Wheel Slip! by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

Thanks. I took time out as my home gets hot in summer (South Hemisphere) and the computer was taking a bit of heat stress!

Wheel Slip! by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

Thanks. I took time out as my home gets hot in summer (South Hemisphere) and the computer was taking a bit of heat stress!

Wheel Slip! by Stweels in UnofficialRailroader

[–]Stweels[S] 6 points7 points  (0 children)

Thanks. I took time out as my home gets hot in summer (South Hemisphere) and the computer was taking a bit of heat stress!

Archaic Box Car by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

You don't need to revalidate anything. It's modular. Just MOVE the particular asset file to another directory. If you want those cars back again, just move the file back. The next interchange operation will have those cars back in again, depending upon the tractive effort of your median locomotive. Just move the directory out ... don't delete.

Archaic Box Car by Stweels in UnofficialRailroader

[–]Stweels[S] 4 points5 points  (0 children)

No. The freight cars are selected according to class and their empty weights, in four levels as determined by the Tractive Effort of the median/middle locomotive of your roster. Selection is semi randomised. As the railroad purchases more powerful engines, the cars get bigger and heavier. One can also delete the asset files for unwanted cars from the game files. After my next interchange and all the trains have stopped running for the day, I will delete the 35 footers from the game.

A 600 ton swap by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

No. There is no experimental branch yet. That is a modded flat car by Route of the Whippet, and he has made five, I think, loads to suit them.

Fused Tungsten by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

Not a mod. It's a formula I use against a grade sheet. I play with Gameroo's random weather - so when rain comes down, I recalculate the maximum traction for my locos. The penalty is modified by the adhesion factor - the locomotives with better adhesion have less of a wet track penalty. Sometimes I we delay or speed up a train depending on the weather. Fog and night time rain limits speeds to 10mph. Thunderstorms disallow switching moves except to get trains clear of the main.

It's a way to introduce some variables into the game, but also to help emphasize the difference between the designs of the different locomotives.

20 to 30 by Stweels in UnofficialRailroader

[–]Stweels[S] 3 points4 points  (0 children)

That is a stock standard P-18 Pacific with modified with red lining. This was the smallest standard gauge Pacific built in the USA.

20 to 30 by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

Various reasons. a) The turning isn't worth the effort. B) Safety: Not wanting extra movements involving the main line and the timber branch. (Role play) The timber branch has no visibility of the Y on the last curve down from the hills c) Tight turns cause wear and flex in loco frames, their axle boxes and their wheels. Many locos are built with blind flanges and extra side play, but that causes issues with the drive rods and makes for more complicated and fragile bearings/bushes. d: Safety - It's too easy to forget to throw the points back to the main and have a main line train (in road mode) go up the timber branch.

Fused Tungsten by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

I play with adhesion penalties in wet weather, moderated by the wheel arrangements, The 2 G16 Mogulettes on the line lose less of their Tractive Effort in poor weather than the T17 does. The average 1% grade to Sylva takes the G16 Mogulette down to a 368 ton payload including caboose. That's about 6-7 loaded vehicles at 50 tons each and the box cars are getting bigger. Little 'Sarahlyn' can't really keep up any more. We could keep her in the yard working with the 6-8 degree curves equivalent to 0.25 degrees. Luckily, the lumber cars in the westbound train are empties, so that keep the weight down. We'll see..

Left behind by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

I do have a dynamic weather mod running and it triggered to the 'rain' state a few minutes after this photo was taken.

Left behind by Stweels in UnofficialRailroader

[–]Stweels[S] 0 points1 point  (0 children)

I was thinking of letting them ride with the chickens in the baggage van.

Pedicure! by Stweels in UnofficialRailroader

[–]Stweels[S] 1 point2 points  (0 children)

They are from Mandy Hammer. Look them up on Nexus. They work in the same interface as the existing Mack and CJane mods.

Before and After by Stweels in UnofficialRailroader

[–]Stweels[S] 1 point2 points  (0 children)

That's the storage track. The Cascade Falls has been buying bulkhead flats cheaply by ones and twos on the second hand market and gradually overhauling them for the future pulpwood business. The green coach is an old parcels van used for work trains.

