An informal survey for route/layout creators

Railhead001

New member
Hello Gents,

I was just curious as to what creators prefer, I personally started making layouts for the purpose of operating them when finished but it seems I never achieve that and decide to make something new instead although my intentions are always to "operate" it as the real world counterparts do....so as a creator do you find yourselves taking time to enjoy your new creations to operate them or do you move on to the next telling yourself this will be the one I will use as intended. Just curious.

Sidenote: This question came to be after reading "Realistic Model Railroad Operation" by Model Railroader Books, a great book that can easily be applied to virtual layouts and routes.

Thanks for your input,


RH001
 
I've started dozens of routes over the years with the idea that I'm going to get them done, and run on them just like the real guys do. Of course, they never get finished. But I've started trying to build all my routes in a similar style so maybe someday I can merge them all together.

Matt
 
The two biggest challenges I face as a route builder are inertia and distraction.

Inertia - because no matter how fond you are of the prototype it's easy to reach a point where you're fed up to the back teeth with the sight of the thing and gets abandoned or deleted.

Distraction - something catches your eye in a book, video clip or on-line and, partly in conjunction with inertia, the old brain decides this would be a much better project to build. A year or two ago I posted a by no means complete list of all the projects I started but never finished. Quite horrendous, particularly the wasted time which if more focused would have meant at least some of the list got finished.

If I eventually do finish up a route, strange to say I rarely end up driving it much - that applies equally to the stuff I've done in MSTS and Railworks over the years. I guess part of the problem, if you've properly tested and driven the same section umpteen times after fixing each bug or issue, you never want to look at it again.
 
So far me biggest holdback has been assets. New to Trainz, I started using anything in the asset list. Then after downloading too many routes with missing assets (including Auran assets), I decided I needed to go back through and only use built-in or DLS assets. Then I decided built-in may not be good either because they are specific to a certain Trainz version. So then I end up limited to DLS assets, which there are lots of, but it takes me a long time looking through everything trying to see what I have or what I might download. and too many thumbnails don't show the actual image. Frustrating and time consuming...
 
I've only built one "real" route of 30 miles, fully scenicked and operational, and developed over twenty sessions for it. Do I operate it? Not often, I got my fill in testing sessions! But now it's migrated to T:ANE, and I have to go back and assess sessions worth porting over, and it's kind of fun. Maybe in time it'll all be new again?

I have one "testing route" for checking out downloads that fits in to an evening with slack time -- it's a glorified loop but has terrain and some scenery and a few operating industries. Maybe I should give it a name.

I ported "Australian Outback" from 2009 to 12, used it to learn ATLS and ASB, added portals and made it so complicated it's difficult to run....

I also have a train room in the basement currently full of family estates, a (temporarily?) resident child's household effects and personal mathoms, and use Trainz to test concepts for a real layout that fits the space. Currently working on a fourth concept; two of the prior are actually operable. Those are in 2009 and 12.

:B~)
 
I start building very few layouts and almost always stick with them to the bitter end. Once the route has been "finished" I then start working on sessions - the record so far is 13 sessions for one route.

Once finished I do drive them but not too often. A lot of the enjoyment for me is in the building (route) and in the programming (sessions) but it can get tedious. I have created only one session for a third party route (Lishkard to Looe by marky7890).

I have taken a break from building to explore TRS19 and TANE SP3 HF1 although I recently resurrected an old TRS2006 route I created about 12 years ago and have started converting it to TANE SP3 standard and, eventually, to TRS19 - mostly updating assets and correcting original design errors.

I am more of a tortoise than a hare.
 
One of the biggest issues I have encountered is building routes across various builds. For example, I commenced the 1930s Cornish Mainline and Branches Route in 2014 in an early version of TS12, which was updated with a new build #. Consequently some assets 'died' during transition. Then came TANE and more deaths and now I am transitioning to TRS 19. I won't finish the current phase (Plymouth) until next year, so further version changes are anticipated. In the meantime, I am having fun converting some of my earlier TS10 and 12 Routes to TRS19.
Regards
Bob
 
Things are still the same eh!

https://forums.auran.com/trainz/showthread.php?137247-How-many-layouts-routes-are-you-building


Since I made that thread I have changed my main card to a GTX 1070.

Guess what ... still haven't finished a route.

I've made excuses along the way for not finishing such as..
I've bought TANE, so need to abandon/transfer routes.
SP2 is out soon, I'll wait for that
SP2 is broken.
SP3 is out soon.
SP3 is partly broken.
2019 is out soon.
2019 is out, but I can't justify the cost (state pensioner, spent my savings updating my PC)

So what did I do?

Diverted off the mainline and down the branchline heading to Repainting/Reskinning.

I've not touched a route for a month, I am enjoying my new branchline diversion.

