Tehachapi Pass Beta Available

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Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 04, 2015 1:58 am

cnwfan wrote:Ran eastbound this evening from Ilmon to Woodford with a mix of Sherman Hill and Marias Pass equipment, including DTM's UP GP50's and RSC Dash9 pack. No track problems found. On my first pass, I noticed the tunnel portals were missing. I usually keep the scenery density set at 7. When I increased to 9, the portals displayed. Maybe the density numbers on these objects should be set a little lower.


Were your trains loaded? I have the impression the leading loco is more sensitive to track defects when pulling hard. Also there could be variances in the geometry and suspension between different DLC.
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Re: Tehachapi Pass Beta Available

Unread postby ex-railwayman » Fri Sep 04, 2015 10:04 am

Can we chip in here with any bugs, or, do we need to go onto Marc's website?

Anyhow, I saw these at the Mobil gas station in Bakersfield, don't know if the flowerpots are empty, or, not, but they all show a missing texture, is it a flower, or, sand/dirt?

Cheerz. ex-railwayman.

RailWorks 2015-09-02 20-33-10-33.jpg
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Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 04, 2015 10:22 am

I suppose this board has a wider circulation, so I'll keep reporting any findings here, unless Marc invites us over to his board to keep things centralized?

The flowerpot is the only missing texture my RW_Tools report. Perhaps it is just misnamed in the shape file? I'll take a look.

Edited: the shape file looks for ..\Scenery\Vegetation\Textures\plant_flowers_01.TgPcDx, so remove the "TP_" part from the file TP_plant_flowers_01.TgPcDx in the indicated folder and the flowers will bloom.

In the meantime, here is another bad track joint:
3DTrains Tehachapi Pass Bad Joint 3.jpg


I have populated some of the sidings with static consists from Marias Pass to break the view:
Screenshot_Tehachapi Pass_35.26894--118.61689_17-32-08.jpg
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Re: Tehachapi Pass Beta Available

Unread postby gtw5812 » Fri Sep 04, 2015 11:26 am

Setting up to do some free roaming....with a little "eye candy"!

R/
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Re: Tehachapi Pass Beta Available

Unread postby dejoh » Fri Sep 04, 2015 1:41 pm

Fantastic shots. The desert looks 100% on. Worked from Las Vegas to Tehachapi painting billboards in the 70's, and if I never see another desert again, it won't be to soon.
The lack of greenery is an unfortunate fact, but the blue sky is unmatched anywhere in the USA. !!*ok*!!
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Fri Sep 04, 2015 1:53 pm

GSkid wrote:I had some floating signal tree/gantrys. I suppose I can go back to verify, but off the top of my head I believe it was at Bena and a bit west of Bena too. Also the gentry at the loop just past tunnel #9 was floating also. I checked my sliders twice and everything including shadows is at MAX... so I'm not sure why their bases are missing. I have 8GB of RAM and a 4GB video card... so it can't be a memory issue.


There are some signal heads waiting for bridges and gantries - could these be it?

GSkid wrote:I noticed these long shadow-like lines across the distant terrain near Bena/Ilmon that if you free-roamed the camera and got closer to them, they disappear and the terrain would fill-in to replace them. Only to reappear once you get distant from them again. !**duh*!!


Known issue when using textures on distant terrain and at certain latitudes (listed in the Known Issues section of the readme), and I've reported it several times to RSC/DTG since TS2013. On my system, the line is sometimes white or rainbow, and is fairly noticeable between Bena and Sandcut. Short of removing distant terrain textures there's no cure. Laying down scenery in the valley should minimize the effect, but if becomes a problem for folks, I can make distant terrain textures an option.

GSkid wrote:Noticed some slightly floating track in Bakersfield.


Terrain issues will be taken care of once scenery is placed. :D

GSkid wrote:I'm pretty sure you are aware that there are no track bridges yet (just floating track). I was surprised cuz I'd think it would be harder to go back, insert them later and possibly mess it up the track. I'm a newb in the editor so I figure you know better than I. Some notable missing crossings altogether.... the creek bridge just east of the old Bena helper siding..... and the bigger bridge crossing the Caliente creek at Ilmon.


No bridges yet.

GSkid wrote:I have to agree with cnwfan.... I saw that flashing yellow to red to yellow too.


Hopefully the updated scripts will fix this. I'll have to adjust some of the models and how they display (shine, color, etc.) at a later time though.

GSkid wrote:I've also noticed what I assume is a LOD issue. When approaching a distant signal, it's light briefly flashes at one point as it gets closer. I assume this is a clumsy LOD swap. Can't recall seeing this on other routes.


It might be LODs, or then it might be the script. When I post the update (later today), let me know if this solves the issue.

GSkid wrote:Is it me or are the signal lights a tad on the dull side? They seem a little flat and not quite as bright as other routes...at least in the day. Maybe I'm seeing things. I'll play them at night and see how bright they are then too.


I tinkered with expanding the mipmaps when viewed at a distance. However, I can always go back to a standard texture if necessary.

