What a nice discussion, gentlemen!
I do like every post up there.
Well, in order of appearance:
@
Gerry
I find this idea quite good, so far, at ORTS there is no derailments after strucking with standstill objects, at ANY speed.
But, the only thing: when the plan of activity would contain further operations with formed consists, there will be visual gaps, if inviso cars will be situated between first actual car and locomotive/other consist's actual car.
Or we should try with zero-length/minimal-length shaped invisos.
@
Vince
Sounds very nice for me, but I can't imagine: how events would work in such situation: what the way, they would help to manage coasting locomotiveless cars speed?
@
Mike
First, instead of pre-positioned cars, the braking shoes, pre-placed on rails could be used here. I'll search for the pictures for you...See UPDATE at very bottom.
But certainly, the game can't do it for us nowadays.
Second: every inbound-outbound track, when the park is on level ground (the flat) is recommended to profile (during construction/maintenance) as you said: with ends slight elevated/middle slight lowered.
Aside of preventing loose consists to escape from siding, this will help on coupling-uncoupling operations, and (what is more important) for starting heavy trains to either direction, because all consist is compressed towards it's center. So there is a good amount of couplers slack. Engine will start cars one-by one, what is easier.
Summary:
We can, of course, train on rolling down our train via explore mode, but:
Who would prevent us to establish a special activity, where some cars are already at downhill park's tracks?
Obvious, if such, we can place real cars there, no need to deal with invisos.
Then, things will look, as Mike adviced. Quite real look-like.
Upd, for Mike&others:
Some pictures&reference:
https://ru.wikipedia...%BC%D0%B0%D0%BA
As you can see, this works as a brake, sliding upon rail's head with moving car's wheel.
More "special thing" looks like that:
https://ru.m.wikiped...ный_замедлитель