Routes n' Stuff - MWT Freewares (TS12)

SantaFebuff

That's So Trainz Forum
Yeah, I'm going to be making two Midwestern routes. (whoa, I wonder who else did that?)

Actually, I'm not hoping on a bandwagon, I planned to do a Midwestern route for a lonnnng time but held out until I got the equipment. Got it. Let's start.

Route 1: 'Harvest Time' - A loosely based Illinois route that takes from the old IC, C&EI, and Wabash lines that used to be near my area.
Route 2: 'KCS Dozier Sub' - Another fictitious route started by 817TAYLOR that I'm picking up to finish. So far it's just a 2-track main. I'll be adding more too it. Probably going to look like Oklahoma.

I'll get some screenies up later. Internet sucks right now.

Don't worry, landrvr1 stuff is doing fine. Just gotta get these things fixed and shipped...for a low flat rate and zero-due at signing.

Cheers,
Joshua
 
I have all of them working in TS-12


Give me a pm and I can send them along for you to distribute.
 
Harvest Time

So far:
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More to come.

Cheers,
Johua
 
Harvest Time 2

Started to add two industries. It's going to be a plastic factory, specializing in barrels and containers with a propane dealers behind it.

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Cheers,
Joshua
 
I've decided to add a yard.

It's pretty small. You have an arriving area, which has an overflow storage and soon will have a classification location and small locomotive facilities. Includes a mainline by-pass and a few other neat features.

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CN Train: On the by-pass track
SD50: Arriving Yard
SW1500: Going to Classification Yard
CN Hoppers: Storage/Overflow

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Added another crossover set before the yard... just in case.

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Let me know what you think and if this looks like something you'd like to run on.

Cheers,
Joshua
 
Harvest Time 3 - Staging/Portals/Re-Railers

I decided to back-track on the route and make a section that won't be visible from the main part of the route that features the staging, portals, and re-rail portal with all the tracks you want so that you can hold MP sessions and send trains out, consume them, hold them, or even create them right there. Plus, it makes for organized filing of trains that got re-railed. Please note I built this yard and route for somewhat low-tonnage trains. So you may notice it seems a bit small. I tried to signalize the route as much as I can to reduce AI errors. I might add some invisible signals to help reassure the AI and to have it use more track space.

Looking from the mainline. (the end I started the route on) To the right are portals and general staging. To the left is the re-rail portal.
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Current entrance to general staging. NOTE: The two outer tracks are portal tracks.
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Main Portal Tracks: Main input and access to the emergency derail, portal staging/overflow staging, and more. Features a double crossover, train holding/runaround points, and a portal at the end.
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Emergency Derail. It is the first short track in the middle of the shot, the outer two tracks are possible dedicated stag yard switcher or pre-spawned locomotive storage for MP.
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That double crossover:
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This is why I put the second track in, to avoid bottle necking on this single in track to the main portal staging. It also connects to the re-rail portal to allow trains to re-rail and directly be consumed, held, or reassembled.
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The portal at the end of the double tracks:
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Main staging consists of two parts, the left side is for longer trains and the right side is for smaller trains. I'm going to have to put the triple headed signal on the left side due to visibility issues with it on the right side in cab.
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This is the re-rail portal connection. It diamonds the mainline, and I'll add NRC signals to let you know when a mainline train may be storming across. I'll look into setting up boat's scripts too to protect AI trains. (or at least make it look more presentable)
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Main re-rail portal entrance. There's a siding, which bypasses the connection feed so that you can feed trains or switch around while a train that may have suddenly derailed across the map can re spawn no problem. Switch is defaulted to the bypass.
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Well, that's the new staging and behind the scenes segment of the Harvest Time route. Hopefully I can improve, and as always, your feedback is encouraged and welcomed!

Cheers,
Joshua
 
Harvest Time 4 - Yard 2

The yard has progressed nicely. I finished the basic track work. I left plenty of room for trackside structures and equipment.

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I even added this wye track. Maybe a possible branchline extension?
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Thanks!
- Joshua
 
Intro to Route 3 : PROJECT: CSX

In continuing the PROJECT series, I've moved to a more modern-ish railroad. I'm doing CSX in the early 2000s. Probably around 2002.Small two-engine facility so far:
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Based in Eastern Ohio.
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The only house so far, and it's not doing too well right now:
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Industrial lead:
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Layout track plan:
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Thanks,Joshua
 
Harvest Time - Track About Done!

Man, it's been a long time, but it hasn't been for the Harvest Time! The route has just grown and grown and it's about done with track work as is.

Here's what I've added on since what you've last seen:
- Another Massive Yard.
- Another Interchange Diamond
- 3 More Grain Sidings
- 1 Giant Industrial Lead
- A much smaller staging terminal yard
- Many more curves and baseboards

So far this route takes ~ 1 hour at speed limit to go end to end.

Here are some shots of what's been added:
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Looks messy huh? Well, trust me, you can't run many long trains. It's not like that's a design flaw on my end, I purposefully wanted to limit train sizes. Basically, the longest train I've squeezed out of this route so far has been just over 2,000ft and I had to use the second huge yard to store it. The first smaller yard couldn't even hold it. I hope you guys understand that's because I planned this route to be a local sort of route. Something in which the real action is letting trains pass you as you switch industries and pull locals to and fro yards. Also, if you want, you can make it a fun point-to-point with many cross over points and sidings to take. On a point-to-point, you can generate or push out a longer train than a 2,000ft train... my friend did it today, but you can only really run it point to point unless you snap it in parts and file them in the yard.

More shots to come!

Cheers,
Joshua
 
ALSO,
I now am releasing video of my first test session. I discovered a few things I need to address, but here's Part 1:

Cheers,
Joshua
 
Love the test session video! Can't wait for part two. Also, thats some pretty complicated stuff going on, well for me anyways. I really need to get with the program and start adding Ai to my routes.
 
Happy New Years...

I think I forgot about this thread... well I didn't forget about Harvest Time. The route measure 26 real in game miles. If you followed my pictures on SAXRT - then you're sort of up to date, if not, this may be a bit of shell shock.

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Cheers,
Joshua
 
I realize it may have been a long time since I've updated, so let me review what has been updated:

- Small Yard (first one I built) has been removed and flipped onto other side for a more practical yard.
- Wye at that yard turned into a 6 track Intermodal connection to the giant facility taking basic shape.
- Conrail junction diamond extended and interchanges with branch from Intermodal yard, also has a siding now.
- Engine facilities added to the large yard.
- Scenery added to downtown area of the route.
- Town of Rigton added (one with wind turbine)
- City of Antoine added (one with Amtrak station)
- Amtrak service added, so far Antoine is the only stop... station took 3hrs to complete.
- Signalling added on second shortline interchange.
- Additional concrete track added down the length of the route.
- Various details added to towns and industries.
- More ATLS added, over 48 crossings so far.
- Light rail system established in the City of Antoine.
- Abandoned stretch of a branchline added.

Cheers,
Joshua
 
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