[WIP] Announcing CSX Cincinnati Subdivision

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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Sun Apr 28, 2019 3:08 pm

Took a while because I can spend as much time as I used too. Took a month for all of that stuff.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby EngineerJohn » Sun Apr 28, 2019 3:47 pm

Not too many routes for the game that I'm aware of with a fully modeled hump yard. That alone makes this route interesting.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby DanSSG » Sun Apr 28, 2019 3:55 pm

Great work !!*ok*!!

EngineerJohn wrote:Not too many routes for the game that I'm aware of with a fully modeled hump yard. That alone makes this route interesting.


But will it be usable? As far as I know the physics are only applied to rolling stock if they are in a short distance to the players locomotive. That means the cars will suddenly stop on the grade.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby Brickrail782 » Mon Apr 29, 2019 6:39 am

DanSSG wrote:Great work !!*ok*!!

EngineerJohn wrote:Not too many routes for the game that I'm aware of with a fully modeled hump yard. That alone makes this route interesting.


But will it be usable? As far as I know the physics are only applied to rolling stock if they are in a short distance to the players locomotive. That means the cars will suddenly stop on the grade.


There's a mod on TheLocoShop for kickable freight cars.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Mon Apr 29, 2019 7:15 am

basically the rolling stock will travel about 100 feet or so down the hill before coming to a random hault down the grade. I forgot about this. Is there a code somewhere in the core that calls for this to happen? I removed the rolling stock brake values as a test and it rolls a little further but still comes to an immediate stop. I also put in 0s for everything. Theres only 1 train brake assembly section the rolling stock follows in its blueprint, clearly its affected by some other code that kills the roll.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Mon Apr 29, 2019 7:47 am

I used tha kickable car mod. works pretty good. for my hump its about a 3-4% grade so, im trying to figure out best speed range to make the cars get past the switches down below looks like 10-12 mph is that range. will keep trying and video my success when reached. but this mod does the trick. I guess I shouldnt have zero'd out all the brake values.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Mon Apr 29, 2019 1:55 pm

The odd thing is in order to get and keep the kicked cars moving, there needs to be a slope deep into the yard until the point you expect them to stop which could technically be all the way at the other side. I will have to re do the entry points on a slope then past the entry switches. yuck.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Tue Jun 25, 2019 11:46 am

csx.jpg


Just finishing this MiJack CSX crane (will be in yellow(NS livery as well)

Of course it will be full function transfer point. Will put it through the bake process thursday.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby FoodMonsterGuy » Sat Jun 29, 2019 7:59 pm

Glad to see a more realistic overhead crane. The default looks more like a Taylor.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Tue Jul 02, 2019 6:04 am

20190702070045_1.jpg

20190702070110_1.jpg

20190702070041_1.jpg


Just have to finish up the details of the animation but most of it is working and in place.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby mindenjohn » Tue Jul 02, 2019 9:14 am

Looking really good, Ian.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby NS349 » Tue Jul 02, 2019 6:54 pm

nice! !!*ok*!!
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby AmericanSteam » Tue Jul 02, 2019 7:48 pm

eyein12 wrote:The odd thing is in order to get and keep the kicked cars moving, there needs to be a slope deep into the yard until the point you expect them to stop which could technically be all the way at the other side. I will have to re do the entry points on a slope then past the entry switches. yuck.

Do the kicked cars need to be near a locomotive to keep rolling? Is there a proximity where they are no longer influenced?
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Sat Jul 20, 2019 7:20 am

20190720081658_1.jpg

20190720081653_1.jpg

20190720081649_1.jpg


finished up the crane and moving on to other route assets
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby FoodMonsterGuy » Sun Jul 21, 2019 9:28 pm

Any plans to include this in the route? Yellow NS livery and I think CSX is light red.
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