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The supporting of sawmill requires a switcher on 12 log cars between L1 and L2 in Connelly and one switcher supporting 7 log bunks in L3. Then a third switcher hovering around the shipping at E Whitter. Those things have not taken fuel yet over a week or more of daily round the clock operations. Theres 16000 gallons available at E Whitter.
Dillsboro repair tracks hold extra fuel. Any tank car of diesel can be waybilled and delivered to any town with a fuel stand at any time so I have several of the tank cars stored full of fuel. As well as repair cars full of parts and coal for steam at any time.
Theres two GP9's that has been making round trips from E Whitter to Slvya. They carry 1000 gallons of fuel so it will technically be weeks before they need fuel. I top em off now and then. 50 gallons here and there.
Income is several thousand a day just from the mill. The pax train runs once at least to twice daily.
Tiny contracts not taken. For ela etc. Rolling stock left in those spots and not shipped to Slyva to make the game just provide sawmill stock at the interchange. Its a workaround to prevent excessive clutter.
I have made it to the point of almost opening Robertson Mine. The first 12 hoppers are on the way to it. Between Sawmill and Mine from Slyva daily it should be several thousands a day in income enough to finish the milestones towards Andrews.
The game is self supporting. I am just passing real world days until its updating again to include the experimental waypoints and so on folded into normal company mode in the future. When that happens you are going to see upwards of 10 trains a day across the railroad from a variety of places. at the moment I have to spend each train at a time in groups of two and three on the mainline seperated by signals with AE etc.
I have enjoyed this game very much after reducing tedium in various ways and eliminating wear and tear from consideration and stress. Its too close to work.
I am getting ready to assign a extra engine to Walker. Then take the sawmill to T5 if I can get more than 90 logs to it a day.
The slyvian mills are not successful. I have switched it several times in full and am returning with two trains worth of pulp wood cars to load and am considering cancelling the mills contract entirely. It takes too many hours to switch them. Maybe two to three hours best spent at the sawmill and robinson mine etc.
What I did learn is reduce the pulpwood trains to just 8 cars each for the paper mill and the tannery. They fit neatly into their respective unloading tracks with two engines each.
It took me long enough to reduce the company game to max income per day with the least amount of movements possible. And I cannot "Earn" more until additional track is opened and several more trains are run. Arlaka Jct and Subdivision will have it's own pax car train for example.
After the experimental is updated and folded into the normal company mode and learned I plan on truly expanding the railroad into T3's across the board if not all the way to T5 with the small industry. Particularly after Slyva gets the wye.
I could go to steam dashboard and open up the experimental side and start running these ideas tonight... however I chose to stay in the normal company mode of the game because the Developer is still fixing stuff and updating. I am waiting so that he can make sure that the future update is without problems as much as possible.
I utilise Walker as well, it's a neat little diversion and it spices up the cargo in and out of Bryson.
I used to love Walker Upper Logs. The switchbacks are so much fun! Not that I drive them much anymore. Set and forget with AI waypoints.
The reason I am asking is sometimes the long mill gondolas for the sawdust chips cannot fit very well into it's C2 track as a third vehicle. Maybe a couple wheels on the hot strike plate.
Can the Developer consider a update in which the strike plates on the tracks under C2 be extended so that any three gondola combinations will fit in full and be loaded properly without too much shuffling to get all of them loaded.
Yup. Long gondolas are a problem and they don't fit too well. I solve this setting the extra empties on the lead and feed the mill two gondolas at a time. It requires an extra switching maneuver sometime in the afternoon, but not too much an issue since Interchange has been delivering up to four extra empties daily that don't fit either and they need switching anyhow.
Get 7 more log cars. Set the first 3 cars to load at L1, so it's just a drive straight in. Set the next 6 cars to load at L2. The last 6 go to L3.
For L3. as long as you're not doing pulpwood, the siding is just long enough to be able to box the T17, and still load 6 log cars.
When they are loaded, go back and pick up L2, and then L1 (Make sure AE use the siding to minimize the amount of logs it have to push up the hill).
Once at sawmill unload track, you should have barely enough space to fit 12 of the 15 cars on the unload trigger. It should look like that T17-L3-L2-L1/Buffer. The sawmill should quickly unload the first 3 L3 cars, so you just have to swap the 3 loaded for the 3 unloaded.
For the gondolas, it should be able to fit most gondola type+2 70feet XL, as long as the small car is hitting the buffers.
You can min / max the process as below.
A wise player* once said, something along the lines of:
You have 2 sets of 10 skeletons cars.
The 1st set of 10 is unloading at the mill.
The 2nd set of 10 is split equally between 2 destinations up in the hills.
First run of the day goes to L1 and L2. The second run of the day goes to L2 and L3. The third run of the day goes to L1 and L3.
So 3 trips, 10 cars apiece at 3 logs each, 30 logs per trip, a total of 90 logs per day.
*This wise player was davejlatt on 26 May 2024
This is a good set up once your railroad expands and you want to get stuff done as you are focused elsewhere on the map.
Stick 8 into L2 thats a load of 12 log cars for the morning.
The second train of 7 bunks plus switcher goes to L3. Total of 19 log cars for the afternoon when that 7 arrives to unload into the night. 57 logs give or take. For me T4 is adequate. Im not sure if Connelly can load a second time into the night but might.
The reason for that is I dont know the capacity of logs per time it can load fully. For example showing up with 8 into L2 puts 24 logs on. How long would L2 need to work before making another 24 logs availible within a hour of a another set of empties?
Sawmill at T4 needs 21 cars per day, while L1+L2 can supply 24/day. Thus using 2 sets of skeletons, one for L1, another for L2 is sufficient to keep sawmill running at T4.
I have been massively under-using the shipping potential of Connelly. Im such a idiot.
If... I bought more bunks and stuck them 4 into L1 and 4 into L2 (Thats the 12 total) and maybe 5 into L3 after the first two log trains are loaded and shipped I should have one good train stashed in E whitter up to 12 bunks ready to stick into R1 at the Sawmill prior to midnight. I could just bury the engine at L3 without any switching.
So after the morning...
L1, 4, L2, 8, L3 7 = 19 log cars. 57 logs I believe.
The second batch.. with a new switch engine...
4 into 1, 4 into 2 and 5 into 3 equals 13 more. Maybe 96 or so logs.
That should be enough for T5 service.
Good lord that sawmill will have engines all around it parts of every day and night. A 24/7 operation.
Thank you all kindly from the bottom of my heart with your information on capacities and where they are located on the dashboard and so forth with this thread. Now I can plan on T5 and really get a good cut out of this.