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rgarber
I hope you all had a nice Christmas, it's time now to get back to work. My second route for Rail Simulator is coming along nicely and I feel I'm at a time where I can talk about it a little bit more. I've shown some pictures of the route at the Rail Simulator forum at T-S. If you haven't seen them you can see them at this link at here.

The route development is presently at 90% complete where I consider the last section to be constructed to be approximately 10% of the route size. Ironically this last section is the origination of the route which I left until last.

The track layout is an adapatation of an N scale layout I originally did back a few years ago after extending onto my house. And that layout was an adaptation of a track plan I saw in a Kalmbach publication, 101 Model Railroad Trackplans by Lynn Wescott. The layout no longer exists as I replaced it for one a little smaller and less instrusive.

As it stands presently I have timed the route to last about 45 minutes at 40 mph which is the running speed of the route. There are several 'themed' industries as well as numerous non-themed industries to compliment the switching portion of the layout. For this route there are no passenger drop-offs. Presently we are still engulfed in a drought of rollingstock and I don't see where it makes sense to populate industries until we have the rollingstock to support them.

I'm guessing but I believe the route, as it is now, is about three times the size of the Rascal & Cottonwood. I'm basing this on nothing but an impression. As for detail and density of object placement there is a great deal more in this route than the Rascal & Cottonwood. As part of my continuing effort to import my whole MSTS library into RS this task won't be complete with this route. That's a good thing as it means the routes I'm creating are a disversified and interesting to run, I hope, as my MSTS routes. The downside is this time consuming process isn't allowing me to learn much of RS.

As for features beyond the Rascal & Cottonwood I had hoped to reach three goals. Unfortunately two of them are not reachable because there is a problem with 3d Canvas and exporting certain shaders. From what I have seen written on the forums there isn't much chance of that being fixed for 3d Canvas. It seems, I'm afraid, that the development costs for our hobby could be outrageous for most of us in the future if we all have to acquire copies of 3d Studio Max. In the meantime I do have some contingency plans but I won't be able to implement them with this route. Nevertheless, using what I did for the Rascal & Cottonwood, namely the foliage packs from Marc Nelson and RSDL, this new route looks pretty cool.

Finally, I hope to release the route mid-January though I think this may be slightly optimistic. Not because I don't think the route will be done but there will need to be the route manual and scenarios. But I'm working to finish this route by the 15th of January. Please note that if you already have the products to make Rascal & Cottonwood work, you won't need to reacquire the two foliage packs.

And now... onto the route itself!

Rich

rgarber
This is an overall route map of the route. The thumbnails are of some of the pictures already posted from the thread mentioned in the previous post. The numbers in orange correspond to the text below the picture.

Click to view attachment


Use the numbers in red in the picture to cross reference with the numbers below in the following description:

1) This area of the route is not yet constructed, not even the track. This will be the source town which includes industries, yard and town scenery from which deliveries ultimately interchange with the Class A.

2) This part of the track is single mainline which works underneath the line crossing above via a tunnel and through another town.

3) Follow the line from 2 to here and the line begins a long passing siding through this next town. This includes the Cement Plant, which receives limestone from the two limestone quarries further up the route.

4) Between here and 3 the line returns to single track and works it way through a tunnel to this forested area here.

5) Emerging from the forested area described in 4 the line crosses under a rail bridge and then works it way through the this town along a river. The mainline also becomes double tracked and continues as such through a double tracked crossover.

6) Leaving the town as shown in 5 the mainline continues to be double tracked and passes through farming country.

7) The mainline returns to single track while passing through a wetlands area.

8) This part of the mainline takes you through a forested area.

9) Returning to the town, the track is double-tracked once again. This part of the rail gives access to the large grain mill.

10) As the mainline leaves the town the rail returns to single track and it begins the long uphill climb.

11) This part of the mainline gives access to the industry "across town" from the cement plant.

12) Still single tracked the climb upward takes you past the previous smaller town and the first and smaller of two limestone industries.

13) And still single tracked, the climb continues into the heavily forested with pine trees area I referred to in one post as Pine Top.

14) The grade levels out and the approach to the Pine Top community is reached. Pine Top has a small climb to it from the switch and reaches the larger Limestone facility and the large coal mine. This area is well entrenched in Pine Tree forests.

15) After crossing over two bridge spans the mainline reaches a large lumber mill. Not only can do you pass through a small town but this also overlooks the town below and makes for a spectacular view.

16) While the mainline passes the Lumber Mill at 15, the access to the Lumber Mill and another smaller industry serviced along the spur.

