CPR Heron Bay/Nipigon Subs (in sections - Warning: Large pics [1600 x 1200 pixels])

@ Ishie, hehe thanks...it is neat to have a school named after me, but now it sounds like you are creating an entire tier system of schools. :D I think I'll be able to find some room in Schreiber for at least the primary -> high school versions. ^^

@ NWalsh87 - I am still stuck in Terrace Bay, although the more I think about it, I don't have to model too much of it since the seeable parts of it are far from the tracks. I still need to get all the trackwork level and the gradients optomized, so that might take a while as well. I'd love to see Schreiber station modelled (keep in mind I am using and building this route in '04). I think Schreiber will be the most fun I'll have in modelling and playing with this route, give or take...but who knows when that will be.

:wave:

Gisa ^^
 
@ Ishie, hehe thanks...it is neat to have a school named after me, but now it sounds like you are creating an entire tier system of schools. :D I think I'll be able to find some room in Schreiber for at least the primary -> high school versions. ^^

:wave:

Gisa ^^

Hi Gisa,

When I do these I'll send you the cpd directly, since the DLS and I are not on the same page I have suspend all upload permanently. However, if by some miracle Auran gets their act together, then I'll upload just in case you upload your route too!!

And, no need to thank me -- you're a great "net" friend!!:wave:

Ishie
 
Sounds great Ish. Make sure they are enabled for '04 if you can okay or I won't be able to include it should I ever finish and upload this.

It's my pleasure to thank you when you are so kind to so many members of the community. You are a great friend too! ^^

:wave:

Gisa ^^
 
Yes, sir ... I still plug in the config file the v2.4 which is TR04!!:wave:

On topic -- looking forward to seeing some screenies -- But, I do understand that real life takes it's toes, etc ... between job, family, and rest could be hard to work on trainz ... I do all of my trainz stuff and other games as well in the earily morning hours! :eek:

Simply, no rush to get those pictures out!!:wave:

BTW -- in your thread at the freeware forum, someone addressed a question to you -- I'm not sure if you saw that already since I have looked into that thread

Ish
 
Just a short update: I finished laying out all the grades and fixed up all the watercourses (so they show properly). This is took me a few days to do but thankfully it is done! I am just going through now putting in bridges, abutments and terrain levelling (for the tracks now that I've finalized the grades). There is only so much I can replicate faithfully so I am being a bit less cautious now which makes building faster. I'm also naming switches and inserting a few frogs where applicable. There are a few places I am not sure where there are tunnels or whether the rock was blasted through...I'll have to make an educated guess or two there. If anyone knows where the tunnels are on these subs, I'd love to know!

I reinstalled my O.S. a while ago and realized I accidentally deleted all the tiles. @@ That's okay though, because I modeled the tracks to where they should be and I can look again on Google Earth if necessary in certain areas.

I'm happy to say that getting the tracks and terrain to look properly is the most fun I've had in a long time with trainz. :) It's slowly starting to come together.

Oh, I also extended the layout with 6 level baseboards or so at the end of the route. I also inserted 3 portals at each end, plus two staging tracks so that should more than suffice for those who want to schedule trains. I don't know the length of the average train but the one siding I'm modeling is fairly long, so I wanted to make sure that trainz going out had time to either a) stop and b) get enough momentum and speed to tackle the grades (on average, about 1% on each side of Schreiber [which is practically in the middle]).

After getting all the bridges laid, and land terraformed I will probably go back and do the signaling. Then I will probably toss in some houses/splines in Terrace Bay and then lay the buildings in Schreiber. Once that's done, all that needs doing really is foliage and texturing. I will post an update once I get some more significant stuff done...

:wave:

Gisa ^^
 
Time really flies...:'(

Finished all the roads in Terrace Bay, all the bridges, gradient land adjustments just near it and adjusted all the YARN intersections to have the signs/lights I want. I think there's maybe 4-5 other bridges left and gradient land adjustments left to do before I finish that aspect of this. Then I can start placing buildings. I might start to go about deleting all the far away baseboards in the distance since I realize that I want to focus on performance and that you can't really see much far out anyhow in some areas c/o mountains (plus there isn't too much point since most of it is complete wilderness).

I hope to do more work on this in the next few days and I'm looking forward to placing houses (hopefully house splines or low poly houses). Both Terrace Bay and Schreiber aren't dense cities by any means so that means it won't be too hard poly-wise or time wise to do. Again, since I won't do the texturing to the end, I don't feel it's worth showing you guys any pics (unless of course anyone is curious).

:wave:

Gisa ^^
 
Tinkering with signals...they are all placed although I'm trying to figure out how to get the best balance (between being prototypical vs. the signal limitations of trainz). My ideal goal is to have several trains going through the map as would be expected in real life so I'm leaning towards performance (so that means I can't place diverging signals unfortunately because they slow things down doublefold).

I have replaced some of the yard/spur track with older track to reflect the reality which is the yard now. I replaced the trackage in the Kimberly Clark mill with a non-DLS track (that looks the part well though) which was a bit of a pain.

