Ultramegaroute soon to be released

i too am missing dependeincies.
most are textures and some buildings and track.if you can director me to these kuids.
Unknown Location: <kuid:44797:280030>
thats all im missing thats unknown. the rest is not faulty is or is on the DLS.
but i love the route i am also missing track in some areas.
thanks for the route Neil.
 
Thanks to all for your help in testing it out!!!

Adam - I wouldn't worry too much about the sanding house - it's not a big deal if it's missing. If you've run Trainzobjects, can you tell me the textures that are missing? Also, you will most likely need to download many things from the dls - just a question, was any of the missing stuff NOT on the dls? And where was the track missing? If you could post a screenshot, that may help.

Once again, thanks to all - we'll likely never get it perfect, but as long as we can get the major issues addressed, that's what matters most.

n
 
well at the moment i should be in bed and im not going into Trainz i will try to get the screen tommaorrw!
thanks again for the route!
 
Neil I corrected CN 3 Coal to use mfx2 tks to Wulf and download of creation kit from TPR. Works fine now in TRS06....dust all over the place.
Would be happy to send you the corrected config.txt and instructions if you wish or post here if you give permission.
I think the car was a cnr creation.
Now off for the UltraExploration.
Tks
Glen
 
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Neil....
Started printing out map w/Trainzmap....Question:
While I realize this is mainly a industrial route, are there passenger stations and is a list of them available????
Tks
glen
 
Neil I corrected CN 3 Coal to use mfx2 tks to Wulf and download of creation kit from TPR. Works fine now in TRS06....dust all over the place.
Would be happy to send you the corrected config.txt and instructions if you wish or post here if you give permission.
I think the car was a cnr creation.
Now off for the UltraExploration.
Tks
Glen


Yeah - of course - if you can post anything that will help others, don't feel like you need to ask my permission. I guess I may have fixed the hopper many moons ago, and just forgot about it. I think I'll find a more generic hopper to use in the sessions, so that it doesn't cause any problems.

Thanks for your help

n
 
Neil,

A great route. I have seen very few routes with this much detail including payware routes.

I am spending time just driving a train from one end to the other to see what is there. Next task will be to program some trains to stop at the passenger stations and the multitude of freight depots. No problems spotted after about 8 hours of working with it.

This route will test your computer but those folks with good graphics cards and a decent amount of RAM will be rewarded with many hours of enjoyment.

Very nice Neil. Hope Auran can get is posted for lots of people to enjoy.
 
Neil....
Started printing out map w/Trainzmap....Question:
While I realize this is mainly a industrial route, are there passenger stations and is a list of them available????
Tks
glen


Ok here goes, from West to Northeast.

-Gilby
-Lakeridge
-Burnfield
-Barton
-Palmer
-Emerald Lake
-Millbury
-Wallace
-Oakwood
-Sherwood
-Caldwell
-Ogden
-Flagston
-Blainseville (south of mainline on Blainseville subdivision)
-Millhurst
-Clarkseville
-Lang (East of mainline on Halden subdivision)
-Halden (East of mainline on Halden subdivision)
-Port (2 actually, one in the seaport, and one near the yard)
-Gladston
 
Snail Mail

Just to update Neil,

I haven't received my copy yet. Mail has come today, but still no CD. I guess my country here, out West, is like the Pony Express day:rolleyes: . Will let you know when I get it though

Jack:D

P.s. - Will let you know if I don't get it on another 7 days then. Thanks for taking the time in seeing into my needs.
 
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Got my fingers crossed it didn't get lost!

I wonder - I work for Air Canada, and we ship a LOT of mail all over the world - there hasn't been a lot of mail or cargo moving over the last few days with the storm we just had - maybe that had something to do with it!!!! :eek:

If you don't get it within a week, I can always send you another one.

n
 
Repair CN 3 Bay Coal2 by cnr kuid:95761:15261 4TRS06

To repair CN 3 Bay Coal2 by cnr kuid:95761:15261 and CN 3 Bay coal1.

