Currently it works pretty well for this, and I've been having fun with mainline locomotives leaving wagons in a siding, for a shunter to push into station. I love how this patch gives life to engines you wouldn't normally have cause to use.Karn wrote:Use case for dividing orders is entering terminus station in reversed state (the loco pushing wagons) and then the loco can go somewhere else. It's meant for small cargo terminus stations. Or it can be used for some kind of shunting yard.
The patch also makes the real-world advantages of multiple units manifest in game, as eventually I tire of making a headshunt at every end of line. I've been top-and-tailing some trains, but I hope the patch will encourage NewGRF authors to provide some cab cars / driving trailers for push-pull service.
I agree that a special conditional order could work around this, but would likely not make it worth it. If nothing else, it would probably make it nearly impossible to schedule trains.Karn wrote:There was suggestion to make it in a faster "hack" way with "contitional jump", but I personaly dislike those hacks in gui, it's annoying for gameplay and usually brings unwanted special cases. Basically what should solve all this is implementation of independent orders list, which I call global order list, that could store future orders of both train parts. But it will take a while to implement.