Snow High Valley Distr Ctr (High Resolution 950x532) Approx

Yep, I'm back in the trenches. You're cranking out the quality work as always I see. I'm still working on the updates, more on that soon I hope.
 
I took a look at this route although I do think the curves and switches are a bit too tight for Standard Gauge stuff, if this was a NG route, the curve radius here would work wonderful but overall that is the only issue I have, you did do a good job on this route, I will tell you that.
 
Yeah, that's one of the things I'm planning to address when I come around to it. Right now though my primary concerns are the locomotives that go with the route, setting up the industries to be interactive, and adding missing details that I felt got left out of the initial release. Widening the curves (especially in: The New Castle Loop, the Horseshoe Curve of sorts on the peninsula, and the curves leading into the Heather area). A lot of the curves aren't too horrible but those in particular are bad and I will be addressing them fairly soon.
 
The Tale of 2 Railroads......I digress this evening.

Good Tuesday evening all,

Thanks for Dropping in Southern1581, and Matt3985, and I agree Southern did a very creative job with 2 just baseboards, amazing design in a compact area.

So I decided to post a couple from this layout and some from my 5Piece merged Australian layout I haven't seen in a while.

Below, I have 2 switchers, ICS and NS whom got a replacement set of Bogey's because somehow he lost his, and couldn't work until I found a suitable set, only took me 1.5 hrs to scare some up for him, but now he is on the Tracks, and not Faulty anymore. And just to set the stage correct, it wasn't T:ANE'S fault this time, he actually came with his original Bogey's, who knows where they are, the number id was small, so they most likely are obsolete........

Looks like the Power Co is getting a fresh load of Coal as requested, and Caterpillar has full tracks of equipment ready to go out as well on the next load.

So now we switch over to the smaller of 2 merged layouts I work on in my spare time. Below is Tile Map that shows how it's glued together, and I do mean glued, with some uneven edges, hey what fun is there if it's boring and perfect, then I wouldn't have to do a thing.:hehe:

We have Australia, British Midlands, Aurora, and the rest, well will just have to peek over time. I did a lot of work on the Ocean for the bottom part. And there is plenty more to do as far as fixing broken tracks from merges. It's a cool layout and will keep me busy for quite some time.

So below, I want to show what happens when you butt up to uneven baseboards height wise, and how it looks for now. This is a little time consuming, but not a big problem for me to deal with, I smooth the Mountains in the back and bring them forward and redo the textures to make it look more natural. So what I'm saying for the newbys with Trainz, don't let this scare you away from merging the routes you like together, just be patient and diligent, and let your fingers, eh, should I say the Computer Mouse do the work, it just takes some time, and you'll get the hang of it........

Of course you can add blank baseboards as fillers between the the layouts,,but be advised it will take more texturing too to blend it all together. There's nothing to say it needs to be done in a certain fashion, lets your imagination take the lead, and save it to a temporary route file, so if you mess it up, and it does happen to me as well, you can go back and restart over. Trust me, when I say, you'll be happy you did, as I learned the hard way more than I want to admit.

This was a small yard with 2 Tracks and I expanded, knocked back hills, everything I could get away with to make this the way I wanted, and it works perfectly for my needs and wishes. Southern1581 also did some guidance with buildings I needed to complete it, I'm grateful for his assistance.

We swing over here on the Mountain top across from the previous yard picture, and this is a view of one of the large open areas I worked on, built a large range of Mountains to hide the Tile edges. There is much more to do all around, but I kind of like this view showing a lone tree in a vast valley.

Will revisit Newcastle RR too as Southern1581 makes some changes.

Thanks everyone for dropping by to visit. :wave:
 
Taking #2774 Chesapeake & Ohio out for a spin today in the valley

Good Weds Afternoon all,

Well we are here at my 5x Merge for a visit today, taking out my ole Friend C&O #2774 with some freight. And because of all the rain we've had lately, I see some of trackage has dipped slightly below ground level ? Huh.....

Now it's time for confession of a route builder, the last time I worked on this, probably 3 months ago, I was adjusting the slopes of the Mountain Ranges behind, and some other areas both up and down, but when you draw off edges or out at a distance I have found, sometimes other things will get adjusted out of whack, and you might not notice for sometime on a large route. There in is the case, as here I had the Tracks perfectly set, and as the add age has been said before, that is a good reason to use Layers for particular items, thus locking said layers so you don't muck it up. And this isn't too bad, just some spots here and there I need to readjust the track and give myself a quick kick in the pant's for not paying closer attention.

My main point here is to be straight with you all and honest when I make a mistake, so the new folks can learn from my mistakes. A little humble pie if you know what I mean.

We are headed for several Tunnels of 1 to 8 Miles long going thru mountain ranges, it worked better than trying to drop a cut in for me.

