Ultramegaroute soon to be released

OOPS

I commited a cardinal sin - I think somewhere in my haste on one of my saves, either a caching was happening or I left something running. I think when I started the air part I forgot to stop everything on my saves. In that, that is what caused my preceding sessions missing parts of the waterfalls. I checked the original install and they are all fine. Sorry for the misleading statments on my last posts.

Here's a chuckle for you, hope you can forgive me:

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That's what I call a STICK landing!

Jack:D
 
The Big Turn Around

Following are some screenies of my turnaround of Cowboy's 9014 loco. I almost had to use my shoe horn. LOL

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A Shot coming into the Seaport for pickup of passengers

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A shot from one stop, nice playground area in for forground

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It took over 9 hours for this passenger run from Gilby to Gladston. Not bad of a run either.

Is there anything else you'd like me to do, Like logging or whatever.

I too have noticed some floating trees here and there, but nothing that stands out, I had to really look for them

Jack:D
 
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Hey Jack

Thanks again for the pics - really good to see them!

Just a question - I noticed when I had the draw distances down at about half, there appeared to be floating trees, until you got really close, and then the surrounding area would be redrawn properly - are you still seeing floating trees with the draw distance up full?

I thought I got most of the floaters, but if you can tell me where they mostly were, I can go back and take a look, to see if I can find them and make the necessary repairs.

n
 
Floating trees

Well, inland, there appears to be a it's there and if you move the camera, it's gone (part of the tree that is) - so I guess you can call that an illusion. What I meant as hard to find was at the edge. You have a boat load or 2 or 3 falling off the end(s) of the earth, so to speak. Mostly splines.

I did capture a few if your interested. The inland stuff if liveable, and so is around the outside. That illusion threw me for a bit until I got up close. I have my slides full on draw distance.

Here is something you might want to know:

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The second Screen shot is its location on the mini map

Let me know if you'd like me to run anything, like a scenerio or two

Jack:D
 
Thanks Jack - I'll look into that problem that you illustrated. It's not an area that can be seen from the tracks so I guess I never noticed it.

I don't really have any other scenarios to send you, but what I probably will do is have a "tour" of the route where you will sit on the front of a loco and go from one end to the other.

Thanks again for your help.

n
 
Scenerio

Wasn't asking you for anything, was asking you if there was something you'd like me to make up that you wanted to see and or check out and I'd provide some screenies of whatever.

Was looking around at the industries, and I'd say that i haven't used this method for use where there isn't a limit or product provided already with the industry. I hope I didn't confuse you, but not sure how to go about with Product/Quies or whatever it says. Can't remember just off my head and I just looked at them. Gees, getting old I expect.

Jack:D

P.s. BTW the passenger run was done by 95 percent "drive to" commands. The only manual operations was 2 turntable turnarounds and a coaling stop at Halden for the loco and I did say it took over 9 hours of watching/doing fun. I'm into your layout and look forward in doing alot more with it

P.s.s OK it's that "Queues / Track / Processes / Products" that your industries have. Do you have a tutorial that shows how to set these industries up and what goes where. Like Gilby's "Straessle MFG". What is available into and out of this industry or is that up to the session maker?
 
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industries

Jack

As far as the industries go, if you load one of the sessions that comes with either route, (Base session, or base session - no rolling stock) the industries should be set up for specific commodities.

Right-clicking near the industry track should bring up the window, and at the top, there should be a quick description of what it does.

For example

Straessle Mfg
-Load general goods.

Any piece of rolling stock that is enabled to carry general goods can pick up the stuff.

I really hope that this transfered over on the CD, because I'm really not looking forward to re-entering industry paramaters for 200 industries again! lol

n
 
two more fixes to repair the CN 3 Bay Coal2

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


I think that you also need to replace the MFX icon kuid with the MFX2 icon kuid in the kuid-table

So:
replace
4 <kuid2:104722:4669365:1>
with
4 <kuid2:104722:46629365:2>


Tell me, tsgint, does MFX not work with TRS2006?
 
Emails not getting through

Just wanted to pass this on. I've had a bunch of people say that they've sent me emails, but I've never got them. I would like to take this opportunity to say that I'm NOT ignoring anyone - for some reason the emails never seem to arrive in my computer.

I'm pretty good about checking the Private Messages, so if anyone needs to get in touch, that might be the way to go, or you can always continue to post on this thread.

Thanks, and please accept my apologies.:)

n
 
Industries

Ok Neil, I get the screen of the industry able to operate, but the commodity levels are missing. Is there something I didn't do when I installed your layout?

I get that "QUEUES" "TRACK" "PROCESSES" "PRODUCTS" window instead of what you posted here. The information is on the layout, it's that I just have to enter the required info myself to get to the commodity levels

I hope i've made some sense of this and not confused this issue. Nothing you've done, just don't know how much coal to load and how many cars to use. That confuses me. I see the levels of say Barton Powerstation - Coal - 651600, but I don't know how much each car holds or how many cars to use and how often. I need my calculator. LOL

Jack:rolleyes: :D

P.s. I am not looking for you to do this for me, just need to be pointed in the right direction to real a tutorial to figure it out for myself. You have better things to do than hold my hands all the time. LOL
 
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I Found It

Found the info I was missing in surveyor. Had to load UMR Base Session from the disk. When in doubt, check the disk. I can get my levels from this session and add my rolling stock to it under Edit Session, etc...

Jack:D
 
Excellent - glad you figured it out.

I should have probably been more clear.