17) At this point the mainline bends northward and is surrounded by forests again.

18) Just before the mainline finishes this is the area of the Coal Prep Plant. The coal prep plant receives coal from the large coal mine back at Pine Top and refines to be burned in the Foundry which will be located in the 1 area. While the Coal Prep Plant is the same as the one in the Rascal & Cottonwood route, the Foundry will not. The Foundry in Rascal & Cottonwood will make it's appearance on the route, but it most likely will not have rail service to it.

19) This is the beginning of the end of the route. This upper-level town has its own branchline and main railroad yard.

20) This is the branchline where the local town industries are serviced. From this branchline another branchline emerges leading to the industries located north of the town in the area hills.

21) This is the local yard for the upper-level town.

22) The branch leading to the industries within the mountains north of the town splits again, this spur leads to a large forresting operation.

23) This branch leads to another coal mine.
rgarber
Once again I have to make this point.

Click to view attachment


I find it very difficult to show pictures of the route, like the above, because distant shots in RS when compared to distant shots in MSTS, conceal what's best about RS. It is phenomenal the way RS allows you to create depth of scenes like the picture above. But like in real life, the trees obscure much of the detail and vast expanse which the picture is trying to convey. In the upper right-side portion of the picture above you can barely make out a smokestack. This is that area in the next picture.

Click to view attachment


As you can see, this area is no small smattering of detail. Rather, it is quite detailed and sizeable in its own right. In MSTS I typically did not have this issue. With fewer pictures I could convey just what you could expect to see. With RS, I can't even show you a miniscule portion of the route without feeling you're not getting the whole picture just how great these routes can look.

rgarber
By the way, I meant to point out that the top picture in the previous post is near #22. And that the second pic in the previous post is very close to line pointing from Industry (near the #8 reference) at the junction near #20. - Rich
rgarber
Here is the most recent update for Trackplan #2.

Click to view attachment


The new area is where all the labeling is. I did all this in about two or three days at the most. It's not done yet but a significant portion of scenery has already been added where most of the track has been laid.

If you start where the RR Yard is labeled, this is a four track yard of considerable length which leads south into the industrial and farm district of a larger town. I only thought to represent just part of this town since there's no switching tasks located northward of major interest.

This part of the route is the lowest point of the route. As you leave the town you come to a double-track loop which elevates your height to the same height as what was the lower level until this new section was added.

At the new level you continue southward through a hilly and heavily forrested area leading to the tunnel which puts you into the next town.

I need to do a bit more work before I can post pictures.

Rich

boleyd
The usual kudos. RS is made to be viewed from the cab of an engine. Actually the best view, considering grass and weeds, is normal human eye height. Placement of objects and the choice of objects are an art especially when done with "foliaging" the scene. PayPal is waiting.
rgarber
It's 1/9/2009 am and I've completed the adding of siding markers. All 153 of them! I didn't realize I added so many sidings. These aren't named btw, just added and the names come later. Today I plan on finishing up the route itself, the bulk scenery that is. Like I did in MSTS, I go in next and add in the small details like road signs, crossing bucks and so forth. I've been adding in vehicles along the way so that's one big task that's already out of the way. There's still plenty to do and with it being the 8th already I doubt I'll make that mid January release. I'm thinking late January so I can get enough activities written, or I will release the route sooner with just a few activities and then release more activities meant for Dick's rollingstock.

Rich
rgarber
1/29/2009

Click to view attachment
Click to englarge


Neat, huh? I begged Marc to let me use an advanced copy of his brown ties Scalerail track texture for the Colton & Northern route. Makes a difference doesn't it?

Okay, so where are with three weeks after my last announcement? The route for all intensive purposes is done. There'a few smattering of details I need to add still but these can be done quickly. Things like crossing guards and street signs, signal relays, little details like that. But I have two more things I want to do before closing out this project. First, I need to get my trees to do seasonal textures so we can run the route in different seasons. Second, I'm going to attempt adding Marc's ScaleRoads to complete the American look for this American route. Adding both the roads and track necessitates I do some terrain modifying which shouldn't take very long to do at all. The one catch is scenarios. At this point I don't know for certain where Dick C's rollingstock is in regards to polish because of his computer crash. So tentatively I'm going to release the route using RS default unless Dick C says we're a go which I will then use his engines/rollingstock for the route's scenarios. And of course the only thing after that left to do is the manual. Oh.. yeah... the website. I need to do the webpage for the route, I forgot that. I'm not a big fan of webpage building. My guess, the route should be released within the next two weeks. Just a guess though. Could be sooner.