She sure puts up a good head of Steam here, and you can see here approaching from a distance as well with Steam Cloud.

Just making it out of Tunnel here with Steam Cloud close behind her back. These tiles might need some steam cleaning after this run. If you notice here, you'll see only one Track connected, I ran out of time the night I put these tunnels in, I think I have 5-6, so I figured later I can drop the second Mainline Track in it won't be an issue.

And there she goes approaching a 3.5% down grade ahead, it won't be a problem, as it isn't too long of stretch there.

I forgot, I meant to add this one in, this is what happens when you don't get things finished before the winter Rains come in. Everything not bolted or put together that's heavy can sink in soft earth ....Guess I'll be calling those Crane guys back soon to get these Bridges exchanged out Hey it's here at least, I might need a fire hose to wash off all the Sand and Mud. Hope I'm not in trouble for lack of followup......This is some day, tracks out of alignment, new Bridge 2" down in soft ground, time for Drink tonight I think,,,,,,That'll clear things up for tomorrow. Mums the word OK, folks....:o


The Grade has leveled out to 1-1.5% in here as she crosses a beautiful River, Stream fed by the Snow in the mountains to the right, this continues to run all the way to the Ocean.

Few other thoughts too, yes my little pea brain has been thinking,

I like Amtrak fleets, so I haven't decided where yet on this route, :sleep: but I would like to make or have a dedicated yard for them to store, so they only come out of that area, when I'm going to run them......And they can stop in other yards for maintenance or minor things, but I want them in one place for storage. I have ridden on several Amtrak's in California, never on the North East Coast Acela types, but my rides where enjoyable and like any Railroad those folks work hard.

So that's something for this Routes Bucket list.

Another item I thought about: when looking at my Faulty list in T:ANE yesterday. I see out of the 523 faulty issues I have, 99 of them our Pofig Trees, that's close to 20% of the total problems in Red, which I know are not supported in T:ANE, so that means I need to try and replace with Bulk replace Assets module if I can in all the Routes currently stored in T:ANE, and that is not going to be fun!

Of course I can just go in Content Manager and delete out those assets, but then I wouldn't really know where they planted in the several routes there probably in, which I think is pretty much all of the Routes excepting the ones that came builtin to T:ANE SP1 Version I own?

If any of you have a good idea for an easier replacement process, then please drop me a note here and/or direct me to somewhere in the forum where it gives solution I can work with.

:wave: Will probably pick this up tomorrow, and thanks for visiting folks, hope you like today's pictures.
 
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There are 2 methods I use for this tree problem.

1. (prefered method) I flat out delete all the pofig trees that are faulty in CM, then go into surveyer mode for the routes that have them, click Menu>delete missing assets. This should remove the Kuids from the route and clear out the faulty flag for said routes(barring other errors). Then it is a matter of installing known good trees. I use the add scenery items for a quicker mass loading of trees.


2. (Longer version) Get a pen and paper. Go into CM, check Dependencies for route. Write down all names and kuids of the red(faulty) pofigs, switch to surveyer, Menu>bulk replace, Then tree for tree place a pofig from the list in the left box, a tree that works in the right box, click replace, clear the boxes and repeat the process for each pofig/good tree.


Either method will alleviate the pofig issue, and there are other ideas that others have, but these are the two I use to get the ducks in a row.
 
I agree with his points, absolutely the correct methods. When I converted the New Castle Northern route from TS12 to TANE, I used what is described in his method 1 to get rid of all of the broken pofig trees. However, a select few were updated to TANE standards and were still there on the route. For these trees I performed method 2 to replace them with trees that matched what I had already planted.
 
Thanks for the inputs Gentlemen.
Both methods will get you to the end quite nicely, #1 is more of a cut them all down and replant to suit your taste, #2 is more geared for a pull the tree out and put another in the same hole concept.


I agree with his points, absolutely the correct methods. When I converted the New Castle Northern route from TS12 to TANE, I used what is described in his method 1 to get rid of all of the broken pofig trees. However, a select few were updated to TANE standards and were still there on the route. For these trees I performed method 2 to replace them with trees that matched what I had already planted.
Yeah, there is that whole thing of keeping the tree family looking uniform. Having a tree that is say a 5 on the asthetics scale would look funny next to a 8 or 9. I just think it would be nice to have the pofigs working in TANE as it takes away from what the original route creator was going for. I for one actually liked the pofigs in 12, but, alas TANE currently sneers at them. Maybe 1 day, someone whith the know how can dot the right I's and cross the right T's and we get these back.

Time will tell...
 
Yeah, I also loved the pofigs, great trees they were. However, they were also absolute FPS killers if they were placed in any kind of density so you had to be careful with them. The problem with pofig trees and TANE is that they were made for an older version of the speedtree rendering system, the one used in TS12 (and TS10 as well I suppose, never had that version so I don't know). TANE however is on a much newer version of that system, which in turn breaks the trees. If they could be rendered in TANE then they would have absolutely no problems, other than the rendering system being different, there's nothing wrong with them. But because it is the rendering system that is breaking them, really the only person who can fix pofig's trees is pofig himself.
 
