NYC subway Route

NYCTA 1T Station help

when i download it and run trainz and click it it wont open it can somebody help me? (i have Trainz 2009)
 
Let's see what I can answer.

No there are no platforms available for download. However, I did manage to resking some platforms into NYCTA oones a while back and was using it on a IRT route I was building in the past. I have long since updated them and they look better than these:
Island1.png

There is no R160 available for download. The R143 by Jaleel can be downloaded at trainz.luvr.net. It has been reskinned to look like an R160 by some of the members of this group, unfortunately it cannot be released. So, instead I'll be making it myself from scratch. The project has gone quiet while I make some better textures and finish up this semester of school.

Here: http://forums.auran.com/trainz/showthread.php?t=41826


Sorry just busting in on the conversation but I wanted to know where can I get those platform from? And the track too if you guys don't mind? :)
 
I don't think BStyles has those platforms anymore. As for the tracks, they look to be custom made by him as well.

I'm unable to get into NYCTF at this time, so for *my* routes and projects, all updates will be here or in the "NYCTA! Pics!" thread.

Just wanted to let everyone know that I'm signalling the entire 5 line today and tomorrow and hopefully will have a beta to be released by Monday at the earliest. I figured that the Brooklyn extension is one of the more complex part of the routes (the rise and fall of the Flatbush Av corridor and Rogers Junction), so for now, the beta route will (physically) end at Boro Hall. Pretty much, the beta will be both Bronx branches of the (5) down to Bowling Green. You can technically drive the train to Boro Hall and switch over at the interlocking west of the station.

Anywho, the beta will not have any heavy scenery for the Bronx El portions at this time minus the el track support beams. Once the full Lex Av line comes out (all three routes), then scenery will be added. Keep your eyes peeled for a beta link!

-A :wave:
 
Pretty much, the beta will be both Bronx branches of the (5) down to Bowling Green.

So you'll be able to head towards Wakefield 241st ? Or does it end at Nereid Ave ?

Will the route have passengers (Even though you cannot pick them up) on the stations ? Can the AI somehow drive station to station on it's own somehow ?

I would have to say it seems you've done a lot there. Great Job !
 
The (5) BETA Route

Yes, the (5) will be starting at Wakefield/241 St and Dyre Av respectively. Three yards are included on this route: The 239 St Yard for the (2) and the E 180 St & Unionport Yards for the (2) and (5). Right now I wouldn't suggest complex yard moves around E 180 because I still have to replace the in-game switch levers with invisible ones for the areas around the double-slip switches. For now, the double-slips are aligned for normal through routing of the (2) and (5) in either direction.

Some route notes (then I'll get to aking's questions) :

- Expect heavy lagging between 233 & 241 St due to the hi-poly nature of the el tracks and the fact that the 239 St yard is close by. Even if you have a fast computer, you might get some lag--this is an in-route issue, so don't freak out as nothing is wrong with your computer. In the final release of this route (which will include the Bronx/Brooklyn 4 and the Pelham line), those el tracks will be replaced with BStyles' newer low-poly ones that you've seen in other threads.

-There are several areas that are "stub-ends", where tunnels to other lines end in bumper blocks. It is possible to drive in these areas but you won't get far. These include the (2) past 149-GC, the (6) north of 125 St, and the outer loop tracks of the old South Ferry station. For realism purposes, both loops of South Ferry have been built, so you'll be able to relay after Bowling Green for the trip back to the Bronx.

-There will be realistic signal spacing and sign placement on the entire route, since I have all the signal diagrams for the subway system. You can ignore the speed limits in the route if you'd like. They're there for the die-hard fan who wants to operate the route as though in real life. Since my signs are not "mospeedboards", the limits are accomplished with the help of invisible speed signals.

Now for answers:

For the time being, this beta (I'm sure there'll be at least one more before the final one is released) will not have passengers. Replacing a 3-in-1 spline with a dual object/spline station compatible with the AJS invisible stations isn't as simple as the replace assets tool in surveyor (though I wish it was). Right now, I'm in the process of re-working all of the 3-in-1 stations to object and spline and I'm going to replace them in the second beta.

