The suggestion is to create a different gameplay experience than your typical “route”. The suggestion is to model real life operations in the yard itself. now for those of you saying it’s just a yard read this https://en.m.wikipedia.org/wiki/Bailey_Yard this is not your average sized yard it is quite probably the largest and busiest yards in North America. the timetable would have realistic yard operations with the ui ensuring that trains arrive and depart. these services would include 1- removing power from arrivals to one of the service facilities 2- trimming arrivals into one of the two hump yards so we would do hump operations 3- trimming classified cars to departure tracks 4- preparing trains for departure by emptying the classification yards onto departure tracks 5- moving power to departing trains including DMU 6- moving power to/ from shops 7- moving cars to/from inspection and repair shops this yard is two wide and 8 miles long and there is never a point in time where there is nothing moving. It would be a dlc unlike anything else in tsw3 it’s also up so you already have all the power plus the heritage packs at your disposal. Plus you could layer in ns csx ferromax and even bnsf power which is there from time to time for fun
After reading the wiki, that really is huge. Several hundred tracks and lots of gameplay opportunities. I enjoy doing yard moves
Really excellent idea and this will open the possibility of retrofitting Barstow Cajon Pass as a True Hump Yard. Be aware there are German routes that have an associated with if Bailey yard hump were to be successful starting with RRO RSN Hagen Vorhalle Nahverkehr Dresden Dresden Friedrichstadt
I would want this. Locos could include a UP GP60 or Genset Switcher for handling yard/local duties, an SD40N, and a C45AH (ET44AC), SD70ACe-T4, SD70M, SD59MX, AC6000CW/C44ACM rebuild version, or SD90-43MAC for heavy freights.