Teasers from RSM Train Builder
Oct 22, 2017 12:45:27 GMT -6
Post by Clint on Oct 22, 2017 12:45:27 GMT -6
Here are some screenshots from the current User Interface from the project I have been working on. It is currently called Railroad Simulation Manager: Train Builder. There may be other modules to the RSM suite if there is a need for them down the road.
This is the main window that you land on when you open the program:
This is the window to add a train to the Train List:
These are the windows to add and edit industries:
And this is the window that you get when you are ready to generate the trains for the cycle. Choose the options you want and hit OK and all the trains for the cycle will be generated:
Current spawn points
This is the main window that you land on when you open the program:
This is the window to add a train to the Train List:
These are the windows to add and edit industries:
And this is the window that you get when you are ready to generate the trains for the cycle. Choose the options you want and hit OK and all the trains for the cycle will be generated:
Current spawn points
- UP from Alhambra Sub (Mainline West of Guasti)
- UP From Yuma Sub Main 2
- UP From Fresno (Mainline West of Saco)
- BNSF From Fresno (Mainline West of Lopez)
- UP From LA (West of Vincent)
- UP at Yermo on Main 1
- BNSF East Seligman Main 1
- West track of the CDZ Wye.
- BNSF From LA at Colton Crossing on Main 1 (Limited to 4,500 feet. Working on a solution to this).
The Engine Service feature will randomly choose engines that are due for either 30, 60, or 90 day service and generate a list of unit numbers, the train they come in on, and what service is due.
The Car Service feature will randomly spawn cars tagged for Service, that can be handled as you see fit.
The Train Mixer Upper will randomly re-order all of the cars for each train. If not turned on, the cars will spawn blocked by industry, local train, and bridge traffic destinations.
The variability features (still in development) will increase or decrease either local or bridge traffic by a random percentage up to the selected percentage, or there will be an option to increase or decrease by a set percentage.
The Add Train window will be modified to allow you to filter which roads you will allow to spawn on any given train (mostly to eliminate the spawning of special engine paint schemes such as Cargill engines on mainline trains).
I welcome any and all comments, thoughts, suggestions on what you would like to see or not see in the features of this program. The first version will only generate manifest trains, but later versions will allow you to customize and spawn unit trains and intermodal trains. You can also edit your own spawn points if you know how to survey them and get the needed data for the track sections.
The Car Service feature will randomly spawn cars tagged for Service, that can be handled as you see fit.
The Train Mixer Upper will randomly re-order all of the cars for each train. If not turned on, the cars will spawn blocked by industry, local train, and bridge traffic destinations.
The variability features (still in development) will increase or decrease either local or bridge traffic by a random percentage up to the selected percentage, or there will be an option to increase or decrease by a set percentage.
The Add Train window will be modified to allow you to filter which roads you will allow to spawn on any given train (mostly to eliminate the spawning of special engine paint schemes such as Cargill engines on mainline trains).
I welcome any and all comments, thoughts, suggestions on what you would like to see or not see in the features of this program. The first version will only generate manifest trains, but later versions will allow you to customize and spawn unit trains and intermodal trains. You can also edit your own spawn points if you know how to survey them and get the needed data for the track sections.