Hey Folks, Good morning on a rather rainy day to say the least. Mother Nature is wasting no time to make up for oyr drought issues.

I agree with your thoughts on trees, this is what bugs me too, is frame loss, and weird unnatural looks of trees at certain distances from camera Etc.

I'm willing to do it for better Fps and looks too.
 
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Driving thru Tunnels and bad Track ahead!

Good evening,

Well I have been a busy doing inventory on my Routes, in preparation for Pofig Removal. Will see how it works out.

;) Below is an interesting picture of 4 Bullet Trains from different country's lined up for a race, yup, that's what I said, believe it or not. And the Route is called Bullet Train Race, I happened to download it a while back, so I plan on taking these out for a spin. At 125mph if not faster......And the layout is good size too.

We are in another Tunnel right now, but with the Steam and Smoke, it is hard to see in here, so we show what it looks like in the engineers cab. A steam engine has lots of valves to make things run right, short of losing power, or worse having the Boiler Blow up and killing the Train Crew. It is quite the job to run a Steam Train.

As we get close to the opening, Steam starts pushing it's way out of the Tunnel, which is precisely why we can't see much from the Cab of the engine, most of these tunnels are not ventilated. Crazy huh?

:sleep:And out she comes with a strong head of Smoke and more behind it too. No wonder the Cab crew wore Scarfs and Goggles when they went thru these unventilated Tunnels. Well some were ventilated but not many.

And more smoke Follows as they leave the tunnel.

So tonight I ran our train further out the line. Below we cross another Stream of Water from the mountains .

However we found out the Track outside the next Tunnel is broken, and needs to be repaired. So we will stop shortly until temporary repairs are made for us to cross at walking speed.

This main line gets a lot of use, so we probably will need new rail installed, but before that, will drop in a second mainline first before. That way we have one line open for traffic while the other is R&Replaced.

And that's about it for tonight, I need to start on those Pofig replacements now. At least that'll clear 99 errors. Slow but sure. :( And now more than ever I really understand the frustration others have been thru with Transition into T:ANE. But slowly over time things will improve. It's what do they say, the cost of doing business.....

But in all fairness to T:ANE I glad I made the move, so I can have more fluid layouts, memory and Route Size, which I couldn't do before, so it's all good in the long run.

:wave:Have a good night all, drive safely in the Rain, ground is pretty soggy out here.
 
Off the beaten path & we land on "UMR T:ANE 2016" huge route!

Evening all,

Been busy trying to find missing Textures and other items in my Faulty T:ANE List, and after that, I decided that I wanted to look at some my other Routes I had downloaded, found one that was old and showed a train derailed with no scenery below JUST CLOUD WHITE,

I suspect it was TS-2004 or 2006 version, deleted that one, went further down my list, and found the one below.

It took a little longer to load because it is so big. In fact when I go to look at certain sections of the Route, it can't render all of the tiles completely, in fact I can't see the whole layout on one Map Screen. (I'm not complaining!)

So I snapped a few pictures to show some the areas I looked at. Also this layout comes with no Trains at all, which is probably a good thing for my Laptop, I think the Game might crash with the size of this one.

I intend later to count how many Tiles it has, and then divide it in 1/2 too see how it renders surveyor mode. I'm sure a desktop can handle it, but not my Laptop's builtin GPU.

Here is Authors Notes on what it is........I sure others probably are quite familiar with this Route, I'm new to it.
==================================================================
UMR T:ANE 2016

Fifty new miles of mainline/branch line track, with 5 new towns and 2 new commodities: Limestone Aggregate and TOFC 45' trailers.

The route has been completely re-textured, and most of the towns have been updated to look a little more modern.

Other upgrades include improved signaling, improved scenery, and road crossings converted to the ATLS system for improved realism.

All assets are on the DLS, with the exception of the free weathered container pack and the TOFC pack from JointedRail.com.

Special thanks to all who created content - and especially to George Fisher, James Flanders, and Andrew Cochrane, who gave their permission for the mergers to take place.

End of Authors Notes
=============
Below is probably 15% of what shows in this route, It has a very interesting shape.

This is the main part on the extreme other end, as you can see it has lots sub routes that extend from the main part below. You can definitely get lost in this route if your new like me, it has long mains to run if you enjoy mainline Running with distance, and this route has plenty of that!

Below is one area with exquisite yards that look very professional, I took the farthest shot I could too show the track details in this area. :udrool:

This is small area off the mains, with Hotel and manufacturing area, like a pass thru spot.

This is Grainery feed to huge boats, and there is a second one in the back but I can't get it to render completely with the size of this route. The way this is all laid out is stunning work. A lot of work went into this Route.

