Difference between revisions of "SLGI Trains"

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


To get a complete schedule for every station (word table), click on this [https://mega.co.nz/#!DMV0SJ7L!ecWF2BbrRIzZKc_TpJN2skn7_43dURSG2gbF0SbBh0I Complete Schedule]. The information is stored on [http://www.mega.co.nz MEGA], the succesor of Megaupload. You will need google chrome to download.
To get a complete schedule for every station (4 pages of word table), click on this [https://mega.co.nz/#!DMV0SJ7L!ecWF2BbrRIzZKc_TpJN2skn7_43dURSG2gbF0SbBh0I Complete Schedule]. The information is stored on [http://www.mega.co.nz MEGA], the succesor of Megaupload. You will need google chrome to download.


The following routes are available:
The following routes are available:

Revision as of 10:33, 11 March 2014

A flying convertable train
A non-convertable tolley


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. There are currently 12 destinations, each one with its own train. For a part of the distance, SLGI trains follow a common way, so they can be found more often near Achemon (at maximum one train every hour).

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. 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.

Train movement

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. This is not the case on the North railway (to Yucca), where trains have to move fast. Land there has very small auto-return times, so trains move with a speed close to that of an opensource train.

They are more vulnerable as trains. Tests showed that 70% of problems are on the railway then in the air. They are affected by lag levels, passengers with bad connections, fast changing switches or small auto-return times. Also, they tend to move with 5% faster without a passenger.

The engine used a simplified opensource script (reduced to 60% to reduce lag). Unlike other trains, the SLGI trains decrease and increase speed more visible while they enter a station.

Plane movement

As a plane, 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. They have no stop while flying.

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

Flying altitude is set to 30 meters (Bay City train for most of the way), 200 meters (Mountain train for the last prart) and 130 meters (all the others). In some populated areas, they become invisible to avoid any stress to nearby residents. While flying, trains are affected only by rare sim crashes. The most frequent problem is that sims enter from time to time on restart process and this blocks all trains entering that area.

The flying script, made by Aziv Aslan and Ana Imfinity, is simple, low-lag, but does not use a notecard or an external storage place for information. For low-distance trains that is not a problem, but for high-distance ones, data is stored on multiple scripts, each one for a part of the journey. Trains might stop in a rezz zone and rezz a prim with the next script, while the old script is being removed.

Percent of errors

Measurements showed that about 90 to 98% of trains return home, depending on what route. 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 is working much better on air then it powers the wheels 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. The most frequent problem the 'region logout process' that deletes all trains existing an passing through a sim. These trains can be hijacked before they start flying. As long as the percent of diverted trains remains small (less then 5%), they will remain so, to give a satisfaction to pirates and so-called terrorists.

To avoid problems, trains have a deleter. If a train remains blocked more then 5 minutes somewhere or of a train does not return home in time (with an error of 20%), it is deleted.

Design

For the moment, we have two train models: the convertable train (with wings while flying and with wheels on the rail) and the classic trolley (a gift from a good friend, a modified model of the GSLR trolley). The convertable train is found on schedules where flying is required, while the trolley is made to move only on tracks and not to fly.

Second Life Geography team wanted to make a contest for train boulders, for train models. For financial reasons, this is not possible (except as an act of charity with symbolic prizes). If you wish your train to be used, this is possible with the following conditions:

  1. Trains must not have more then 28 prims (to avoid problems and lag)
    1. The train for GSLR must not have more then 18 prims
  2. Convertable trains must not be longer then an opensource (they must squeeze through small parcels of protected land)
  3. Classic trains must not be longer then a trolley (to avoid any problems)
  4. All models must be copy-modify (so that the scripts can be inserted and part of the trains can become invisible)
  5. Unconventional models are appreciated
  6. Trains must not make noises, to avoid any problems with land owners
  7. Trains must work well with the opensource train script (this affects the angles).

IMPORTANT: All trains must be green. Models with other color will not be accepted by default.

Policy

On private-owned land, trains are moving with permission. However, since majority of private railways are group owned, it is impossible to talk with everybody. A notecard was released for the VRC group. If you are a member of a group that owns land on a railway and don't want trains to move on your land, please contact us.

It is possible that some trains are diverted by a system error (a bug, high lag, sim crossing problems or region logout process) and enter unwanted percels. If this happens, trains will self-destruct in 5 minutes unless they somehow manage to escape. Tests showed that this is very rare, a single train ends that way in 500.

