Who is doing the updating ?~!

Hi Terry --

If it was me I'd go for "IndustRail TS12", uploaded by me on 14 November 2014. All the more recent variants of the layout are ones that have been updated by others so I can't vouch for them.

I suspect that there might be missing assets but I've not tried the TS12 version in T:ANE myself. Please tell me how it goes.

An update? Hmmm - it is rather dated. It was a reasonable layout at the time but falls far short of current standards?

Phil
 
Terry --

I've done a quick and dirty T:ANE version of IndustRail, download here:

https://www.dropbox.com/s/mquhh5x2ivx6ec2/IndustRail TS12 - TANE.cdp?dl=0

There was one faulty dependency (a trailer) that I've removed and I've got rid of the radioactive coloured water. But you will find levitating vehicles, multi-coloured platforms and various other "mistakes".

It does look very bland.

For a full conversion I'd:
Use procedural track.
Use high detail textures that are less bright.
Add considerably more details.
Add vegetation.

Anyway, see how it goes. The sessions from the TS12 might or might not work.

Phil
 
Thanks for that Phil; it seems to look okay in T:ANE but I can't seem to find any of your TS12 sessions on the DLS that I can try.

I'll have a go at tweaking things myself, as you suggest but my route building skills are as of nothing compared to your wonderful results.

I love the 'model railways' routes you have produced and feel that your longer creations (Industrail in particular) would really benefit from being 'detailed' to the same extent.

Terry
 
T:ANE version of IndustRail

Terry --

I've done a quick and dirty T:ANE version of IndustRail, download here:

https://www.dropbox.com/s/mquhh5x2ivx6ec2/IndustRail TS12 - TANE.cdp?dl=0

There was one faulty dependency (a trailer) that I've removed and I've got rid of the radioactive coloured water. But you will find levitating vehicles, multi-coloured platforms and various other "mistakes".

It does look very bland.

For a full conversion I'd:
Use procedural track.
Use high detail textures that are less bright.
Add considerably more details.
Add vegetation.

Anyway, see how it goes. The sessions from the TS12 might or might not work.

Phil


Hi Phil, thanks for the T:ANE version of IndustRail. I've just grabbed it and installed it into T:ANE. There are no missing assets but one asset is showing faulty due to the Texture.txt files it contains.

<kuid:206307:100380> YZ 50ft Pipe Stack

Regrettably PEV's Images@TGA doesn't work on this asset. I tried reverting to original, but that didn't work either.

I flew around the route and it looks fine otherwise.

So I'm off to find a suitable session.

Cheers
 
Also downloaded IndusRail T12 directly into T:ANE and had only one faulty asset, "Usa - Trailer Great Dane 524343:6798. Aside from some floating vehicles, the weird water (easily fixed in the Environment settings) and some splines that have texture issues, example: Platform Wooden Low, the route has lots of interesting nooks and crannies to explore. Haven't gotten around to finding any sessions, not really my thing. I just like to wing it, exploring as I go.
 
I've been have a lot of fun exploring Industrail. The scenic detail is a delight to discover. One thing I don;t understand is the amount of invisible signals that are used, often near a visible one. Are they to help control sessions? I've created a test session with one engine doing an end to end run (from first trackmark to last trackmark, direct) and another set of consists stopping at each station in turn. Both have a repeat so they should run continuously. But they don't. Often I will find them stopped at a signal waiting for what I don't know. If I nudge them past the signal they will continue. Could all of those invisible signals be part of the problem? I've added several oneway sections to help direct traffic. Seems to help but the stoppages are baffling.
 
I'm actually surprised at the level of interest in the IndustRail route.

So what I've done is a very quick and very dirty conversion of the TS12 route into T:ANE. The changes include:
Procedural track (animated junctions).
Re-texturing (the TS12 textures tend to be too bright).
Deletion of missing dependencies.​

Not done includes:
Platforms with incorrect colouring.
Vehicles levitating above the ground.​

I've uploaded this plus a test session to my public Dropbox folder, here:

https://www.dropbox.com/s/0sirpt8agpvtizy/IndustRail TS12 to TANE - plus session.cdp?dl=0

Maps and other details are included in the folder containing the route. See them using the T:ANE Manage Content.

At some stage, as time permits, I'll do a proper conversion.

_____


Martin -

I've set up the AI trainz on in the test session using Central Portal Control.

The AI follows this map:

IndustRail_Portals_zps813a0c8d.jpg



You will find your Player consist at Invercargill, bottom right.

AI trains will travel:
Invercargill up to Picton.
Right to left through Invercargill.
Lys up and across to Picton.
South through Lys.
North through Lys.​

The concrete sleepered track is for the exclusive us of the AI trains. Give way to the AI at all squeeze points. Take particular care at Invercargill and Lys where AI travels both with and against your Player train.

The invisible signals? Two reasons:
A hangover from TRS2004 where it was needed to make the AI operate correctly.
To make sure the Player train is not stopped by a signal from entering one of the yards due to a switch in the yard some far distance away being incorrectly set.​

One other "feature" of T:ANE - the built-in "DriveToTrackmarkList" does not work as it should. An older version from the Download Station, kuid2:61392:1050:3, is used in the test session.

Please feel free to use the test session as the basis for your sessions.

Feedback would be welcome before I upload this or something similar to the Download Station.

Thanks,
Phil
 
I'm actually surprised at the level of interest in the IndustRail route.
Don't be surprised, quality maps tend to generate lots of interest.

Thanks for the map. I've made a simple track plan in Visio to help me remember where the stations are located and how to get there.

Got your updated IndustRail. Will have a look later today. So far I've been having fun with the original TS12 map that I imported into T:ANE. I like to have passenger enabled stations so my passenger trains have visible people to load and unload. Didn't think the textures looked too bright, only that some objects don't have a proper texture, mainly some platforms.

Perhaps we should continue in your new thread here
 
Back
Top