lego207's Work/Silver Lines

Silver Lines...I cannot help but be reminded of the Chicago South Shore along the very southern tip of Lake Michigan...Ogden Dunes...

Nice work:Y:
 
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Description: Bridge Steel Gider Pool 2010 clone of TS2010 built in I got tired of waiting for N3V to fix for TS12.

Where is Eupod
Where is Sniper
Where is Alberte
 
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The Chicago bound 400 limited.
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Sorry for quoting pics, but THAT is an odd looking steamer! I don't mean to be a gimme pig, but where can she be found?
 
Well, we're back.

Just finally returned home a few hours ago and I've been settling back in. The good news is I've figured out the boxcab problems.

We now have full sets of boxcabs!

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Just need some black stripes there and we'll be pretty much done with these...

Tomorrow we'll see new things, as it stands, I'm too tired to build much of anything right now.

Great to be home at last, though. Was kinda nice being away, but not really that great.

Cheers,
SM
 
FWIW I'd be curious to see your route as well. Sign me up for Beta Testing if its still available, though I'll say that my time tends to be some what limited atm, but I'll dedicate some time to having a go and looking around it if you're ok with that. I like the pics.

Falcus
 
FWIW I'd be curious to see your route as well. Sign me up for Beta Testing if its still available, though I'll say that my time tends to be some what limited atm, but I'll dedicate some time to having a go and looking around it if you're ok with that. I like the pics.

Falcus

Same here. I have limited time, but if you have a list of specific things that you want people to look at/test...
 
I'm off to try the long distance super liner Acela.
It did not work. However the "Silver Corridor" program has not been cancelled yet. The train set will go to the shops and be fitted w/ EF4 pantographs.
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The EF4 Pantographs didn't work. There was trouble with the wiring, and they couldn't fit on the Acela. The contract AMTK got with SLRR for testing was that if the Silver Corridor service wasn't implemented, the Acela Power Cars would be sold to SLRR for SLRR to do whatever they want with them. An SLRR crane crew dropped the 2 power cars onto temporary track to avoid fouling the main. They will be moved later.
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FWIW I'd be curious to see your route as well. Sign me up for Beta Testing if its still available, though I'll say that my time tends to be some what limited atm, but I'll dedicate some time to having a go and looking around it if you're ok with that. I like the pics.

Same here. I have limited time, but if you have a list of specific things that you want people to look at/test...

PM's sent.
Inbox is being weird RN, tell me if you didn't get anything.
All they said is I need an easy way of contact either way, PM me back and I'll get to you ASAP.


General Announcement:

All those interested in an early beta test of the route must contact me by the end of this month (March 31st @ Midnight Central US time).
At that, all those that test should tell me if they have any problems (faulty, missing deps*, errors within, etc).
Suggestions/Feedback are always appreciated, and the latter is especially important.

In reply to judah's question of specific things to check:
For now, it's to make sure everything works. Before a session is built (which is going to be the big thing for beta testers in the future - will be a long while, likely), I would like to make sure the route by itself works in TS12 & Trainz Mac 2 without missing deps.
(TSMac 1, TANE, & anything below TS12 will not work because of some built in items. In the future these assets may be phased out, but as it stands, TS12/Mac 2 only works.)

*That don't include unreleased content by me

Oh, apparently we have some power cars to mess with. Fun
Cheers,
SM
 
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Alright, getting back into building the route forwards. Let's roll with some grid pics. Just started work today, and have been focused on a new idea for the route.

By new, I mean as old as the planning of this route.

So, let's go.

First up, we have some track winding through more mountains, not surprisingly. I had a shot of the mountain in the back, but it's just.. black. Nothing except black. Never had this happen till I upgraded... any Mac OS X 10.10 users wanna help me out?
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The first switch since Eastbrook Yard (I doubt I mentioned it, but that is the name of the yard I built where the unloader'll be.)
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It's worth noting here that all terrain by default I raise up to ground level 50. That is where all tracks are set at, instead of 0. It's less efficient this way, I know, but I prefer it.

