Tehachapi Pass Beta Available

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

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Sun Aug 30, 2015 2:03 pm

Thanks - I'll have to check out the uneven kinks from your image. I hadn't noticed when traveling over them.

As for ground blending, I still need to finish off the ROW before applying the grey. Time consuming because this has to be done in the RS editors, as the painting tools in RW cause my PC to hang every so often. *!rolleyes!*
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby BoostedFridge » Sun Aug 30, 2015 2:31 pm

_o_OOOO_oo-Kanawha wrote:My player train of 3 ES44 units, 15 G-Trax articulated stack cars and 1 ES44 pushing keeps derailing, even though I maintain a steady 23 MpH going downhill from Tehachapi by dynamic brake modulation alone.
There are so many curves, reverse curves, that there are some rough joints left.
The cars toppled over between Marcel and Walong when there was a particularly heavy jolt. I suspect the artilated stacks are more prone to derailments due to uneven track than normal cars, or there still might be some bugs left?



The articulated stacks are awesome pieces of stock, but you have to be very careful when you place them together. Even when using the pre made 'consists' you have to make sure that the cars join together properly. I had some instances on the scenario I just made where the stacks would be missing a truck where they were coupled to another car. This seems to happen when you 'push' the consist around when joining a new car to the consist. The train will go quite a distance without derailing even with a truck or two missing.

*end thread derailment*
User avatar
BoostedFridge
 
Posts: 2277
Joined: Sat Aug 24, 2013 6:39 am
Location: Vancouver, BC

Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Sun Aug 30, 2015 2:49 pm

Here is some interesting reading on rail wear on the prototype route:.
https://www.arema.org/files/library/2006_Conference_Proceedings/019.pdf

I haven't found a complete and recent Union Pacific Employee Time Table nor System Special Instructions with the Mojave Sub.
I thought from Run8 that all Caliente - Cable single track main, turnouts and sidings were 23 MpH continuous both ways, apart from Cliff siding, which is 10 MpH.

As a famous stretch of California mountain railroad it is well documented in books and DVD's, plus lots of Youtube videos.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Sun Aug 30, 2015 9:45 pm

_o_OOOO_oo-Kanawha wrote:Here is the broken rail:

Found that one section of the curve lacked super elevation. Now fixed and will be included in the next update. :D
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby bnsfsubdivision » Mon Aug 31, 2015 1:40 am

I'm missing some milepost textures. That's after the first install of the route but better check with others as it might just be on my end.
You do not have the required permissions to view the files attached to this post.
Kevin Schulz
Artist - Searchlight Simulations
User avatar
bnsfsubdivision
 
Posts: 822
Joined: Sun Feb 20, 2011 5:27 am

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Aug 31, 2015 3:07 am

bnsfsubdivision wrote:I'm missing some milepost textures. That's after the first install of the route but better check with others as it might just be on my end.

I don't get it - they appear fine here, and the texture link in the geometry and BIN files are correct. This might take some digging.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Mon Aug 31, 2015 3:11 am

Hack wrote:
bnsfsubdivision wrote:I'm missing some milepost textures. That's after the first install of the route but better check with others as it might just be on my end.

I don't get it - they appear fine here, and the texture link in the geometry and BIN files are correct. This might take some digging.


Yes, please. Mine are also missing their textures. But RW_Tools reports no missing textures apart from a flowerpot.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Aug 31, 2015 1:29 pm

Got it sorted - it was pointed out to me that the texture list was the culprit - it was pointing to a development route on my PC, but obviously no one else had this other route. *!embar*!
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby bnsfsubdivision » Mon Aug 31, 2015 2:03 pm

Hack wrote:Got it sorted - it was pointed out to me that the texture list was the culprit - it was pointing to a development route on my PC, but obviously no one else had this other route. *!embar*!

