Virtual New Haven RR, a WIP project for RW

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

Unread postby OpenRailer90 » Fri Jan 09, 2015 10:36 am

JackD wrote:
tycoonkid9 wrote:I'm pretty unsure on how to buy this...the site is in Euros. How do you guys acquire it


Just place your order using Paypal and your credit card. They will change it to dollars at the current exchange rate. If you don't have a Paypal account you can Google (paypal) and set up an account.


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

Unread postby GreatNortherner » Wed Jan 14, 2015 6:38 pm

Hello all,

We've got a patch announcement. !!*ok*!!

After seemingly endless times of looking in the wrong files, I think I have found the culprit for the missing exterior sound files. I've assembled a small patch file in RWP format for those that would like to give it a try right away -- a "proper" patch (same content but self-installing) is coming shortly for those who don't like the package manager.

You can download the patch rwp here: http://vnhrr.golden-age-rails.com/files ... patch1.rwp

Please let me know if there are other or new issues after installing the patch.

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

Unread postby charliechan » Thu Jan 15, 2015 7:37 am

GreatNortherner wrote:Hello all,

We've got a patch announcement. !!*ok*!!

After seemingly endless times of looking in the wrong files, I think I have found the culprit for the missing exterior sound files. I've assembled a small patch file in RWP format for those that would like to give it a try right away -- a "proper" patch (same content but self-installing) is coming shortly for those who don't like the package manager.

You can download the patch rwp here: http://vnhrr.golden-age-rails.com/files ... patch1.rwp

Please let me know if there are other or new issues after installing the patch.

Cheers
Michael



Good Morning:

Worked great on my system.

Many thanks.
Chandler
Since it's the early worm that gets eaten by the bird, sleep late.
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Rust Never Sleeps...

Unread postby ozinoz » Wed Feb 18, 2015 11:21 pm

...and neither apparently do Michael or Bob (apologies to Neil Young & Crazy Horse) !!*ok*!!

If you have not already, check out the blog for some interesting wip screenies of the next exciting installment of the VNHRR.

New Haven :
working_150211_NewHaven2.jpg


**!!bow!!**

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

Unread postby OpenRailer90 » Thu Feb 19, 2015 12:20 am

Can't wait to see some new catenary assets :D
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Re: Virtual New Haven RR, a WIP project for RW

Unread postby ozinoz » Wed May 13, 2015 10:46 pm

Thanks guys for the latest update

As always !*drool*!

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

Unread postby OldProf » Thu May 14, 2015 9:23 am

Which sounds were reported missing, Michael? I've sometimes experienced intermittent sounds, such as bridge rumbles or crossing gates that sound the first time they're crossed in a scenario, but not subsequent times.

I've installed the patch, but would like to know what to look for ... uh, listen for ... uh, listen not for ... someone get me out of this!

!!jabber!!
Tom Pallen (Old Prof)

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

Unread postby GreatNortherner » Fri May 15, 2015 10:25 am

OldProf wrote:Which sounds were reported missing, Michael?


Hi,

That patch that I think you are referring to was for the missing sounds of the GP9. There haven't been any changes to the release version of the route since we last updated it in January.

At least that's what I know. Did anybody publish an "unofficial" patch since then to address other sound issues (that I'm also not aware of)? I'm a bit confused now. !**conf**!

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

Unread postby ozinoz » Sat May 23, 2015 12:39 am

Thanks guys for the new screenies...

I am still amazed on how it all comes together.... !*drool*!

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

Unread postby billy » Sun May 24, 2015 8:39 pm

I be lovin this route. !*YAAA*!
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Re: Virtual New Haven RR, a WIP project for RW

Unread postby GreatNortherner » Wed Jun 03, 2015 6:31 pm

Hello,

... drumroll please ... Cedar Hill Yard is done! OK, when I say "done", I mean that all the tracks have been placed, all 150 miles of them. Nothing more, but certainly nothing less. What a mind-boggling place this is, so many tracks, switches, yards!

I've posted a few screenshots and a bit more text on our blog:
http://vnhrr.blogspot.de/2015/06/cedar-hill-yard.html

Here's a preview:
Image

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

Unread postby ozinoz » Wed Jun 03, 2015 11:02 pm

!*drool*! **!!bow!!**

the big test will be frame rate etc when its got some cars in it. What a sight it must have been in the steam days.

*!!thnx!!* for the update...

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

Unread postby billy » Thu Jun 04, 2015 7:32 am

Excellent work Michael !!!!
Can't wait !! !*brav*!

As far as yards full of cars, I've not had that much of a problem, slight drop with medium high end machine with lots of memory.
I have the present route full of cars end to end any it does reasonably well.
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Re: Virtual New Haven RR, a WIP project for RW

Unread postby ozinoz » Thu Jun 04, 2015 10:30 pm

I am having palpatations just thinking about planning a drive / scenerio through that - what a place... **!!bow!!**
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Re: Virtual New Haven RR, a WIP project for RW

Unread postby GreatNortherner » Fri Jun 05, 2015 9:03 am

We too have our worries if a scenario with Cedar Hill full of cars, and a few live AI too, might not be too much for the sim. You can fit a hundred 100-car trains in that yard and still have some empty tracks... !*hp*! We'll just have to see how it behaves and what we can possibly do with strategic placement of static "dummy cars"... maybe even resurrect the MSTS trick of placing a few strings of low poly cars as standard scenery objects in the route editor.

Cheers
Michael
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