Download mfx2 from www.trainzproroutes.org found in TPR Goodies
Note: you need to register to download. Really great site by the way.
Require: TPR_MFX-2_lib_v206.cdp and
MFX-2_Creator_Pack_v203_sK4+6.zip
Unzip the zipfile to a place you will remember
...you will need the mfx2_hopper_b.gs file from it.
The Example_config.txt is Where I found most of this info
-tks Wulf for making it so clear-
Fire up CMP and Install the cdp [File/Import CDPs]
Now find CN 3 Bay Coal2 by cnr kuid:95761:15261
*******
Note: you might want to create a clone and do the following
on it rather than the original. If you do this you will have to
Note the new kuid number
1.Replace [95761] in mfx_data-95761 with your userid.
2. Replace references to the old kuid in Ultramegaroute
config.txt with the new kuidnumber.
*******
Right click on it and Select Edit/Edit in Explorer
In the Editing window that pops up
Dbl Click the config.txt to open in in Notepad.
Edit at follows [ you can use the following to copy/paste
into the config.txt file in note pad]
Change the following lines:
script "mfx_hopper_b"
class "Mfx_Hopper_Basic"
icon0 <kuid2:30671:69011:1>
icon1 <kuid2:104722:4669365:1>
To:
script "mfx2_hopper_b"
class "Mfx2_Hopper_Basic"
icon0 <kuid2:30671:69011:1>
icon1 <kuid2:104722:46629365:2>

Delete:
bay "3"
Add after
string-table {
maxweight "119546"
}
Add:
extensions {
mfx_data-95761 {
bays "3"
}
}

In mesh table after:
mesh-table {
default {
mesh "cn_coal2_body/cn_coal2_body.lm"
auto-create 1
Add:
effects {
mfx_eg {
kind "attachment"
att "a.origin"
default-mesh kuid2:104722:2521042:1>
}
}
Note: in mesh cn_coal2_body/cn_coal2_body.lm"
change the l to i so it reads "cn_coal2_body/cn_coal2_body.im"
At the bottom of the config text in the kuid-table change:
kuid-table {
mfx_lib <kuid2:104722:2501020:2>
To:
kuid-table {
mfx2_lib <kuid2:104722:2501022:2>
mfx_grid <kuid2:104722:2521042:1>
I also changed:
category-class "XSN"
To:
category-class "XHB"
Not sure whether this last item needs to be done but too lazy to look up Category class info.
Close and save new config.txt
finally:
copy mfx2_hopper_b.gs to the editing directory
and delete mfx-hopper_b.gs
Close editing window and commit:
Should be no errors and run okay.
Hope this all helps.
Glen
 
Not that bad....
put corrected config in one window
repairing config in another
Tile verticlly
Copy and paste from one window to the other.
Took me 3 minutes max.
or
I could just send you the corrected configs
[A lot longer to figure it out]
Glen
 
Neil,

A great route. I have seen very few routes with this much detail including payware routes.

I am spending time just driving a train from one end to the other to see what is there. Next task will be to program some trains to stop at the passenger stations and the multitude of freight depots. No problems spotted after about 8 hours of working with it.

This route will test your computer but those folks with good graphics cards and a decent amount of RAM will be rewarded with many hours of enjoyment.

Very nice Neil. Hope Auran can get is posted for lots of people to enjoy.

Hey Paul

Just wondering if there were any specific areas where the trees were floating, or did they just seem to be random? I haven't noticed any, but I've probably missed them.

Thanks again - oh yeah, just wondering if anyone has tried to load the winter version - hopefully that should run as well.

n
 
Hey Paul

Just wondering if there were any specific areas where the trees were floating, or did they just seem to be random? I haven't noticed any, but I've probably missed them.

Thanks again - oh yeah, just wondering if anyone has tried to load the winter version - hopefully that should run as well.

n

Neil,

Increased the draw distances in Trainz Options as you suggested and it seemed to solve the problem. There appeared to be some floaters when viewed from the engine view, but when you move up close they are all anchored to little peaks in the ground elevations. Again increasing the draw distances minimized this problem. Not sure how much this hurts the frame rate. I seem to recall a thread in the old Auran forum that indicated that increasing the draw distances would actually decrease the jerkiness.

Again a wonderful route.
 
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