Just so the other disc receivers are clear as well:

When you open each folder(UMR or UMR First snow) on the disc, there should be 3 cdps there. One is the route itself, the other two are the sessions.

I would suggest loading the route first, and then both of the sessions as well. Then, when you open surveyor, the route (on the left) and the two sesions (on the right) should be there.

Don't open the route itself in surveyor - instead, open one of the sessions, and then all of the industries should be set up, and then add your own rolling stock - save (probably best to save it under a new name so the original will always be there), and then load that session in driver, and hopefully everything should be up and running.

I'll go into a bit of detail about what specific industries do, and what relies on what.

There is no grand scheme with respect to the industries, but there are some industries that feed other industries - so I'll get to that in a bit. I may do it in stages as there is a lot of typing and, subsequently, reading for everyone else! :confused:

Going to get some dinner first.

n
 
As I said a bit earlier, there is no grand plan for the industries on this route - but some industries do depend on other industries to function so I'll attempt to put it in a bit of perspective:

TANK CAR STUFF:

There is a never-ending supply of crude oil at the storage facility near Gilby. That crude is needed to supply the three refineries - at Lakeridge, Sherwood and Halden. Also, crude can be delivered to a pier near the Emerald Lake station, as well as a small facility in Gladston.

The Lakeridge refinery produces gasoline(petrol) which can be delivered to depots in Gilby, Ogden, and Blainseville.

The refinery at Sherwood produces aviation fuel, which can be delivered to the airports near Millbury and Millhurst, as well as the heliport in Ogden.

Finally, and most importantly, the Halden refinery produces diesel fuel, which is needed by many other industries, including all of the coal mines. If the mines run out of diesel fuel, they stop producing coal, which will not get delivered to the powerstations, and will eventually affect the powerstations' ability to produce electricity, which will cause some other industries to cease functioning until the powerstations start up again.

Also, there are two forestry sidings (one near Clarkseville, and one east of Palmer, that require diesel and general goods to function.

It should be noted that most of these industries will function for many hours before they start to run out of what they need, so there is no panic to get everything going right away.

One last note - diesel can also be delivered to a couple of depots - one in Clarkseville and one in Wallace.

There are lots of tankers out there, but you will need to ensure that the ones you want to use will actually carry the desired product - this can be changed in surveyor by clicking on the properties of the railcars.




TREES AND CHIPS AND BOARDS AND STUFF LIKE THAT:

LOGS

As stated earlier, as long as the forestry industries are supplied with diesel and general goods, they'll continue to produce logs.

The logs can be delivered to either of the lumber mills at Flagston or Burnfield. Once these are off loaded, the lumber mills produce lumber and woodchips.

There are lots of flat cars that are capable of carrying logs.

LUMBER

Lumber can be delivered to lumber warehouses in Blainseville, Lakeridge, or beside the Caldwell powerstation. Also, there are a couple of small industries - one in Wallace and one in Millhurst - that consume lumber.

There are also two factories - one in Ogden and one in Wallace that consume lumber to produce general goods.

I've been hoping for an 86' bulkhead flat to carry the lumber but still haven't found one, so I'm using any other flats that are set up for lumber.

WOODCHIPS

Woodchips can be sent to the pulp mills at Lang, Caldwell, or Palmer, and these mills produce general goods.

Do a search for "woodchip" in the rolling stock search of the dls.


COAL

There are four coal mines - Halden, Blainseville north, Sherwood, and Little Lake - and the coal can be delivered to any of the three powerstations (Gladston, Caldwell, or Barton) to keep the electricity flowing. Also, there are two coal piers - one west of Oakwood, and the other west of Joliet, and these are suitable if you like running long heavy coal trains.

There is no shortage of hoppers on the dls to carry coal.


I guess that's a pretty good start - I'll get into a few more industries either later tonight or sometime tomorrow. Hope that helps.

n
 
I hope i've made some sense of this and not confused this issue. Nothing you've done, just don't know how much coal to load and how many cars to use. That confuses me. I see the levels of say Barton Powerstation - Coal - 651600, but I don't know how much each car holds or how many cars to use and how often. I need my calculator. LOL

============================================================================================================

This was the hardest thing for me to figure out too, so you're not alone.

What I've found is easiest is to start placing industry interactive cars in surveyor and then clicking on the properties of them. For example, I think that many of the tankers have a capacity of 75000 litres. Where it becomes a little tougher is for stuff like coal, grains, and commodities like that. Industries can be set up to use litres, units or tonnes. I've never really tried using the tonnes - but I use litres for anything that is liquid, and units for everything else. Units for general goods in boxcars is usually 7 or 9 or 15 - depending on the size of the boxcar - and that's pretty easy to visualize.

Where it gets a bit more abstract is with the grains and minerals. Some 54' covered hoppers are set up to accept 128256 (?) units. I don't know what that really means, but if you accept that 128000 units is pretty full, and 64000 units would make it half full, then you can do some calculations at least.

Hope that helps a bit - I learnt mostly through trial and error (lots of error)

n
 
Hi Neil

Thanks for the great information. Will have to warm up my printer on this thread. Now to figure out how to get it to print (my printer) just the page with the info and not all the screenies.

Will let you know on the industry runs, will be starting tomorrow, if my wife will let me. LOL

Jack:cool: :D
 
neil,

I just got back from Maimi and I was very happy to see that my CD had came. I just installed it. I must say that it looks nice Can you go through and change some of the parking spline. Like at the Oakwood Station instead of using the current spline use Parking bumper spline and Parking Stripe Spline It would more realistic . Also Any chance of you changing the crossing out to bnsf50's.
 
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