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Locomotive Brakedowns(whats The Point)?

Discussion in 'Off Topic' started by SHINO BAZ, May 19, 2020.

  1. SHINO BAZ

    SHINO BAZ Active Member

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    I been reading that random locomotive brakedowns are possible in tsw(which in real railroads are normal)but what happens when it happens in tsw,its not like you can call in a rescue loco to come get you,can you?
     
  2. JohnnyK98

    JohnnyK98 Active Member

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    This only happens in scenarios that are scripted. The CN Oakville Subdivision for example has a scenario in which a GP9RM breaks down mid service, and another locomotive comes to pick it up.
     
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  3. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    The point is that TSW is a railroad simulator and since breakdowns do occur in real life, they should also do so in simulated life.
     
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  4. JohnnyK98

    JohnnyK98 Active Member

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    Dealing with broken down trains takes a lot of time (sometimes hours) in real life. I can't imagine waiting for an hour or two in TSW for another locomotive to pick me up. Nope.
     
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  5. Olaf the Snowman

    Olaf the Snowman Well-Known Member

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    I agree. And to be honest, it is very, very rare for trains to be declared as a complete failure that a rescue locomotive is needed to go rescue it. So maybe you could have a scenario just like the GWE one where the a Class 66 rescues a HST at Reading and takes it to Old Oak Common but you don’t need any more because a complete train failure is exceptionally rare. I’m not saying train faults don’t happen because they occasionally do but most of the time, the driver/engineer is able to rectify the problem which comes on to my next point.

    What could be simulated is a train fault where you have to go and rectify the problem successfully without needing assistance from another train. There are countless of faults that could take place but I’ll give a few examples:

    1. Parking brake fault
    2. Dragging brakes
    3. Hot axle box
    4. Air suspension deflated
    5. ADD activation (Auto Drop Device of the pantograph)

    So for example for number 2:
    1. You contact the signaller to let him/her you have a problem and need to investigate
    2. You find out you have dragging brakes on a particular vehicle
    3. You contact the signaller to let him/her know you have discovered the problem and that you need a line block on the adjacent running line(s) in order to isolate the brakes on a particular axle
    4. You walk back to the vehicle’s brake panel and isolate the appropriate cocks. So it would be number 2 and 3 in this case in the picture below for a Mk3 coach in a HST. 2= Distributor isolating c*ck and 3= brake release handle
    92541307-3196-4A0C-BD03-00775569844D.jpeg
    5. You walk back to your cab and contact the signaller to get permission to do a rotational test which is something that must be done whenever you isolate any sort of brakes.
    6. Have the Guard assist by standing near the vehicle with isolated brakes. Move your train forward 2 full rotations as per rulebook instruction and the guard will ensure the axles move freely.
    7. With Guard back on train, contact signaller to give back line block and get permission to continue.
    8. Remember, now that you have isolated brakes on 1 vehicle, your maximum speed is 10mph below line speed. E.g. if line speed is 125mph, you will do 115mph. This doesn’t apply below 35mph.

    This certainly isn’t a priority for TSW and wouldn’t expect to see this for a long time as there are much bigger priorities. But it would be nice to see this some years down the line. It would need cupboards and panels to be accessible. Also, imagine in the future where there is a multiplayer mode and you have another player acting as a signaller and another player acting as a guard... it would be quite enjoyable working together. And the other players controlling other trains would be diverted by being put on the relief (slow) line and getting delayed because they would have to wait for a slot to join the relief line and then follow stopping services in front of them before rejoining the main (fast) line at the next available opportunity. For realism, assuming you’ve all got headsets, you’re only able to talk to the signaller by using the GSMR radio to connect to him/her rather than just a lobby where everyone can talk to each other all the time and know what’s going on. As I say, it’s a very futuristic idea but it would be wonderful to see in the distant future,
     
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  6. SHINO BAZ

    SHINO BAZ Active Member

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    There are alot of extra switches in most locomotives that some may rarely use or ever see,like in panels or fuse boxes and if your gonna have breakdowns or major engine faults,i hope theres a how to on what to do to fix it,i don't wanna spend hours trying to guess what to do.that one reason tsw need a free simple drive mode so problems don't always ruin the casul players train driving fun.
     
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  7. stujoy

    stujoy Well-Known Member

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    I think your example fix is a perfect example of why this kind of thing isn’t (and I’d say should never be) in the normal timetable mode of TSW. The normal user of a train simulator might want the occasional random delay simulated by AI trains running a bit late or stopping for a short while to ‘simulate’ a problem and cause the player to encounter some delays and break the ‘all greens’ boredom of some services, but really doesn’t want a roleplaying problem solving task with actual realistic problems to sort out with their own train, when they want to be driving it.

    That kind of thing belongs where it currently resides, in scripted scenarios, where there will be some walking through of the steps to rectify a specific problem. There could even be scenarios created where you will encounter a problem but you don’t know what it will be until it occurs, as it would be one of three different issues as chosen by the sim, like the ‘down the line’ scenario in GWE but with one train and one of three experiences instead. That would be great.
     
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