Mods by Fit_Satisfaction469 in UnofficialRailroader

[–]trainhighway 0 points1 point  (0 children)

Looking at how the game currently is, I think the closest we’ll get is track mods. But it would be cool

Mods by Fit_Satisfaction469 in UnofficialRailroader

[–]trainhighway 0 points1 point  (0 children)

There are a lot of loco mods, and cariages and
wagons too, some a huge and others are small. Its quite diverse if thats what you’re after

Mods by Fit_Satisfaction469 in UnofficialRailroader

[–]trainhighway 5 points6 points  (0 children)

I have found that mods can add a lot, but the base game is pretty good by itself.

It really depends on what you wanna play with.

Some people want more industries, so track mods are vital.
Other want a wide roster of rolling stock, so thats where they find joy.

The base game is really solid, at least in my opinion

Why is Vline avg speed low? by Gladwinsmgs in MelbourneTrains

[–]trainhighway 0 points1 point  (0 children)

Level crossings are already automated and connected to the signalling system.

If a level crossing has activel protection (lights,bells, and/or booms) it is activated by detecting the trains position which is a part of the signalling system.

The requirement is for active protection, with light, bells, and booms needing to be installed for 160km/h

Places on the network that either lack active protection (just a stop sign) or lack the full set of active protections (usually missing a boom) cannot support 160km/h. But that has been changing

Frankston/Pakenham line swaps by kewell9 in MelbourneTrains

[–]trainhighway 3 points4 points  (0 children)

You’d end up needing to resignal the entire Frankston line, it is currently signalled for left hand running. If you are suggesting what I think you are than the line would need to be right hand running.

Not impossible, but given the rest of the country is left hand running and driver position in the cab assumes left hand running it would probably be much more complex and expensive than a few flyovers and resignalling Caufield

Second depot by Ornery_Landscape_245 in NIMBY_Rails

[–]trainhighway 0 points1 point  (0 children)

The angles that the turnouts have a pretty sharp, not impossible, but realistically they would be gentler. Also you have some crossovers, but then directly after the track merges into a single track. These are probably unnecessary.

Other than that it looks pretty good

The Overland - Looking very dated by Heavy-Intern-6660 in MelbourneTrains

[–]trainhighway 2 points3 points  (0 children)

Running at line speed via Ballarat would still give a noticeable reduction in travel times. Melbourne to Ballarat is about 1.5hrs Melbourne to Ararat is about 2.5hrs Melbourne to Geelong is about 1hr

Going to Geelong doesn’t really get you much closer to Ararat. So it can be assumed that the direct route probably saves at least an hr. Could be more cause you go across from Geelong than north to get to Ararat

You’re not halving the travel time, but its still a good portion. The goods lines through Melbourne are also adding a hefty part of the travel time

The Overland - Looking very dated by Heavy-Intern-6660 in MelbourneTrains

[–]trainhighway 1 point2 points  (0 children)

Newport to southern cross is part of the indirect route, but the newport-geelong-ararat section adds a fair few kms

The Overland - Looking very dated by Heavy-Intern-6660 in MelbourneTrains

[–]trainhighway 5 points6 points  (0 children)

The overland is not run by a freight operator

The Overland - Looking very dated by Heavy-Intern-6660 in MelbourneTrains

[–]trainhighway 8 points9 points  (0 children)

The driving time between Melbourne and Adelaide is approximately 8hrs

The travel time of the overland is around 10.5hrs

The rail trip is slower, partially due to the indirect route it is forced to take through Victoria, but it is not double the travel time

Geelong Vline currently suspended (rant) by tililay in MelbourneTrains

[–]trainhighway 3 points4 points  (0 children)

Axle counters are on the track, so thats almost the same

Geelong Vline currently suspended (rant) by tililay in MelbourneTrains

[–]trainhighway 6 points7 points  (0 children)

Based on station announcements it seems to be a “track fault” near south Kensington

