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North Coast RR Templete.
ideaman
post May 17 2007, 08:24 AM
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Hi folks. First off there is nothing wrong with the templete. My problem is with the sharp turns around the Korbal area. The engines and the 72ft cars will bind up on these turns to the point that they will come to a stop and end the activity. What I would like to know is can I use conbuilder to replace these long cars with 60ft or shorter in the loose consist section before making an activity and will they stay there or will I have to do this every time I want to generate an activity. Just trying to do this the simple way if possible. Thanks for your advice. Greg
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joebandit
post May 17 2007, 08:59 AM
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In actuallity, I never seen a long car used on that line. Yes, conbuilder can be used to swap engines and ars on any consist including the loose ones, if you have the pro version.The lite version can only build and replace in normal consists.
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ideaman
post May 17 2007, 09:57 AM
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Thanks for the reply. I don't have the payware version but I do have one that I can edit the loose consist files and more. The GP9's don't work all that well up in that area as they bind up quite bad on those turns. I ran into the same problem in the Scotia Mill yard and had to lease 2 AR Steel SW1500's to work in there so I will use them up in that area.Thanks again. Greg
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nbeveridge
post May 17 2007, 09:58 AM
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If you make the changes in the template itself, then they will be effective for all activities generated thereafter.


I believe that the problem is the center beam cars, and here is how to fix it.  First, copy and save the SWLACTNCRSD1_Template.csv file in the ACTIVITIES folder in the NCR route folder to a safe place.  Using the full version of ConBuilder, you would want to substitute bn_bflat4, bn_bflat5, bn_bflat10, and/or bn_bflat11 for every instance of ttzx_cw3,  ttzx_cw4, ttzx_cw5, and ttzx_cw6.  Also, substitute bn_bflat1 for every instance of ttzx_cw1.  Then you will need to open the SWLACTNCRSD1_Template.csv file in the ACTIVITIES folder in the NCR route folder.  Make sure that the car type for bn_bflat4, bn_bflat5, bn_bflat10, and bn_bflat11 is L, and that the car type for bn_bflat1 is LMT.  If you mess up this file,you can always go back to the saved original copy which you made in the first step.



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Norman
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ideaman
post May 17 2007, 03:20 PM
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Hi Norman. I answered your post just after I answered Joebandit's post but I just now found out that it went to outer space or some place as it is not on this board. Anyway I did as you instructed and everything seems to be ok. Thanks for the help. Greg
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sgdavis
post Jun 3 2007, 03:35 PM
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Joe has created an update for this route that fixes some switches that couldn't be operated manually, and restores a tunnel.  This update however "breaks" some of the paths in the Activity Generator template for this route.


I have today posted fixed paths, to be used ONLY with this update, and I have also posted Joe's update.  You can get both on the Templates page of this site under North Coast Route.


Cheers,


Steve



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Steve Davis Skyline Computing SteveDavis@SkylineComputing.com
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joebandit
post Jun 5 2007, 02:40 AM
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In actuallity what they used on that part of the line was 4, 44 tonners. There are 2 of them available over at Train-sim in the library, look for Arcata and Madd River, or A&M
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nbeveridge
post Jun 6 2007, 06:26 AM
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It would be interesting to add 44 tonners at those locations.  I think that with MSTSbin you could even figure out how to switch to those locos, continue the local work, and then switch back to the GP's.  This would require a modification of the template to place loose consists of 44 tonners.


Cool!



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