On protected land, vehicles are allowed to move. Still, the point of view of nearby residents is important. It is important both the point of view of residents nearby the protected land and the residents moving on protected land, by foot or with other vehicles. So, if required, trains can become invisible in a specified area or they can fly at a higher altitude.

If residents from nearby parcels wish, trains might become partially invisible while passing nearby or can fly on other altitudes. And also, if you own a station or a parcel near the railway and wish to, these trains can stop at your station or enter your parcel. If you wish, a complete time schedule for a specified station can be sent to you on a notecard. And also, if a group of residents wish, these trains will be removed from a schedule.

Since the beginning of the project, our team received many messages, 90% of them were appreciations for the project and 10% were against it.

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.

To get a complete schedule for every station (4 pages of word table), click on this Complete Schedule. The information is stored on MEGA, the succesor of Megaupload. You will need google chrome to download.

The following routes are available:

South Trains

South trains
  • Achemon - Bay City is a convertable train. It goes through entire length of Bay City rail.
  • Achemon - ONSR is a convertable train. To avoid blocking the switches, this train is limited at the entrance of Smithers Bluff.
  • Achemon - GSLR is a convertable train. Since GSLR has limited prim count, this train is smaller.
  • Achemon - Ross is a convertable train. It was intended to reach SJRR, but was limited to Ross because the owners of SJRR wished so.
  • Achemon - Tuliptree is a classic train. It is the first train created in this project.
  • Achemon - Burns is a classic train, built in remember of WARR.

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 - 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

North Trains

North trains
  • Achemon - Bhaga is a classic train. For a long time, it was an experimental train.
  • Achemon - Vicina is a classic train. It follows the main line, then the Mountain Railway to Pavonia, then goes to Crumbi to enter the Maritime Railway.
  • Achemon - Yucca is a classic train. It follows the main line to Tenera, then enters the East Railway (close to coast). It avoids entering Spangle, to follow the new line to Yucca.
  • Achemon - Saturnia is a classic train. It follows the main line, then goes to Pavonia and enters the great Hooktip - Bembecia railway maze, to turn back in Saturnia.
  • Achemon - Spangle is a convertable train. It flies from Achemon to Bhaga, then it moves on the railway to Spangle, via Tussock.
  • Achemon - Campion is a convertable train. It flies from Achemon all the way to Campion sim, with a single stop at Pavonia. This train was built because it is said that the Mountain Railway in past extended beyond Pavonia.

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 - 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 3.53 9.53 15.53 21.53

Yucca - Achemon

Yucca 3.53 9.53 15.53 21.53
Spangle 4.12 10.12 16.12 22.12
Tenera 4.56 10.56 16.56 22.56
Clearwing 5.18 11.18 17.18 23.18
Achemon 6.46 12.46 18.46 0.46

Achemon - Hooktip

Achemon 3.00 9.00 15.00 21.00
Clearwing 4.28 10.28 16.28 22.28
Pavonia 4.37 10.37 16.37 22.37
Hooktip 4.45 10.45 16.45 22.45
Saturnia 4.59 10.59 16.59 22.59

Hooktip - Achemon

Saturnia 4.59 10.59 16.59 22.59
Hooktip 5.13 11.13 17.13 22.13
Pavonia 5.21 11.21 17.21 22.21
Clearwing 5.30 11.30 17.30 22.30
Achemon 6.58 12.58 18.58 0.58

Achemon - Spangle

Achemon 5.00 11.00 17.00 23.00
Bhaga (flying) 5.23 11.23 17.23 23.23
Spangle 6.15 12.15 18.15 0.15

Spangle - Achemon

Spangle 0.15 6.15 12.15 18.15
Bhaga 1.07 7.07 13.07 19.07
Achemon (Flying) 1.33 7.33 13.33 19.33

Achemon - Campion

Achemon 2.00 8.00 14.00 20.00
Pavonia 2.28 8.28 14.28 20.28
Campion 2.36 8.36 14.36 20.36

Campion - Achemon

Campion 2.36 8.36 14.36 20.36
Pavonia 2.44 8.44 14.44 20.44
Achemon 3.12 9.12 15.12 21.12

Other schedules

The train to Ross was initially made to reach SJRR, but was limited to Ross after the SJRR owners asked for.

It is not recommended to increase the number of trains. This will create lag and blockings on the rail. It is unlikely that new trains will be created or added, but if some residents wish, existing trains can be extended or modified.

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