Mojave Desert Railroading

Discussion about RailWorks scenario creation.

Re: Mojave Desert Railroading

Unread postby gtrtroger » Tue Feb 10, 2015 2:40 pm

BTW.... Bill Putnam never responded to my requests to mod this map.....

So........ Quess I'll do it anyway..... All credit given of course....

How does "Mojave Desert Railroad II" sound......????
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Re: Mojave Desert Railroading

Unread postby Bananarama » Tue Feb 10, 2015 4:16 pm

As for static cars, you can place a line of tankers at the bulk oil plant just south of Mojave, tankers and open hoppers at the Kemira facility along the Trona line (7-miles east of Mojave), and cement hoppers on some of the yard tracks at Mojave (from Creal). Barstow could have various lines of cars in the hump yard, covered hoppers at Cargil and at the pet food loading tracks near Verdemont, and "bare table" (unloaded) container cars on the sidings at Verdemont and at San Bernardino.

Scenery is more or less the same throughout - lots of Sagebrush, Chaparral and Scrub Oak, with the majority of Joshua Trees spread between Summit and Barstow, Barstow and Mojave, and Mojave east toward Trona.
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Re: Mojave Desert Railroading

Unread postby fergy369 » Thu Feb 16, 2017 11:08 am

I just downloaded / installed the Mojave Desert Railroading route by Bill (usnret) & it looks great, except the tracks aren't showing. Is that a flatten file issue? I installed it into TS-2017 v59.2a
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Re: Mojave Desert Railroading

Unread postby _o_OOOO_oo-Kanawha » Thu Feb 16, 2017 2:16 pm

There is no documentation as to what additional assets are needed?

If memory serves me right, the late Ottodad from trainsim.com heavily "improved" the original route to meet his standards. Ottodad wasn't very fond of moire effects on the tracks, so he substituted them for his own creations.
His track files should probably be included in some additional assets pack?

You should also thoroughly search your Railworks folder for a file Pontracks.bin and delete all of its instances. That Pontracks.bin was for Ottodad's Point Ogden and Northern and apparently remained in the assets collection of every route of Ottodad's.
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Re: Mojave Desert Railroading

Unread postby fergy369 » Thu Feb 16, 2017 2:21 pm

_o_OOOO_oo-Kanawha wrote:There is no documentation as to what additional assets are needed?

If memory serves me right, the late Ottodad from trainsim.com heavily "improved" the original route to meet his standards. Ottodad wasn't very fond of moire effects on the tracks, so he substituted them for his own creations.
His track files should probably be included in some additional assets pack?

You should also thoroughly search your Railworks folder for a file Pontracks.bin and delete all of its instances. That Pontracks.bin was for Ottodad's Point Ogden and Northern and apparently remained in the assets collection of every route of Ottodad's.


Thanks for the headsup! !!*ok*!!
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Re: Mojave Desert Railroading

Unread postby fergy369 » Thu Feb 16, 2017 2:28 pm

_o_OOOO_oo-Kanawha wrote:There is no documentation as to what additional assets are needed?

No. Just a text file instructing how to install it... I'm hoping Bill (usnret) will reply
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Re: Mojave Desert Railroading

Unread postby _o_OOOO_oo-Kanawha » Thu Feb 16, 2017 2:53 pm

I've just downloaded the route from RWA's file library.

There is a list of required assets included in the .zip file. And it has many rather old and probably hard to find, perhaps even obsolete now, asset providers listed.
AFAIK, the tracks are Mainline_Light, and they come from Kuju\RailSimulatorUS provider. They need to be installed into that particular folder from some of Ottodad's other routes or asset collection. I don't know if these are still available, as the private server hosting them has been switched off. Perhaps these files are still over at trainsim.com?

I believe I still have this route and all of the other routes created over at trainsim.com under Ottodad's supervision in an archived install.
I believe I reverted some of them back to Scalerail, but then found that only one track rule has been used, making all the track look the same.

So if your search finds nothing, drop me a PM and I will see how I can help you.
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Re: Mojave Desert Railroading

Unread postby Geomodelrailroader » Tue Dec 19, 2017 4:00 am

Forklift and Crane I found those files. Kevin is also gone so some of his stuff is also obsolete. Otto's track file is in the directory the problem is Otto-PiNK.BIN is not on any site I know of Scale Rail has a similar file but is uses BNSF Pink Ballast and UP Gray Ballast. The Open Beta for tehapachi loop is closed and Hack made it Payware. There are two files with the same name that are needed for the track to work OTTO-PINK.BIN and OTTO-GRAY.BIN plus their rules files the Track files are here but not the rules file. without the rules file we will have to do it the old fashion way and do a asset replace which is time consuming. Forklift and Crane are on RWA and all we have to do is replace the shapefiles. Kevin's chasse pack is not on any site anymore I looked for it can't find it. the containers are in the KRS Legacy Pack on Trainsim.com under Rail Simulator just type in Containers and you will find it. the chasses are also in the KRS. as for trailers they are here except for the modern ones those are on Trainsim.com also. I agree with the others there are three obsolete packs in this download. first is the Ogden Northern Pack. Otto is gone so this pack needs to be deleted and replaced with KUJU Cajon Pass. The Stockton Route will not be found ether but the assets are on here and on Trainsim.com and UKTrainsim.com also Kevin is gone so that route is obsolete. GTRAX got into a legal battle with James at Dovetail and PanAm Railroad so Portland Terminal is also obsolete and you will not find it on the GTRAX site, here, or Steam. Only assets that work are the Husky Cars, GTRAX Doublestack Cars, The Spine Cars, and the the Postal Equipment Pack. Bill list SM Digital as his signal provider the only pack he made is the Cajon Crossing Replacement Pack. his Gantry Signal Pack was given to GTRAX use the Stevens Pass Route for the signals because SM Digital helped with that one. Everything else will have to be subbed.
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Re: Mojave Desert Railroading