Rich

rgarber
02/06/09 - There hasn't been much to report as for the past week I'm still making the adjustments from going from the default road and tracks to Marc's ScaleRail and ScaleRoads. This involved quite a bit so a week I expected it to take and I'm about 99% finished. I have to relay the Westin Yard which shouldn't take but a few minutes and place speed limit signs. I should have that done before the end of today.
rgarber
2/8/09 Route's done. biggrin.gif

Well... it was.... mad.gif

I usually take the weekends off from Rail Simulator but I'm afraid I'm not so done as I would like to be. unsure.gif

Have you seen Marc's sky on my route? Doesn't it do something for RS like nothing else we've seen? biggrin.gif

Wasn't that a nasty thing for Marc to do? mad.gif

They look so good and now I'm thinking, how can I release my route with just default skies like in my own pics? dry.gif

Thanks Marc. Guess whose going to get a phone call... tongue.gif

I do know this. Marc just started piddling with skies so if he came up with these that fast, maybe I can too. But expect a slight delay in the route, for now..., until I can get this sky thing figured. wacko.gif

Thanks Marc! dry.gif

*hammering sound*
august1929
They were a bit of a tease Rich. I went back into the route after seeing those screenshots, and the blue sky was, well, blue, with not a lot of white, grey, pink or any other colour clouds around.

See these over at UK Train sim - a beta from Marc?

http://forums.uktrainsim.com/viewtopic.php...a&start=210

Go for it Rich...

Rod
rgarber
Hi Rod... those skies are Marc's and not the ones pictured at Uktrainsim. BTW, if you folks don't know what I'm talking about, with the skies I mean, check this post:

http://www.3dtrains.com/forums/index.php?s...6022&st=20#

(scroll down to post #34)

Okay, here's the complete route roadmap with town and industry names.

Click to view attachment

Click to englarge
kcjones
Mmmm!! Who was it once said "Push the envelope"!!! flowers.gif
rgarber
And still pushing it! tongue.gif

2/16/09 - Believe it folks that even during the start-up of the new forum for Rail Simulator I was still able to get some work done. Presently I have 8 activities finished. My goal is to have 20-25 activities done for this route release. Each activity has a short write-up for it so if you get stuck, you can always revert back to the manual to see what happened. In addition some other minor cosmetics have been fixed on the route. Unfortunately I haven't had a chance to look at the skydome stuff yet, but I'm still planning on it. More later. smile.gif

Rich
rgarber
Really! My last post was yesterday? I thought I posted two days ago. Well now...

It's 2/17/09 and I have 14 scenarios completed with enough time to easily do two more. More if I was that ambitious.

First, I did something new with this route that I wished had occurred to me even when I was doing my MSTS routes. It's gonna be hard to explain this without pictures but I just don't have time to illustrate this.

What I'm doing is on the mainline I am placing sidings before industrial regions where a train can stop, remove what it needs to fulfill the switching in that area and then come back to and recouple with. This is helpful because unless you have some means to label a track, there's little to use to tell a user to move this train over here, or there. Anyway, this will make more sense when you see it in action than me trying to explain it. But it's helping me overcome some issues where I don't have to create industry track with more track than usual to accomodate our virtual switching.

Rich
rgarber
2/20/09 Update

"It's been a long time since we heard anything of the Butru tribes, I believe all is lost. We have been without food and water for three days .... " unsure.gif

Oops! I think I've been playing that other computer game just a wee bit too much lately. *cough cough* blush.gif

In a remarkable short period of time, I have finished 20 scenarios for the Colton & Northern route. In addition, each scenario has been documented so it can be included in the manual so if you get hung up, which I can't see how, but if you do, there's a solution in the manual. Today I worked on the website mostly to update the website for the Colton & Northern inclusion and created a page for it as well. Other things took place as well but nothing so significant to write about. More later... now back to my other game...

"I turned to Dr. Livingston, and with parched lips I said, "Do you think we'll ever get out of here alive?" rolleyes.gif
rgarber
Update 2/23/09

From the scenarios I moved onto settling an old score with RS, seasonal textures. Check out the latest Colton & Northern pics, seasonal texures! smile.gif

Next, the sky.

Rich
rgarber
3/3/09

Hollywood returns to All Aboard. Yes, I did my first movie for the Colton & Northern. It's short and it will be available shortly once I find a place for it. It's a part 1 feature of a 2 part feature of the first scenario.

