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Template for Port Ogden 10
tulsadutch
post Feb 9 2008, 01:41 PM
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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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sgdavis
post Feb 10 2008, 07:49 AM
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QUOTE(tulsadutch @ Feb 9 2008, 01:41 PM) *
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?


I don't believe we've done one for that yet. That's a good suggestion, it's now on the list! Hopefully one of our template gurus will pick this up.

Thanks,

Steve


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Steve Davis Skyline Computing SteveDavis@SkylineComputing.com
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dgionet
post Apr 6 2008, 08:35 PM
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QUOTE(tulsadutch @ Feb 9 2008, 01:41 PM) *
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?


Hi Tulsadutch and to all,

I am actually examining the Port Ogden & Northern 11 route and looks good in terms of marked sidings. but as you know it is a maze of twists and turns. Quite complicated system! I am ready to consider trying to make a template, there will be some soul searching in tackling this one, unless someone is already working on it. Let me know if there is someone else.

Thanks





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Denis Gionet
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xpdingo
post Apr 7 2008, 11:23 AM
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QUOTE(dgionet @ Apr 6 2008, 08:35 PM) *
Hi Tulsadutch and to all,

I am actually examining the Port Ogden & Northern 11 route and looks good in terms of marked sidings. but as you know it is a maze of twists and turns. Quite complicated system! I am ready to consider trying to make a template, there will be some soul searching in tackling this one, unless someone is already working on it. Let me know if there is someone else.

Thanks

Denis: I know you are considering this template and it is yours. If you change your mind would you let me know and I will consider trying it. It is a big job to tackle. Thanks, Pete
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dgionet
post Apr 11 2008, 09:10 PM
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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







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Denis Gionet
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dgionet
post Apr 12 2008, 09:02 AM
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Hi to all,

Continuing the work in adding paths to the template. Goes well and will be an exciting route to work with. Also you may have to adjust coupling with route Riter to add front couplers and adjust the settings to all the rolling stock. Had some problems at first, then once adjusted it is OK.

here are some of the meets I have encountered on another path from Whitefish making a circle counterclockwise run through Tinkers Dam, BNSF Lady through Austin, Cicero, Columbia Falls, Hawkins and finally back to Whitefish.

Waiting for a higher priority train before tinkers Dam



Overtaking a waiting train after BNSF Lady



Enjoying a rare triple meet At Austin



Enjoy


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Denis Gionet
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dgionet
post Apr 15 2008, 04:29 AM
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The template package is now finished and some testing has started. Looks good so far in testing. Just remember that when you have to wait for a train, simply stop, reverse and stop while on reverse to make sure your oncoming AI will be moving. There will be 16 fifferent paths to enjoy and the number of downloads has been upgraded to 8 from the previous 7 to include some woodchip cars.

Here's a shot inside the Shea Coal mines ( over the fourth level ). Just remember that the fourth level is 325 feet deep at its lowest area.

Enjoy



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Denis Gionet
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charliechan
post Apr 15 2008, 12:03 PM
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Good Morning:

Great to hear that someone is doing this, if you can keep the AI traffic it will be a fantastic experience. This route always had to many loose consists, but while using Acitivity Generator, I hope this will help with the memory issues.

Thanks again and keep up the good work.

Chandler


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dgionet
post Apr 15 2008, 12:59 PM
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QUOTE(charliechan @ Apr 15 2008, 12:03 PM) *
Good Morning:

Great to hear that someone is doing this, if you can keep the AI traffic it will be a fantastic experience. This route always had to many loose consists, but while using Acitivity Generator, I hope this will help with the memory issues.

Thanks again and keep up the good work.

Chandler


Hi Chandler,

Yes, there will be plenty of AI traffic and the tests done so far were with all AI traffic very present and very successfull so far. Will keep testing for a short while before uploading. In the main AI path there are a new AI every 15 minutes, so that'll keep us vigilant.

Denis


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Denis Gionet
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dgionet
post Apr 17 2008, 06:47 PM
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Hi to all,

The template package has been sent to Steve for uploading.


Enjoy


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Denis Gionet
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sgdavis
post Apr 18 2008, 12:06 PM
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QUOTE(dgionet @ Apr 17 2008, 07:47 PM) *
Hi to all,

The template package has been sent to Steve for uploading.


Enjoy



This has been posted to our Templates page, or get it directly at http://www.skylinecomputing.com/downloads/...%20Template.zip

Thanks Denis!


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Steve Davis Skyline Computing SteveDavis@SkylineComputing.com
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