
Microsoft Train Simulator
Break 200 MPH
To break 200 mph, choose the Marias Pass route. Choose the Dash 9(durable)
configuration. Start at Shelby, and head towards Whitefish or Through
Whitefish. Go at full speed all the way. You will probably be at around
70-80 mph at Summit. Stay at full throttle all the way down. You should
pass 200 mph around Java and just after Essex.
[send by:Jordan Gottdank]
Hints:
At it's simplest level Train Simulator can be used as an
interactive screensaver, one of the first options is the
ability to take a virtual tour on any of the lines with the
AI driving the train. Tutorials are included for the novice
user to assist in learning how to operate steam, diesel and
electric locos. However the bread and butter of Train Simulator comes
in actually driving (or operating) trains as the virtual engineer. On
selecting a route you are given an option to explore in "free play"
mode, though this is still subject to speed restrictions etc. In practice
this is not always easy as every time you approach a set of facing points
you need to choose which leg of the turnout you take. This can lead
you up a dead end spur or siding. Also, in explore the route, there
are no AI trains as the dispatcher is inactive.
Each route comes with a number of pre-defined activities
or work orders. Depending on the route, these might be passenger or
freight operations and in addition to driving the train you may also
be required to switch cars in or out at locations along the way, pick
up or drop off helper engines etc. This is so much more than in previous
simulations and adds to the sense that Train Simulator is a complete
virtual railroading experience. All the routes (apart from the Kalispell
branch on Marias Pass) are fully signalled according to the rules and
era of the particular railway and under control of the aforementioned
AI
dispatcher. It's quite something to arrive on a crossing loop
with a train waiting on the opposite track. As you draw in clear the
signal for the other train changes to proceed and it departs! On the
Settle & Carlisle the semaphore signals change with a satisfying
"clank".
Whether driving steam, diesel or electric traction each
type
presents its own challenge. Steam locos are the most demanding, particularly
if you switch off the AI fireman and attend to the boiler and fire yourself.
The workload this creates is very tough, leaving little time for sightseeing
but ultimately more rewarding than just letting the computer take care
of things. Don't forget to switch the blower on before entering tunnels
or stopping though, or you will end up well done to crispy when the
fire blows back! My only comment about the steam locos is that acceleration
seems a little brisk at times, at least compared to what I have experienced
travelling behind steam. Diesel is quite a bit easier to handle, but
on Marias Pass this is countered
by the fact you have to manage a 50 or 60 car consist behind the locos
- possibly one mile long and 5000 tonnes in weight. It is easy (actually
too easy) to break a coupler if you mis-manage the train handling. Everything
you do from advancing the throttle to making a brake application has
to be planned ahead and executed with regard to how it might affect
the portion of the train 1000 yards back. Your performance is rated
on how well you manage
passenger comfort and freight durability. Both the US locos are fitted
with dynamic braking but as implemented in the simulation are not very
effective. It should be possible to slow and nearly stop a train on
dynamics but at 40 MPH on level track, full dynamic braking barely retards
the train. Simplest of all are the electrics, particularly the Acela
which is the Ferrari of the Train Simulator collection. Very easy to
get carried away with this baby!
A number of visual aids are provided to assist in operating
the train. The most useful of these is the Track Monitor which shows
upcoming speed restrictions and signal aspects or if you are being switched
at a turnout. You also get a projection of your "expected"
speed according to the route ahead if you continue at current throttle
or brake settings. In practice this tends to fluctuate especially on
undulating routes and an indication of the actual gradients would have
been more useful. On a number of the routes (notably Marias Pass, at
East Java) you can experience quite abrupt changes in gradient with
little or no transition. A few of the gradients seem steeper than they
otherwise should be, almost as if the developers have stuck rigidly
to the DEM data rather than referring to a gradient profile. This is
also probably the best place to mention that
curved track is not canted (super-elevated on the outside curve) though
one assumes this is factored in to the physics. Other pop-ups tell you
how far to the next station stop, allow you to manually switch points
in yard limits for switching or call up the train consist. Very useful
for steam locos or controlling the train in external view is a HUD view
which can be called up on the right side of the screen.
A couple of limitations - you can't change cabs, the forward view is always from the primary traction unit. So when reversing the train you need to do so in external view. This effectively makes it impractical to include lines where trains reverse en route, as you can't change ends (in an MU train), run the loco round the train and change cabs, or attach a fresh engine at the other end facing the correct way.
If you know any for this gamwe email; them to me
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