Virtual New Haven RR, a WIP project for RW

Announce your payware projects here. Place your payware screenshots here.

Re: Virtual New Haven RR, a WIP project for RW

Unread postby CARex » Sat Aug 03, 2013 5:29 pm

From the VNHRR Manual;

Contributors
• Bob Jones: Original Concept and Idea, Scenery and Rolling Stock Modeling,
Route Building, Scenario Design
• Michael Stephan: Scenery and Rolling Stock Modeling, Route Building,
Scenario Design, Packaging
• Phil Moberg: Technical and Historical Advice, Rolling Stock Modeling,
Testing
• Dick Cowen: ALCO RS3 Models
• Mannu Pack: ALCO FA/B-1 Models
• Rick Grout: Freight Car Sounds, Many Tips and Tricks, Testing
• Andreas Czudai, Thomas Pearce, Matt Peddlesden: Advice and Testing

Thanx all for your comments.
User avatar
CARex
 
Posts: 228
Joined: Mon Feb 16, 2009 4:11 pm
Location: Now of... West Melbourne, FL US

Re: Virtual New Haven RR, a WIP project for RW

Unread postby ozinoz » Sun Aug 04, 2013 7:20 pm

Am loving what I have seen, but I am still looking for the steam assets. Not sure if I am only having a "boy look" and not a "girl look" but as late as June it was indicated in a PM from Michael that there would be steam assets, because we had discussed using Mike Rennie's Connie for the local pick up and transfer freights, but I can not find anything. Has it been subsequently decided not to include? Will be a bit disappointed that being the case.

!*cheers*!
ozinoz
 
Posts: 1626
Joined: Fri Feb 20, 2009 1:59 am
Location: Antipodes

Re: Virtual New Haven RR, a WIP project for RW

Unread postby thecanadianrail » Sun Aug 04, 2013 8:00 pm

loving the route but have run into some problems with structures so far from what I have done on the route. Certain buildings have way too many pollys and faces, like one of the large factories if you go into the freeview mode (8) and go inside the building there are hundreds of cubes inside with stretched textures that really hurt performance, even on a good machine like mine which usually runs 25fps on max settings is down to probably somewhere around 5-10 (just says 14fps in game but is obviously slower). Im shure these things will be addressed before V1.0, but its a good thing we point these things out now. Other than that so far everything is excellent! I cant wait for additional rolling stock, especially the tank cars which imho will fill one of the biggest gaps currently in the routes rolling stock section.

Beautiful route, I love it! There is one thing that kinda bugs me but isn't a big deal, but I find that the red/brown ballast looks a little odd without any ground textures to blend it in underneath, guess its just too sharp of a change in color imo. (please no flack about the comment I just wanted to voice my opinion)
User avatar
thecanadianrail
 
Posts: 2617
Joined: Fri Oct 29, 2010 8:36 am
Location: Manitoba, Canada

Re: Virtual New Haven RR, a WIP project for RW

Unread postby buzz456 » Sun Aug 04, 2013 9:02 pm

You guys going to do the F7 and some passenger cars eventually as part of the package or a add on? Inquiring minds want to know. Loving it so far.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20911
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Virtual New Haven RR, a WIP project for RW

Unread postby GreatNortherner » Mon Aug 05, 2013 1:50 pm

Hi,

thecanadianrail wrote:Certain buildings have way too many pollys and faces, like one of the large factories if you go into the freeview mode (8) and go inside the building there are hundreds of cubes inside with stretched textures that really hurt performance

Which factory buildings do you mean? The ones at Thompsonville and Windsor Locks? Those are actually very low poly (don't let the recessed windows trick you, that's just a very effective alpha punchout trick).

Where does the FPS hit occur? When moving in range of the Springfield tiles that is likely due to tile loading, Springfield has four tiles with so many objects. I've been testing the route extensively on a very low end system (below min. specs) at didn't notice any dramatic FPS drops outside of Springfield, though the FPS wasn't good.

ozinoz wrote:(...) as late as June it was indicated in a PM from Michael that there would be steam assets, because we had discussed using Mike Rennie's Connie for the local pick up and transfer freights, but I can not find anything. Has it been subsequently decided not to include? Will be a bit disappointed that being the case.


The Steam Facilities just didn't get completed yet. My existing models didn't really fit... way too big for the small NH Springfield Yard... so I'll have to build something from scratch. :-( I forgot to mention that in the release notes, sorry!

buzz456 wrote:You guys going to do the F7 and some passenger cars eventually as part of the package or a add on? Inquiring minds want to know. Loving it so far.