Furthermore, this is the only grade on the route currently (minding it's clone that is partially seen here to reach the track on the other side. It's effectively a huge Y-track).
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And here, we find trees. However the area before it hasn't been touched at all in terms of scenery & textures, so what gives?
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If you don't recognize that (doubtful anyone would),

Maybe this'll help you out..
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;)

Cheers,
SM
 
1 suggestion I could make, would be signals. Senior Chief's American Semaphores, though limited in number, would look outstanding on this route, though they might be a bit high on the requirement side (Which is why alot of people won't use them). I wish we had better old style Block Signals available, if we did that would give this route the timeless kind of feel its trying to achieve. You can use the Searchlights from JR (Which are fantastic), but they're much more modern.

Falcus
 
So basically, when a train is occupying a block, the other nearby block signals changed because of that? If you hover over a signal, it says something related to blocks, so doesn't that mean that all trainz sigs are blocks? If they aren't, where can I get these? They seem simple.
 
Ah, signaling, of course. That is one of my weaker areas. That'll be one of the last things to be really completed on this route.

Progress! I spent hours today working, and even put up another speedbuild video, and got some nice shots.

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Last shot, with the old SLRR RSVX train. I've yet to remake this loco with the new SLRR SD40 template, however..

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Some things to look forward to on the old Overgrown Tracks route after a successful merging..

Also, the speedbuild video.

School starts tomorrow, spent all of yesterday playing Cities: Skylines. What a great game, and an unfortunate day tomorrow. Ah, well. Four day weekend next week, because "spring holiday".

Cheers,
SM
 
In short, yes, signals in Trainz are Block Signals. There is no good way of doing Real Time CTC with a switch board operator, so they're all AI based on whats behind and in front of the signals.

@Lego
Have a try with JR's Search Lights. They're the easiest to learn on IMHO, they kept things nice and simple. Just DO NOT mess with any of the "Distance Signals" yet. THose have special rules about whats behind them and can and will crash your game if you're not careful with them. They're all labeled right in the name "Distance" if they have that particular feature.

Personally, I find doing signals right when I make the junction the easiest way to go about it. Its a Pain to come back and do it later, though Im sure there are those that do that. Also, I tend to copy Prototype, so there ya go. If you're dropping track and not sure where its going to go yet, it might be best to wait. The easiest set up is to just drop a Type 4 each facing the junction on all three branchs, though I (And BNSF) are rather fond of what the game labels as type 06. Type 6 has at least 2 indicators and will notify if the train is staying on the Main or be sent off. These are best facing the split, as it were, in layman, rather then facing a single track. JR's Searchlights come with an easy script interface so you can demark which side of the turn out is the main. Senior Chief's wasn't overly complicated either, but unless you're used to Semaphores, I highly suggest playing with JR's first.

Falcus
 
Pelicans! (g)

Ah, signaling, of course. That is one of my weaker areas. That'll be one of the last things to be really completed on this route.

Progress! I spent hours today working, and even put up another speedbuild video, and got some nice shots.

(snip)

School starts tomorrow, spent all of yesterday playing Cities: Skylines. What a great game, and an unfortunate day tomorrow. Ah, well. Four day weekend next week, because "spring holiday".

Cheers,
SM
 
For Signals

Not to step on the system above, but my own system (which works reasonably well) is,

- Think of yourself coming along the track (as an AI)

- After a switch, put an 05 (ordinary block signal). If there hasn't been another signal for a while, put another 05.

- Approaching a switch offering a choice, put an 02 (or 02L if the spur/ non mainline branches off to the left instead of the right). This is permissive: you can't derail, but you could hit another train either oncoming or from the rear.

- Approaching a switch from either branch to the single line, put an 04. This is absolute because you will derail if the switch is thrown against you (another way to look at it is you'll be "hit in the back of the head" by another train coming on the other branch).

This is from a tutorial (on World of Trains?) and has served well. The only other kind of signal I use is a dwarf signal for abnormal direction of travel; best advice for yards is to use as few signals as possible and let the AIs hash it out among themselves. (g)

P.S. Always, always, always place an end of track bumper at every loose end - even temporarily as you lay track and want to have a test run! This is also a signal, and the signal system goes berserk about un-terminated track ends.
 
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