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stronzio

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  1. Interesting, is it so 100% of the time? I think I remember that in maszyna (which is not "the law", I know) speed signs aren't always there 🤔 In simrail I think I encountered very few of them so far, despite the many speed changes; I have a lot of trouble spotting signs in game (it's the motion blur making things muddy, I think... plus, they're small) so maybe I may have missed those though. Also, the hud takes a surprising amount of attention away when driving Route knowledge is very important, IRL you're in fact required to run on a line for an x amount of times (which depends on the country and other factors) in order to learn it before you're considered certified to do it on your own. However, you shouldn't be supposed to drive "blindly", there is a certain degree of "support documents", which may be integrated by various degrees into the timetable docs of a train, to rely upon and which will usually show all the relevant informations about the line (locations, speeds, local characteristics/operating rules etc.). Each country does it differently, on a side note my vague understanding is that in the UK there is a very different philosophy, with a strict reliance on mnemonics, while on mainland Europe you also have to know your line well but will mainly follow sign(al)s and the timetable "dynamically"; I think this is due to the fact that we mostly use speed based signalling in place of route signalling, so it's not "critical" to know each single speed variation everywhere for example. In certain circumstances in practice you can't even drive without some sort of detailed documentation, because speeds may change a lot in relation to braking percentage and other factors and you'd have no other way to know them
  2. Basically, in-game you have two kinds of max speeds: line (incl. permanent/temporary restrictions) signals In (very) short, you are supposed to have a timetable showing the max permissible speed in each section, like this: My understanding is that in Poland max speed allowed on the mainline isn't shown on the ground, unless it's lower than the previous limit; that's why a timetable would be mandatory to drive without HUD, but atm it's not implemented. Permanent/temp. restrictions are always signalled by a specific set of signals and should be also included in a specific document (WOS I think it's called), but basically you could be fine by observing them as they come, though they're not always easy to spot Speed limits can be given by signals with certain combinations, i.e. for running on diverging junctions and they're basically observed from signal to signal or from signal to the mainline, check this site if you want more informations: http://jareks.zonk.pl/signal/index.html
  3. Dabrowa has some mandatory overlap distance after signal C2, the first grade crossing after the signal falls directly into it so it has to be closed or you can't set signal D to open. If you do so, you can notice that the crossing gets "blocked" (yellow track section on it), signal P will show "expect 40" (I think paired with an "execute 100" in the same place, and a relative "expect 100" beforehand, but I can't remember exactly rn) and signal D will show an "execute 40 speed restriction" aspects respectively. If you open C2, all signals will "upgrade" to "clear" (green). Signals D and C2 are extremely close so they lower maximum speed through signalling in accordance with available braking distance; I didn't think they did this in Poland, though it's extremely common in other places (I.e. Switzerland) I have a feeling that Poland seems more "liberal" when it comes to overlap distances, esp. when confronted with Germany or other places, but I noticed that Sosnowiec glowny also has at least one route with a simulated overlap, here:
  4. I also think that brakes didn't release fully, they probably were slightly overcharged for some reason and proof is that you can see some air creep in the brake cylinder when you try starting the first time. Setting the FV4a to "fill" for a short while would probably have solved this, but in general I'd avoid doing it as much as possible because you might overcharge the brake pipe more and end stuck in an "endless loop" where you you need to run in "fill" constantly. Normally it wouldn't be a biggie, but my impression is that atm the in-game FV4 is a bit "weak" or distributors are a bit too "sensitive", either way it seems to me the game has some troubles managing an overcharged BP on longer trains, so it's too easy to end with stuck brakes I also noticed that it's very hard to see if the locomotive is slipping or not, I think you can hear the motors going nuts but you're also supposed to see the ammeter(s) indication drop sharply (DC motors do that) Yes but it seems only for P and G, I don't think that R pos. is simulated atm I think that 'Adjust Forces To Wheel Pressure' is linked to R setting (and also mistranslated) but I'm not sure, it might have to do with the "two stages" system where a relay gives you two different max BC pressures depending if you're running under or above 50/60 km/h to avoid excessive forces between the cast iron brake threads and the wheel. No EOT devices aren't used in europe, our trains are too short for them to be "useful"
  5. No this definition of when a binario is "illegale" is wrong and @alegalga98 pointed it out correctly earlier. Just for clarification: a binario is illegale only when the right track of a double tracked line doesn't have any equipment (= block system, signals etc.) to let trains run on it and special emergency procedures have to be enforced to do so (blocco telefonico etc.). Stations might not even have entry/exit signals to/from the right track, to give an idea of how bad the situation is. The left track is called "binario legale" instead. Nowadays running on the few remaining binari illegali is practically forbidden: you can do that only if the "legale" track is interrupted due to unexpected reasons i.e. a broken train etc. When both tracks are fully equipped, we have a linea banalizzata and we distinguish between binario di sinistra and destra. Depending on the line, it might allow trains to run to the right only if the left track is put out of service (effectively leaving only one track in operation), others allow marcia parallela (two trains running on the same direction) or even destra contemporanea, where both trains are running on their respective right track. It doesn't matter if it's BCA, BA, whatever, what matters is if the right track is equipped or not. It doesn't seem to me that Poland makes all these distinctions, as I said before they seem to just send trains to the "wrong track" in a generic way and translating it with "binario illegale" doesn't sound that good to me. That's why I said to leave it as Binario Sinistro, at least for now, but I know we're getting into a philosophical and academical discussion now 🙃 It's better but it still doesn't sound right to me, I assume you're referring to the 186 and on the manuals those levers are officially called Regolatore della velocità programmata if that is of interest If that's so, it's completely wrong then 😁 the ELF doesn't have a rheostat, and again, both haven't maniglioni anyway This is a maniglione, in italian jargon... Just leave it as "controllo trazione" and call it a day (edit: I checked, it's called Drive Handle in game and it is untranslatable in a literal way) From what I know when someone activates the Radiostop function, the radio of all the locomotives in the area will emit an acoustic warning and will react with an automatic emergency braking application