Passenger cars are coming. In version 2 there will be several types of them, but at that point we can't say yet which passenger car(s) will make it into v1.0.
For version 2 there will also be more motive power. It's too early to say which ones though.
User avatar
GreatNortherner
 
Posts: 1586
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic

Re: Virtual New Haven RR, a WIP project for RW

Unread postby ozinoz » Mon Aug 05, 2013 7:45 pm

GreatNortherner wrote:Hi,

ozinoz wrote:(...) as late as June it was indicated in a PM from Michael that there would be steam assets, because we had discussed using Mike Rennie's Connie for the local pick up and transfer freights, but I can not find anything. Has it been subsequently decided not to include? Will be a bit disappointed that being the case.


The Steam Facilities just didn't get completed yet. My existing models didn't really fit... way too big for the small NH Springfield Yard... so I'll have to build something from scratch. :-( I forgot to mention that in the release notes, sorry!


Thanks for the update, although this *!sad!* still applies

Are we talking about inclusion in the finished version 1.0 or for version 2.0? Do you have an anticipated time frame on that?

!*cheers*!

Grant
ozinoz
 
Posts: 1626
Joined: Fri Feb 20, 2009 1:59 am
Location: Antipodes

Re: Virtual New Haven RR, a WIP project for RW

Unread postby thecanadianrail » Wed Aug 07, 2013 2:15 pm

GreatNortherner wrote:Hi,

thecanadianrail wrote:Certain buildings have way too many pollys and faces, like one of the large factories if you go into the freeview mode (8) and go inside the building there are hundreds of cubes inside with stretched textures that really hurt performance

Which factory buildings do you mean? The ones at Thompsonville and Windsor Locks? Those are actually very low poly (don't let the recessed windows trick you, that's just a very effective alpha punchout trick).

Where does the FPS hit occur? When moving in range of the Springfield tiles that is likely due to tile loading, Springfield has four tiles with so many objects. I've been testing the route extensively on a very low end system (below min. specs) at didn't notice any dramatic FPS drops outside of Springfield, though the FPS wasn't good.


After getting the time to search through the buildings on my day off I found that the main cause of the low fps was caused by the building "Bigelow Factory North" which when you move inside of the building you will see a mess of stretched faces everywhere which is the main cause of problems with my pc. other than that I run around average to just below average fps throughout the route which is probably caused by my view distances at max and forcing my pc to draw so many assets at one time.
User avatar
thecanadianrail
 
Posts: 2617
Joined: Fri Oct 29, 2010 8:36 am
Location: Manitoba, Canada

Re: Virtual New Haven RR, a WIP project for RW

Unread postby ArcticCatZRT » Wed Aug 07, 2013 10:14 pm

I haven't played TS2013 in a long while but once I saw this route released I had to pick it up. I am very impressed with the route and I cannot wait for the next addition. For 20 dollars I got a lot of content, more content for this game than I usually get for that amount of money! Thanks to the team for all the work they have done thus far!

Best Regards,
Cat
User avatar
ArcticCatZRT
 
Posts: 386
Joined: Tue Feb 15, 2011 6:43 pm
Location: Palm, PA

Re: Virtual New Haven RR, a WIP project for RW

Unread postby OlPaint » Thu Aug 08, 2013 12:13 am

Michael

I have run several of the bundled scenarios. I observed that the NH ALCo RS3 has Dick Cowen's Buckeye couplers with working air hoses, and NH ALCo FA1 has Lord Mannu's DTM couplers. I have noticed that all the freight and passenger cars in the VNHRR fleet have GreatNortherner working couplers with working brake hoses. These three different types of Buckeye glad hands and brake hoses do not make up properly with joined/mated hose connectors between the different types. Moreover the Britkits hoses appear to have a smaller diameter of high pressure hose.

I would like to convert all the rolling stock in VNHRR route to your GreatNortherner type working couplers. I have figured out how to convert all the RSC DLC assets to GreatNortherner working couplers and brake hoses. I just need assistance with where to find the coupling.BIN BluePrint and coupler.TgPcDx Texture file so that I can convert Britkits and LordMannu Buckeye couplers as well.

OlPaint
__________________________
Chessie...Sleep Like A Kitten

OlPaint
User avatar
OlPaint
 
Posts: 595
Joined: Thu Jun 21, 2012 6:25 am

Re: Virtual New Haven RR, a WIP project for RW

Unread postby cor726 » Thu Aug 08, 2013 10:23 am

Arctic Cat ZRT wrote:I haven't played TS2013 in a long while but once I saw this route released I had to pick it up. I am very impressed with the route and I cannot wait for the next addition. For 20 dollars I got a lot of content, more content for this game than I usually get for that amount of money! Thanks to the team for all the work they have done thus far!