Another area I came across was this Coal Plant and I really liked the way the Tracks diverge into the Plant, it will give me some ideas for other areas of my Route.

Hope you enjoy the pictures and if I'm in error on anything with what I discussed here tonight, please let me know, these were just my initial thoughts on this amazing Route.

:wave: Have a good evening and thanks for dropping in.
 
Thank you Seth,

Glad you enjoy it, and I took a trip over to your place tonight, you have some great looking pictures there, and I can tell you have put a lot of hours in your route. Thanks for sharing with us.
 
I have the UMR Tane route as well. My God what a route. There are so many things to do on it that the possibilities are endless. I have run it many times over and have yet to duplicate a run. With virtually every popular commodity incorporated, one really cannot get burned out easily. So far, my favorite runs involve setting the path routing in suveyer and doing passenger runs all day.
 
Running on UMR Tane route (have a question about how you do your path setup?) Thanks

I have the UMR Tane route as well. My God what a route. There are so many things to do on it that the possibilities are endless. I have run it many times over and have yet to duplicate a run. With virtually every popular commodity incorporated, one really cannot get burned out easily. So far, my favorite runs involve setting the path routing in surveyor and doing passenger runs all day.

Wow and I don't know if it came with T:ANE or not, (because I downloaded a bunch of Routes for ideas on Textures and Such) but when I opened it yesterday, I couldn't grasp the size, much less the complexity of something this large even running on my Laptop,

Can't wait till I get Trainz on my other Desktop Portable Computer, I think it's an HP, my Dad had purchased before he passed.

I really liked how it's laid out :udrool: so if you want long runs, or tool around in an industrial area etc, for that day, the field is wide open,,and like you said it's not boring in any way, always something new to explore!...

Later on I'm hoping I can split it up in 2 or 3 sections, and possibly connect them with I portals, or Portals? to see how I can connect the pieces.

Just curious because I'm green on this part, how do set your Path thing to work?

Have a great day, I've got to go outside and remove my Xmas Lights while the sun is out........LOL
 
Taking a Run on C&O Hinton (Thurman Empties Session)

Good Sat Evening,

Finished getting my Xmas Lights down before the next Rain Storm. It was a good Day overall.

Decided to take another Diversion on one of Routes I have, called C&O Hinton Division, so here we go, this is a session where I have a long string of cars to take to a Mining Facility.

She is one beauty of a Steam Locomotive, #2774, lights on, Green Markers and time to put the Steam Power of this giant to the Track and get these empties moving. We are coming out of one the main yards, I'm not familiar with this Route, but I sure plenty of you folks are. This Route is nicely detailed, lots of traffic on the roads nearby too. :udrool:

Look at the Fall colors of these trees as we steam by at 50MPH with all greens ahead, oh yea, we are moving like the wind, and if'n I'm not careful on the Coupler Stretch I bust one so says my HUD Menu. That would not be cool for me or Corridor Mgr.

Well I slowed a bit and eased up on the Coupler Slack, now the tension is normal. That was too close for my personal comfort.

I feel more comfortable with the Throttle, I think I have another 5 Miles to go Thurman.

Wonderful lake across the way here, as we see the Freight passing by on the Hinton Division.

Such a long String of Cars you can't see the front, well I should say, maybe not going a round a slight curve here.:hehe: I needed to take a shot of the Red Caboose protecting the rear of our long consist.

I'll put some more pictures up as I get further along, so why am not working on Snow Valley Route? Well to tell the Truth, I'm dreading that Pofig Tree removal process and I need to conquer it :(

I'm sure you know when there's something not to much fun and you just dread the thought, put it off as long as possible, hope it disappears, but reality sets in and it's there and you can't fool yourself any longer!

Other than that lots to due with my Asset Fixes........It will all come in time.

I need to figure out where I can find some textures for replacement of the missing ones.

That's about it for tonight, and I am having lots fun on the C&O #2774 it's a good diversion for me.

:wave: Night all and have a Blessed Sunday. Thank you for dropping in for a peek too
 
Walking on the Tracks works for me too.

Good old fashioned walk the route and set every junction/turnout by hand in surveyor.

:) Good Sun morning Sir!

And I thought I was the only one that does this :hehe:..........The KISS philosophy always works above all else........

In the future I want to figure out how to do a way that that sets Ladders in a Yard Track with Paths, for say 10-12 switches when pulling a consist out for a run, and not having to check every switch to make sure it is Set properly, because I have derailed myself a few times on a missed a switch set against my Train, Ouch:o

Probably I can do with PGuys Inter locker Box.

When I get some time, I need to play around with PGuy's Path Toys that he recently made, amazing stuff.

Later tonight, I tell you about a Run I took with Bullet Trains late in the Day, fascinating!
 
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