So finally got around to start sherman Hill journey had for 6 months not touched until now but man them stop markers are so close to red signals why !
Because whoever compiled the scenarios is a sadist? DTG have said previously they would try and avoid this, but appears not all the staff or associates got the memo as I encountered a similar example on the new Dutch route the other night. You can bet your boots, Sherman is now off support and this issue will never be corrected.
Kinda puts me off a but from playing routes with stop markers like this especially when you spend a couple of hours on it then spad at the last few yards.
I did that in a 66 on WCMLS - the devs must have had burnt ears after that, at the end of an hour scenario too.
One way I found to handle those type situations is to start slowing down way early .. . Seriously - with the weight of the large consist, planning ahead is crucial - get speed down to 20 or so anywhere from a mile or so, once the speed is such put on a minimum brake 84 psi, bail off the locals and use the dynamics to continue slowing to about 10 by about 800 yards or .. if you look like you will stop short release the dynamics and if necessary give it a notch or two to creep up, or if you have too much momentum that would carry you past , increase to a 10 pound reduction, bail off the locos again and apply dynamics adjusting to stop. By having the consist at a low speed and the trains at a 10 lb reduction you can always go to a full application if need be to manage the stop. I used to drive ships for a living - as we always taught new ship handlers - momentum is a b1tch. If you have a full reduction of train brakes you have nothing in reserve. On a ship, we would drop an anchor “under foot’ with about 1 and 1/3 times the depth of chain out. This would allow you to stop forward momentum but using the engines at 1/3 ahead you could regain fwd motion if needed and once you removed the power that motion would stop. It takes a bit of practice and planning ahead, but definitely doable.
Doesn't really matter if you drive it right, getting a 10,000 foot American freight train into a 5 yard target is ridiculously hard, even if you are driving at 5MPH. Either you're going to needing to unrealistically come to stop a short 50 yards or and crawl to it at 0.1 MPH, which is just unfun, or you're going blow through it, which is maddening after a two hour run. And bare in mind these aren't targets that need accuracies like refueling depots, they're bloody red signals, Something which every railroader is taught to basically treat as if they're going to get shot by firing squad for passing. No sane railroad cares if you're 50 yards instead of 10, if anything being so close actually makes the signals a bit of a pain to see that close up. Especially ridiculous when you consider that the game's overly forgiving in pretty much every other context. I've landed so many successful passenger stops where at least one or two coaches aren't on the platform. Sometimes I've even done "successful" stops where more of the train's off the platform than on. And I have to imagine commuter lines care way more about stop accuracy than the freight lines do, especially if there's handicap zones like in Boston. And don't get me started on how little the game cares about you blasting though 20MPH areas at HST speeds.
Quite right! Every time I play WSR I get bored of the 25 MPH speed limit and end up doing 50 or 60. However apart from not getting the distance XP (no biggie) and the speed HUD going angry red, there are no consequences. The train doesn’t derail, you don’t get removed from driving and tea and biscuits with the manager.
Can't say I've encountered that issue on Sherman. Cajon, yes. Not stating the blindingly obvious, but you have enabled banking comms as the first step after inserting the master key? From reading up on US railroad operations, the companies will generally try and get away with the smallest hp/tonne ratio that will get the train over the hill, rather than maintain track speed.
A 1.3 mile long train, 12.405 tonns 4 locos 3 at front one at back all synced up and working and crawling at 15mhp even the grain trains go a little faster a d they have 6 locos.
Does sound a bit underpowered then. Sadly not much chance of DTG ever revisiting this old route. So long as it gets over the top, read a book while waiting!
They dont care about the old routes anymore but people still enjoy them think i read me book while I crawl along the tracks.
Yes, the US and Canadian freight routes have been consigned to the circular file in DTG's basement. They could all do with a revisit. Sherman is still missing the Harriman Cut-off, Clinchfield still doesn't have banking coms and Cajon needs a scenery/vegetation upgrade among other issues. Even Sand Patch would benefit from a refresh. Of course, none of this will ever happen.
That's 17,600 hp or just 1.4 hp/ton- that train is going to crawl up a 1.5% grade. No big US freight is going to ascend a grade at anything like line speed- the important thing about bulk freight is that it gets there, not that it gets there fast. And absolutely, positively don't try to go down the hill at line speed!
Does the traction sand actually work pouring with rain wheel spinning constantly crawling and using sand feels like making no difference.
Sand does work - you may find you have to 'rock' the throttle, gaining inches at a time and slowly (verrry slowly) gaining speed - it feels like watching grass grow, but you eventually build some movement - it is more or less realistic.
Spam save points regularly. Chances are TSW5 will crash half-way through a 60 minute timetable service anyway, so kill two birds with one stone.
Yes with most but not all routes will work correctly if you save. If you want one example, here you go https://forums.dovetailgames.com/threads/bug-with-mixed-power-clinchfield-railroad.54431/
The nuclear option if you’re struggling is just to uncouple the rear half of your train and go forward with the front. I don’t think this will stop you completing the scenario as there’s no wagon loading/unloading requirements on Sherman.
Or uncouple all of them and go light loco, line speed easily achievable that way "Dispatch this is service OMG69410 requesting permission to enter the yard" "OMG69410 this is dispatch, permission granted but your consist appears to be missing" "Yes dispatch, I detached as I couldn't get up the grade but I arrived here on time and safely which is what counts, and look at all my APs" "OMG69410 driver, please report to the office for English tea and cookies"
Well, if finishing a service at all costs is your thing. Only you and God know that you cheated to achieve it.