Best Regards,
Cat


I had $20 in the budget and I picked this one vs the F7 Empire Builder for the exact reason quoted. The amount of content was well worth $20 and I am looking forward to the final version. I really like the RS3 and it is a locomotive that was missing from my roster.
cor726
 
Posts: 124
Joined: Tue Jan 29, 2013 9:55 am

Re: Virtual New Haven RR, a WIP project for RW

Unread postby GreatNortherner » Fri Aug 09, 2013 10:01 am

Hi,

Thanks for your comments and questions.

ozinoz wrote:(Steam Facilities) Are we talking about inclusion in the finished version 1.0 or for version 2.0? Do you have an anticipated time frame on that?


That is planned for version 1.0. Our time frame for that is "as soon as possible", but our work bench is quite full with models that still need to be done. I hope you'll understand that we can't (and don't want to) set a release date for the 1.0 update and any of the following expansions.

cor726 wrote: I really like the RS3 and it is a locomotive that was missing from my roster.

There's also a freeware version of the RS3. It looks slightly different to the one Dick bulit for the VNH, but is essentially the same base model. More about this engine: http://dickyjim.com/

OlPaint wrote:I would like to convert all the rolling stock in VNHRR route to your GreatNortherner type working couplers.

You can either replace the coupler shapes in the locos's folders, or edit their BIN files to reference the couplers from the VNH freight cars. However, we'll probably standardize on a set of couplers with v1.0 -- should have done that for 0.9 already, but forgot to do it.

thecanadianrail wrote:After getting the time to search through the buildings on my day off I found that the main cause of the low fps was caused by the building "Bigelow Factory North" which when you move inside of the building you will see a mess of stretched faces everywhere which is the main cause of problems with my pc.

Thanks for the detailed information. I'll check the building you mentioned and try to improve it.

Cheers,
Michael
User avatar
GreatNortherner
 
Posts: 1586
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic

Re: Virtual New Haven RR, a WIP project for RW

Unread postby ozinoz » Fri Aug 09, 2013 7:14 pm

GreatNortherner wrote: ozinoz wrote:(Steam Facilities) Are we talking about inclusion in the finished version 1.0 or for version 2.0? Do you have an anticipated time frame on that?



That is planned for version 1.0. Our time frame for that is "as soon as possible", but our work bench is quite full with models that still need to be done. I hope you'll understand that we can't (and don't want to) set a release date for the 1.0 update and any of the following expansions.


You're a champion *!!thnx!!* I am just amazed at the amount of things you currently have being juggled in the air - This route, rolling stock, sound updates & Stevens Pass !!*ok*!!

!*cheers*!
ozinoz
 
Posts: 1626
Joined: Fri Feb 20, 2009 1:59 am
Location: Antipodes

Re: Virtual New Haven RR, a WIP project for RW

Unread postby dgallina » Sat Aug 10, 2013 3:52 pm

Just want to say thanks for the route! Bought it earlier this week and am enjoying so far. Great to have some ne us stock in the game and looking forward to more scenarios and development!

Diego
dgallina
 
Posts: 334
Joined: Fri Aug 09, 2013 11:24 am

Re: Virtual New Haven RR, a WIP project for RW

Unread postby CARex » Tue Aug 13, 2013 2:21 pm

Hey Folks,

I just want to echo Michael’s thanks.

I’ve recently relocated to Florida, so Michael has been single handedly ‘holding down the fort’ as so to speak.

For those of you interested… The Pullman’s are in the works. IIRC, (hope I’m not speaking ‘out of school’) we will be including a couple versions/units for the 1.0 version.

I’m finishing up the interiors and Michael is completing the trucks. Body and trucks will be married soon.

Proto Pullman.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
CARex
 
Posts: 228
Joined: Mon Feb 16, 2009 4:11 pm
Location: Now of... West Melbourne, FL US

Re: Virtual New Haven RR, a WIP project for RW

Unread postby imnew » Tue Aug 13, 2013 2:32 pm

Classy !!*ok*!!
Intel Core I7-7770K, ZOTAC GTX 1080 Ti AMP
Extreme, ASUS ROG Strix Z270H, 16 GB HyperX Fury DDR4, Samsung 850 EVO 500GB, Corsair Force MP500 240GB M.2, 34" Ultra Wide Samsung Monitor
User avatar
imnew
 
Posts: 2456
Joined: Tue Aug 25, 2009 1:41 pm

PreviousNext

Return to Payware Announcements and Screenshots

Who is online

Users browsing this forum: No registered users and 1 guest