What I am currently busy with in Trainz

CobraLAD

Active member
I started this post, because in my house hold nobody else is interested in trains (Trainz). Come on, if you are excited about the things you enjoy in life, you want to share it with someone. That said, I know there is a lot of train users that build from scratch. I merged a lot of routes over the past few years, some has a huge height difference and it forced me to build additional mountain passes to join the routs realistically. But that is how you learn.

Here is my latest project.

As some of you know, I am a huge fan of Phil Skene’s routes

The Merge:
Port Ogden & Northern with the south section of BesideTheRiver and the rest of RiversideRailroadCo. The north section of RiversideRailroadCo (Diaspar) is Invercargill on IndustRail, so the merge there was perfect. The south section of BesideTheRiver fits perfectly at the northwest of Port Ogden & Northern, as with Austral Bay.

01_fullmap.jpg


Port Ogden & IndustRail is for me still the best routes on Trainz, when you want so much possibilities to move commodities. Updating the quality should be easier with the new Surveyor 2.0, but that is for later. I am still using 90% of the time the classic surveyor.

I used Port Ogden & Northern 2a, IndustRail 2a, RiversideRailroadCo 3a, which is the last versions that still uses BI, BI2, LARS & ProtoLARS industries. I still prefer these industries, easier to setup. With the latest content manager, it is very easy to create your own, which I did. I created 25 different LARS & ProtLARS industries accordingly. I also change the ProtoLARS track from 10m to 20m

For example: Where there is a container wharf, I created a LARS / ProtoLARS with only containers. I replaced all the industries like that. I did about 10 hours of testing on all the industries, all working 100%. This merge has no glitches, the terrain is very good and all these has trees, maybe not the best, but is a good route to drive on.

I created an all-new LARS Heavy Hauling (50 Commodities). I added this industry at:
Invercargill
Port Arthur
Dunedin
Lys
Ogden
Port Ogden South
VanDenH

Few commodities
<kuid:101046:106916> Caterpillar 980C Load Dep Flatcar DES
<kuid2:60238:11017:1> Aircraft EC-HH65 Dolphin Helicopter Product
<kuid2:97008:298494:2> Caterpillar980H Product
<kuid2:101046:101006:1> CAT Articulated Truck (Product)
<kuid2:101046:100999:1> John Deere Combine (Product 2) for Depressed Flatcar
<kuid2:56063:700039:4> Caterpillar Bulldozer D11R Product
<kuid2:56063:700040:4> Caterpillar Bulldozer D11R Push Frames and Blade Product
<kuid2:101046:100985:1> John Deere Combine with Tires Removed (Product)
<kuid:581273:102922> DYLT Heavy Machinery Tire Load
<kuid:581273:103445> DYLT I-Beam Stack Red
<kuid:212731:1000089> Heavy Ship Device (TRS)
<kuid2:173286:600000:1> gas generator
<kuid:101046:101025> Pipe Load 1 for Bulkhead Flatcar DES (Product)
<kuid:439337:109537> Fire Truck-SAP
<kuid:212731:1000087> Heavy machine (TRS)
<kuid:101046:101019> Large Steel Beams Load for Bulkhead Flatcar DES (Product)
<kuid2:101046:101083:1> Hydrogen Tanks (Product)
<kuid2:101046:105848:1> Wind Turbine Nodule Product DES
<kuid2:68213:60024:1> Loader Volvo L180C
<kuid:101046:106912> Transformer Product ver 1 DES
<kuid:101046:106915> Transformer Product ver 2 DES
<kuid2:101046:105821:1> Wind Turbine Product Blade DES

To load on these cars:
Schnabel
Flatcar Depressed Center 55 ft TTX DES
370 ton flat
and many more

I updated KholMine to a more modern mine to be able to load 100 (or more) hoppers. Reason for the loop, to keep the long train of the main line while loading. (I work on coal mines and we have rail load-out that can load 100 hoppers (or more).

02_kholmine.jpg


Imagine a 100 car coal train loading at Kholmine, going through south pass, double decker bridge via VanDenH and all the way to Amour, through Riverside, onto IndustRail and all the way to Sparks PowerStation. I might stream it soon.

I updated 1 of Sparks PowerStations to be able to receive 100 cars, with a loop all around, once again to stay of the main line.

03_sparks.jpg


I replace all the main line tracks with <kuid2:523:1116:5> TANE Trk Concrete (thank you for a bulk replacement tool), all the AI tracks with <kuid2:30501:1001:10> TANE Trk Oak and all the dock rails with <kuid2:523:1216:3> TANE Trk Rails Only.
 
First Session - 100 Coal Run
This session load 100 coal hoppers at Kholmine (Port Ogden & Northern) and deliver to Sparks Powerstation (IndustRail)
Kholmine needs diesel fuel. Departs with UP Big Boy {{<kuid:581273:101386> Union Pacific Big Boy 4014 Engine by daylightrain}} from Armstrong, on your way, attached & load tank cars at Armstrong Oil Field. Deliver to Ogden Oil Refinery. Attached & load 3 diesel fuel tank cars at Ogden Oil Refinery and deliver to Kohlmine, Load 100 hoppers and deliver to Sparks Powerstation
AI Trains are running at 15 minutes intervals
± 100 miles

100coalrun06.jpg


100coalrun08.jpg


100coalrun12.jpg


100coalrun14.jpg


100coalrun18.jpg


100coalrun19.jpg


100coalrun24.jpg


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100coalrun35.jpg


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100coalrun40.jpg
 
That's all very well done. But unless all of your facilities are run by robots you need roads for employees to drive to work every day to run those facilities and places to park their cars. Adds a little more realism to your world. Just a thought.

