NERW PA Division version 2

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NERW PA Division version 2

Unread postby artimrj » Sun Sep 16, 2012 10:43 am

I have finished revamping the NERW route. Mostly cosmetic fixes and making interactives work correctly. I am not going to upload here until the sites havebeen transferred over. No sense giving Hawk any more work than necessary. It is on my site however and you can find it at:

http://vnerrforums.com/nerw/index.php/r ... sion-route


Here is what I did to it since version 1.1a:

Add a siding marker and a small shed to the East End EOL to symbolize a crew change area.

Made the engine shed at East End Transfer Yard higher to drive in. Fixed assorted floating things.

At Wade I raised or replaced the drive in buildings back by the UPS. Fixed assorted floating things.

At New Wadsworth I fixed the cliff going down from the Match so it isnt so abrupt anymore. I saw wheels leaving the tracks before. I fixed the road crossing gates at both ends of town. I raised the Chemical Factory so you can drive in it.

At Element I raised the engine shed to drive in it. Fixed the 55 mph speed limits on the switches. I replaced the DSD building behind the silos so you can drive in it. Fixed floating things.

At Foss I fixed the road that was a jutting angle just leaving town. Further down I added a bunch of trees to block the view of the road that takes forever to render.

At Levishton I fixed the speed limits in the yard switches. I planted some more trees on the barren hillside coming in to Levishton. I fixed the hole in the road abuttment when leaving the yard going east.

In front of John H. Coal Mine, I planted shrubs in the large gravel/roadbed area next to the main line to break it up.

In Chandler I moved the signal by the Beaver Bridge closer to the tracks and adjusted the bridge so you can see the signal there sooner. Fixed some scenery in the area.

At the end of the route on the west end I change the connection from the Soo Line to the 3 Rivers route.

I added speed limit signs to all sidings coming from the main so they show up on the F4 hud, so you can tell a speed change is coming if your going there.

I added more weed lines in some places to break up the same weeds going by mile after mile.

I added new RW3 lights to the entire route. All loading/unloading interactives can now be operated at night and you can see!
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Re: NERW PA Division version 2

Unread postby Samwolf » Sun Sep 16, 2012 11:29 am

Thanks! !!*ok*!!
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Re: NERW PA Division version 2

Unread postby _o_OOOO_oo-Kanawha » Sun Sep 16, 2012 11:37 am

Thanks, Bob, for your continued support and dedication to this sim.

Looking forward to driving by night. Most US routes are pitch black and sparsely populated but your route is pretty urban so it should look lovely with the new night lights effects.
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Re: NERW PA Division version 2

Unread postby buzz456 » Sun Sep 16, 2012 5:28 pm

Running it at night right now. Pics up later.
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Re: NERW PA Division version 2

Unread postby ex-railwayman » Sun Sep 16, 2012 6:41 pm

Downloading as I type..... !*YAAA*!

Can't wait to try this at night, thanks very much for updating it Bob, you're a star. *!!thnx!!*

Cheerz. ex-railwayman. !!*ok*!!
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Re: NERW PA Division version 2

Unread postby buzz456 » Sun Sep 16, 2012 10:18 pm

It's beautiful. See my humble attempts on screen shots but it doesn't do it justice.
!*YAAA*!
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Re: NERW PA Division version 2

Unread postby Bermúdez » Mon Sep 17, 2012 1:09 pm

Downloading.

Thanks. *!!thnx!!*
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Re: NERW PA Division version 2

Unread postby OutlawJack » Mon Sep 17, 2012 5:25 pm

Awesome Bob! *!!thnx!!* *!!thnx!!*
Fantistic !*YAAA*! !*YAAA*!
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Re: NERW PA Division version 2

Unread postby buzz456 » Mon Sep 17, 2012 7:12 pm

OutlawJack wrote:Awesome Bob! *!!thnx!!* *!!thnx!!*
Fantistic !*YAAA*! !*YAAA*!

What he says. Your downloads are so problem free and run so smoothly.........I salute you you and your Beta testers who do a heck of a good job.
!*salute*!
Buzz
*!!thnx!!*
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Re: NERW PA Division version 2

Unread postby XDriver » Mon Sep 17, 2012 8:12 pm

Hey this is great!
I made some of my own scenarios on the the other version. Would any of these or any scenarios for that matter be affected?
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Re: NERW PA Division version 2

Unread postby artimrj » Mon Sep 17, 2012 9:00 pm

No nothing track wise was changed so all scenarios should work just fine. I added 1 new marker at the east end to simulate a crew change area. I added speed limit signs and had to change track speed over some switches and that was all I did to the track. Everything else was cosmetic.

Good to hear all is well and you guys are running it. Personally I think the best thing about is, it is done. !*cheers*!
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Re: NERW PA Division version 2

Unread postby chrisreb » Tue Sep 18, 2012 2:05 am

Thanks you for this update - really love the route.
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Re: NERW PA Division version 2

Unread postby buzz456 » Tue Sep 18, 2012 7:12 am

XDriver wrote:Hey this is great!
I made some of my own scenarios on the the other version. Would any of these or any scenarios for that matter be affected?
!*salute*!

My scenario from the previous version worked with no problems. !!*ok*!!
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Re: NERW PA Division version 2

Unread postby XDriver » Tue Sep 18, 2012 3:05 pm

Yep. Same here. Everything's OK!. Thanks for all your hard work. Noticed a lot of new SAD vegetation. *!!wink!!*
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