The skydome is causing me fits but it's getting there. There are 22 scenarios in the route presently. Seasonal textures. No traffic, sorry about that. More update as soon as I find a commercial sponsor. wink.gif

Hollywood
rgarber
3/8/09 Skydome in place!

Well, it's been a battle to say the least. If you take a gander at my skydome pics in the picture thread you will see 3 pics of three different skies. This is accomplished by not doing it the way RS does skies. I like the look of the new skies in RS but I lose some functionality with the skies. Mostly the sky doesn't move. But I think there may be a way around that. But for now, the clouds don't move. The other battle is trying to deliver the best of both worlds. Not only using my sky but the default ones as well. I'm still working on that part.

The sky took longer than I thought it was and because of that I've lost my place where I was before I started with the sky but I don't figure very much left to do at all. I'll talk more about a release date once I figure out what I have left to do.

So more, later!

Rich
rgarber
3/12/09 Just when I thought I could coast...

I ran into some troubles with the most recent turntable addition. I had to rip it up and relay it. Turntables make me nervous, like working with Y switches in MSTS. Because of its proximity to a scenario, I had to redo that scenario. And wouldn't you know, I'm still learning the scenarios and how they work and I came across an issue that effected just about every last one of them. So I'm retesting the activities. I did about 8 today. There's 22 total, actually 23 come to think of it. The fixes will make for a polished product. I want to say next week for the release but the past 30 days, something always keeps coming up. So I'm not saying anything for sure. But, very close... very close.

Rich
rgarber
3/13/09

Okay, that went faster than I thought it would. (see previous post entry.) All done. The only thing left to do is finish up the manual, and finish adding some small details. Then I need to repackage the route and this one is in the can. There's a lot of scenario potential with this route and while these 23 scenarios showcase the default rollingstock, I plan to redo these scenarios and/or add some new ones in a separate package showcasing Dick's rollingstock. Release will most likely be next week.

The download files is somewhere near or just a little bit more than 60 megs.

There will be a separate download to fix up the R&C scenarios. The skydome I used will replace the skydome in the R&C. It's a simple thing to fix but I plan on creating a separate install so all you have to do is download and install the update.

I think that covers it.

smile.gif

Rich
rgarber
3/14/09

There's very little left to do. I would say the route is 99.999% done with only the placement of whistle posts remaining. My bad, I thought I had already imported my whistle post or I would have had that done yesterday. I still have to do a little writing in the manual, but not much, just credits and I thought I would write an overview on how to do a scenario. I've set the price of the route to $17. The only feature that I would call missing on the route is there still isn't traffic. I may fix that in an update. Oh, another thing... I forgot to set the speed of the track to 40mph. It'll show 60mph, but you guys know it's 40mph. So do 40mph, not 60mph.

All in all, except for this past month where I had to do a bit of scrambling for other "distractions" the project went really well. About 2/3rds of my library is in, and I did learn some new things this time around. But mostly my goal was to go from my introductory route idea with the R&C to a theme we are more familiar, full functioning multiplex routes.

I'm slowly learning the activity making to where I have a much better understanding to be able to do many of the things we did in MSTS, regarding activities. There's still a few things we did in MSTS that I can't yet see how I can do them in RS. But I'm speaking of things I rarely did anyway. For instance, stuff like an activity starts on a moving train. With the R&C I was concerned that the diversity of activity making in RS would be limited. That's not true, thank goodness!

I had the C&N done a month ago but seeing Marc's new track, skies, and roads, I just had to include those in this route. I wanted this route release to be much closer to what we expected in an MSTS payware release. This is pretty close. It's already a given that the graphics and eye candy are pretty good in RS, but can we match the features MSTS offered? We're getting close to a 1:1 match. BTW, I'm only talking about what I do, building routes.

Well, this closes it for this thread. Please keep an eye out for the C&N's release at http://www.allaboardrails.com/colt1.htm and of course I will announce it in various places on the web.

Oh, no CD version. Download strictly. Our post office here drives me crazy but if you absolutely must have a CD, I'll make you one. Shipping is $5 extra. Just holler by email.

My next project is an Old Timey Western route. It will be another trackplan route set in the old west. What inspired me? Oh, probably a couple of months ago I was seeing Cecil's route project which has some old timey engines and coaches on it and I thought it would be cool to do something like that for RS. Something different. It'll be small and I hope to start it and complete it within a couple of months.

Anyway, nice blogging with ya about the C&N route, I hope you enjoy it. smile.gif

Rich Garber
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