not sure about you either" RIP . . .