Template for Port Ogden 10 |
Template for Port Ogden 10 |
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#1
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Switchman ![]() Group: Members Posts: 3 Joined: 6-February 08 Member No.: 139 ![]() |
Guys,
I'm looking for a Template for Port Ogden 10, its a great freeware route but I haven't found a Act. Generator Template for it. Is there one out there? |
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#2
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Train Master ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 1,028 Joined: 4-February 07 From: Canada Member No.: 21 ![]() |
Hi to all,
here's a first rundown on its conception so far.I have finally started working on it. Due to the very special nature of this route, I highly recommend you reading the readme files that comes with the route to understand more the mechanics of the route, including speed limits issues, train meets, signalling, etc... As some of you know, the PO&N route is actually 2 parallel routes: one for AI traffic and the other for the player activities.So the first challenge was to make sure the AI traffic paths were properly set.That was done first before putting any markers or player paths. In studying the route, I have found the traffic paths and renamed them for the AI traffic paths in AG. Only two of the three paths will be used. Since there are no sidings inside the line leading to Tokyo, I have decided to scrap the AI traffic inside this area. AI traffic is expected to be moderate to heavy, so you will have to be watchful for other trains and red signals along. The route as well as the template is more designed for peddler freight trains and have shorter consists than the typical route seen elsewhere. In the AI traffic and player consists which came with the route, the maximum cars seen were at 20. Longer consists may become a problem if you have to stop for AI trains and due that some sidings are very short. This is why I would recommend to 20 the maximum of cars in any consist when handling freight inside the PO&N route. Other that the defauls cars used in the template, there will be only seven (7) additional downloads, including are many of the PO&N stock, including "F"units, GP38-2's and sd40-2's. That is why the timeframe for the template will be around the Early 70's, when GP38's and sd40's came into service. Also have noticed during the maiden test that wheelslip problems have arisen with the F units.Even after applying sand the wheelslip light would remain on and the train would have trouble speeding up. There have been some topics in the TS forum which has tackled this gravity issue and a patch was issued. Once installed, it has solved my wheelslip issue. Here's an address to get the patch: http://hawkdawg.com/MSTS/rts/routes.htm The next step, marking all serviceable sidings was done and the player will have around 230 sidings to work with. In regards to the markers orientation issue, I have decided to create maps for each area with their markers to indicate their orientation, rather than using the TDB file,which takes considerable time in indicating marker orientation, which was done in previous templates. I have done around 40 maps which will also replace a more detailed map. I have successfully generated my first SLG act from a path created from Anderson and return including Shea Coal, Texas Tea, Wipfel, Spittler, Paludan just to name a few of the regions covered. The activity which consisted ot two pickups and two setouts were successful.I am including in the following pictures of the act what will probably be my player engines, the F Units. More update later ![]() ![]() ![]() -------------------- Denis Gionet
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Lo-Fi Version | Time is now: 13th September 2025 - 02:52 AM |