USA Pics

Nice shots Mick :).
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// Erik from Sweden
 
New Record for me; 40 AI units following their orders in a session and going off the board. About 1500 miles of travel and no hang up! Yea! For the 2nd time in a row. The goal is to move it to 80. Half way there.

 
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Hello Wawasoo,

40 AI-Trainz that sounds much – respect!

I once attempt to handle a large number of PCC streetcars as AI-Trains inside my Municipal transit Railway (TS12-built-in).
It was quite a lot of work to create the schedule for each streetcar from tram station to tram station.
I scheduled a number of PCCs for each route (E,H,S,R and T) but each has a different start position.
But due to the complexity of the network I guess this will end up in a mess after some hours – unfortunately.

BTW – I know these boxcars from somewhere … :D

Your’s TUME
 
How's your Milw S-3 4-8-4?


Not bad.
Last week I created the two front ladders again. Originally I just made it by using only one single mesh plane for each of the ladder surfaces and applied a double sided texture material onto it so that the planes became visible from both sides. Now the ladders are real 3-dimensional with a single sided texture material – just like it should be.
I still need to wipe out several of these issues. One big thing will be the boiler. To switch fully to single sided textures is important not just to support a nice performance. Also it is essential for the use of normal maps.
At the moment I am about to join several different, but small textures into one large file. This also is important for a nice performance. Back in 2006 I was a beginner in content creation and so I messed quite around and used smaller textures rather than one large texture. Now I need to find the best way how to put all these small textures into one large texture in an efficient way. Unfortunately I need to touch the mesh again to rearrange a lot of surfaces. This also is necessary to make the surfaces ready for a snowy texture like required for season change support.
A “black” surface of a small piece of a loco or a car does not need too much attention as it looks nice even if the texture has been applied in a distorted way. But if we need to put some white or light grey snowy looking spots onto that surface any texture distortion would cause a crap looking surface.
Step by step it goes forward :-)

Your’s TUME
 
@neilsmith how did you fix the grade heading for gladston?

In this pic, if you look to the right, you'll see where the old right-of-way twisted and turned and climbed. The new track doesn't climb as high, allowing a higher speed of 30mph all the way through - more suitable for longer and heavier consists.

2h67ukw.jpg
 
How do you get the normal maps to work in Gmax or is it 3dsmax?

Hello,

I am using "TK-Max4ExporterGmax" - I don't know where I have got it from - but I guess somebody will know.
There are some files which I needed to past into some folders like described in the description file. After that normal mapping became possible to handle in gmax.

Your's TUME
 
Hello Wawasoo,

40 AI-Trainz that sounds much – respect!

I once attempt to handle a large number of PCC streetcars as AI-Trains inside my Municipal transit Railway (TS12-built-in).
It was quite a lot of work to create the schedule for each streetcar from tram station to tram station.
I scheduled a number of PCCs for each route (E,H,S,R and T) but each has a different start position.
But due to the complexity of the network I guess this will end up in a mess after some hours – unfortunately.

BTW – I know these boxcars from somewhere … :D

Your’s TUME

It's all in the proper location of Signals. If your signals are improperly placed, you will not get hang ups. Roaming AI units will always try to navigate by the shortest route getting to an exit portal. However if that route is jammed up, they WILL seek another in time if it is clear going a longer route to the destination. I've noticed that in TANE. I'm working with about 7 RR's.. set them to a destination point on their particular line, and then have them exit their destination portal on their line. It's when I just tell them to go from point A to Point B that they, get independent and try to navigate by a competitors line. But, with the signaling in place they can do that. It's amazing to watch when you get it right. And I always have some spoilers, trans set to go where they were not meant to go....just to see what need to be done in signaling to make that happen.

And Yes those Boxcars are yours.
 
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44 Miles out of L'Anse Soo 6034 hits the C&NW Excelsior Yard In Ishpeming in route to Escanaba.



41 Miles out of Autrain C&NW 1214 hits the Yard in Michigamme in route to Houghton & Handcock, then a return back to Autrain. Part of 70 AI Units running tonight he will be the last one off the board as he's running end to end...for the first time.



CN 4006 #2 meats C&NW 1214 in the Nestoria Interchange Yard He's 76 Miles out of Handcock, highballing for Autrain. Next time I run the entire route I'm using a faster engine the C&NW 1214. This is going to take hours yet to complete, but I shows where the signalling need tweeking.



Meanwhile Montana Rail Link 131 part of this 70 AI Unit test the Signals run, 70 Miles out of Nestoria in Handcock, heads to Escanaba



Meanwhile 4046 #2 successfully navigates the Champion Interchange yard, electing the C&NW Clowery Branch to get to Autrain, and will be the first loco to log 100 miles one this route.



Navigating Duncan and Diorite, MY favorite Loco of all time, that Model by CNR of 4006 CNR, logs the first 100 Mile Session.







I could teach signaling, but I"m not going to. Half the fun of the game is figuring that out.

Meanwhile 80 Miles out of Marquette, MI, K&L Trains 2661 gets a Yellow, this is going to take a while these locos are traveling hundreds of Miles this time.



Six units left, and CNR 4006 #1 tops them all at 140 Miles, All six have at least 100 Miles.



4006 CNR #1 puts the hammer on it, on the L'Anse, and is first to clock in 150 Miles.

 
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