Difference between revisions of "SLGI Trains"

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== Other schedules ==
== Other schedules ==


*A train to Yucca is released at hours 0.00, 6.00, 12.00 and 18.00, currently under testing.
*The train to Bhaga is released at hours 1.00, 7.00, 13.00 and 19.00, new schedule available soon.
*A train to Vicina via Pavonia is on final tests, released at hours 5.00, 11.00, 17.00 and 23.00.
*A train was planned for [[SJRR]] but the owners of that rail don't want it to happen. So, for the moment it is limited to Ross. We are searching for another destination for it.
*A train was planned for [[SJRR]] but the owners of that rail don't want it to happen. So, for the moment it is limited to Ross. We are searching for another destination for it.



Revision as of 07:26, 7 March 2014

A flying convertable train

SLGI Trains are automated convertable vehicles. They move like trains on the railway and like plains when the line ends. They are part of a project recently developed by Second Life Geography team, to connect remote places and to offer touristic guides to visitors. They all depart at Achemon Railway and move to a specific location. Unlike other automated vehicles the SLGI trains are rare (one at each 6 hours for each destination) and they follow a schedule.

Reason

Some residents wanted that scheduled trains to exist and move after a program, like trains on real railways. Also, some residents wanted connections to exist somehow between main railway network in Heterocera and remote rails in Sansara. On the other hand, we all know the problems made by a high number of roaming vehicles on roads and railways. Creating a timetable for scheduled vehicles is a real hard job, to find the perfect solution between those who want more trains and those who want less vehicles (or want the railways only for themselves). There are endless discussions on the forums about this subject. These vehicles are moving on Protected Land or on private-owned land (with permission). Our little team is opened for suggestions and wish the best for everybody.

KBcaution.png Important: These vehicles are NOT created for the pleasure of creating, but for the desire to make our world a better place. If you want to add, remove or modify these trains or even all trains, contact Ana Imfinity.

Technical data

For the moment, the vehicles in use are modified opensource trains. If they will pass all tests, Second Life Geography team wants to organise a contest for train builders. The trains use different types of scripts: for train movement and for flying. They have replaced the coal steam generator with a nuclear reactor ;) and so, they use an unconventional source of locomotion.

As a train, they move slow (to avoid sim crashing) and stop at all official and unofficial railway stations. Speed can be increased if requested, but it is set to 55% of the speed of an opensource train to keep these vehicles accesible for everybody, including people with low-performance computers and bad networks. If requested, they can stop to your own station. And also, if residents in an area wish, the trains can be partially invisible in their sim. Trains have the power to change some switches.

As a plain, they use a Fission Engine that creates a multitude of explosions, so the passengers feel endless small shocks (don't worry, avatars don't die). The trains fly at high altitude in populated areas. They have the power to become invisible if needed, to avoid making any stress to any resident. As plains, they move at a higher speed and follow a non-flexible path.

Many thanks to Aziv - Aslan who suggested this kind of locomotion and helped to create it.

Measurements showed that about 94 to 98% of trains return home. Also, trains keep following their schedules with an error of 5%. They are more stable as plains then as trains. The reason for this is that the atomic fission engine projected by Aziv - Aslan is working much better on air then it powers the weels on rail. Failures and delays are caused by sims that enter a restart process, high lag and time dillation, passengers with bad connections (this can block a sim crossing), interfernce with the rail (switches and other vehicles) and also by changes of switches and moving bridges.

Also, it is in project that once the schedules will be finished, trains will give informations for visitors about the places they entered.

Schedule

KBnote.png Note: To avoid making problems on the railway, there will be only 4 trains a day on each direction, at every 6 hours.

Since these vehicles are still being tested, the timetable might change soon. And also, there might be extra vehicles (experimental) and canceled trains. On the railway, they have many stops, one or two in every sim. As a plain, they stop nowhere (except for Claarksburg Bridge). Here are listed only the important stations. For the moment, the following routes are available:

Achemon - Bay City

Achemon 0.00 6.00 12.00 18.00
Calleta 0.25 6.25 12.25 18.25
Tuliptree 0.32 6.32 12.32 18.32
Maniyminya 1.11 7.11 13.11 19.11
Daley Bay 1.24 7.24 13.24 19.24

Bay City - Achemon

Daley Bay 1.24 7.24 13.24 19.24
Maniyminya 1.37 7.37 13.37 19.37
Tuliptree 2.16 8.16 14.16 20.16
Calleta 2.23 8.23 14.23 20.23
Achemon 2.48 8.48 14.48 20.48

