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.
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.

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?
"Super secret scenery" markers for me to follow.

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.

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.

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.
Thanks for the feedback guys. Most of the issues mentioned here should be fixed in today's update.