Unread postby Bananarama » Tue Dec 19, 2017 6:12 am

You state that the “Open Beta of tehachapi loop [sic] is closed” and that I made it payware implies that it was at one time freeware, which it never was, nor is the beta now or has ever been “closed”. I provide plenty of freeware items on my site, but I don’t believe that I have to give everything away. *!rolleyes!*

As for ScaleRail, the decision by Otto to rename a track bin to include pink and grey ballast was not a smart one IMO, as the ATSF/SP (BNSF/UP) version is available in a freeware version. Otto’s idea of what the ballast in Southern California looks like without ever having seeing it in person has always puzzled me.
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Re: Mojave Desert Railroading

Unread postby Geomodelrailroader » Thu Dec 21, 2017 3:31 am

_o_OOOO_oo-Kanawha wrote:I've just downloaded the route from RWA's file library.

There is a list of required assets included in the .zip file. And it has many rather old and probably hard to find, perhaps even obsolete now, asset providers listed.
AFAIK, the tracks are Mainline_Light, and they come from Kuju\RailSimulatorUS provider. They need to be installed into that particular folder from some of Ottodad's other routes or asset collection. I don't know if these are still available, as the private server hosting them has been switched off. Perhaps these files are still over at trainsim.com?

I believe I still have this route and all of the other routes created over at trainsim.com under Ottodad's supervision in an archived install.
I believe I reverted some of them back to Scalerail, but then found that only one track rule has been used, making all the track look the same.

So if your search finds nothing, drop me a PM and I will see how I can help you.

I'm getting errors also Hack says Otto messed with the track rules before he and kevin went to the grave. Open the route folder and change these to these files. Change Otto-Pink.BIN to ATSF.BIN and set Provider to 3D Trains and the product to Scale Rail. Change Otto-Gray.BIN to SP.BIN and Provider to 3D Trains and Product to Scale Rail this will fix the asset problem. Download Cajon and install it into the Track Rules File and change track rule to Cajon.
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Re: Mojave Desert Railroading

Unread postby _o_OOOO_oo-Kanawha » Thu Dec 21, 2017 4:29 am

Still, you better get Tomcat's modernised and updated Cajon Pass Mojave route from RWA for its trackwork and signaling is so much better than all the Otto hacks and "improvements".
And Tomcat is still available for small corrections and updates when necessary. Still one can dream of a possible extension over Tehachapi to Bakersfield?
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Re: Mojave Desert Railroading

Unread postby LandN » Thu Dec 21, 2017 8:00 am

Why do you need an extension from Mojave to Bakersfield, unless you are looking for a free version. Hack's route is very good.
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Re: Mojave Desert Railroading

Unread postby Tomcat » Thu Dec 21, 2017 9:36 am

Geomodelrailroader wrote:The Beta ended recently so the only way to get that route is to pay for it.


This sentence still implies that the route was free when it was in Beta. The Beta is ongoing and paying for the route has been the only way for anyone to get it. I don't think it can be made any more clear.

_o_OOOO_oo-Kanawha wrote:Still one can dream of a possible extension over Tehachapi to Bakersfield?


LandN wrote:Why do you need an extension from Mojave to Bakersfield, unless you are looking for a free version. Hack's route is very good.


I second LandN. It's my opinion that Hack's Tehachapi Pass is the finest realization of a real world route in TS20XX. I'm not saying that it is or should be your favorite route to run on, but the unmatched quality of the build is almost an objective truth.

I also second _o_OOOO_oo-Kanawha. It would be a dream to have a large network such as Run8 currently has, but I have no plan or desire to add to Cajon-Mojave. When TSW route building tools become available I will be very tempted to recreate Cajon-Mojave with Tehachapi, Cima, Needles etc., etc. etc. This is assuming that the TSW platform would be able to handle large networks.
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Re: Mojave Desert Railroading

Unread postby gtrtroger » Thu Dec 21, 2017 1:19 pm

Your route still has bugs Tomcat.


You do realize that Tomcat’s Cajon Mojave is an “ALPHA” and it is clearly identified as such. It is a bit inappropriate for you to dis his work. Given your comments thus far, I thing you need to slow your train down a bit and obey the posted limits.

Since I started the thread loooooooong ago, I think it’s time to shut this conversation down.
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Re: Mojave Desert Railroading

Unread postby buzz456 » Thu Dec 21, 2017 2:32 pm

I deleted several post from here because I felt they were inappropriate to civil discourse and not very polite to say the least. One can make their point without attacking people or their work.
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