Railroader

Railroader

Loaded Coal Cars Rolling Out of Robinson
Hey y'all! I'm having some instances of cars rolling out of the coal mine and sitting on the main, had 2 of them just hit each other and derail. Anyone know any fixes or reason for this?
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Showing 1-15 of 25 comments
phfor Feb 12 @ 6:59pm 
Handbrake?
Were the cars loaded or unloaded?

When I deliver empty cars, I handbrake a few and dump the air out of the entire rake.

When loaded, the AI does the same, so they sit with the handbrake on and anglecock / air valve on the last car open.

If they're rolling down the hill full, the AI is failing to apply brakes / dump air. If they're rolling down the hill empty, you didn't apply handbrake(s) / dump air.
Last edited by JE55BUNN1; Feb 12 @ 7:42pm
Kerry Feb 12 @ 7:58pm 
Originally posted by JE55BUNN1:
Were the cars loaded or unloaded?

When I deliver empty cars, I handbrake a few and dump the air out of the entire rake.

When loaded, the AI does the same, so they sit with the handbrake on and anglecock / air valve on the last car open.

If they're rolling down the hill full, the AI is failing to apply brakes / dump air. If they're rolling down the hill empty, you didn't apply handbrake(s) / dump air.

OP title says loaded.
Originally posted by phfor:
Handbrake?
No handbrake but I had thrown handbrakes on the cut of cars it was attached too
It does seem like occasionally the game doesn't set the brakes properly when moving hoppers to the outbound tracks, leading to unscheduled departures.
If things are ending up on the main when that happens it's entirely players fault however, for not leaving the trap points correctly set. That silly little 'pointless' spur to the right as you leave Robinson functions as a trap for runaways, the route should always be set to there other than when you're passing with a train, precisely so any runaways do not end up on the main where they can cause trouble.
Originally posted by TheLostPenguin:
It does seem like occasionally the game doesn't set the brakes properly when moving hoppers to the outbound tracks, leading to unscheduled departures.
If things are ending up on the main when that happens it's entirely players fault however, for not leaving the trap points correctly set. That silly little 'pointless' spur to the right as you leave Robinson functions as a trap for runaways, the route should always be set to there other than when you're passing with a train, precisely so any runaways do not end up on the main where they can cause trouble.
Was talkin' with a buddy and he speculated that's what the track was for. So I'll keep that in mind. Kinda dumb that even happens in the first place lol
Silly question but is your game modded?
DorniNerd  [developer] Feb 13 @ 6:52am 
Another question: What brake setting do you play on?
Originally posted by DorniNerd:
Another question: What brake setting do you play on?
I play on low
Originally posted by kildar501:
Silly question but is your game modded?
And yes my game is modded, but I have seen this issue on completely vanilla saves as well
DorniNerd  [developer] Feb 13 @ 11:09am 
Originally posted by SeanJAnimations:
Originally posted by DorniNerd:
Another question: What brake setting do you play on?
I play on low

That is part of the problem, the game currently isn't designed around the low setting and is a left over from the old days pre-release. The AE and braking will all act unusually.

Basically to get around it, apply double the brakes you think you should for things to stay still. In time we want the game to be able to work with different brake settings, but right now that isn't the case.

Alternately, use Medium until we can get the game to cooperate on low.
Last edited by DorniNerd; Feb 13 @ 11:57am
Originally posted by DorniNerd:
Originally posted by SeanJAnimations:
I play on low

That is part of the problem, the game currently isn't designed around the low setting and is a left over from the old days pre-release. The AE and braking will all act unusually.

Basically to get around it, apply double the brakes you think you should for things to stay still. In time we want the game to be able to work with different brake settings, but right now that isn't the case.
Oh okay, I'll try and do that
x1Heavy Feb 13 @ 12:37pm 
I have a question.

If you set the siding for runaway cars when leaving the mine, come back tomorrow and find cars at the end of that siding what is the proper process to put them back onto the track?

Theres a flood rerail process and a derail process but I dont know what to do if its on the ground completely or tipped quite far off etc?
DorniNerd  [developer] Feb 13 @ 12:46pm 
Originally posted by x1Heavy:
I have a question.

If you set the siding for runaway cars when leaving the mine, come back tomorrow and find cars at the end of that siding what is the proper process to put them back onto the track?

Theres a flood rerail process and a derail process but I dont know what to do if its on the ground completely or tipped quite far off etc?

They are all the same. Shift R to rerail them from first person camera!
Last edited by DorniNerd; Feb 13 @ 12:46pm
Originally posted by x1Heavy:
I have a question.

If you set the siding for runaway cars when leaving the mine, come back tomorrow and find cars at the end of that siding what is the proper process to put them back onto the track?

Theres a flood rerail process and a derail process but I dont know what to do if its on the ground completely or tipped quite far off etc?
If stuff ends up in the trap it should be fine. IIRC there's end buffer after quite a sharp uphill so unless something goes in there with no brakes set at all it might not even reach the buffer.
But if it does, and somehow hard enough to derail, just chuck it back on the rails same way you rerail anything else. This isn't DV where a little oopsie can send your wagons flying everywhere, in fact I don't think vehicles can actually leave the track at all in RR. Even with an intentional ~60mph derailment on a curve the lead loco ended up with its inside wheels still between the rails, a wagon coming off in that siding is going to be sat probably barely noticeably derailed, at least until you try to move it.
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Date Posted: Feb 12 @ 6:38pm
Posts: 25