I also added trackmarks for one siding (to prevent stupidity in advance even though it's not prototypical although it is reasonable) as well as trackmarks near the portals (I placed 1 more giving a total of 4 portals and 2 sidings for one-time consists at the end of each side of the map).

I added switch heaters in key places as well as speed signs. I went with CN default signs since no CP ones exist and I have no idea what they look like anyway. I have no idea what the speeds are but I examined the gradients and more importantly the curves and took them into consideration.

I also placed an invisible station and got the passengers all lined up and configured.

As well, I put in invisible signals that are great, but for some reason, I'm finding my trainz is crashing more and more often. @@ Coupled with the news that Auran will no longer support '04/'06 assets means I've had to do some long thinking about trainz...

I've decided I will purchase '10 in the next few weeks most likely (better performance which my machine could use it, as it's old, plus new features and access to all the stuff in trainz I'd like to use).

Are there any '04ers here who would be disappointed if I were to import this into '10? If so, speak up now. My goal was to build and finish this in '04 but it has been crashing a lot lately. If it keeps crashing like it has been, I'm probably going to lose it at this rate (lost about 30 minutes of work with one crash)...

Things left to do:
- Place houses in Terrace Bay and possibly industrial stuff in the Kimberly Clark mill (I'd rather not for the latter - maybe in a future update, but we'll see).
- Place houses and yard facilities (sand and fuel tanks) in Schreiber. Possibly place a few stores and possibly a distant landfill in Schreiber as well.
- Place a few houses near Selim Siding

Obviously, this will take a while, but at that point it will be ready for texturing and foliage which will no doubt be the hardest part of making this. But that's it! The trackage, signals, portals, gradients, switches, roads, watercourses, bridges, lakes, etc...everything else is placed. ^^

At this rate, perhaps I'll get to the foliage/texturing part in a month or two. We'll see...and then I'll have some pictures to show. ^^

:wave:

Gisa ^^
 
Just keep in mind that when you convert older routes into 2010, you'll probably have a LOT of faulty assets. When I moved the UMR's over, I literally had hundreds of assets to replace, as I wanted them to run in native mode.

If you're going to switch over, assuming your machine can run it, you'd probably be better to do it sooner than later, so you won't have as many faulty assets to replace.

Regardless, back it up first!!! lol

If you do get 2010, get a FCT as well, even if it's only for a month or two - it's really worth the money, and you'll find a lot of cool stuff on the dls which you were never able to access with 04.

I'd love to send you my summer version of UMR2010, so let me know if you've upgraded.

Talk to you soon

n
 
CP's speed signs are essentially identical to CN's.

Yup, I thought as much. ^^

Just keep in mind that when you convert older routes into 2010, you'll probably have a LOT of faulty assets. When I moved the UMR's over, I literally had hundreds of assets to replace, as I wanted them to run in native mode.

If you're going to switch over, assuming your machine can run it, you'd probably be better to do it sooner than later, so you won't have as many faulty assets to replace.

Regardless, back it up first!!! lol

If you do get 2010, get a FCT as well, even if it's only for a month or two - it's really worth the money, and you'll find a lot of cool stuff on the dls which you were never able to access with 04.

I'd love to send you my summer version of UMR2010, so let me know if you've upgraded.

Talk to you soon

n

I don't think I'd try to run this in Native mode until I start to understand it. I'd aim for compatibility mode first and then go from there. ;) We'll see.

It'll probably take me a few weeks to figure out '10. @@ I do expect there to be a lot of corrections I'll need to do when importing the older stuff of course but on the plus side, there is a lot of stuff I have installed that I don't use or which is seriously outdated or from a region I don't build in (outside of North America).

I will definitely back it up before I do. I will probably keep '04 installed b/c of transDEM (I'll look on the forums about that). I do have a FCT which will come in handy I am sure. I'll definitely check out the UMR '10 once I get this (in the next few days I hope).

:wave:

Gisa ^^
 
About 2010

Hi Gisa;
I have 2010. I also have '04, '06, 2009 & 2010 (all) installed.

I just installed sp2 for 2010 and uninstalled it a day later. My biggest beef: Draw Distance. On densely asseted routes, such as,

http://forums.auran.com/trainz/showthread.php?t=47614&page=3

(look for my - froobie's - post on that page)
2010 sp2 has an even shorter draw distace than 2009.

My suggestion to you is to get 2010, patch to sp2. But continue to develop in 2004 and occasionally try your latest build in 2010. Note well that a route installed in 2009/2010 CANNOT be retro fitted to 2004/2006. Taking a route from 2009/2010 will get the "No Map Selected" error in 2006. So finish your route in 2004, call it build 1.0 you should have build 0.95 in 2010.

I'm working on a fictitious route using a DEM based map of Northern Vancouver Island in Trainz 2006. It has 126 baseboards EW and 52 NS. (If my eyes counted correctly :'( ) Trainz Turner ground distance is set to 12884 meters. I will finish developement in 2006, if I ever finish...

There are routes for 2009/2010 that I really, really wish were available for 2006.

