DanSSG wrote:I wish it wouldn't take several hours to test every scenario...
That's one of the reasons why DLC usually come with only a few scenarios.
DanSSG wrote:unfortunately whenever the loco gets close to the freight cars, they started to move by themself and crashed into the tender

I thought, that just happens to consits, that are uncoupled by the player but it seems I was wrong

I've done some more tests on this and it does appear that the braking effect of handbrakes on cars is ignored when those cars aren't coupled to a locomotive. One amusing test is to set up a long, heavy consist facing downhill. As soon as you uncouple the locomotive (tender) from the consist, the cars start to move and push the locomotive downhill. The coupling view (F3/F4 HUD) will show the cars handbrakes applied (the default state when coupled), but greyed out. If you then click on the tender coupling to couple to the consist while it's pushing you, all the handbrakes magically start to work again and you come to an abrupt stop.
I also tried setting up some cars on a 1.0% grade and put the locomotive some distance away so that the cars would be totally inactive, and farther downhill from the cars. I then backed up towards the cars, but as soon as I got within the activation distance (roughly the length of the locomotive), the cars became active, but this time the default state for the handbrakes must have been "off" (because they were uncoupled), so sure enough, they immediately rolled downhill towards me.
Something else I tried was to add a modern 50ft boxcar at the rear of the consist, using the flat car with extended knuckle coupler to attach it. That sort of works, because the default state of the air brakes on the car must have them set (applied). This time, when approaching the consist, the boxcar held its brakes enough to slow the movement of the rest of the consist. However, as Jupiter and 119 don't have air brakes, there was no way to release the brakes on the boxcar! At which point I gave up.
Great thumbnail! I especially like the oldy-worldy "S".
DanSSG wrote:At the moment there are only two timeofday files to overwork and the new station buildings for Sherman and Laramie left until I'll upload stage one to the file library. But if the buildings won't be finished, I'll add them in stage two. The terrain and trackwork is already finished till Lookout.
Excellent! I look forward to seeing it :)