Started by DrSuperGood, April 12, 2018, 08:26:08 AM
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QuoteAnother feature that might be helpful is to have some random variation in the speeds that trains actually run at (with the level of variation depending on things like the type of train and the type of signalling). This would mean that if timed interval signals were too far apart, then collisions would become increasingly likely. It would also provide an incentive for implementing ATO (Automatic Train Operation) on busy lines once the technology is available.
Quote from: DrSuperGood on April 12, 2018, 10:06:02 PMAll trains can hit their designed speed in real life...
Quote from: DrSuperGood on April 13, 2018, 03:46:42 AMProblem with A. Carlotti's suggestion is it does not solve the underlying problem. One can use schedules to work around it. It also makes even less sense to users than a single line stating that all timed interval signals have a maximum range of Xkm.
Quote from: Ves on April 13, 2018, 11:00:06 PMThe max distance could be showed in the UI, just like for moving block signals?
QuoteI am not sure that it does make less sense, as it (or at least the version of it that I suggest) would actually be simulating something that exists in reality, whereas a limit on distance between time interval signals (after which trains revert to the drive by sight working method) would not, at least not so far as I can discern or would be likely to be apparent to anyone playing.
Quote from: Vladki on April 14, 2018, 01:58:50 PMI early years of railways, there was a practical limit on distance between signalboxes, because they used (at least in austro-hungarian empire) optical telegraph. So you had to build them in sighting distance from each other. As the signals to drivers were given by hand or signals that were just next to the signalbox, the distance between signalboxes defined block length. At that time it was time interval signalling, and it was used as 3-aspect signals. (danger, caution, clear)The introduction of electric telegraph (not necessarily Morse type) allowed for longer blocks and significant cost savings.
QuoteIt makes much more sense for the practical limit being enforced by a gradually increasing chance of emergency stops in realistic circumstances than being an exact distance beyond which trains revert to the drive by sight working method.
Quote from: DrSuperGood on April 14, 2018, 10:45:15 PMIt does not really make sense... Since one can exploit the time tabling feature to get around all of that. In fact why even have drive by sight if one can schedule a drive by site system in the first place?This is why hard limits are needed to force players to use a mechanic. They will always find a work around otherwise and make the existing mechanics look silly.