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Template Request for Ozark Northern
pensfan17
post Dec 23 2009, 06:22 PM
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Hello,

Is anybody considering making a template for V Scale Creations Ozark Northern? Very well done route circa 1893, in the Ozark Mountain region. This route has many industries to switch. And a 3.9% grade to boot.

Al
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dgionet
post Dec 24 2009, 09:13 PM
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QUOTE(pensfan17 @ Dec 23 2009, 06:22 PM) *
Hello,

Is anybody considering making a template for V Scale Creations Ozark Northern? Very well done route circa 1893, in the Ozark Mountain region. This route has many industries to switch. And a 3.9% grade to boot.

Al


Hello Al,

The sidings are well marked and is defitively a good candidate for a template. Although this is considered a dark territory, that means no signalling system, I may be able to find a way to chip in some AI traffic and meets. The route is well praised. Even the Railyard gave it his first platinum seal of approval (100%). It is a great route to run, evenmore with these 4% grades and the beautiful rolling stock as well as the mountain scenery in the Ozarks. Both Andre Ming and Jon Davis are to be congratulated for some fine work.

I would be willing to give it a shot if no one else have already started.



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Denis Gionet
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pensfan17
post Dec 25 2009, 05:38 AM
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Denis,

It really is a very fine route. Glad to hear you are considering a template for it.

Al
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dgionet
post Dec 25 2009, 11:11 AM
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Hi to all,

The first screenshots of the first AG-generated activity from Turners Bend to the BM&E at Cass. It's at its early stages, but believe it will an exciting template to operate. There are 68 serviceable sidings and lots of work ahead to refine it.

More updates to come

Enjoy the shots





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Denis Gionet
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pensfan17
post Dec 25 2009, 11:22 AM
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Denis,

You the man!!! Thanks in advance for your effort in developing this template.

Al
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dgionet
post Dec 27 2009, 08:07 AM
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Hi to all,

The route templates are finished and are being tested.

This one will have a special twist in regards to AI traffic inside a dark territory.

To meet AI trains, I have created a special and detailed map with the scheduled passing of the AI trains at meet locations. It will be to the player to determine the best area to meet his oncoming AI. The player train is considered a low priority train and will have to wait for the other trains to pass.

Of course, if the player finds it too complicated, he can always use the No AI traffic feature of AG.

I am including some screenshots of AG-generated activities including some meets and the special map for AI traffic

More to come later

Enjoy the shots

At Mountain Creek


The next two inside Zinc City




Two at Brashears with a meet




St.Paul




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Denis Gionet
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pensfan17
post Jan 2 2010, 03:56 PM
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Denis,

Your progress looks great. I like how you implemented the AI. Any info on how testing is going and possible release date?

Al
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dgionet
post Jan 2 2010, 06:43 PM
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Hi Al,

Testing is going slowly but great due to some limited time with the route. Since the beginning of testing, some improvements were made as to some player and AI paths that caused some stalls for AI traffic. Now it looks good so far. Also, I have decided to have two locomotives as the player train rather than one. As you found out in the VSC site, with one loco, you can't go up there with more than about 3 loaded cars up the 4% grade.

Even with the two-locos set as the player train, a helper loco will be available close by and ready to be coupled with your train if your workload needs additional power. Even with three locos (2 in front and one in the back) you can't climb the grade with more than about 10 fully loaded boxcars, about 600 tons total( locos and tender included). Testing on my own was successfull up the grade NB with 9 BM&E LD cars.

If your task requires only one loco, you can always uncouple the second loco and use a waycar available beside the locos in some locations. In some areas, addition of a caboose will require to use AG to add it for you since it may not be possible to have one on the starting location. Some additional paths were added for the player engines.

Benny is also testing the templates and am appreciative for his time with testing the route and AG.

Here are additional shots of some tested acts.













More updates to come


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Denis Gionet
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LehighNorthern
post Jan 3 2010, 04:38 AM
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Denis,

On the RW, (real world), Sierra Railway, on their Angles Camp branch, they had grades approaching those on the ON and they could only pull 5 loaded cars up the grade from the river. That was around 1900 - 1902.

