New Castle Northern WIP Thread

With the work I'm putting into this I figured I would go ahead and revive this thread as opposed to just going off and starting a new one, although it doesn't look like the pictures I posted stuck around. :/ Eh, it's hostthenpost, what can I do.

Anyways, what's happened to the NCNO since the last update *cringes* over two years ago. Well, computer issues, and trainz issues. This culminated in me buying TANE. In TANE, all of the foliage is gone say a few random trees, among many other things. Also, some of my topography got fudged up due to the change in grid size.

So I got to work.

I very quickly have started getting the route back to its original state where I last left it, and now I have straight surpassed that point. Work on the route is progressing at a breakneck pace. I have successfully re-added the foliage for every scene that had it previously, and I've also fixed all of the topography problems caused by the switch to TANE. I've also given trees to a few scenes which were previously bare. I have added a small scene just outside of Kelly Yard. I have also added a new town through the passing siding on the right side of the peninsula. I'll name it eventually. I've also reconfigured the upper yard area of Heather Yard into a feed & seed store. I'd estimate the scenery being at about 55% complete, and the number is going up rapidly every day. I also have just finished adding the remaining fascia that needed to be added.

Currently I'm placing a tentative release date on it for Thanksgiving Day. Unless something happens, I should be able to have it finished and ready by then. If that falls through I'll release it as soon as it's ready. Christmas is too long to wait. This goes for the associated content pack as well. I know for sure that I can get the GP40-2W's and SW1500's ready by Thanksgiving, because they're done. In the case of the GP40-2W's I just need to make a few more numbers and maybe add weathering. I'm not sure if I'll have the snoot SD40T-2's ready in time, and I doubt that the JR skins of the SD40-2's, SD60's, and leasers will get to see the light of release.

With all that out of the way, here's a shot so that this post isn't too pointless. I'll get some more shots up once I finish tonight's work session, this post is mainly just bookmarking the thread so I don't have to find it again.
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Enjoy!
 
I'm slowly but surely pulling this one together. I made a lot of progress with the route's texturing today, and there isn't much more that needs to be finished texture wise, just a few spots around Heather. I've also added to the Heather Industrial Spur and the industrial scene in that area in general. The spur now features a new industry in the form of a small ice plant. The 3 spurs across from the Caterpillar dealership are also now tethered to their own industry. Frankly I haven't decided what the hell it is yet aside from it being rail served and it can drain 6 tank cars at a time. Maybe some sort of chemical production facility. I'll leave that one to be announced. Aside from that, slowly making progress on the new town of Coldwater, getting all of the trees in place, etc. I've added an interlocking tower to the passing siding through Coldwater just to give the scene a little more character, and I have also added a helper track there as well for shoving heavy trains outbound from Heather up and over the grade, and stashing the helpers from the bigger trains heading out from Kelly Yard in New Castle. I most likely will tinker with this helper siding some more, as currently its placement doesn't make too much sense, so for all intents and purposes this siding is a concept placeholder for the real thing. Working on the route has been getting kind of difficult, as my frames are starting to drop in editing mode. Still fine in driver mode however, so not sure what is causing the frame difference there (because all bloody 10,000 of the speed trees on the route have to render no matter which mode I'm in). I may do some optimizing prior to release to try an improve frame rates.

Anyhow, as long as I can continue to make progress at this rate I think I should be set to send out the first beta releases around Saturday. This will allow me to start compiling my 3rd party asset list as I help find any unknown assets, which in turn will help make the release a lot smoother. Bear in mind that the Saturday beta will not be the completed project for those of you who receive it. There will still be some work to be done when I send it out, and this is just to test that the majority of the route looks good, installs fine without missing assets, runs well, and all of the systems in place are working as intended.

And with that out of the way, here are some shots from after today's work session:
 
Well, this is a pleasant Surprise, I like your layout......The Trees with full color.........You have much to be proud of........
 
Thank you sir! The best part is, all of the trees are built in, which means a) you don't have to download them, and b) they're all seasonal. So depending on where you set the calendar, you can set this layout to any season you like, bar winter. Because the textures are not seasonal I'll have to make a separate snow covered version to represent winter, which is in the plans once I have finished the initial release. Thanks for stopping by!
 
Question about one of your Factories?

If I may, was curious,,,, to the left in this shot , the factory, what it's function and Name......?

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The factory is actually in the background of the shot, although it looks like it's right next to those tank car unloaders. That's the Coldwater Power Plant. The asset itself is called JR WP&L Generating Plant and was available on JR, but it seems to no longer be there. Maybe something they missed when they were overhauling their site.

They also have this coal loader which you might be interested in, seeing your thread: http://jointedrail.com/product/jr-aggregate-coal-loader/
 
The factory is actually in the background of the shot, although it looks like it's right next to those tank car unloaders. That's the Coldwater Power Plant. The asset itself is called JR WP&L Generating Plant and was available on JR, but it seems to no longer be there. Maybe something they missed when they were overhauling their site.

They also have this coal loader which you might be interested in, seeing your thread: http://jointedrail.com/product/jr-aggregate-coal-loader/


:'( Ah....Too bad, I've been there and done that before in Moving things around......

Ok, I got the Aggregate one , Thanks for Link,,,,, and I like the "JR Cylndrical Workshop" I think that is the Piece I needed to add to my new yard to complete it.......Now I just need to see where to place.

Both installed fine into T:ANE.........COOL :cool:

Thanks for the link and help.
 
No problem. I'll point out the missing power plant to JR and see if they're gonna be putting it back up. It's a somewhat important part of that area and I need to know if I'm gonna have to replace it.
 
Copy that, your Power Plant looks good where it's staged in the Picture, hopefully that will work out for you.....

I got the Aggregate Plant from JR site and thanks for the help that is perfect for the Canyon area...

Found the correct Multi Tracks industry in inventory, completely forgot I had 2 different sets from TS-12 import, and one of the Groups doesn't work for at all, I can drop them in configure loads/commodities and when I run the test it's goes thru the motion (loco controls blank out for 10 secs as they should) but nothing happens on LOAD sequence, exactly same as TS-12, which I forgotten about. I have to see if these are built ins? or not, then I can delete, or I guess may disable them completely........What a pain in the Neck.

Need to fiddle with Plant and see where it will fit in best, got 2-3 spots in that Yard it can work in..........
 
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Quick update on the NCNO. We are well underway with beta testing now and so far things are looking good, the route is performing well and we have a nearly complete list of 3rd party assets finished (just 2 remaining that I need to track down to one of the MWG dep packs). I'm currently finishing the remaining work that is needed to finish the route for the final beta and hopefully initial release. At this moment in time the only thing I'm lacking is actually testers. I have one thus far who is doing an excellent job, another who still needs to reinstall TANE last I heard, and one who has not come back to me at all. So if any of you guys would like to test this route for me prior to its release, please pm me. Thanks!

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Posted some links on my site for your new Route Access Etc.....

:wave: Good Friday to you and the Family, hope your able to get your Tires repaired?

FYI......I just posted a few more pics on the route and several of your links for the folks to Download, post ques, etc relative to the new route.

If I posted something inaccurate please let me know and I'll edit the msg to reflect needed changes......

;) We are off to shopping with the Xmas Crowds, hey wait a minute wasn't yesterday just Thanksgiving Day....:sleep:Jeez that flew by in rush.......Now I have to haul out the Xmas Lights......Our work is never done.
 
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