Interesting-- love the experience aspect, RyosukeRyosuke wrote:well, i'm currently trained on local freight movements in a very dense part of the german network with a lot of freight only lines. here you never know how you will get through since hardly any freight train runs exactly according to its schedule. trains are pretty much dispatched according to first come, first served, except for some really important ones.Kariban wrote: I'd like comments from real drivers on how often they get diverted away from their path before I spend any effort thinking about how to randomize absolutely everything.
there is especially one junction where a multitude of lines meet where anything can happen between an all clear run through and hours of waiting. it always depends on the present situation, which train you drive, which line you are on, what trains are approaching, how stuffed the yard at your destination is, whether there is a interruption somewhere and others. sometimes its just the signalman who forgot you...
also due to the density of the network here in some parts you can take different routes and you never know before which one it will be.
its a different matter for passenger traffic, although a multitude of disruptions, incidents, defects or construction work creates ernough variety there, too.
A scenario designer could cover those events in a scenario pack with sequenced scenarios, I would imagine, without randomisation really. As for the 'challenge (frustration?)' of breakdowns I would assume that the process will be realistic and not "Oy, Jim, the 'gin wot fell outta da loco agin. On'ey jus 'appened this mornin!" unless you simulate dozens of Ministry of Transport investigators swarming all over the place looking for safety violations... How do you design a scenario package that is challenging enough, somewhat complicated enough yet not overly complex/convoluted or bloated given the current limits of the scenario editor, so many people can enjoy it?
What about placed triggers, so when Player Service reaches and passes point X (the trigger) an event happens such as a consist gets generated at some pre-selected point the scenario designer picks and the consist is, say, one of three variants? That way playing the same scenario over several times might give you some variety in traffic- density determined by the designer to fit what Ryosuke was saying. No idea how hard a trigger system would be to add, since the scenario editor has a pseudo trigger in the guise of a timer/pop-up bit?
Anyway, appologies for the rambling post
Kind regards,
Dave