Small update that adds information on Amtrak 90mph running and M1 to M2 crossovers.Read More
Run 8 Studios has released a new update today, which includes The Barstow Hump Yard.
PLEASE READ THE CHANGELOG. It contains important info regarding operating the Hump Yard.
Here’s the Change Log:
- Trains will now retain their settings when relinquished. This includes airbrake system values and control positions. Free-Agent trains on a network may have their engines running. For those using RailDrivers, it is adviseable when grabbing a train to have your RD controls set as you normally would have before: Train Brakes released, Indy’s applied, Throttle Idle, etc. You may need to use F7 to reset the airbrake system. Those on Keyboard should not have to do anything special, you’ll pick up the train in the same condition it was left.
- Run8 now has the ability to HUMP and KICK railcars. (Yes, this is perfectly legitimate behavior on the railroad). This can be done in both Single-player and Multiplayer modes. If on a network, the Host can disable the ability for clients to Hump or Kick cars in the Host Options tab.
- HUMPING KNOWN ISSUES: At this time, Host will NOT be able to select the couplers of a moving railcar until it comes to a stop; Clients ARE able to do this. Also, we do not have the track retarders modeled visually yet, nor do we have humping sounds programmed at this time. There are also a couple other minor sound issues that we’ll address in the future.
- Barstow Yard now has the Hump Yard and the Local Yard. The Local Yard is where most of the Local trains are made and departed. The Local Yard is accessible from the west by using the Hump Underpass track, and also from the east.
- The east end of the Barstow Hump Yard (tracks 101-114) have automatic stopping retarders to keep cars from rolling out the east end. They will automatically release when you pull a train over them.
- Inbound WB traffic from the Needles Sub normally comes in on the Yard Entry track and then makes its way around the south side of the yard to the “WJ” signal. At this signal, the track splits: to the Left one can access the south half of the Receiving Yard, to the Right, one can use the Hump Underpass track and access the north side of the Receiving Yard without fouling a hump-job in progress.
- Autoracks and Double-stacks will NOT clear the Hump-Underpass! If an inbound train containing such railcars needs to get to the north half of the Receiving Yard, that train will have to wait to use the hump-crossover if a hump-job is in progress. Or you can just pretend you won’t hit the bridge.
- Within about 200 meters of a Hump, Left-CTRL-F6 brings up the Hump Options window (similar to Shift-F1, you need to be in windowed-mode).
- Left-CTRL-C toggles Slow-Speed mode (or Cruise-Control). When humping a cut of cars, the ideal speed is 1.5 to 2mph. Once you are shoving to the desired speed, enabling Slow-Speed Control will cause the locomotive to modulate its loading. This ONLY WORKS if the train is trying to slow you down, it WILL NOT modulate locomotive braking. Sometimes it may be wise to set a small amount of Indy Brake whilst shoving with CruiseControl on.
- Left-CTRL-F7 will bleed the airbrake system on either the entire train, or a selected railcar (locomotives excluded). If “AutoPinpuller” is not enabled, YOU MUST do this prior to humping, or else the car will go into emergency shortly after separating from the train. Close the last locomotive’s anglecock, make sure nothing is selected, then hit CTRL-F7 to bleed off the train. This removes all the air in the entire system on all the railcars (unless a specific car is selected, then only that car). If Autopinpuller is enabled, you do not need to do anything special, just shove and hump away.
- By default, Humping happens automatically, unless the Hump Controller is turned off (uncheck the Active box). As you shove cars past the apex of the hump, the hump will scan the car and route the hump-ladder switches. If AutoPinpuller is enabled, it will also uncouple the railcar automatically. If humping on a network, you will notice a brief disappearance of the car as it respawns on the network. DO NOT HUMP FASTER THAN 2mph, or you can overwhelm the automatic system and the switches won’t be able to throw in time.
- If you wish to hump more than one car at a time, you will have to disable AutoPinpuller. It is not advisable to hump more than two cars together. Also, you will need to make sure both cars don’t have conflicting destination tags.
- In Barstow, if standing on the hump looking East at the Hump Yard, hump track 101 is at the left, and 114 is at the right.
- The Hump Controller reads a car’s destination tag and sets the track accordingly. If the Controller cannot make a valid scan, it will default to Track 114 (or whatever track is set as the Sluff Track, Barstow is set to 114). You will need to set your destination tags before humping. There are two ways to do this: you can set the car’s destination tag for the track number, OR, you can make use of the Track\Search Tag function in the Hump Controller Window…
- Track Search Tags can be assigned to a hump track in the Hump Controller window. For example, if you want all cars with Destination Tags that contain “Bakersfield” to hump into track 105, you would select Track 105 in the window, then enter a search string in the window below (such as “Bak” or “field” or even the entire word “Bakersfield” without quotes). It would probably be a good idea to keep all your railcar destination tags lower-case, because the search tag is case-sensitive (if the track search tag is “bak” and your destination tag is “Bakersfield”, it will not scan; it would have to be “Bak”). Make sure the search-string is unique. For example, if one track was used for San Antonio, and another for San Diego, “San” would be a poor choice to use for a search-tag, instead, use Ant and Die respectively. As long as the railcar’s destination tag contains the hump-track search tag, the Hump Controller will route the car as it is humped. You can also use actual railroad destination symbols as well like BAK for Bakersfield or SDG for San Diego or STO for Stockton or CHI for Chicago and etc. etc.
- It is sometimes possible, usually due to operator-error, to overwhelm the hump-controller, which will cause cars to route incorrectly when humped. If you notice this occurring, pull clear of the hump and use one of the Reset options, but MAKE SURE the hump ladder is clear of traffic FIRST!
- If you find it necessary to shove past the hump and travel down into the hump yard (or to come back up FROM the hump yard), TURN OFF the Hump Controller FIRST! (uncheck the HumpControllerActive box) Otherwise, it will keep attempting to scan, route, and uncouple your train as you roll past the apex of the hump.
- For your convenience, we have diligently and expertly placed a yellow sign, with great care and precision, using an abundance of skill, at the apex of the Barstow Hump. Uncoupling a car at this point should cause it to roll free of the train. Better yet, use the automatic PinPuller in conjunction with Cruise Control and enjoy the show.
NOTE: All new customers will need both the 12.23.2013 and the new 02.27.2014 upgrades until further notice.Read More
Small update to the Needles map this morning.
- Correct Signal Milepost Boards at MP606
- Add Milepost to signals east of CP Fenner
Are you ready to take your Run 8 experience to the next level and join others to run prototypically? The check out the DAMS C&SW server.
The California & South West was started moons ago as a fictional railroad operating in the Mojave area. The concept behind it being that the trains to be run would have a purpose other than just being deleted at their destination. To the best interest of its employees, the fictional aspect was removed and operations are now based on the prototypical real world operations of BNSF and UP. Our trains are still ran with a purpose. The locals are supplied through our many manifest trains. The manifest operation is a key component to our server and we strongly encourage users to take any train needed, though we will not be restricting you from spawning your own train and running (almost) what you like. We simply want operations that are semi serious and prototypical.
Those who wish to apply should be relatively familiar with Run8 and train handling. Applicants are likely to be required to take a pre determined train designed to test their train handling skills in aspects like starting and stopping on a grade, being able to maintain speed limits, and follow the appropriate signals. The aim is not to try and discourage users who are new, but to seek out those have a similar interest in operations and are familiar how the work. If you feel that you understand the basics of Run8, know a little bit about the real world operations (train symbols, signals…), and want to run trains that have a purpose then please feel free to apply today.
If you’re ready to apply, Click Here.Read More