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Anybody else hooked on Loco-commotion?
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Anybody else hooked on Loco-commotion?
Posted by
ironhorseman
on
Mon, Nov 7 2005 6:21 PM
Anybody else hooked on Loco-commotion? I’m sure glad they packaged it with RRT3. It’s like a puzzle only with trains. Then you can use the editor build your own model railroad layout and dispatch as many trains as you care to put in it. You can’t do any car switching, but oh well. I just like watching them go around.
And did anybody else notice that they use what looks like all German models? I think it’s kinda neat. Now I’m interested in anything related to German model railroads. Wi***hey had included some steam locos, though. But I like the green diesels, the ones that run long hood forward.
Are these modeled after Marklin?[?]
yad sdrawkcab s'ti
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Posted by
Anonymous
on
Mon, Nov 7 2005 9:24 PM
I never could make heads nor tails of the editor. It never seemed to work the way they said.
I really like RRT3 though. Just wish it would run on the laptop. Crashes it within a few minutes of starting.
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Posted by
ironhorseman
on
Tue, Nov 8 2005 12:18 PM
Yes, I'll have to admit the editor is pretty tedious. Here some tips I've discovered through trial and error: (by the way--- this is just for fun right now, not for making a real puzzle at this point).
HOW TO MANIPULATE TRACK:
Before getting started move to near the center of the table and zoom out a bit and try to rotate the camera so you're almost facing straight down, maybe just 10-15 degrees off. This will help you see and move your work better.
The basic premise to laying track is to pick your sections, lay them out on the table, move track, rotate track, then connect.
1. Pick a section of the curved track (preferably the longest one) and remember it's code# and direction (left or right)
2. Move to the middle of the table and lay a dozen or so pieces so none are connected.
3. Pick one section, move it away from the others. Left mouse button to move, Right to rotate (unless you changed this option in your settings section (usu. for left hand users)).
4. Pick another section and move it so that one of it's ends touch one of the other curved piece’s ends and they'll auto connect. If it made a slight 'S' curve click and hold one piece and move it away. Rotate it (Right click). Move it back so it makes a 'C' curve.
5. Do this to the other pieces until you have a 1/2 circle. 5 sections of code 6120 will accompli***his.
6. Choose the longest section of straight track and lay out 10 pieces unconnected, just set them off to the side.
7. Attach 1 at a time 5 straights onto each end of your 1/2 circle.
8. Complete the oval by laying 5 more code 6120 curved. As long as you don't deviate from the code# and instructions above you'll have your first oval.
MAKE A TRAIN:
Doing this will help you test your track
1. Select the train icon at the top and pick an engine.
2. Click on a section of track where you want your loco to start and it will appear on track.
3. Choose a car (wagon).
4. Click on your newly set loco once and your new wagon will appear automatically attached to the loco and there's your first train.
5. Add more locos/wagons as desired. To build your train bigger keep clicking on your original loco.
6. Go into simulation mode and left click to move train forward, right click goes backward
MODIFYING TRACK DESIGN:
1. On your oval go back into track-laying mode and click the delete button (big orange 'X').
2. Delete 1 section of straight track. Preferably at the entrance/exit of a curve. To make things simple, rotate your camera view so your oval is lengthwise your screen (top to bottom) and delete the last straight track on the lower right of your oval just before the curve.
3. Choose a turnout (switchpoint) and lay it on the table away from your oval (or choose multiple types of turnouts). Right hand turnout code#6171.
4. Rotate your turnout so that it's mostly aligned in the direction of the straight track. Make sure the turnout is rotated to where the switch will take a train outside the oval.
5. Insert you turnout into the space where you deleted that 1 section of straight track.
6. In order to parallel the adjoining straight track you'll need to pick a short section of code track. I picked code#6127 as this will be perfect.
7. Your discretion: add more straight track, or use your stretch track to extend some distance beyond your curve. Or add curved track to start moving away from your oval (after all, you've got a big table and lots of room spread out).
A WORD ON SWITCH POINTS:
There are several types and my best advise is to experiment till your heart's content. It's really just trial and error. Here are the types:
1. Left
2. Right
3. 3-point (left, straight, right)
4. Crossovers (2 codes with switches and 2 sans switch and I can't tell the difference in angles)
Also, click the red bar to set the direction. Trains in editor don't bounce off closed turnouts like in the game.
A WORD ON THAT SPECIAL RADIUS TRACK:
This thing can be a headache but it can really enhance and take out some of the work in connecting track. I think what it was intended to be used as was for a helix, but I haven't figured out how to do that.
What I've used it for is when I've had 2 tracks meet up from different angles and it would take forever to figure out which combination of curves and straights to hook them together if it were possible at all. Instead I use this radius track because it's a combo of stretch straight and stretch curved track. Plus it makes for some interesting horseshoe and even hairpin curve designs.
CAUTION:
Be consistent on whether you use Track Radius Up ... 'A' or Track Radius Down ... 'S'. Because for some reason when I started using both on the same layout hooking the 2 together it caused the game to crash. Other than that it's been a very helpful tool; again: trial and error.
IN CONCLUSION:
I think I've written enough. I hope this helps anyone and I hope I wrote more clear instructions than the game developers did. Sorry I don't have pics to go with it, maybe later. I don't like flooding forum boards with too many pics.
Maybe in other posts I'll write about laying tunnels, bridges, working with terrain, painting terrain, and laying out scenery. It's all pretty simple, just like like playing with toys on a layout.
Track laying is the hardest because it is tedious. Maybe if you had some Model Railroader Track Planning Guides that could help you with some ideas on what kind of layout you want to build. Either that or let your imagination run wild, but be flexible.
Have Fun! [:)]
yad sdrawkcab s'ti
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Anybody else hooked on Loco-commotion?