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Thread: Do I Really Need Work Orders?

  1. #1
    Join Date
    Sep 2009
    Location
    San Pedro,CA
    Posts
    21

    Default Do I Really Need Work Orders?

    I was running an activity for the Pokey Route that I downloaded from Trainsim ( NS U39 Mine Shifter Player) and it didn't have work orders. I would switch cars and take the cars back to the yard. I knew what cars I had to switch out and pick up because it showed it in the briefing. No problems. Now, could I make an activity where a train pulls into the yard, use as much train as needed and switch cars and all and not worry about signals and MSTS letting me switch cars that's aren't on a work order. I've looked up how to make a work order and didn't quiet understand it. So, could this work?

  2. #2

    Default

    Yes. For example, Paul Charland's activities use Notepad documents for work orders.

    The only thing to keep in mind is that doing this means the player doesn't receive an "Activity Completed" message.

    What's good about this approach is it allows the player to print out the work orders.
    Last edited by Train-a-Mania; 07-17-2012 at 09:21 AM.
    Nick - Creator of the Virtual Railroading Review Show

  3. #3
    Join Date
    Jan 2011
    Location
    England
    Posts
    200

    Default

    You could enforce the pickups and setouts using activity events instead of using the work order setup. I have seen quite a few activities done this way, but it is probably just as confusing to understand - the upside of doing it this way is that you can get a popup when the pickup or setout is made and it won't miss any - unlike the work orders that can miss a pickup or setout if you are outside the siding markers. You can also enforce a train to be assembled in the correct order in the same way.

    Activity events aren't exactly straightforward to set up, particularly if you have a lot of them, but they are very adaptable. Once you understand how they work, it gets easier - the in editor help was useful for this, even if it does lack a bit in detail.

    If you use this method, you also get a far more in depth evaluation at the end of a run. I have played with this method quite a bit, but haven't actually released any of my attempts - but i found shunting (or switching if you are American) is far less ambiguous if you get a pop up telling you you have done your pickup, instead of wondering why it hasn't registered in the workorder and getting an activity failed message when you know you have completed it.

    Unfortunately, i can't really offer many tips on this method, as i am still learning myself - but i started by experimenting with a few items of stock in a small yard, and seeing what all those settings in the AE do.

    Best of luck
    Isobel
    I believe that, in creating man, God overestimated his abilities - Oscar Wilde

  4. #4
    Join Date
    Jun 2006
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    Default

    In Paul Charland's defense, his act's are pretty intense on most of his routes. I don't have a working printer, so even trying just to toggle with F11 to keep up with it all is overwhelming. So even if Paul had set all that up work order wise with AE - it still would be best for someone to print it out before hand.

    Even though I prefer 'passenger trains' by and large, I don't mind a 'light freight duty' now and again. And prefer to have work orders and pop up messages to help me along the way. But for hardcore freight simmers, I'm sure even the most simplest 'drop and pull' act is more realistic as a printout on a clipboard for them.

  5. #5
    Join Date
    Sep 2009
    Location
    San Pedro,CA
    Posts
    21

    Default

    Thanks for all the help everyone! This should help me with making activities seem more realistic and all. I appreciate all the help.

  6. #6
    Join Date
    Nov 1999
    Location
    North Port, Florida.
    Posts
    2,047

    Default

    The fact that many route makers do not separate the siding markers sufficiently to allow for cars to be included for the activity completion is the reason why I have never used the Work Order that is included with the Activity Editor. By ignoring the siding markers allows me to place as many cars as I want for pick up and to drop off as many as I want. Since the siding markers are not visible when playing the sim, then there is no problem of effecting the outcome of the activity. I provide a Work Order document that can be typed out and checked by the person running the activity. I also provide the Mile Post location where the switching move is to be done while MSTS does not provide any guidance as to where it will be done--you must use the F6 key and search for it. I am sure that a written instruction is more like what the real railroad world uses. By giving the Mile Post location it allows for information that a real engineer would have from experience with a particular route.

    Bob Edwards

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