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-Just a config modification to make newer containers work with older content!Excellent work, Joe! Great detail. Are those Hub Group green containers reskins that you or Justin may have made? I don't recall seeing them included with the TPR pack. And upon looking carefully I see a green EMP!!
Now I oughta make some Gunderson, Thrall 53' wells and start back on my NSC, I need to come up with a good skinning map.
-Scrub by pencil42Great Work Joe!
What's the texture around the tracks?? And what's the dessert texture??
Jamie
-you are correct!Is that custom made track and will be released with the route?
-Thanks for everyones comments! and i am too looking forward to the route being released too!Joe, a few questions for you.
-How is your computer handling the FPS with the 5,000M view distance?
-What has been the most difficult aspect of building this route?
-What has been the easiest aspect of building this route?
Again congratulations on your rapid progress and success. I am looking forward to this route.
Take care
-Thanks for everyones comments! and i am too looking forward to the route being released too!
-My computers fps is pretty good everywhere. in the most dense area, trainz on the taskbar is telling me between 28-30 fps. anywhere else is higher than that!
-The most difficult would have to be accuracy and track grading. i spent some time, for example, just trying to figure out where a signal is in real life and make sure im getting it in the correct spot in trainz. track grading is even harder and more time consuming. watching videos, looking at reference photos just to find out if the track cuts into a hill or is on top, etc.
-The easiest has been anything in the desert. there's not much out there and vegetation is pretty repetitive. although i still have to watch out for fills and cuts!
-Everything on this route im trying to get as close to the real thing as the game will allow me to do. i don't want to sound cocky and i bet i could be proven wrong but i dont think trainz has seen a route as prototypical as this one. and with Jointedrail as my team with me on this... all i can say is, just wait til its done!
-Joe
I can't ignore it any more. Maybe it is just me but purple roadbed ruins it.![]()
I can't ignore it any more. Maybe it is just me but purple roadbed ruins it.![]()
-Yes, there is quite a few new variations to the signals. I'm not going to get into details but i'll tell you, no other signal system is as advanced as these are. they are very nice. I cant give a definite release date on these but it could be soon. we've been using the mojave sub to beta test the signals and for a while now i have came up empty handed, in other words, no suggestions. But its up to NS37 to release them. I know that there is one definite road block keeping these from being released and we're trying to figure out a way around it... and i have seen this problem in other assets too! But also as good as these signals look and work, they are not going to be the signals used in the final release of the route! Thats all I'm saying on thatJoe,
Those are simply amazing shots, you really nail each scene! I have one question if you don't mind:
Do you have any idea when those new signals will come out and I know he added a better script but are there any new variations?
Thanks in advance for any help,
Davis
-Maybe your monitor is going out but it might have a slight hint of purple in there but the color is based off of real photos from the tehachapi loop.I can't ignore it any more. Maybe it is just me but purple roadbed ruins it.![]()
The most difficult would have to be accuracy and track grading. i spent some time, for example, just trying to figure out where a signal is in real life and make sure im getting it in the correct spot in trainz. track grading is even harder and more time consuming. watching videos, looking at reference photos just to find out if the track cuts into a hill or is on top, etc.
-Joe