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North Coast Railroad v3.1 route, Oncoming template
dgionet
post Feb 15 2014, 07:45 PM
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Hi to all,

Following the release of the v3.1 update of the route, I have taken a new look at the route and have decided to proceed with a template and update Steve's previous template ( for AG3 or classic) to accomodate AG4.

Since its original release in 2002, the route has gone a long, long way and it is very well done and detailed today. This is a beautiful route to run on now, especially the section along the Eel River.

Benny has agreed to volunteer in testing. Thanks again Benny!

The template TDB is done and as of today, four templates are finished, the NB and SB main run templates (between Willits and Eureka) and the SB and NB MOW, the latter two will focus on those more isolated sidings along the route between Alton and Willits. More than 200 serviceable sidings will be part of the template package.

Although the route is dark territory (no signalling), there will be a few AI trains along the route. Two maps have been already done to indicate the time arriving at any meeting point and also indicating the siding's capacity where the meet is expected. The user will have to calculate the ideal time to meet ans also taking into consideration the player consist length. The user is encouraged to save the act at the previous meeting point in case the player consist length exceed the siding's car-capacity.

The main player engines will be five NCR GP9's, all available at the Mophouse-MLT downloads web site. All have been done by Rob Hammock. All will require the MLT's Southern Pacific Heritage pack 1 including the required shape file from the SP GP9E 3371 engine to use all the five NCR engines.

Here are some shots of the first SLG generated acts including shots of the two maps expected to be used to determine the area to meet oncoming trains.















More later


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Denis Gionet
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dgionet
post Feb 19 2014, 01:31 PM
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Hi to all,

The template package is now finished and testing has started. In addition to the ones mentioned in the previous post, there are two additional templates: the YARDS and LOCALS templates. The YARDS template depicts work inside the Willits, Eureka and Scotia areas. The LOCALS has runs between Willits and inside the CWR, between Eureka and the Fairhaven areas, between Gannon and Korbel and also between Scotia (Glynn sidings) and the Yager log camp, all with return trips to their point of origin.

Here is a successfull SLG-generated run between Scotia and Yager and return. I had to restart the run because the initial player engines, two geeps, couldn't handle moving about 20 full log cars inside the Yager area. The player engines have been increased to three Geeps. In addition to those, two Geeps are available at the end of the Yager yard as helper units, just in case power is insufficient.

Reaching Yager cannot be done directly. At Alton, the engines will be required to uncouple and go at the end of the consist, switch cabs, reverse past the branch and access the line to Yager. The same to be applied for the return back at Alton.

Here are shots from both two and three units runs





















More later


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Denis Gionet
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xpdingo
post Feb 23 2014, 03:02 PM
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QUOTE(dgionet @ Feb 19 2014, 01:31 PM) *
Hi to all,

The template package is now finished and testing has started. In addition to the ones mentioned in the previous post, there are two additional templates: the YARDS and LOCALS templates. The YARDS template depicts work inside the Willits, Eureka and Scotia areas. The LOCALS has runs between Willits and inside the CWR, between Eureka and the Fairhaven areas, between Gannon and Korbel and also between Scotia (Glynn sidings) and the Yager log camp, all with return trips to their point of origin.

Here is a successfull SLG-generated run between Scotia and Yager and return. I had to restart the run because the initial player engines, two geeps, couldn't handle moving about 20 full log cars inside the Yager area. The player engines have been increased to three Geeps. In addition to those, two Geeps are available at the end of the Yager yard as helper units, just in case power is insufficient.

Reaching Yager cannot be done directly. At Alton, the engines will be required to uncouple and go at the end of the consist, switch cabs, reverse past the branch and access the line to Yager. The same to be applied for the return back at Alton.

Here are shots from both two and three units runs





















More later


Denis:

Check your PM

Pete
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