REAL DRIVES for the Freilassing Linz route. Enjoy a varied drive on this important Austrian mainline following the northern line of the alps. You will have to drive at both regular mainline speeds as well as sections with high speed. Be ready to encounter a stop signal before you at each point of the route.
Everything in a REAL DRIVE advanced scenario is randomized (except the route of the player train). Just the combinations of places where you might be stopped by a red signal can exceed millions of permutations. All trains and rolling stock on sidings are random generated too. Just like in real life the railroad line can be busy or not so busy. Ofcourse it can also happen (very rarely) that the line is free all the way.
Don't forget to follow the instructions in the README.
Zusätzliche Informationen
- Autor
- Kim Olesen
- Version
- 1
- Spielerlok-/Zug
- Your choice, it's a quick drive scenario.
- Strecke
- RSSLO Freilassing - Linz
- Benötigte Payware
- RSSLO Salzburg Wels, RSSLO Freilassing Linz, 3dZug Güterwagen Verkehrspack.
- Benötigte Freeware
- None.
- Dauer (in Min.)
- 60
Änderungshinweis
- Kommentar zur Änderung (nach Veröffentlichung):
- This is v1
Dateien
-
REAL DRIVE advanced Salzburg - Linz.zip
259,44 kB (500 Downloads) -
REAL DRIVE advanced Salzburg - Linz README.pdf
50,76 kB (110 Downloads)
Kommentare 2
Neu erstellte Kommentare unterliegen der Moderation und werden erst sichtbar, wenn sie durch einen Moderator geprüft und freigeschaltet wurden.
Neu erstellte Kommentare unterliegen der Moderation und werden erst sichtbar, wenn sie durch einen Moderator geprüft und freigeschaltet wurden.
TimoN29
Thank you very much for your great QDs! A recommendattion from my side: Adding different starting locations for the player to choose from (for freight or local trains for example) would be a cool addition.
Kim_olesen1
I’ve been thinking about that, and might do it. Many of the Real Drives will require a good deal of work to do freight though. This is because the dispatcher often crashes the qd if AI traffic crosses the path of the player train. And that means i would have to completely rework AI traffic at the start and endpoints. Not ruling it out, it’s just not as easy as adding yet a player spawnpoint in a freightyard.