  6. "Binario illegale" is a very VERY specific term in railway language and an enormous quantity of people uses it completely wrong because yeah, it sounds cool but they don't really know what it means. On top of that it's also kinda anachronistic, as it's on the brink of being a relic of the past. From what I know (which might not be much), in Poland/Germany etc., when trains are going to the left track they simply say they're going to the wrong track, irrespective of how such track is equipped. So, since binario sbagliato wouldn't sound that good, to make things easier I'd simply call it "Binario Sinistro" (o di sinistra if you fancy technical terminology) I wouldn't use either, the first is "more correct" but that's not a maniglione and I think that most people have no idea about what a reostato is or does in this case. I'd simply translate is with a generic "Controllo trazione" I think that setting is actually referring to (street) cars because I also tried translating it from polish and french, but I have no idea about what it actually influences Personally I'd stay with "interruttore principale", I know it's wrong (IPs are used on AC) but again, try asking your average player what a rapido or extrarapido is and their expression would probably be "WTF are you talking about?" No @alegalga98 is right, it's a leva, not a manetta. Manette are on planes (or when the police arrests you 😷) I don't agree, I'd leave it as "Radiostop". Poland use radios with an open communication where everyone on the same channel will hear each other, they don't have a "chiamata d'emergenza" like with GSM-R, but radiostop which is a very specific function (as you say, will automatically stop al trains receiving it) Regarding Upscaling, I'd leave it as it is because I don't think it has a direct translation
  7. "Easily" might be more of an overstatement, it's kinda situational but you can trust it happens... and more often than people think 🙂
  8. Why? If I want to host my little pw protected server and play and coordinate only with people I know why I shouldn't I be able to do it? Now I'm forced to go on a public server and risk being subjected to all the entropy in the universe, like 14yos that have no idea of what they're doing, signalboxes or trains that I like already occupied etc. etc. It might be fun in way but if you want to have a little group to play with it's a PITA. Simulators like DCS/Run8 allow them, as countless other games and I think it would be very short-sighted for the devs if they decide to stick to "public only" as they said in the past
  9. Regarding delays, I don't know exactly how it works in PL but in other places there are "higher level dispatchers" (for lack of a better term) that oversee a larger section of line and decide if a slower train has to be stopped in a place instead of another in order to let the other, faster, late train pass etc., in coordination with local dispatchers. Otherwise, it would at least be up to those to coordinate with each other and decide what to do, they don't operate into a vacuum usually. A totally different can of worms are CTC (or IECC, or however they're called where who is reading lives) controlled areas where one person doesn't control one station, but a whole territory and more or less decides for himself what to do. Deciding how to sequence trains is not a straightforward matter, you'd have to take into account the speeds (max permissible by the train, the line, the chosen paths inside a station etc.), distances involved, max. spacing allowed by infrastructure etc.; schedule composition (i.e. number/density of stops) matters a lot and they often contain some leeway to absorb delays. And don't forget that you'd also have to consider whether or not you have the physical space to hold a train... Stations have sometimes a limited number of tracks and you know, 600m trains don't fit anywhere 🙃 OP has a point actually, being able to have a way to generate some local working where you shunt your wagons with the help of the dispatcher, pick them up and depart, would be very cool. But I'm not sure how easy it is to implement and if it's planned anyway. Run8, which is fully dynamic, does this, but it's also related to a totally different way of railroading. I think that TD2 may also allow to do something similar it but I don't know if and how
  10. Just despawning wrongly routed trains would solve 95% of the problems, as it happens now with derailments I would like to have some emergency commands for ai too (like shunt/reverse/stop etc.) but I shudder thinking about what would happen in the wrong hands Also +1 for private servers
  11. Regarding multiplayer, I suspect it was not a random failure, more like the dispatcher sent you on a track with the block reversed against the train because he couldn't set it to normal running for some reason. Had to do it once myself, both blocks set towards me and the neighboring dude wasn't be able to release the right track block... So, to make things shorter for everyone, SZ it was ⚪ Btw some degree of failure seems to be there, someone talked about finding a level crossing signal at danger due to a level crossing going into an alarm state for example
  12. Dynamic overtaking in Lazy LC
  13. That's the first thing it came in my mind after hearing it both in the trailer and then as the intro music... And it (the original, I mean) got stuck again in my head 😁 Honestly I thought this was some sort of royalty free cover at first, non an "original" composition
  14. It's a longstanding problem, trains wrongly routed in sosnowiec will jam lazy eventually because the AI can't handle them
  15. Also, in Switzerland they mounted it on Re620 and 420s, which are almost 50 years old: (before) (After) The "good" thing about ETCS is that although it's quite an expensive system, as long as it has a way to know speed reliably, block traction and/or automatically empty the brake pipe it's more or less universal... It really comes down to how "favourable" the ROI is when installing it Very interesting, to remain in topic, this might be similar to what happens in Switzerland, where there are quite a lot of neutral sections: for example a train running from Basel down to Tessin will pontentially encounter about 7/8, some are permanent and some aren't. An interesting fact is that the new Gotthard Base Tunnel alone has 4, all of them "optional" (meaning they can be activated or not if needed) and of which 2 are placed on the two junctions linking one track tunnel to the other, probably to electrically separate them in case of problems. HS lines in italy there are electrified at 25kV AC, instead of the 3kV DC of traditional lines, and in this case there are indeed different neutral (also optional) sections every 30/50 km where the catenary switches the phase of the substation from where its picking up power
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