Rail Operations Simulator
My Rail Operations Simulator project is progressing slowly forward with every week. This past week saw the first 'train' move across it's simulated lines. To get a train to move I had to rethink a few of the ways I handled things. So I still need to go back and fix other related operations. But generally, the backbone of how a user can join, establish their first track, and build that track into a working subdivision is in place. Yards are set up as well.
The Yard screen is currently the most hands on aspect of the operations. It allows you to switch cars between tracks and view individual car's stats and waybill info. Switching will also happen automatically. Yard tracks can be set up as storage tracks, receiving tracks, and tracks for specific trains. All of this must be set up by the user for it to work with automation.
Each railcar is of a specific type, and each specific type has it's defined materials that it can transport. Some materials are bulk, others are 'packaged'. But all materials shall originate from and supply industries. Even a locomotive! A locomotive is a packaged material that can be built at an industry.
Having been focusing on coding, I haven't really focused too much on ensuring that supply chains are fully set up yet, however there are 101 supply chains complete already. Meaning a material has a producer and a consumer. I intend on ensuring that industry chains continue to grow, as for me that is the most fun aspect of all of this. So if someone does join and builds a track, rest assured, industries will be created along your track. I tend to try to emulate real world industries as I also tend to emulate real world trackage. But some fictional industries also exist in sparse areas.
In order to transport goods, bill of lading's are created automatically by the industry when it needs a material. The system will actually compare prices and transportation ease between different suppliers when choosing what supplier to go with. Sometimes materials are trucked when it is a small amount or there is no rail connection. But when it comes to rail connections, waybills are created, and users will have the ability to view them and assign them to railcars. But if a user doesn't, the system will automatically do so.
Railcars will only be transported if there is a train. And Trains only run on a schedule. Train Schedules can be created based on the type of train. A Local Manifest, a Yard Transfer, an Interchange Transfer, and a Unit Train are the current options. Local Manifest will of course be the local train which picks up and drops off railcars at the industry. Yard Transfer's run between yards, and are essentially the links in the chain. Interchange Transfers are similar, but they interchange with other railroads at designated points. Unit Trains are specific trains which run point to point, industry to industry. They haven't been tested yet, but I plan on implementing them soon.
This picture shows a debugging aid I created to help ensure that my yard transfer trains, and my local manifest trains were all connected. The yellow dots are industries.
So as you can see, you can create any sort of network you desire. Point to Point or a Spoke and Wheel kind of network. For trains to operate there must be Engineers and Conductors which are staff you will have to hire. There also has to be available locomotives. The locomotive horsepower and train weight play into calculations for speed and efficency, so that it important. Track materials are also important, as train weight and speed will deteriorate different track materials at different rates. So you do need to maintain and build your lines!
This is a sample of the Rail Network view. The Black line is an active track. The Blue lines are still under construction, or being maintained. Blue Flag rules will turn tracks blue when they are not active. Occupied tracks will turn red. This view shows my company tracks which are comprised of about 8 different subdivisions. It is a long line, but I wanted to test long distance transport. I also figured that people could always use the various Interchanges along it as starting points for their own rail network. Some of the other blue lines are lines I set up with test accounts, including the one out in Maine.
I do plan on integrating the ability to set portions of subdivisions for sale, and even whole companies for sale so their assets could be absorbed.
I do have many other cool ideas for this project, but for now that should be enough of a post to intrigue anyone who has an interest in this kind of thing. I am open to early pre-alpha testers who are willing to be patient with me while I develop this. There is a working mechanism for players to get started, for sure. Contact me if interested.