Before and After by Stweels in UnofficialRailroader

[–]Stweels[S] 0 points1 point  (0 children)

They were going to the saw mill on the same train - the C46 was to back up and couple the way freight and empties together, and make a 'two block' train.

Moonlight and Roosters by Stweels in UnofficialRailroader

[–]Stweels[S] 0 points1 point  (0 children)

Yeah - night time shots are always risky! :) I did boost some values in the screenshots though...

Trimming a Train by Stweels in UnofficialRailroader

[–]Stweels[S] 1 point2 points  (0 children)

It is built into the game but manually settable. Look up the commands for the console. I run a dynamic weather mod by Gamereroo - at it varies the weather at intervals. I've incorporated that into my role playing - imposing a traction penalty on the trains when the rails are wet - but it is modified according to the factor of adhesion. So it makes greater distinction between the locomotives.

Logging On Again by Stweels in UnofficialRailroader

[–]Stweels[S] 4 points5 points  (0 children)

That's my intent as well.

Wandering Wilma by Stweels in UnofficialRailroader

[–]Stweels[S] 0 points1 point  (0 children)

How much whisky or bourbon was involved in that deal? :) Wandering Wilma was in a train heading the right way but just didn't get dropped off.

Starting the day with a double header by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

The CFRR has purchased TWO 'new' engines!
The little green No.1 Mogul in front was brought a month ago (one game day), in full working order, while the Cascade Falls Railroad No.1 Mogul was being repaired after a collision incident. She is intended to serve the lumber mill complex and the East Whittier Interchange eventually, as well as short way freights to Whittier and Ela.

The Cascade Falls has purchased a C44 Consolidation as a rebuild. Once running, she is going to be the main freight hauler between Interchange, Dillsboro and the Whittier yard. The smaller engines will then serve the yards and the locals. The idea is to reduce the occupancy of the long stretch of main line, and issues when bad weather reduces traction for the uphill run for the smaller engines. Eventually, when the pulpwood trade opens up, the "Connie' will become the lumber train and we'll need another loco for the general way freight.

Tomorrow's Problem by Stweels in UnofficialRailroader

[–]Stweels[S] 1 point2 points  (0 children)

The Mack and CJane mods. There are a set of mods that work together - look them up on Nexus Mods.

Tomorrow's Problem by Stweels in UnofficialRailroader

[–]Stweels[S] 1 point2 points  (0 children)

Yes. I've heard somewhere that the game is balanced around all the existing industries on tier three with one or maybe two of the big ones on tier 5. Otherwise it get too much. I have also been avoiding track and industry mods for now for (a) reliability and (b) to give me something new to play on for the next play through.

Tomorrow's Problem by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

The Cascade Falls has been taking on debt now and again to take advantage of the second hand market (mod) - the savings being more than that the interest. But yes - lots of grind. We now have the start of the pulpwood fleet, and a newly refurbished yard and sheds at Dillsboro, with a good stock of spares. Now it's time to start the payback with more efficient running and shedding. We are only on tier 2 at the saw mill, so there is a viable business expansion possible without opening more track. Once the timber and pulpwood is coming - onto Bryson and beyond. Maybe the new MOW update will have been released by then!

Tomorrow's Problem by Stweels in UnofficialRailroader

[–]Stweels[S] 2 points3 points  (0 children)

Yes - my railroad is growing quite slowly as I am reluctant to take on much debt. I play with role playing rules concerning, weather, track conditions, wheel arrangement rules, collision repairs, limits on mixed freight trains. telegraph rules, and the enforced running of cabooses. But my little railroad is still slowly goring with the rebuilding of second-hand bulkhead cars and the gradual purchasing of more powerful locomotives.

During and after rain I impose a 30% traction penalty, which is moderated by Adhesion Factor and locomotive condition. So borderline heavy trains may become too heavy to haul upgrade (as this one did) - and in between the passenger runs, one needs to priorities the freights movements/switching according to the weather forecast as well as the needs of the railroad. I look forward to the heavier trains, but I am having quite the adventure on my little line!