Harvest Time - The Big Little Idea (1024x640 res.) [TS12]

SantaFebuff

That's So Trainz Forum
Welcome ladies and gents, I've been busy if you've seen the MWT log thread, but this route has grown beyond what I expected and therefore deserves its own thread here for you all to see and provide valuable input on if you want. I do take suggestions, and in fact almost thought this route would never see the light of release - but things are changing. The route is a large (likely 40 or so) mile long point-to-point with many attractions in between. I've taken hints from people for fun thinking I wouldn't release this route and it would become vaporware, well guess what? I'm going through with it full time now and when completed will be my largest route to date. Well, all this talk is no good without the walk folks so here are some screenshots everyone to start off with of the biggest features of the first part of the route so far:

First up, one of the many grain elevators - this one is in the area of Advantage:
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Speaking of which, here's the town of Advantage so far!:
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Next is this industrial place home of Midwest Polymers (sound familiar? :hehe:) and a propane dealer:
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Then you have this complex grade crossing here on the light rail in the city on the curve!:
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Next is the diamond over the Conrail tracks, I should mention this is modern day Conrail:
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Followers of the first thread may remember I redid the first yard:
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A huge wye for the Intermodal facility:
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Well, I did say "facility", but maybe Global 5458613864 is more in order :p:
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Thanks for viewing guys, let me know what ya think. Comments, advice, suggestions, complaints, rants, potatoes, and even high-fives are welcome. Just remember party ends at six.

Cheers,
Joshua
 
I've gotta ask, how did you get the ATLS traffic stoppers to not sink those YARN roads under the terrain in this shot:


whenever I try to use them, they always sink the road down, then I have to play wiggle-the-terrain until everything looks halfway normal again. most of the time I end up turning the cars off so I don't have to deal with them.
 
I've gotta ask, how did you get the ATLS traffic stoppers to not sink those YARN roads under the terrain in this shot:



whenever I try to use them, they always sink the road down, then I have to play wiggle-the-terrain until everything looks halfway normal again. most of the time I end up turning the cars off so I don't have to deal with them.
There are other stoppers on the dls to fix this problem. The Atls nrc traffic stopper is desgined for roads at the height of 0.0 and are a soultion to the problem you are describing.
 
I've gotta ask, how did you get the ATLS traffic stoppers to not sink those YARN roads under the terrain in this shot:
whenever I try to use them, they always sink the road down, then I have to play wiggle-the-terrain until everything looks halfway normal again. most of the time I end up turning the cars off so I don't have to deal with them.

I elevate them as stated already and make sure they are aligned with the others. :)

Here are more pictures of the rest of the features of the route:

I house I wish I could buy in real life!
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Next town, Rigton, has a substation close to the tracks and has just been constructed.
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Looking at the most completed part of Rigton, still under construction like most of Harvest Time is.
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Coming up to one of the bigger yards, I added in a third track - but all of my signaling need a complete redo, so don't take any of it as final cut... although this particular gantry doesn't seem too bad to me.
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The yard!
Yes, actual tracks now of the yard, both ends. I'm thinking on redoing the leads to allow better 3-axle locomotive access. I hope you weren't planning to switch with a DD40AX!
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^ What do you guys think about the yard lead? Anyway, here's Kernel Park:
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The route has a few minor twists and another interchange along the way. Another major industry that is sadly just tracks right now and then it terminates into a staging yard I am going to be completely re-doing as well.

Thanks for viewing, I hope you like the route and please speak up if you see something wrong, I either will fix it or might miss it. Also, let me know if you want to beta test it. I need someone for TS12 SP1 for sure.

:wave:

Cheers,
Joshua
 
The 'sidewalk' is actually improvised from a platform kit - it should be built-in:
CR-FP-5m-02 , <kuid2:82412:803118:1>

Here's another addition - the light rail section is getting finalized grade crossings, I'm currently trying to get these traffic signals to indicate when the gates are down to the light rail crews:
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Speaking of grade crossings, the Conrail crew is out working with the track gang on some rough rail and broken bonds that have this crossing stuck on - no worries, flaggers have it covered and trains can still move through at 15mph.
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Cheers,
Joshua
 
WCL,
http://s4.zetaboards.com/amtkz/pages/scene/

^ "Vehicle Pack 1" contains the fire truck. Hope that helps! Thanks.

817TAYLOR,
I will be correcting the sidewalks, no problem.

Currently I have the light rail crew crossing signals working. Whenever the gates are down, a green light changes from a red to let the crews know.

Cheers,
Joshua
 
Made some progress:

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Actual length is 26 miles on the mainline only point to point - not counting the branchlines and Intermodal facility.

Cheers,
Joshua
 
Back into it. I've worked on Harvest Time a bunch but never updated here. I got beat by the AI to Rigton Junction...

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Here's what it looks like in Surveyor... I gotta rework some of the crossing triggers. I also had lost some work I did due to Trainz failing to save correctly when I closed it.

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I redid the mileposts on the route and it totaled out at just over 28 miles of mainline track. I have worked a bit on the Intermodal facility by adding a place for autoracks.

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I added a curve, dedicated to a girl who was killed when she trespassed as this is a common path for kids to cross due to the wide R.O.W.
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Cheers,
Joshua
 
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