Then I'll need to work on a route to run them on :D

It's a hobby and I enjoy it, that is the main criteria, it matters not that routes don't get finished.
 
Once I got the hang of it I started building Routes with the AI doing all the work. All of my Routes have emphasized operations over prototype. It's probably more prototypical to run a few long trains but there is more action in running many short trains.

But there is a point where I just drop it and start anew from scratch. I spent a lot of time with Google Earth doing west of Altoona past the horseshoe curve and a detailed section of the Tampa Rockport / Mosaic yards/industries. On this I had about six AI trains running constantly

The only exception to building my own Routes is a nicely sceniced Route (Kauai) I DL'd. I did not DL the Session. I have added a lot of industries and currently have a dozen AI trains running around.
 
I have about five routes in various stages of progress. A few of them are actually the works of others I've cobbled together in the real mergers and acquisitions fashion so now I can run long through freights while switching local traffic and yards.

The other two are totally from scratch. One route is actually version two of my original route I initially started in December 2003. This TRS2006 version went on to live in various components in the current version with quite a bit of renovations. Recently I found my original TRS2004 version. I imported this into T:ANE via TS12 and after going into convulsive laughter over my horrible trackwork and landscaping, I set about rebuilding and integrating portions of this route into the current iteration. The core theme was there right from the beginning, and the small segment I saved has fit nicely into my current route. There's still quite a bit of work needed to refurbish the old core, but that's coming along over time.

The problem though with any creative activity is burnout. With that in mind, I rotate my projects and mix in running other people's routes in between, looking at maps, photos, videos, and other routes. The in between stuff gives me fresh ideas, refreshes the creative spirit again, and then I'm back to route building where I set goals for myself such as finishing up a specific area before leaving the project for another day. As my larger routes have gotten more finished, I use this time to drive them and enjoy the fruits of my labor.

This aspect still is the best I think because we can see our hard work now playing out in real time in front of our eyes. This does also become a fixing time as well as I QC check for stupid things like trees in the way, floating roads and track, and other dumb things, which don't quite work. Testing as I go along also helps work out dumb AI things that may come up such as signaling issues, and even finding broken track segments, and disconnected fixed-track objects such as level crossings, for example.

Along with route building, comes renovating of older routes and sections of my routes. As my route building skills have improved, and better assets discovered, I've gone back to earlier routes which looked the bees' knees way back when they were first built, but look like pure garbage today. A little bit of rebuilding here, a bit of reworking of those sections that have "What was I thinking" plastered all over it, can make a world of difference.

The other thing I find too is when the blah, I can't stand the taste of the dry soda crackers any longer feeling comes on, I know then it's time for a break and I do something completely different like shoot enemies in Arma3, play with Cities: Skylines, or something totally different.

The process outlined above is something I've also used with my music studies. Over the years, I have worked on, destroyed, ruined, and horribly played many great piano works. As I've gone back through them, trying to undo my assumptions, mistakes, and pure stupidity, I realize there's only so far one can go before we no longer hear the music just like we can no longer see the route for what it is, and all we can do is step away and approach this again another day.
 
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Like many others, I've started many but finished few. As in real lve, it's all a work in progress. Truth be told, most of the fun for me is in building the route, actually driving it has little appeal except to find flaws. And then there are all the side tracks too. Considering how long this program has been on one computer or another, it's amazing how much pleasure it has provided.
 
So far me biggest holdback has been assets. New to Trainz, I started using anything in the asset list. Then after downloading too many routes with missing assets (including Auran assets), I decided I needed to go back through and only use built-in or DLS assets. Then I decided built-in may not be good either because they are specific to a certain Trainz version. So then I end up limited to DLS assets, which there are lots of, but it takes me a long time looking through everything trying to see what I have or what I might download. and too many thumbnails don't show the actual image. Frustrating and time consuming...

Ha! After getting frustrating like you, Forester1, I decided the only way I could get some of the structures I needed for my route was to make them myself. That's how I got into asset creation. I started with nothing more than a six-sided box and it was . . . . beautiful! It was beautiful mainly because it showed up in the game. Success! Then it was several boxes put together with something other than a one color texture. Then it was . . . Well, you get the picture. My last asset building upgrade was Level Of Detail with it's steep but short learning curve.

As a side note: One of my "simple boxes", a 2mx2m concrete foundation, has been downloaded better than 2000 times. Apparently it's a dependency of a route. I guess the lesson is that you never know what someone might need for their creation.

As for the route, I haven't worked on it for 9-10 months. It's still there, patiently waiting. I'll get back to it some day.

