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One of my biggest annoyances in MSTS 1 was the method used for throwing switches in "Explore Route" mode, and the lack of switch control in activities. Having to press G or Shift-G when the train was in just the right position was maddening, and their vague track monitor symbols were not much of a help, either. If they could program in a switchboard/map setup, sort of like what's used in the yard tower, it would make life SO much easier. As for the lack of control in activities, I realize it's correct in the modern era, on class 1 railroads. But what about the railroading period before the 1920's, when throwing switches was up to the train crew? And how about modern rail museums? I know of very few which are automated and wired. Orange Empire Railway Museum has several switchmen during their rail festivals, whose sole job is to throw switches manually. I'm pretty sure Yosemite Mountain Sugar Pine Railroad is completely manual in it's operation. Options make all the difference in a simulator.
"a switchboard/map setup, sort of like what's used in the yard tower", sort of a hotkey to change to "dispatcher mode". They could even have the requirement that your train has to be at a full stop to change to dispatcher mode, wouldn't bother me.Automatic switches in MSTS 1 are a necessary evil only to lock out the Murphy factor, if an AI train's path goes thru a manual switch, and the player throws that switch after it's already been set, HAL9000 (the AI dispatcher) never goes back to check it again, so that AI train either stops forever or heads off to unexplored territory, depending on whether it's a facing point or trailing point. Some sort of intelligent two way conversation with the AI dispatcher would fix that, at present all that's available to the player is TAB, "permission granted" or "permission denied" for passing a red signal. Might as well trade him in on a parrot, then shoot the parrot.Even a simple key input would work, message to HAL "please throw this switch ahead/behind for a minute so I can clear this junction and we can all get moving again," and don't forget to reset it for the AI train after I clear. That would require two keys. HAL could even say no, as long as some type of standoff ending alternative was provided; HAL: "Denied, I got 3 trains stacked up coming the other way, I need you to back up half a mile to the jones Industry spur and wait there." Having him explain "permission denied" would be nice too, "Through Freight coming your way, expect clearance at 14:25." Having him able to tell the difference between a block occupied by an AI train and one that merely has a loose consist you need to pick up would be nice too, "permission denied" to pass a red signal that you need to pass in order to pick up the cars making the signal red is just plain silly.For now tho, try ponV6.zip in the file library, currently the only route with the signals, automatic, and manual switches optimized for switching & peddler freight ops.