Yes the AI will be used.

-A :wave:
 
For the time being, this beta (I'm sure there'll be at least one more before the final one is released) will not have passengers. Replacing a 3-in-1 spline with a dual object/spline station compatible with the AJS invisible stations isn't as simple as the replace assets tool in surveyor (though I wish it was). Right now, I'm in the process of re-working all of the 3-in-1 stations to object and spline and I'm going to replace them in the second beta.

I meant just having them there. Placing the invisible station "Inside" the platform (If that makes any sense) and just have track marks for the AI to stop, then use the door open command. You won't actually have the passengers but it's better than seeing a dead station Lol

I see so anything beyond Bowling green is pretty much not finished but that's fine by me ! You got pretty much the entire Bronx section of the train. Take your time with the BETA release and great job on your hard work. Really, you need a medal Lol. :D
 
That's not possible. For one, these stations are splines. You can either have a fixed object that does not bend and is passenger enabled or a spline which bends around curves. Two, you need an Invisible station regardless, or something that supports renameability, and track attachment points in order for an AI train to stop at it. It isn't seriously hard to place Invisible stations. It's the easiest and most thrilling part of a route, and in fact, going through the hassle of making a route realistic without them is even more work.
 
Last edited:
That's not possible. For one, these stations are splines. You can either have a fixed object that does not bend and is passenger enabled or a spline which bends around curves. Two, you need an Invisible station regardless, or something that supports renameability, and track attachment points in order for an AI train to stop at it. It isn't seriously hard to place Invisible stations. It's the easiest and most thrilling part of a route, and in fact, going through the hassle of making a route realistic without them is even more work.

I know that. That was explained before acelejalde released the stations. I meant just having them there. Like, have the spine laid out and just place the invisible station without connecting any track so the passengers are "there" but they cannot be "used". Have a trackmark at the end of each station for the AI to "stop" at, then use a Door open command to "Simulate" the same thing, even though passengers are not really being loaded or even unloaded into the train. Have the train then wait a few seconds then close the doors and tell the AI to head to the next "trackmarked" station. This way, the passengers are there and the station is not "empty" or dead (Which for me kills the route. What would be the point in simulating a passenger train without anybody in the station?)

I hope that makes sense, I'm not asking for extra work like having the stations re-done to make the passengers work but at least have them "There" so it wouldn't look like a ghost town...
 
It's easy enough to attach the track to an AJS invisible station (1 track 3.5m) which can be bent and stretched to your specifications. Or you can use one of the K Station Invisible assets, which are more rigid but less prone to failure when interacting with consists.
 
That just makes no sense at all. What would be the point of having passengers on the platform if you or the AI can't pick them up? The whole reason that an AI train stops at a station is to pick up passengers, so having doors open and no one get on defeats the purpose of having an invisible station in the first place.
 
That just makes no sense at all. What would be the point of having passengers on the platform if you or the AI can't pick them up? The whole reason that an AI train stops at a station is to pick up passengers, so having doors open and no one get on defeats the purpose of having an invisible station in the first place.

At least the passengers are there. Defeats the purpose of having a passenger station with no passengers...

Not like you have to do it anyways. Just a suggestion. If anything I'll do it myself...
 
Last edited:
Its easy to place invisible platforms as BStyles said only takes me less than a minute. I have made a semi real version of the 1 2 and 3 routes using this then Magicland.s stations.
 
I don't think the tracks, third over running third rails, walls or tunnel roofs are released yet. Patience is key when it comes to trainz. I'm sure Acelejalde and Bstyles are doing the best they can so all the trainzers can have the best NYCTA experience for trainz. Maybe even better than BVE.
 
I think trainz is better than BVE for NYC stuff as you can have people travelling in BVE the trains are empty something I find less challenging reason I do not play it much anymore through I have all the NYCTA routes on their.
 
Back
Top