Paul
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dgionet
post Jan 10 2010, 08:26 AM
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Hello to All,

The template package has been sent to Steve for uploading in the templates page.

Thanks to Benny (bennycdn) for helping me in testing the templates.

For you steam lovers, it will be a challenging one with the steep grades.

Enjoy!


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Denis Gionet
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pensfan17
post Jan 10 2010, 02:48 PM
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Denis,

Much appriciated. Thanks to all involved!

Al
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dgionet
post Jan 10 2010, 07:03 PM
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It is now available in the downloads page

Thanks Steve!


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Denis Gionet
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pensfan17
post Feb 1 2010, 11:12 AM
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Denis,

Enjoying your template for the O&N. However, I'm having an issue using the Northbound Template. The 2nd AI train (wood pallet train) is always stuck @ Wolf Pen, just north of the northern most switch. That switch is lined for the main. Looking at the traffic pattern map, this train should have left Wolf Pen @ 10:16. I usally arrive in Wolf Pen around 10:40. I've tried this at least 3 times with the same result. Any ideas?

Al
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dgionet
post Feb 1 2010, 11:29 AM
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Hi Al,

Can you provide some additional details about the activity generated by AG and your starting point? I am at work right now and will try to look into the issue later tonight and hope to give you an answer as soon as possible.


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pensfan17
post Feb 1 2010, 11:54 AM
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Denis,

Tried 2 different generated activites. One starting from Turners Bend, with pickup from AR&N Yard track 1 (source track) and Destination track of St. Paul Yard Track. Had my 1st meet with a stone train at Mountain Creek @ 10:03. After the main was clear, I the proceed to Fly Gap and waited on the main for a meet @ 10:38, but having waited till 10:45 the meet never happened. I then travelled to Wolf Pen where I saw the train as described in previous post. I generated another activity, this time from sourse track BM&E Yard track 1 with destination track St. Paul Yard Track. Met 1st train @ Mountain Creek at 10:03, the proceed same as above with same result of AI train stuck at Wolf Pen.

On both activites I did NOT set any Work Tracks. Could this be the problem? Will try another activity with work tracks selected.

Going to work soon, so will try again tomorrow.

Al
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dgionet
post Feb 1 2010, 06:19 PM
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Hi Al,

Can you PM me with your coordinates. I will send you a modified path file of that traffic train called the OzarkNBTraffic4 path file . The difference is that the AI will remain on the mainline. The player train will have to take the siding instead. I had the problem with the A&O Sub during the time AI were taking the siding. The problem was solved after changing the traffic path and to remain on the mainline. It may probably be the same problem.

Once in your hands, just replace the old file with the new one and give it a shot again and let me know the results. I will try to give it a shot myself.


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dgionet
post Feb 1 2010, 07:23 PM
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Hi Al,

I have generated a SLG activity from Zinc City and have waited for the AI at Wolf Pen. I didn't mind to have waited 30 minutes for the AI. Well, after the change of path to have all AI remaining on the mainline, here's the result of the meet at Wolf Pen.
Success!



Will wait, Al for your coordinates so I can send you the modified path file for you to give it a try if if does the same for you.



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Denis Gionet
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pensfan17
post Feb 2 2010, 08:16 AM
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Denis,

Using your updated file, I generated an activity from Zinc City north to St. Paul. After waiting at the siding @ Wolf Pen for 17min., the AI wood pallet train passed by on the main. All seems to work fine. Question: Will you be updating all AI trains to use the main, or just this one?

Thanks,

Al
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dgionet
post Feb 2 2010, 09:56 AM
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Hi Al,

Thanks for your quick reply to the result in testing the updated path.

I will check the remaining paths and modify all AI paths to use the mainline instead of the sidings. That means that the player train will have to take the sidings when meeting AI trains. Updated instructions will be given in the readme file and also update the AI traffic patterns map to reflect the change when meeting AI trains.

Once done, I will send to Steve the updated package

Thanks again


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Denis Gionet
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dgionet
post Feb 2 2010, 05:58 PM
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The updated package has been sent to Steve to be uploaded in the templates page, soon to come.



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Denis Gionet
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