That's my $0.02 worth. Please note well that your mileage WILL vary.

cheers, good luck and I am looking forward to seeing more screenies of Heron Bay!

cheers,
--michael.
 
Hi Gisa;
I have 2010. I also have '04, '06, 2009 & 2010 (all) installed.

I just installed sp2 for 2010 and uninstalled it a day later. My biggest beef: Draw Distance. On densely asseted routes, such as,

http://forums.auran.com/trainz/showthread.php?t=47614&page=3

(look for my - froobie's - post on that page)
2010 sp2 has an even shorter draw distace than 2009.

My suggestion to you is to get 2010, patch to sp2. But continue to develop in 2004 and occasionally try your latest build in 2010. Note well that a route installed in 2009/2010 CANNOT be retro fitted to 2004/2006. Taking a route from 2009/2010 will get the "No Map Selected" error in 2006. So finish your route in 2004, call it build 1.0 you should have build 0.95 in 2010.

I'm working on a fictitious route using a DEM based map of Northern Vancouver Island in Trainz 2006. It has 126 baseboards EW and 52 NS. (If my eyes counted correctly :'( ) Trainz Turner ground distance is set to 12884 meters. I will finish developement in 2006, if I ever finish...

There are routes for 2009/2010 that I really, really wish were available for 2006.

That's my $0.02 worth. Please note well that your mileage WILL vary.

cheers, good luck and I am looking forward to seeing more screenies of Heron Bay!

cheers,
--michael.

Hi Michael,


I did purchase '10 and applied the patches last night. I heard a lot of negative feedback about the SP2 patch. I didn't have a chance to try it out (took somewhere in the time range of 3 hours to install and apply both patches! :O ). I went to bed before it finished patching SP2 (200 MBs?!). I will try it out tonight.

The thing for me is that my computer is pretty old. Single core that meets the minimum specs (I admit I liked the 2010 system pre-check that it ran - I didn't realize my nVidia driver was out of date!) with 3 GB's of memory and a 256 nVidia 7600 GT. I don't expect miracles with this and some routes and while I would love to have a big draw distance, if I get anything more than the standard I got out of '04 (with better frame rates) I'll be ecstatic. :D

I am leaning towards finishing it in '04 since that would allow those with '04, '06, all the TC's and '09 to use it. I like your idea of importing it just to see how it runs and looks. I would really like to have used the 5 meter spacing, especially for textures. I am not sure how I'll go about it yet. Build everything but the foliage and textures and release? Carry everything over to '10? Finish everything in '04 and then import to '09? '04 is not as reliable for me as it used to be so I am a bit wary of building there but it makes sense to finish it there so I will finish her there then! ^^

How did the sound work out for you? I gave up '06 since I have no sound card and the sound was really bad there. I suspect I'll have to get a sound card for '10...

I'd post screenies, but no foliage, buildings or textures yet LOL! They'd pale in comparison to what exists already. Maybe once I get the town buildings placed I might have something to show...

:wave:

Gisa ^^
 
Old Hardware

Hi Gisa,

'10 has 2 'other' bits of software: TADDemon & trainzutil which run concurrently with '10. I don't know what these do, so all I can do is speculate: Since a rewrite of "Auran Jet" is unlikely, one approach to improving performance would be to 'hand off' work to helper programs. This can be tricky due to the need to 'synchronize stuff', but if this speculation is so then having a dual or quad processor will be a "Good Thing"

more later, lunch now
cheers,
--michael.
 
Hi Gisa,

'10 has 2 'other' bits of software: TADDemon & trainzutil which run concurrently with '10. I don't know what these do, so all I can do is speculate: Since a rewrite of "Auran Jet" is unlikely, one approach to improving performance would be to 'hand off' work to helper programs. This can be tricky due to the need to 'synchronize stuff', but if this speculation is so then having a dual or quad processor will be a "Good Thing"

more later, lunch now
cheers,
--michael.

Makes sense to me. My single core will have to handle all that itself for now. :D

Ugh!! What do I have to do to make them compatible with '09 and '10? And could that be the reason everybody is having rejection problems with uploading?

From what I'm seeing in some other threads, they update the CMP checker on the DLS before they update the one's we have. So that's why sometimes even if something we upload is okay, the CMP on the DLS is pickier. One solution might be to wait until they finish patching and stabilizing everything...

:wave:

Gisa ^^
 
Ugh!! What do I have to do to make them compatible with '09 and '10? And could that be the reason everybody is having rejection problems with uploading?

Keep in mind that it's not ALL the content that is faulty in 09/10 - I just meant that it CAN be any of the above listed. If you use compatibility mode, 2010 will accept everything. I meant that native mode is a little less forgiving. Many items will show warnings, but no errors, and they will work in native mode usually.

What I've found works best for me is to import routes into 2010, and then see what 2010 flags as faulty, and then just try to replace the items with similar un-faulty items. The only things I really tried to fix were rolling stock. I've managed to get 99% of the faulty pieces I wanted to work in 2010, so it can be done.

Hope that helps.
 
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