Achemon - ONSR

Achemon 1.00 7.00 13.00 19.00
Calleta 1.25 7.25 13.25 19.25
Tuliptree 1.32 7.32 13.32 19.32
Clarksburg 2.16 8.16 14.16 19.16
Wengen 2.26 8.26 14.26 19.26
Tornado Pass 3.00 9.00 15.00 20.00

ONSR - Achemon

Tornado Pass 3.00 9.00 15.00 20.00
Wengen 3.34 9.34 15.34 20.34
Clarksburg 3.44 9.44 15.44 20.14
Tuliptree 4.28 10.28 16.28 21.28
Calleta 4.35 10.35 16.35 21.35
Achemon 4.59 10.59 16.59 21.59

Achemon - Ross

Achemon 4.00 10.00 16.00 22.00
Calleta 4.25 10.25 16.25 22.25
Tuliptree 4.32 10.32 16.32 22.32
Clarksburg 5.16 11.16 17.16 23.16
Ross 5.19 11.19 17.19 23.19

Ross - Achemon

Ross 5.19 11.19 17.19 23.19
Clarksburg 5.22 11.22 17.22 23.22
Tuliptree 6.06 12.06 18.06 0.06
Calleta 6.13 12.13 18.13 0.13
Achemon 6.38 12.38 18.38 0.38

Achemon - Burns

Achemon 5.00 11.00 17.00 23.00
Burns 5.17 11.17 17.17 23.17

Burns - Achemon

Burns 5.17 11.17 17.17 23.17
Achemon 5.34 11.34 17.34 23.34

Achemon - Bhaga

Achemon 0.00 6.00 12.00 18.00
Clearwing 1.28 7.28 13.28 19.28
Tenera 1.50 7.50 13.50 19.50
Bhaga 2.04 8.04 14.04 20.04

Bhaga - Achemon

Bhaga 2.04 8.04 14.04 20.04
Tenera 2.18 8.18 14.18 20.18
Clearwing 2.40 8.40 14.40 20.40
Achemon 4.08 10.08 14.08 20.08

Achemon - Tuliptree

Achemon 3.00 9.00 15.00 21.00
Calleta 3.29 9.29 15.29 21.29
Tuliptree 3.36 9.36 15.36 21.36

Tuliptree - Achemon

Tuliptree 3.36 9.36 15.36 21.36
Calleta 3.47 9.47 15.47 21.47
Achemon 4.08 10.08 16.08 22.08

Achemon - GSLR

Achemon 2.00 10.00 14.00 20.00
Calleta 2.22 10.22 14.22 20.22
Purple 2.30 10.30 14.30 20.30
Mocha 2.47 10.47 14.47 20.47

GSLR - Achemon

Mocha 2.47 10.47 14.47 20.47
Purple 3.04 11.04 15.04 21.04
Calleta 3.13 11.13 15.13 21.13
Achemon 3.33 11.33 15.33 21.33

Achemon - Vicina

Achemon 4.00 10.00 16.00 22.00
Clearwing 5.28 11.28 17.28 23.28
Pavonia 5.37 11.37 17.37 23.37
Hooktip 5.45 11.45 17.45 23.45
Crumbi 6.09 12.09 18.09 0.09
Vicina 6.26 12.26 18.26 0.26

Vicina - Achemon

Vicina 0.26 6.26 12.26 18.26
Crumbi 0.43 6.43 12.43 18.43
Hooktip 1.07 7.07 13.07 19.07
Pavonia 1.15 7.15 13.15 19.15
Clearwing 1.23 7.23 13.23 19.23
Achemon 2.51 8.51 14.51 20.51

Achemon - Yucca

Achemon 1.00 7.00 13.00 19.00
Clearwing 2.28 8.28 14.28 20.28
Tenera 2.50 8.50 14.50 20.50
Spangle 3.34 9.34 15.34 21.34
Yucca 4.06 10.06 16.06 22.06

Yucca - Achemon

Yucca 4.06 10.06 16.06 22.06
Spangle 4.38 10.38 16.38 22.38
Tenera 5.22 11.22 17.22 23.22
Clearwing 5.44 11.44 17.44 23.44
Achemon 7.12 13.12 19.12 1.12

Other schedules

  • A train was planned for SJRR but the owners of that rail don't want it to happen. So, for the moment it is limited to Ross. We are searching for another destination for it.

Everybody is welcomed to suggest modifications (new schedules, more or less trains, remove old schedules, new stops or remove existent stops).

Contact

If you want to modify existing trains or schedules or if you want to add or remove a train, please contact Ana Imfinity. Also, if you find any problems, tell us to resolve them.

See Also

Second Life Geography