Take care,
 
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I created my first route in TS2004 with a theme in mind, Yorkshire UK.
Over the years I have rebuilt until now I have my route in TRS2019.
I run more than 20 sessions to a 1910/1926 NER timetable, still have the afternoon sessions to add.
The best part of sticking to the one route is the experience which is gained with each version of Trainz.
In creating this route I have amassed a wealth of information about NER in the late 18th and early 19th century.
Due to the size of the NER system I have limited my route to the southern part of North Yorkshire.
Since moving to TRS2019 I have thought of rebuilding the route with TranzDem as before to take advantage of the increased level of detail of the contours.
Time will tell.
I have the route running most days to allow tweaking of any observed command errors.
 
As a continuation of my last post in this thread...

I have tried, a few times, to build a prototypical route. A rail line I live near. I built about three versions of it in TRS06. Nowhere near prototypical. No real scenery, one texture, built in track and roads, and it was horribly, HORRIBLY out of scale (a 20 mile stretch of track was about 5 miles in game).

I recently revisited this route in T:ANE, with the idea that i was going to do it right, proper trackwork, proper scenery, actual towns. I got one small area done before I realized, once again, that it was extremely out of scale. A half-mile section of track was closer to about 500 feet in game. I definitely think that if there was a good way to import real imagery into surveyor, route-building would make it so much easier.

Matt
 
I like transit systems, and look/search the Download Station other sites for vehicles w/LH drive. Develop my own layouts, over the years, copied and learn some of the layouts/rutes with transit systems to learn how to use the scripts, rules, and copied a lot of homes. stores, businesses. Very little for freight, but everyone has their own preferences. My layouts are very basic in nature. I am not sure for the Trainz 2019, maybe the graphics might be better, but that does not do it for me. Cost of Download subscription scares me. I don't mind paying a yearly fee. I not really interest in downloading routes and really don't like the green/pay routes on my list of routes and sessions. It really bugs that I cannot delete them. I always hope the fixes and upgrades will improve performance and eliminate the occasional crashes. But the frustration keeps my brain active.
 
Initially I spent 13 years building from scratch, a fully detailed HO/00 gauge layout in my basement. Finally, when it was completed, I enjoyed running trains on it for only 3 months and then I sold it.

Discovering Trainz was the next step for me to learn so many different ways to create not one, but many different routes from places in the world I had travelled to. Also having so many layouts at my disposal from so many other people, I've been able to determine what appeals to me most.

I was a keen photographer over the years, and I do like to capture the action as it happens. So, having the ability to take screenshots of the activity I create, purely cemented Trainz as my preferred hobby.

From birth and growing up around Sydney Harbour in Australia, I've been able to travel on and appreciate every mode of transport, throughout the changing eras.

I'd always thought it would be nice to create this in a layout, where I could jump from one place to another taking screenshots and videos. But that would be a mammoth task. So I started out small and in particular, where I knew a lot of activity happens in Sydney; which was around Central Station with dozens of various trains coming and going.

I am fortunate because there are a number of Australian model-builders, who I have thanked many times for their great creations, and I have used their assets on my layout. Receiving good feedback gave me the incentive to push myself a bit further each time, so I extended the route a little more.

Now I have wound the clock back to the 1950s era, when Sydney and its harbour had more modes of transport operating than ever before. I am now able to incorporate this into a route; and run trains of a bygone era with some that are still running today; then add a tram system which disappeared 50 years ago, also run Sydney Harbour ferry sessions, and maybe even bring back a Flying-boat aircraft which operated in that era.

I had tossed up whether to separate the 'Harbour' from the 'train' network as two layouts, or incorporate them as it was in real life. So I have gone with the combined route which will take me much longer to complete.

So not having completed it yet in TANE, I see the possibility of now using the better graphics of TRS19 which will greater enhance the route overall. (I don't think it will be replaced with something better, lol. )

My only wish is to hope that I get to finish the route and to take a final ride on each mode of transport, before I pass onto 'Trainz in Heaven'.

Anyway to answer the survey,... "I think I'm more of a route-builder than a train-driver. I do enjoy creating sessions that run continuously without AI drivers going out on strike; and I like taking videos of the activity I've created."

Cheers,
Roy
 
Way back I started a route, but realised fairly quickly that I didn't have the patience for adding in all the detail. So I masked the plainness of this route by merging other people's far superior routes to it, so that it became a sort of central corridor along which the main line of the mash-up runs. Mind you, I once ran the mash-up while in "party" mode and I was impressed by the actual detail of the corridor: it's a very good epitomisation of the West of Ireland, green hills, little blue lakes, and farms nestling among wind-blown trees. So we have 200-klick British and German trains booting through this far-away world!

Even so, I like creating maps (some of my maps for another game now form part of the core install), which I now satisfy by creating the connecting terrains that merging routes often require. Recently constructed, and detailed, a long coastline, complete with islands offshore (great in misty conditions) and even little fishing ports. And given the situation with tr19, it looks as though I will have the time and motivation to extend vistas throughout the mash-up.

As for Sessions, I have only one. Many Sessions are overly contrived and so often only good for one play, which seems especially true if you have laboured long to create them.
 
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