Experimental stuff is being developed and tested
The Red October Works working overtime through the Easter holidays to catch up with the 5-Year plan before it even begins!
One of the numerous weaknesses of Railroad Tycoon's intended operating concept is that it allows exclusively loco-hauled trains, with no ready-made provisions for any form of multiple unit (M.U.) operations. Contrary to more sophisticated concepts, like Chris Sawyer's "Locomotion", which simulates self-propelled railcars not only by allowing motive power to carry a specific cargo (which is quite sufficient by itself), but by letting them carry different cargoes simultaneously (such as passengers + mail in its dedicated compartment)! This is quite unfortunate, since it deprives the user from this important option, to simulate such a technology, especially on low-traffic shortlines. Admittedly, the very inflexibly determined scale of operations in Railroad Tycoon III allows limited scope for local networks (which by the way makes the provision of the Shay and Fairlie locomotives rather a waste of slots for what it matters), yet powered railcars are widely useful for longer distance runs too, as long as the intended load remains light.Some users had made up motive power with railcar carbodies, yet these are fake in the sense that they carry no revenue load per se, everything is carried behind them in conventional cars. They are nothing more than conventional locomotives disguised in railcar skins.
So, one of the first things that sprang up my mind as soon as I discovered the modifications that the user community had managed to apply on the default Railroad Tycoon fleet, was the idea of a virtual, negative-length "locomotive", which would "bury" itself inside the leading conventional car, as though as if it were its "motor". The only necessary visible elements would be the ones likely to protrude from the carbody, such as a smokestack for a steam railmotor, or a pantograph for an electric one. Previous discussion had already taken place long before I had taken notice.
The dilemma, whether the "rail motor" or the cargo car should engulph the other, is answered from the Railroad Tycoon's own procedures: Since there is no choice of determining a specific cargo for a powered unit and the order of cars in a consist, a shell has to be modelled that will look as decent as possible, no matter what the leading cargo car will be. Thus, a railcar has to be more or less fit for any cargo, hence the carbody for the leading cargo prevails and it should not be concealed by the motor unit's shell.Moreover: If all available freight cars featured a brakeman's cabin, it might be less imperative to provide a driving cab. The way things are, a cab is unavoidable for any railcar that won't be confined to express traffic. Alas, this cab will have to engulph the eventual express car's front end too, there is no way to avoid this when hauling passengers or mail.
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