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Yard Duty

Yard Duty - Beta 1.0.43 Released

Yard Duty - Beta 1.0.43 Released – image 1

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Reading Topic #41

Charter Member · 446 posts

Yard Duty - Beta 1.0.43 Released – image 2

LAST EDITED ON Nov-17-02 AT 05:36 PM (EST)

Fixes:0) Added a few new instructions about loading and unloading here:
http://groups.msn.com/YardDuty/instructions.msnw1) Mainline trains:
This is a cool new feature. Mainline trains (i.e. AI trains) automatically pass through a map using the mainline exits. You can configure their frequency or turn them off from the options window.Basically, the idea is to 'route' the mainline train through the map without crashing (i.e. coupling) to any other train, hitting a misaligned switch, or hitting a stub end track. If you do any of these, a 'crash' sound occurs and you lose half of your money. To avoid crashing, you should always leave switches set for the mainline. There is also a new click-clack sound that plays when a mainline train is on the map. -There is a new button on the 'Train Info' window that will save the train you are viewing to the Mainline trains folder. I like to save passenger trains as mainline trains.
-You are not permitted to select the mainline train and thus control it.
-You can route the train using non-mainline tracks if you want.
-You will hear warning bells alerting you to when a mainline train is arriving.
-A mainline train will not use an exit track that is occupied.
-You may need to re-download trackwork for some yards, so that the mainline train will enter.
-If want to see a mainline train tight away, click on the timer and it will be set to 10 seconds remaining.2) You can now use the 'Train Info' window to edit cars at any time, even cars that are in a map.
However, you can only edit cars that were originated by you!3) You can now assign random reporting marks.4) Fixed the bug where sometimes a car would not unload using the 'hard way'5) Added an option to 'include email address in new cars' by default or not.6) Removed th SMTP error that would sometimes occur when closing the game.7) Added the ability to remove or delete all trains in a yard. This is done from the menu using Yard/Remove Trains, or Yard/Delete TrainsEnjoy!
Jim

Yard Duty - Beta 1.0.43 Released – image 3
Yard Duty, The National Freight Yard Simulation - http://groups.msn.com/YardDuty

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Member since Nov-12-02 · 7 posts

RE: Yard Duty - Beta 1.0.43 Released

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Some more comments:-I like the mainline trains, though it would be nice to know which exit they will be coming in at.-On the West Colton map, there is still some graphics problems when the trains go under the Pepper Ave bridge.
-Also, Main track #2 needs to be connected in at the east end of the yard (near the Pepper Ave bridge).-In the Create train window, when I am trying to change the reporting marks of a group of cars, it is usually necessary to select and deselect the cars 2 or 3 times before the change takes effect.Paul Metzger

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Member since Nov-12-02 · 7 posts

RE: Yard Duty - Beta 1.0.43 Released

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Something weird just happened. I delivered two cars (even though the program says that my SMTP is not configured properly), and it credited me for delivering 660 cars, $330,000. Guess I hit the jackpot? Paul Metzger

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Member since Nov-6-02 · 11 posts

RE: Yard Duty - Beta 1.0.43 Released

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>Something weird just happened. I delivered two cars (even
>though the program says that my SMTP is not configured
>properly), and it credited me for delivering 660 cars,
>$330,000. Guess I hit the jackpot? So the drinks are on you Paul Stuart

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