TrainMan_112
04-28-2007, 10:37 PM
I was thinking to myself the other day. I thought it would be neat if they could include some type of activity generator. This would only work for simple activities, such as simply getting a train from A-B, running against traffic, or simple switching operations. This is how it could work:
1.) You would need to type a name. i.e, H-KCKPAS, CSX Q-521, Grain Haul, etc..etc..
2.) You could have the generator create a consist. For example, you could have multiple categories of rolling stock. Anything as vauge as "General freight" to specific categorization such as "boxcars". Same thing with motive power. The categorization list is to prevent consists being generated that are unrealistic and pointless, for example, intermodal mixed in with coal. You would have to create your own categories, and then check a box beside each category. The checked box would allow the consist generator to select from THOSE cars. If you have all of the boxes checked, the generator can grab any. If you have only one box checked, the generator can only grab cars/engines within that category. You could also have six or seven lenth selectors, ranging from as little as 10 cars to as high as 160. You would create your path manually. (Just A-B, passing paths are handled by the computer)
3.) AI trains would be no different. You could select from four or five traffic density options. Example, "Very Low", which may generate anything from one to three trains across the entire route.
Or, "Very High", the you could have as many as 15-20 trains generated. This would rely on the user's common sense. For example, if you were running a route with a single-track main, and only four or five passing sidings, and you set the traffic density on "Very High", don't expect things to go well. The system for generating AI consists would be identical to the player consist system.
4.) AI Traffic Patterns. There could be three possible traffic patterns that I can think of. Oncoming, Same Direction As Player, or Both. Oncoming would mean that there are AI trains headed in the opposite direction you are. Same Direction As Player, would mean that you would be following another train. Both, would allow the two patterns to be used at the same time.
5.) AI Train spacing. First, you would select the starting point of the FRIST AI train. After the first, the others would be generated according to the spacing input. There would be a minimum distance, and maximum distance input. For example, if your minimum was 10, and you maximum was 15, then the trains could be generated anywhere from 10-15 miles apart.
6.) There would then be the usual input spaces for weather and time.
And of course, there would be the conventional editor, for very specific activities. This generator is so you can start running your activity as soon as possible.
7.) PASSENGER ONLY*** Select which stations to stop at.
8.) A simple form would be shown when you load up the activity, showing the number of locomotives, number of cars, length, and weight.
If anybody has any input on how this generator could be used for switching, post here. Thanks!
EDIT: This could work for ANY era. I just used modern day freight movements because I'm familiar with it.
1.) You would need to type a name. i.e, H-KCKPAS, CSX Q-521, Grain Haul, etc..etc..
2.) You could have the generator create a consist. For example, you could have multiple categories of rolling stock. Anything as vauge as "General freight" to specific categorization such as "boxcars". Same thing with motive power. The categorization list is to prevent consists being generated that are unrealistic and pointless, for example, intermodal mixed in with coal. You would have to create your own categories, and then check a box beside each category. The checked box would allow the consist generator to select from THOSE cars. If you have all of the boxes checked, the generator can grab any. If you have only one box checked, the generator can only grab cars/engines within that category. You could also have six or seven lenth selectors, ranging from as little as 10 cars to as high as 160. You would create your path manually. (Just A-B, passing paths are handled by the computer)
3.) AI trains would be no different. You could select from four or five traffic density options. Example, "Very Low", which may generate anything from one to three trains across the entire route.
Or, "Very High", the you could have as many as 15-20 trains generated. This would rely on the user's common sense. For example, if you were running a route with a single-track main, and only four or five passing sidings, and you set the traffic density on "Very High", don't expect things to go well. The system for generating AI consists would be identical to the player consist system.
4.) AI Traffic Patterns. There could be three possible traffic patterns that I can think of. Oncoming, Same Direction As Player, or Both. Oncoming would mean that there are AI trains headed in the opposite direction you are. Same Direction As Player, would mean that you would be following another train. Both, would allow the two patterns to be used at the same time.
5.) AI Train spacing. First, you would select the starting point of the FRIST AI train. After the first, the others would be generated according to the spacing input. There would be a minimum distance, and maximum distance input. For example, if your minimum was 10, and you maximum was 15, then the trains could be generated anywhere from 10-15 miles apart.
6.) There would then be the usual input spaces for weather and time.
And of course, there would be the conventional editor, for very specific activities. This generator is so you can start running your activity as soon as possible.
7.) PASSENGER ONLY*** Select which stations to stop at.
8.) A simple form would be shown when you load up the activity, showing the number of locomotives, number of cars, length, and weight.
If anybody has any input on how this generator could be used for switching, post here. Thanks!
EDIT: This could work for ANY era. I just used modern day freight movements because I'm familiar with it.