Maine Maritime

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Re: Maine Maritime

Unread postby cnwfan » Mon Feb 04, 2019 9:55 pm

GEtrack wrote:Press F2, then Yes. It will then load.


Thank you... that did the trick. I haven't run across this problem for awhile now, so I forgot how to fix it. Thank you again!!
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Re: Maine Maritime

Unread postby ricksan » Mon Feb 04, 2019 9:59 pm

I finally have those ball player figures I've been hoping for!


Happy to help. The Portland Sea Dogs are a real team, being the double-A affiliate of the Red Sox. The Sea Dogs had many players who later made their mark with the parent club during their recent World Series runs. The other team depicted on the field is the Binghamton Rumble Ponies (Mets).
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Re: Maine Maritime

Unread postby RailWanderer » Tue Feb 05, 2019 10:51 am

gerardF wrote:
RailWanderer wrote:I found these two straggling lost amongst the rails, now if I could just get the numbers.



where did you found those 2 HH660 straggling lost amongst the rails !*hp*! ?


I didn't really find them Gerard, I painted them and now, thanks to Rick, they have the 800 series numbering, 800-810.

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Re: Maine Maritime

Unread postby mindenjohn » Tue Feb 05, 2019 1:53 pm

The "New Kids..." scenario problem is that the engine numbers have a letter prefix so the game does not recognise them without it. I went into Build and then into the timetable for the scenario and amended the numbers with the added "a"s and one with a "c"(e.g a601). The scenario worked fine then.
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Re: Maine Maritime

Unread postby mindenjohn » Tue Feb 05, 2019 3:18 pm

Just ran"Running low on Fuel" again. The problem is in instruction 2, "Marshall..." It may be better to instruct, "Pick up tank cars # ....from Irving/Citgo Loading" and then "drop off tank cars #...at Irving/Citgo Loading". Marshall is a great expression and gives flexibility but sometimes the game thinks differently to the rest of us (mortals).That's my input for tonight (your mid afternoon?).
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Re: Maine Maritime

Unread postby mindenjohn » Wed Feb 06, 2019 8:51 am

Further to my last post on "Running low on Fuel" scenario. I needed 4 instructions to replace instruction 2 AND I had to add an extra track marker (which I called " Irving/Citgo loading approach", located just South of the loading spur turnout) this as to enable me to drop the loaded cars on this new marker and then drop the empties where the loaded cars came from. Then couple to the loaded cars and off to Rigby. The scenario works. Someone with more knowledge as to how "Marshallin" works could probably short cut all this but I'm happy. The more I get into Maine Maritime the more I love it.
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Re: Maine Maritime

Unread postby ricksan » Wed Feb 06, 2019 5:26 pm

I've completed the track improvements that I wanted to do, most of which have to do with eliminating (or reducing) the amount of vertical offset at turnout frogs. Although the turnouts worked, some of them were rather unsightly. Unfortunately, in some cases making this kind of adjustment causes the "flying tracks" error which is a bug in the core software that has never been fixed. To avoid this error, it's necessary to selectively break track joints, make the modifications, then re-weld the tracks.

This in turn can break scenarios. So after work on the tracks was complete I checked every scenario to make sure it would start without errors and that there were no warnings or errors in the editor.

While I was at it I fixed the "New Kids" scenario by prefixing the letter 'c' to road number of each of the new kids (which are SD40s in PT, GP40 surrogates in MM). The GP40 dynamic numbers expect the additional letter prefix to activate the "MEC" or BM" lettering below the road number. The PAR SD40s are a different numbering series, starting with 600 and without the extra lettering. I wanted to keep these numbers to give the locomotives at least some differentiation.

I successfully completed "Clam Chowder" and it turns out the instructions are correct. In order to get at the two reefers which are in fact on Track 51, you have to uncouple the 9 flatcars that are blocking access to them, and move them over to Track 53.

I also ran the "Running Low" scenario. Michael wrote this scenario soon after the release of TS2012 in which the marshalling concept was introduced. To me, marshalling is operationally a lot more realistic than the traditional, linear "do this, then this, then this" approach. I successfully completed this scenario, at least in my eyes. However, as has been reported, the software refuses to acknowledge this -- another bug that has never been fixed. So no green checkmark for me, but personally I could care less. Checkmarks and Career points may be your thing, and that's fine, but it's not mine.

Look for an update by week's end.
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Re: Maine Maritime

Unread postby dphorton » Wed Feb 06, 2019 7:09 pm

Thanks Rick for your thoughts. I did delete the Route that I had installed previously and then reinstalled from the current download on RWA. That fixed my issue with the Scenario. However when I when to proceed to drop off the Reefers in the Clam Chowder Scenario where you go from Double Track to Single Track prior to the Drop Point you drive into the Bridge Abutment. So I had a copy of the Patch 1, installed that and it fixed the problem. This Patch is no longer available in the Download Area. Just thought that possibly the wrong file was uploaded by chance.
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Re: Maine Maritime

Unread postby CaptainAmerica » Thu Feb 07, 2019 2:58 pm

Just tried out the route today for the first time. Wow! What a beautiful route....well done. Thank you Rick and Co. for making this and sharing it with the community. !!*ok*!!
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Re: Maine Maritime

Unread postby ricksan » Sat Feb 09, 2019 2:15 pm

My report that a new version of MM is in the file library was premature. The file library contains only the original version. New version is numbered v0.2. When it's available I'll post again. I'll also put up a download link to v0.2 of the route on the G-TraX web site.
Last edited by ricksan on Sun Feb 10, 2019 1:01 pm, edited 1 time in total.
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Re: Maine Maritime

Unread postby dgallina » Sat Feb 09, 2019 3:13 pm

Do you have a link to the update? I don't see it so far.

Thanks again! Loving the route!

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Re: Maine Maritime

Unread postby artimrj » Sun Feb 10, 2019 3:35 pm

Version 0.2 is now posted. I had a small amount of time to post a few, but going back and forth up to the hospital to see my wife is taking a lot of my time. I have been driving her around and doing all the chores for a month now, 2 people and 7 cats. That is why everything is slow here at the moment.
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Re: Maine Maritime

Unread postby ozinoz » Sun Feb 10, 2019 8:13 pm

7 cats!! You have my deepest sympathies. *!!wink!!*

Got roped into looking after 1 for 5 weeks late last year. Little b**tard had me on a string :)

Hope your wife is on the mend.

!*cheers*!
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Re: Maine Maritime

Unread postby artimrj » Sun Feb 10, 2019 8:59 pm

Yes I really do need all these CATS!
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Re: Maine Maritime

Unread postby cnwfan » Sun Feb 10, 2019 10:23 pm

Bad joint at north Rigby Yard. From today's version.

20190210204846_1.jpg
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