Defects on the Railroads
#11
Posted 30 December 2023 - 09:26 AM
Furthermore, ORMT and M$ do have different "weight" being in court (in worst case).
And... policy have shifted since 2001-th.
#12
Posted 30 December 2023 - 11:10 AM
Entertaining Brandons ideas being implemented, how and what should happen? A random headlamp failing, traction motor cut out, prime mover stalling, boiler tube failing etc. What would result in a potential "game over" situation, or should there be safeguards to always allow remedying the situation to avoid needing to reset the running session a lá Railroader?
That was one of MSTS' drawbacks; spend hours on running an activity just to have "game over".
#13
Posted 30 December 2023 - 11:18 AM
MSFS have an option for turning all malfunctions off, either ts pick, which kind of them (or all), and how often would happen.
So, player had a choice - either to play with working well machine, either to struggle with desired amount, kind and frequency of possible failures.
#14
Posted 30 December 2023 - 05:33 PM
If visual derailments are an issue to not display there is always the option to turn off, game over like MSTS or the option to include special parameters to stock or shapes to have its own orientation for derail animation (XYZ O rigin center) and if not equipped keep it on the rail then those worried will not see what they fear to see. I remember a glitch years ago in ORTS for short cars like EOT example would twist flip like a derailed stock and only glitch around while moving, but only glitch now is TSRE miss tdb nodes derailing at switches or intensional invisible track twisting at derails or dead ends.
As an engineer I'm surprised ORTS hasn't made slack action felt in the cab based on impact like switches do or sound triggers harder the louder or softer the quieter but think that's a cab sms thing. In real life there some random engines that don't like a certain speed exceeded they tend to earthquake sway even on the smoothest tangent track ( had lots of Gevos or C44ACs not like 61mph I feel I'm in GTA San Andreas )
#15
Posted 30 December 2023 - 06:00 PM
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Currently (as Manual says) only white smoke in case of turbocharger's failure.
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Gonna be cool.
Automatic squeal in tight curves and special sound, while passing switches are possible, ehrought track sound settings, not a cab sound.
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Suspension system's resonance?
#16
Posted 30 December 2023 - 06:09 PM
- Damaging the cylinders from not opening the cylinder cocks before starting from a stop.
- Brakes "fading", or losing their effectivity, due to the brake shoes getting too hot.
- Burst air hose due to not opening angle cocks in the correct order.
- Locomotive "seizing up" due to lack of lubrication of moving parts.
- Air flow through firebox reduced by excessive ash accumulation in the ash pan.
Are these the kinds of "defects" we want to model? I just wanna make sure we're all on the same page.
#17
Posted 30 December 2023 - 06:16 PM
- MSTS' priming is not implemented so rar too
- Is it about die-cast shoes only?
- fair and worthful; relatively cheap to do
- how lubrication should work / be made-up?
- we have no grates swing control to dump ash yet
#18
Posted 30 December 2023 - 06:22 PM
Weter, on 30 December 2023 - 06:16 PM, said:
Not necessarily. All brake shoes of any material has a limit to how much heat can be dissipated, and if this is exceeded, then the brakes will no longer have the same stopping power as they do at normal ambient temperature--essentially you need more braking force to decelerate at the same rate!
Weter, on 30 December 2023 - 06:16 PM, said:
- we have no grates swing control to dump ash yet
Both of these features are dependent on these features (ash dumping, lubricators, etc) being implemented in the future. We obviously can't add them now.
Another thing I have thought of is boiler water foaming due to contamination in the water.
Then there's failures of grade-crossing signals and gates (just like lineside signal failures).
#19
Posted 30 December 2023 - 06:25 PM
We "can" add, but can't affect - I'd say...
Hah, there is such "failed" crossing on Hungarian 120a route.
Shivering, while lorry jumps across track just in front of your train's nose!
#20
Posted 30 December 2023 - 06:38 PM
We can potentially add a new activity event (location event or time event) that causes the emergency brakes on the player's train to apply. This can simulate an emergency application initiated by the conductor or a passenger on board the train (using the so-called "conductor's valve").
"WHO IN THE BLAZES APPLIED THAT EMERGENCY BRAKE?!?"
-Conductor, The Polar Express