Good you got that one sorted out. !*salute*!
Kevin Schulz
Artist - Searchlight Simulations
User avatar
bnsfsubdivision
 
Posts: 822
Joined: Sun Feb 20, 2011 5:27 am

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Aug 31, 2015 2:33 pm

An update has been posted and is now available for download in the Tehachapi Pass Downloads section. Changes include:

  • Updated track direction to prevent blocking trains
  • Extended track through Fleta
  • Adjusted and renamed siding markers
  • Fixed floating signal head at Summit
  • Corrected super elevation at Marcel
  • Corrected milepost texture links
If you run into any issues with the above files, please let me know. :)
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Mon Aug 31, 2015 3:45 pm

Here is another bad track joint that has the trains jolting:
3DTrains Tehachapi Pass.jpg


Also, I think the super elevation is not continuous on certain curves because in outside view a few cars back from the head end, loaded cars still swing about after initially leaning into the curve.
it sometimes seems the transition into the curve has more SE than the curve itself.
How can I make sure SE is being applied using the World Editor before reporting any such sections?
You do not have the required permissions to view the files attached to this post.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Aug 31, 2015 8:00 pm

_o_OOOO_oo-Kanawha wrote:Also, I think the super elevation is not continuous on certain curves because in outside view a few cars back from the head end, loaded cars still swing about after initially leaning into the curve.
it sometimes seems the transition into the curve has more SE than the curve itself.

I'll double check the curves to ensure I covered everything. *!embar*!

Aside from my numerical input though, the curve transitions are handled by the game, but they're as accurate as they're going to be for TS, and I can't control how cars look as they enter/exit the curves. For that, you need to contact DTG, but I believe the way they coded track is pretty darn good.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Tue Sep 01, 2015 12:35 am

Hack wrote:I'll double check the curves to ensure I covered everything. *!embar*!

Aside from my numerical input though, the curve transitions are handled by the game, but they're as accurate as they're going to be for TS, and I can't control how cars look as they enter/exit the curves. For that, you need to contact DTG, but I believe the way they coded track is pretty darn good.


There is quite tortuous track here and there with S-curves even. There have been problems reported before with certain cars like the Kuju coal gondolas when loaded. It seems they are top heavy, or certain parameters like coupler height don't line up with the expected Newtonian physics vectors. When under strain such as in long trains using pushers and/or DPU's, this will bring out deficiencies of the sim, track and train handling. Going easy on the throttle and brakes is the key.

So far I only have been going downhill from Tehachapi towards Caliente using pre-made MP, DP or SH consists, empty of loaded.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Tue Sep 01, 2015 3:47 pm

Having completed a few downhill runs, it was time to ascend the pass from Bakersfield.
What better train than BKDOU, the famous SP "Oil Cans"? Using only DP power, since the DTM SD45's sort of misbehave, I assembled BKDOU with 6 units at the head and 5 DPU's 2/3rd's down the 80 car train.
Having over 35000 horses to pull 9000 tons allowed me to maintain a steady 20-23 MpH uphill, provided there were no stops. When going into emergency, even that amount of power makes it very hard to re-start the train against a 2.2% grade and many curves.
Screenshot_Tehachapi Pass_35.27525--118.63457_13-00-59.jpg

Screenshot_Tehachapi Pass_35.19655--118.53539_13-36-07.jpg

Screenshot_Tehachapi Pass_35.19814--118.53253_13-36-37.jpg


Here are some YouTube video of BKDOU with 2 x 6 units, mixed SD40, SD40-2T and SD45 includingTunnel Motors almost being choked, belching smoke working full throttle.




We don't have that particular type of unit train tank car in the sim, do we?

Here is some interesting background on "Oil Cans": http://sptco.proboards.com/thread/881/call-oil-cans-june-1992
You do not have the required permissions to view the files attached to this post.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Tehachapi Pass Beta Available

Unread postby BoostedFridge » Tue Sep 01, 2015 7:51 pm

I just ran the route with my own BKDOL/BKDOU consist last night!

Those GATX tankers used on the prototype were unique as I understand it, and unfortunately not modeled for railworks.
User avatar
BoostedFridge
 
Posts: 2277
Joined: Sat Aug 24, 2013 6:39 am
Location: Vancouver, BC

PreviousNext

Return to Payware Announcements and Screenshots

Who is online

Users browsing this forum: No registered users and 2 guests