New Freelance Route

Well tonight I got to sit down and run a train for the first time in a few weeks.........

Todays train chasing was out in NS country....(A new place for me to be)....We figure we might as well go shoot some trains before it gets dark...We only got a few hours or so before she does get dark....But seeing that were out here we will be staying out for a few days to see what trains we can see........

Our first train was a MoW that was picking up ties along the tracks...He was going to meet another train that was hot on his heels and will be taking the siding down the tracks from here


Here we see a NS coal drag clipping at a good clip thru these small lil towns....


After he came on thru we then went up into town to call it a night...Good thing though...When we got to the hotel it was right by the tracks so we asked them for a track side view...They said "ARE YOU NUTS....People try to get on the other side of the building yet you want one by the tracks"....They then asked us if we had a choice on where we could stay...We said "oh prolly some where in the middle or so".....We then got up to our room and looked out side and it was a PERFECT view of the tracks...We have it made........Tomorrow we will see what kind of shots we can get from up here............................Till next time :wave:
 
31 baseboards doesn't mean you need a high end computer. I had routes under TRS2004 with that many boards and more than ran decent. I've also had routes only a few boards big that ran slow. Determining whether a high-end comp is needed is based on different factors.
A - Number of different objects used especially if packed together.
Got a large number in a town, it will slow down. Had a route that ran well until I got to one town with a lot of stuff (or something in it). Had another route 4 boards big total but a lot of objects packed into it so it was slow (and because of one item).
B - Whether you use high-poly objects.
Some objects are high poly. They look great I'm not knocking them, but they are best used on high-end computers. Had certain high-poly items that were used in some routes created by route builders, if I replaced them the routes ran better.
C - Have the route tested by people with different systems.
You have to know what tester's computer setups are (RAM, video card, etc.) and ask for their FPS.

If you like how the route is and want to add a warning about needing a high-end computer, you have to measure how many objects are used and whether you have any of those high-poly items, having beta testers that know this helps and get feedback from users of different systems.
 
In a thread I read yesterday, a member said after he got a fatal error in TRS2006 progress still saves. Did you get a Fatal Error???
 
At times in TRS2006, when designing routes, I do get fatal errors, and what Conrail45 said seems to be reasons for a fatal error.

If possible, may I test the route?
 
Something to do about Fatal Errors.
1 - When it happens, hit the Print Screen key. Then when back in Windows open a paint program and hit Ctrl-V. You should get an image of the error screen. Save it and you can use that when asking for help either through Helpdesk or here.
2 - Check JetLog.txt, I think it lists text info about fatal errors.
 
:clap::clap::clap: The problem is fixed! I think there was a texture error in a spline:
Parking lot single light grey. I am now working on a session and coalguage is kindly hosting my route. I will finish the signal system and get the route up!:D:wave::wave::wave::wave:

-Conrail45

Hurray! I cannot wait for the route! :) :D
 
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