GSkid wrote:I must be missing an object cuz in Tehachapi there are these fairly evenly spaced orange, rectangular poles littered around the town. I had cleared my cache before I even ran this route, so I'm not sure what's going on there. Any clue? !*don-know!*


"Super secret scenery" markers for me to follow. :D

GSkid wrote:It's pretty obvious that scenery-wise you started east and are working your way west. From Bakersfield to a bit past Ilmon it's pretty desolate... but you warned us. *!greengrin!* I do hope you will add some of that rusty-red blackish-brown rock (I assume it's volcanic rock) that you see at Woodford and in the area.


Still a ways to go in getting the proper rock textures for the area, but they're almost done. :D

GSkid wrote:I used the 6772ft long/6193 ton/70-car Southern Pacific autorack train from Donner Pass that has three Dash 9s up front and two in the back. And just like when I used it up the eastern face of Soldier Summit.... it stalled here too! In this case it stalled just past tunnel #2.... but just before the Bealville siding that's right after the tunnel. I had to leave my train there and continued my journey to Tehachapi with my front three engines.


I noticed that many prototypical Tehachapi consists are similar to yours, but it could also be that the physics are chowed for those models. *!rolleyes!*

Thanks for the feedback guys. Most of the issues mentioned here should be fixed in today's update. :D
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Fri Sep 04, 2015 2:08 pm

A cumulative update, v1.09.04.15, has been posted and is available in the Tehachapi forum download section at 3DTrains. Changes include:

  • Fixed track joints at Marcel, Walong and Woodford.
  • Fixed typo in siding name at Mojave.
  • Fixed broken track joint at Paramount refinery.
  • Fixed level of detail for tunnel portals.
  • Added additional scenery at South Mojave and Warren.
  • Adjusted terrain at various locations.
  • Corrected texture reference for gas station at Mojave.
  • Updated signal scripts.
Please let me know if there are any issues with the files. :)
Cheers!
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Re: Tehachapi Pass Beta Available

Unread postby ex-railwayman » Fri Sep 04, 2015 3:54 pm

_o_OOOO_oo-Kanawha wrote:the shape file looks for ..\Scenery\Vegetation\Textures\plant_flowers_01.TgPcDx, so remove the "TP_" part from the file TP_plant_flowers_01.TgPcDx in the indicated folder and the flowers will bloom.

Excellent, that did it, thank you, Sir, and I see Marc has picked it up in his latest update as well, so, all's good. !!*ok*!!
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Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 05, 2015 5:11 am

Using the latest update, there are still some rough spots caused by bad joints.
Here is another one near Cable:
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Sat Sep 05, 2015 12:47 pm

Will fix. Thanks! :D
Cheers!
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Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Mon Sep 07, 2015 1:34 am

Here are updated QD scenarios with static consists in the sidings.
Required are Marias Pass and Sherman Hill DLC.


While test driving, my trains jumped at two more bad joints:
3DTrains Tehachapi Pass Bad Joint 5.jpg

3DTrains Tehachapi Pass Bad Joint 6.jpg
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Last edited by _o_OOOO_oo-Kanawha on Tue Sep 08, 2015 12:58 pm, edited 1 time in total.
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Sep 07, 2015 1:49 am

Thanks! Your screens with lat/lon help a great deal. :D
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Sep 07, 2015 3:34 pm

v1.09.07.15 cumulative update posted. :D
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Re: Tehachapi Pass Beta Available

Unread postby cnwfan » Mon Sep 07, 2015 9:17 pm

Found a couple of signaling issues (I think) up in Tehachapi. If I'm wrong, that's fine. It just didn't look right to me. See below screen captures.

2015-09-07_00002.jpg


At the east end of Tehachapi siding, I have an eastbound holding the main, and the east switch is lined for movement to come out of the siding. The double headed signal on the siding is showing a double red. I would expect the signal indication to be a green over red.

2015-09-07_00003.jpg


The map view shows a red over yellow for the signal.

2015-09-07_00005.jpg


At the west end of the siding, I've lined my power onto the eastbound main. I get a red over green over red aspect. If this is current of traffic double track ABS, and I'm about to go against the current of traffic by running westbound on the eastbound main, shouldn't the aspect be red over lunar or red over flashing red (restricting)?

2015-09-07_00006.jpg


Now I've lined myself through the crossover and onto the westbound main. Now I get a red over red over lunar. But if I'm going into the direction of current of traffic (going westbound), wouldn't this aspect be red over red over green... or whatever aspect based on the next signal... which is the Tehachapi crossover. Also note the double headed signal. It is still showing an approach aspect (yellow) even though there is a switch lined against it just after the signal. I would expect this signal to go red.

2015-09-07_00007.jpg


Here's the map view showing the crossover from siding to westbound main, along with the map signals. Like I said in the beginning, these things just didn't look right. Anyways, just wanted to pass this on.
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Re: Tehachapi Pass Beta Available

Unread postby GP15Dash1 » Mon Sep 07, 2015 10:13 pm

Screenshot_Tehachapi Pass_35.05680--118.17590_08-01-55.jpg


Posted a scenario for the Tehachapi Pass route over on the Tehachapi Pass Beta forum.

Should be a good starter, since it only requires equipment from Sherman Hill.

The scenario has you running a local train out of the Mojave Yard and up the hill to the Lehigh Cement Plant at Monolith. Takes about an hour to complete.
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