How does one levitate an industry that says it cannot be done?

94jeepyj

Member
Hope somebody can explain how this can be done:

In the Indiana Western route, there is a Power Plant set up with a track bridge going over a sunken "drop pit" where coal gets dumped. The bridge has mainline track laid on it, and the BI Fuel asset is placed on the "drop point".

The problem is that for me, with ts2009, that BI does not work. So I deleted it, and have tried to replace it with a BI2, either fuel or bulk, but cannot adjust the height to get it "up on the bridge". Using the height tool give me the "object does not allow ... " message.

So, how was this done in the first place? Inquiring minds want to know. :):)
 
Can't raise the ground

Can't raise the ground without severely affecting the surroundings. Would have to redesign all the geography for about 2 1/2 boards. Don't want to do that.
 
If you edit the config.txt file of the Powerhouse and add the tag
height-range -10,10

then save and commit you can adjust the height up or down 10 meters. If you don't like that range of adjustment, use different numbers.

Bob
 
... but bear in mind that if you upload the route other folks won't have that modification on their copy of the asset....

If the route if just for your own amusement though, have at it!

:)
 
I did the route originally, and I had to edit the config file for the original asset in order to make it height adjustable. I usually use height-range -3000,3000 which is the max amount. It is my understanding that if you alter a config and set a height that way, it will stay that way for anyone downloading and using the route, unless they try to modify or move the asset, in which case it will default to the ground setting.
 
I did the route originally, and I had to edit the config file for the original asset in order to make it height adjustable. I usually use height-range -3000,3000 which is the max amount. It is my understanding that if you alter a config and set a height that way, it will stay that way for anyone downloading and using the route, unless they try to modify or move the asset, in which case it will default to the ground setting.

I've done this for a number of assets in my routes, and never had an issue, so I'd have to agree - the map file remembers the new height of the object. It's only when the downloader tries to edit the height or place another item that it fails...

Paul
 
Doh, it seems so simple now.

Thanx all, I will try that tag in the config. I am sure that will work, as George, who made the original route, has said that is how he did it originally, and that is exactly what I wanted to hear.

I really like what you did there George, and did not want to modify the geography at all! :)

BTW, because of the copious amount of a huge variety of trees, this route is a very good example of the frame-rate increase available when using native-mode in TS2009. Placing a train at each end of the route, with "Navigate-To" commands to go to the Portal at the other end, I watched frame rates with Fraps for a while (over 1/2 hour) on the route.

In compat mode, I was getting anywhere from 12 to 18 fps, with occasional bursts to 25+, and occasional drops below 10.

In native mode, the averages were in the 35 to 42 range, with bursts to over 50, and drops only to the low 20s.

Sure the trees looked horrible, but over 95% of the trees have since been replaced by what is now available on the DLS for 2009. May not be "prototypical", but it looks OK, and runs great, and is only for my eyes. :)

BTW2, Dermmy, love your routes. Don't see much of a frame-rate increase with your Clovis Sub route, though. Not enough trees, I guess. :):)

Any ETA for more releases? I am especially looking forward to the Clovis Sub extension, now that I have a Core I7 system with a GTX295, instead of my old single-core Pentium with a 256M AGP card. I can now actually start a session with a loaded yard, and 7 of the 8 refueling stops occupied, and still get 15+ FPS. :)
 
Off Topic

TW2, Dermmy, love your routes. Don't see much of a frame-rate increase with your Clovis Sub route, though. Not enough trees, I guess. :):)

Any ETA for more releases? I am especially looking forward to the Clovis Sub extension, now that I have a Core I7 system with a GTX295, instead of my old single-core Pentium with a 256M AGP card. I can now actually start a session with a loaded yard, and 7 of the 8 refueling stops occupied, and still get 15+ FPS. :)

Thanx!

With just a little bit of luck Clovis2 late this month, late next month at worst....

andy :)
 
Isn't there a height adjustable coal unloader track? At the very least there are some multi-industries on the DLS that are height adjustable. (102376:63012)

:cool:Claude
 
You could always balance it like a fulcrum, on a grid work single pointy, point, and raise that point to any height, or just raise the gridwork lines under the factory, like a plateau under only the factory.

Cover up any undesirable flotation, with trees or bushs by raising them or sinking them into the ground, around the factory, to camoulflage things.
 
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