(Frascati)
Thanks for the response. One way I've thought of of achieving the first point would be to mark the cars in the activity csv file with a Y/N in a new column 'include in random setouts'. These special cars usually appear only on a few tracks, so it would not be onerous to do. AG could default this column to all 'Y' if missing (the current situation) for backward compatibility.
On the subject of random fill setouts I would like to see a bit more grouping of similar car types, rather than the current potpourri. Say an 80% chance that a car-pick will be the same type as the one previously picked. This would produce strings of similar cartypes which I think is more prototypical.
Yes it would be nice to have more than one car type wanted / produced. But surely this can already be achieved by having a cartype of say 'LUMB-IN' which is used for both boxcars / center beams and woodchippers. Similary 'LUMB-OUT' for the production side.
I am glad you wrote back. This exchange of ideas and desires is very productive to further development of the software.
Your first idea sounds like a good way to accomplish restriction of cars from random fill. Maybe your suggestion will help Steve find an easy way to implement this in a new version of AG. And your point about backwards compatibility is very important -- he has delayed certain desirable improvements simply because they would not be backwards compatible.
Your second point, about wanting random fill to roup cars by type, is another option which Steve and I have discussed. What we desire is to have another user option (yes, we know that there are already many!) so that the user can choose to have total random cars, as occurs now, or you can choose to more likely have strings of like car types. A lot depends on era and locale. In modern times, you are very likely to see strings anywhere. In olden days ('60's, for example), strings were likely in coal mining areas (coal cars), of course, or near specialized industries such as refineries (tank cars) or produce (ice reefers), but most other places you found quite a mix. That is why we want to make it a user option, perhaps with a slider or maybe just an on-off toggle.
On your third point, yes, you can do some manipulation of car types. We do this already with empty and loaded cars, such as coal cars (CL and CLE) or gons (G or GE), i.e. anything with an open load. This is easy to do, but is almost always within one car type. Because this was so easy to do, Steve will probably never implement the empties/loads option unless car weights become critical to a lot of users. My own preference, however, is for a general service car, especially a box car, to be able to go anywhere that a box car is needed. But that's my preference. Your solution is perfectly valid, and if you don't mind, I may very well use it for lumber yards in future or revised templates which have enough different cars!
This brings up the subject of another change to AG which most users probably have never noticed. As the templates become more and more sophisticated, we end up using more and more car types. For instance, the early templates may have only about 12 to 15 car types, including one type of gon, one type of flat, one type of hopper, one type of covered hopper. But as we learned to make more realistic templates, we pushed the limit of how many car types were allowed, and Steve has increased this number at least twice that I know of. This was to accommodate car types like gons with scrap loads (GSCR), gons with pipe loads (GPIPE), gons with gravel loads (GGRAV), gons with RR ties (GTIE), gons with coal (GCL), etc. Yet the counterpart for all of these gon types is one car, just an empty gon (GE). Similarly for other open load cars such as flat cars and hoppers. But it also applies for cars without open loads, such as covered hoppers (plastics, grain, chemicals, sand, cement, etc.) and tank cars (crude, gasoline, food, water, LPG, etc.). To be realistic, we don't want to mix these car types. So you can see that from 15 car types, we could easily push up to 60 or more.
All of this would be much easier if the route designers broke down the industries a bit more. For instance, it is not uncommon for a mega industry to have a long track going past three different box car doors, a hopper unloading elevator, and a tank car hose rack. Yet this is all one industry. If we had multiple "car types wanted", the user could get those cars to the proper spot on that track by his own volition. But it would still be possible for AG to route ten tank cars and only one box car to the track, where it has room for five box cars, four hoppers and one tank car. So it would still be a compromise. In this case, I would ask for not only multiple "car types wanted", but also a breakdown of how many of each per track so that AG could get it right. Not sure how hard this is for Steve to put into the program.
Finally let me add that I am truly glad that you wrote back. You have stimulated my thinking. I now see new ways to make better, more realistic templates, which will result in better, more realistic activities, which will benefit the entire MSTS community!
nbeveridge2007-2-28 17:1:38