{
  "$type": "site.standard.document",
  "bskyPostRef": {
    "cid": "bafyreih6qxvjwe6trmpdruj6tjxglgkyi4iixt6m6r74tfqonowggbzsxm",
    "uri": "at://did:plc:i7budt2wflrcfy6jtvfocbix/app.bsky.feed.post/3mobr5guksra2"
  },
  "path": "/viewtopic.php?p=1279385#p1279385",
  "publishedAt": "2026-06-14T18:29:24.000Z",
  "site": "https://www.tt-forums.net",
  "tags": [
    "uzurpator"
  ],
  "textContent": "> Since you're planning to implement consists that can be uncoupled, have you considered physics support, such that it would be possible to build a classification yard? Otherwise, how far do you think the idea of decoupling would go?\n\nThanks for the encouragement.\n\nPhysics is a must for me for this kind of game. I'm still debating whether to implement coupler slack when it comes to train movements. For now, the minimum plan is to decouple locomotives from the trains, so in effect, they can handle trains between two stations, or roam a radius of stations and pull trains in need. Classification yards I am considering, but I fear that station movements will take so much time that modest distances of a game like LoR will get overwhelmed. I also don't want to make the game too inaccessible to anyone except the most dedicated railfans.\n\nToday I continued working on tunnels.\n\n\nThe elements of the tunnel blueprint are not yet properly color-coded. Eventually, the green parts follow the contour of the terrain, and allow for adjusting the passage of the tunnel.\n\nStatistics: Posted by uzurpator — 14 Jun 2026 18:29\n\n* * *",
  "title": "Off-Topic • Re: Logistics: On Rails, Transport game I'm developing.",
  "updatedAt": "2026-06-14T18:29:24.000Z"
}