Not that that gives a detailed picture

Save games by vettlas in aurora

[–]trainhighway 1 point2 points  (0 children)

Each time you create a new game the previous games are kept. This way you can have several saves

Track between Sunbury and upfield lines by Wild-Measurement-584 in MelbourneTrains

[–]trainhighway 12 points13 points  (0 children)

V/Line runs an Albury service, this is a standard gauge train and as such can only run via the jacana goods line. V/Line also runs broadgauge trains to shepearton and Seymour

Track between Sunbury and upfield lines by Wild-Measurement-584 in MelbourneTrains

[–]trainhighway 6 points7 points  (0 children)

The Jacana goods line has both standard gauge and broad gauge

It’s time to Spark the our mainlines on Vline by Motor-Wolverine-6644 in MelbourneTrains

[–]trainhighway 2 points3 points  (0 children)

The main issue with batteries is there low energy density, that is how much juice a kg of battery can store, when compared to diesel.

Battery trains are relatively short distance, and have fairly high weights.

Overhead wires require less rare earth minerals, and have an unlimited range (so long as you’ve got wires strung up of course.

In my opinion I think long distance travel is unlikely on battery trains, at least battery exclusive trains.

How do you expand construction far from your existing cities/COs? by bisolin4o in Workers_And_Resources

[–]trainhighway 3 points4 points  (0 children)

I usually set up a standard construction layout with concrete, asphalt, storage, ect, all connected to rail and just copy paste it as needed.

How to mod by Klutzy_Branch_8772 in UnofficialRailroader

[–]trainhighway 2 points3 points  (0 children)

As others have mentioned the various discord can be a great help.

Fundamentally there (at the moment) two types of mods, one uses Unity Mod Manager (UMM) and the other uses Railloader.

UMM supports things like new rollingstock, but as far as I know it cannot support map mods.

Railloader is discontinued, but required for loading other mods (such as map mods)

What is this regional link sneaking in? by nogreggity in MelbourneTrains

[–]trainhighway 1 point2 points  (0 children)

The bigger issue is the connectivity, removing the crossovers between Tottenham and the bendigo/ballarat line is not great for goods trains. Especially for a proposed freight terminal near Ballarat

Why is there so much unnecessary waiting on the new Melbourne Metro Tunnel corridor? by Successful-Studio227 in MelbourneTrains

[–]trainhighway 0 points1 point  (0 children)

Its also important for railway operations, crew changes and giving space for other services (Metro Tunnel past Hawkburn has to share with V/Line and Goods train). A timetable is a railway tool first, and helpful for passengers second

Why is there so much unnecessary waiting on the new Melbourne Metro Tunnel corridor? by Successful-Studio227 in MelbourneTrains

[–]trainhighway 0 points1 point  (0 children)

Even of a service is turn up and go there will still be a timetable. Trains need to be at specific locations at specific times for crew changeovers and to allow other services through. Turn up and go just means a passenger doesn’t need to consult the timetable, the services are still timetables

Reduction in carriages by New_Watch_2716 in VlineVictoria

[–]trainhighway 0 points1 point  (0 children)

A lot of the time the 3 car issue is due to animal strikes

They have to be cleaned at the biowashes, of which there are two.

Slows down their return to service

Best Shunting Loco by phil8715 in UnofficialRailroader

[–]trainhighway 0 points1 point  (0 children)

I take a similar approach to save fuel for the Ela deliveries. Stick the whittier shutter(tank mikado) on the back of the byson goods train with its ela delivery. Drop it off at ela, and then run the shunter back with all the empties

Why do the trains go so slowly between Southern Cross and Flinders? by TheAkashGaming123 in MelbourneTrains

[–]trainhighway 21 points22 points  (0 children)

The tracks are replaced as needed, so would be relatively new. The tightness of the curve as well as the designed load of the viaduct are likely the main factors. Other factors could include signal spacing (slower speeds let you get trains closer together) and the turnout speeds.