PerryPlatypus, on 18 October 2022 - 10:16 AM, said:
Would it be possible to implement a bit into the code where, when two players are operating different sets of locomotives in the same train, a coupler-breaking train force has to be sustained for at least 3 to 5 seconds continuously before the coupler will actually break? This is appropriate for more than just steam era. The ability to do manned helper/pusher operations (as it is called in the US and Canada respectively) via multiplayer in OR would be groundbreaking.
Indeed. The location where push and pull are equal is called the node and keeping the node mid train is a critical skill of the engineers.
PerryPlatypus, on 18 October 2022 - 10:16 AM, said:
By the way- ideally we would have the ability to manually select which sets of locomotives in a train are controlled by which Player / "crew". For example, on Mullan Pass in the USA, the normal practice for heavy trains ascending the grade is that trains will have 3 sets of locomotives - front, middle, and rear. The rear locomotives will be DPU's controlled by the crew at the front of the train. The middle/mid-train locomotives will be operated by a separate crew. This takes lots of careful train handling, but the crews manage to do this multiple times per day, usually without issue :)
Three sets of locomotives was used back in the steam era as well as the transition eras. I recall reading of a Rio Grande movement over Soldier Summit in the early 1950s -- four F7's up in front, four more mid train, and on the end a 2-8-8-2 and one or sometimes two 2-6-6-2 steamers. Around 100 cars loaded with coal weighing around 10,000 tons headed up a 2.2% grade. Must have been loud.