Jack
I decided I am not going to make changes like that to one of best classic routes ever built. I am busy creating Richards Bay Coal Terminal in South Africa from scratch with a lot of detail, using Google Earth. Will post a few screen shots later
 
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Some screens of Richards Bay Coal Terminal.
Still adding more detail
- Substation and powerlines
- Northern harbor and town to be build.

This is my first build from scratch. It has been a journey. I started merging small routes and created the sections in between, than larger with height differences. This game is like a school to me. You start in grade 1 and go through the grades. I think I am now starting high school.

rbct_a00.jpg


rbct_a01.jpg


rbct_a02.jpg


rbct_a03.jpg


rbct_a04.jpg


rbct_a05.jpg


rbct_a06.jpg


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Your progress sounds really impressive! It’s great to hear how you’ve developed your skills over time, starting with small routes and now tackling more complex projects, and now you’re stepping into your first build from scratch. Keep up the fantastic work, @CobraLAD!
 
Hello all
It's been a while. I have been busy working on my route. I changed the thick bush of tress for something lighter. Here is some screenshots. Coastal area and mountain pass up to plateau is about 80% complete. 2 piers still to be designed with industries

Next is farms and small towns on plateau the for +- 100km stretch to my Rail loadout for coal. This is fictional route. Other industries will also be on the route for the 5 piers. Wood plantation is also complete on top of the mountain.


myroute_001.jpg


myroute_002.jpg


myroute_003.jpg


myroute_004.jpg


myroute_005.jpg


myroute_006.jpg

This took a whole day. Picket fence, walkways & gardens

myroute_007.jpg

Head office for harbour

myroute_008.jpg


myroute_009.jpg


myroute_010.jpg


myroute_011.jpg
 
nice work Cobra.. Keep up the good work and keep chugging along.. you will get there eventually with the route... A big route takes time to do the details(don't go too overboard with the details so much so it bogs down the computer)
Cheers and Keep up the good work
 
Hello all
It's been a while. I have been busy working on my route. I changed the thick bush of tress for something lighter. Here is some screenshots. Coastal area and mountain pass up to plateau is about 80% complete. 2 piers still to be designed with industries

Next is farms and small towns on plateau the for +- 100km stretch to my Rail loadout for coal. This is fictional route. Other industries will also be on the route for the 5 piers. Wood plantation is also complete on top of the mountain.


myroute_001.jpg


myroute_002.jpg


myroute_003.jpg


myroute_004.jpg


myroute_005.jpg


myroute_006.jpg

This took a whole day. Picket fence, walkways & gardens

myroute_007.jpg

Head office for harbour

myroute_008.jpg


myroute_009.jpg


myroute_010.jpg


myroute_011.jpg
:love: (y)
 
Hi All
I still use the Auran industries. I like the animation. I created all new attachment points for:
  • 20ft containers
  • 40ft containers
  • General goods
  • Lumber
  • Logs
On these industries:

Seaport
  • 20ft containers: - 126
  • 40ft containers: - 168 (I think it is enough, the ship will have 3 levels exactly) All containers load from the center outwards on each level (to looks realistic)
  • General goods: - 216 (add more to have double the quantity of Hyde Pulp Mill)
  • Lumber: - 72
  • Logs: - 150 (Piles of 15)
Lumber Mill
  • Logs: - 75 (Piles of 15)
  • Lumber: - 36
Forestry
  • Logs: - 75 (Piles of 15)
Hyde Pulp Mill
  • General goods: - 108
Container Station
  • 20ft containers: - 126
  • 40ft containers: - 168
  • General goods: - 108
The lumber, logs & general goods load in perfect order (Not some in the air first)

For the containers I use the 20ft & 40ft containers from Stevado. They are very good detail containers. Also, lower than the Auran containers.
<kuid2:178987:3210:1> 20FT_Stevado-Container
<kuid2:178987:3211:1> 40FT_Stevado-Container

I also added vulcan’s flood lights (<kuid2:60238:26147:2> Rail Yard Floodlight 4) to the seaport. The current ones are in the air. I am using <kuid2:171456:10145:1> Seaport Custom from Spock2004. No funny bended tracks.

Also added Bob’s (MSGSapper) <kuid:439337:104326> SAP_Marker_Pole_PBR, to the seaport where the lumber is. I moved a train 1 mm at a time to get the exact point where the cars off load. Still want to do this with the general goods. The trigger points are not exactly where the general goods’ name boards are. (Will look a bit strange, but at least I will know where to stop).

I created separate im files for each commodity for each industry. The seaport for example has 6
  • attach_mesh_20
  • attach_mesh_40
  • attach_mesh_floodlights
  • attach_mesh_general
  • attach_mesh_logs
  • attach_mesh_lumber
I tested all the industries; the load and off load, consume & produce, works 100%.

I still have to do the container station. Should be done by Wednesday.

Once I have the first point, to the left and right and height, I use Excel to create the complete list. Yes, I copied each X, Y & Z

If anyone is interested, I will share the im and excel files. The excel files has the list to add the attachment points to your config file. Column highlighted in green has the correct gap for your config file. You can just highlight the green and copy. Paste between open and close curly brackets by each attachment point table. Replace the current.

Or I can just share the config files.

I can also attached additional buildings to the seaport, makes it easy if you move it.

seaport_containers.jpg


seaport_general.jpg


seaport_lumber_logs.jpg


forestry.jpg


lumbermill.jpg
 
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Container Station
  • 20ft containers: - 144 (Stevado)
  • 40ft containers: - 144 (Stevado)
  • General goods: - 108
Hi Bob (davesnow), I just added attachment points to your Gunderson Wellcars. Thank you for the good quality assets. Also thank you to JointedRail for the good quality SD70's

containerstation1.jpg


containerstation2.jpg
 
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