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Silly question - where do people usually post their saves as I've never really done that for a Steam game before. (And there are custom trains being used that I haven't put in the workshop)
https://share.nimbyrails.com/SlT7uDrXPj5uG9lGM_VQtA
Your first train FLYER-0034 starts its first trip on Monday at 6:00 Canada Chicago Departures time. Its next trip is Tuesday at 10:20, then Wd at 14:40, Th at 19:00, Fr at 23:20. This trip would normally end and a new trip would start on Sunday at 3:40. However, then the train has to be ready to go on yet a new trip on next Monday at 6:00, and there is not enough time for that (only 26 hours 20 minutes).
Because this additional trip is not possible, the train ends up spending this unusable extra time of 26:20 ("pad time") at the station which has "Custom duration wait in this stop" flag checked. Line A 1 C has many such stations, and in such case all extra time is spent at the last station with this flag, i.e. station 17 Toronto Union. (Note the setting Apply Extra stop time to Manually picked stops applies to the extra time not needed for the single trip on the line, not to the pad time between individual trips).
If you look at the timetable for train FLYER-0034, it actually has this massive stop in Toronto from Sa at 18:43:39 to Sun at 21:05:40 (line time, which is 2 hours ahead of NIMBY time). The same applies to all other trains, with a shift. It just happens that you have Saturday afternoon on your timeline, which is when these very long stops in Toronto happen. The current spawned train FLYER-0041 has this long stop from Sa 19:39:34 to Su 22:01:35 (line time). The next train FLYER-0042 spawns at 17:50:45 (NIMBY time), which corresponds to the start of its scheduled Toronto stop at 19:50:45 (line time), and will start its 26:20:00 wait, and this will then apply to all other trains on this line as well.
So to recap, this is a problem with line settings, unrelated to the spawn itself. Ideally you want to change the line run time such that a multiple of it equals 168 hours exactly. Your minimal loop time for this line is 28 hours 55 seconds - it's the 55 seconds that prevent this line from fitting nicely into 168 hours and creates this big effect. So I would try to find a way to accelerate the line to make a roundtrip exactly 28 hours (or less) - this would mean 6 round trips for each train in a week. If this is not possible, 5 round trips means 33 hours 36 minutes per trip - this means you need to spread the extra 5 hours 36 minutes across various stops. There are only 18 stops, so that's a lot of time to add if you want to add it to each stop - each station would need to hold 2-3 trains at the same time with the 11 minute interval.
One thing you could do is to add "layover" stops to the line where extra time would be spent (like a yard) - great idea by @AngryDragon. For example, add a small yard past Kenosha. A train after arriving into Kenosha would pull into this yard, spend say 2 hours 30 seconds in the yard, then back to Kenosha and back on the way. You would have about 14 trains in this yard at any time, so make sure it has 14 separate tracks there, and use alternative platform functionality to spread trains across these tracks. To prevent pax from boarding or alighting, you can set up these flags for that station (and no pax would stay on board since the train will go back to Kenosha after the yard stop). You can do the same on the opposite terminus too, and then you only have 36 more minutes to spread out, i.e. about 2 extra minutes per stop.
Hope this helps!
But when you have over 150 trains on a line THAT long, there's no way to have that many layover tracks. The "Weekly" period meant VERY long stops - and I thought the "Custom" period solved that problem. What I didn't know, that you mentioned, is the "Hard" schedule star time of 6AM Sunday. Given that, at least now I better understand what's happening.
What I'd REALLY like, if it were possible (and it might be because I've never 'gotten' my mind around the purpose of depots), would be to get to the end of the line, throw the train in the depot and let it act like a multi-dimensional holding tank that dispatches trains when needed. I guess I'm going to have to go read up on depots because the comments I've read about them seem to indicate they COULD be a solution...
The idea in my previous message last paragraph effectively embeds a depot into the autorun functionality by having a station where the train will be empty and no one will enter or leave.
Not as part of an autorun operation though. The virtual depot in autorun has to be part of the pax operation and thus not black hole.