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Reply to "Interactive LCS Sensor Track based game idea"

Andrew I have "Locomotion" on my wish list in Steam.  I didn't buy it because I don't need anymore distractions from cleaning out my spare room so I can actually build a layout that does some of this cool stuff!  I agree that screwing your track down removes the creative appeal of building toys like Lincoln Logs and K'nex.  One way to do our game would be with Fastrack on folding tables in a hotel ballroom at York or the TCA convention.  If we add provisions for random terrain (mountains, tunnels, rivers, etc.), that would have the potential to produce a variety of track plans!  I think one of my posts mentions modular scenery.  If and when I do build a permanent layout, I'm going to try very hard to find a way to implement this.  It's inconvenient to rebuild the whole layout, but being able to change whole scenes might help to keep it fresh longer.

I also thought about buying parts from LionelSupport and building my own sensor car.  Honestly if Lionel is 100% behind LCS, they need to re-introduce the cars, or at least do a big production run of sensors so that they won't run out of stock like so many other modern-era parts do.  Not sure if you read my post, but a sensor-equipped caboose would make a TON of sense for automated operation.  At least if you're not doing modern era (in which case you would need a sensor kit complete with ETD!)

In video game terms, I imagine LCS taking the role of the AI or a non-player character.  For example, it could run a scheduled passenger train while the human operator(s) try to deliver freight with a minimum of interference.  Do you want to be like BNSF, and minimize disruption?  Or like UP, and maximize freight delivery no matter how long those passengers have to wait!? 

I'm not sure if either of you have ever messed with Auran Trainz (a computer-based train simulator program.)  The graphics have become extremely realistic over the years.  But when it debuted circa 2001 it was more like a MODEL train simulator.  It was much easier to build "routes" (layouts) in the program compared to Microsoft Train Simulator and other simulators.  If you want to test a track plan for automated functionality, you could prototype it in Auran Trainz, the program has track "triggers" and AI drivers, etc. The logic  gets tricky with loops because there didn't used to be a way to designate an origin point, so priorty conflicts would develop due to circular interdependencies.  However, there are workarounds.  If you try and get stuck send me an email or a PM.  Good discussion!!

Last edited by Ted S
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