The Checkrail Thread

Thanks all :)

@ jonwray - sorry, but no. Don't be too quick to write off the 'model railroadz' thing though. At first I thought of it as just a fun gimmicky approach for a quick evening or two fun. It isn't! And don't be fooled either by the 'model railroad' screenshots. In actual use from either the cab or trackside cameras it's not a hugely different experience to a 'normal' trainz route. The two versions I am seriously thinking about are an out-and-out 'model railway' version with cameras sighted as far back as possible with a definite 'downward' viewing angle and a second version with trackside cameras placed to minimise the 'model railroad' look. On the second version it might be surprisingly hard to tell that this is in fact a 'model railroadz'. The other thing that makes this route a bit different than the normal 'model' is that it is built on a full size DEM base with no compromise on curves, slopes, hills or yard length. It will still cope with 100 car unit trains on sweeping bends and the reason the 'sky' is just blue painted wall is that even the trackside hills are way way too high for any of the usual backdrops. When this gets done you might be surprised! ;)
 
Wholeheartedly agree. Though I can understand it's not for everyone. Certainly makes route building more fun. Spend less time mapping realistic surroundings of multiple baseboards either side of the track and focus on the details. I've never made a route as detailed as the one I'm currently working on that runs so smoothly either.

I'm working on a backdrop concept that uses a dome shaped sky with single sided normals. When driving in cab view you'll be inside a giant 'tunnel' of surrounding sky. But from the outside looking in you see straight through the sky, so it effectively works both ways. I just need to work out how to stop the environmental lighting messing with the shading as the sun moves around.
 
Great idea! I have a real issue with the 'real' sky appearing in the background when i run out of draw distance. This won't be a problem on most model railroadz, but my 'room' is about three miles long. The 'huge' walls get rescource hungry over that sort of distance too...
 
McCall Yard II

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McCall Yard II

A couple of overviews of the more-or-less completed aoto plant area.

The first shot looks South towards the wye (complete with huge draw distance issues!)...

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... and a second shot looking North...

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There is a now a small yard at the North end of the plant and the track through the plant is re-arranged to allow a new branch line to extent through the wall into an additional staging area...

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A final shot down the length of the branch taken from immediately over the road bridge which masks the entry from the staging area...

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The quarry industries which lay beyond the auto plant on McCall 1 are gone, but a much bigger ballast/roadstone plant will re-appear alongside the main line west of the main yard.

:)
 
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Amazing work Dermmy! Kinda wishing I made my layout deeper now. After seeing yours it doesn't take away the realism of the model railway at all.
 
Thanks FSF! In places the benchwork depth would be completely impractical on a 'real' HO model railway but it still seems to work fine as a sim. Maybe the model is actually 'Z' Scale! :)

It's also worth remembering that on this route the track went down first with no thoughts as to ''baseboard' or 'room size' constraints. The walls of the 'room' and benchwork are just fiddled to fit whatever is there...
 
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I started to redo/refresh McCall Yard 3 or 4 times already. This is some great work, Andy! Looking forward to the finished product!!!
 
I know this is a little bump thread, I have some bad news reaguarding the East Kentucky Sub. As the Ex Clinchfield Kingsport sub shutdown. The EK seems like it may follow the KP. CSX taking out all the sidings between Ravanna and Hazard, and traffic declining to a swiver 2-4 trains per week, It is uncertain what the future hold for the EK.
 
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