Twin Cities Division - BNSF Railroad

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Re: Updated Dakota Branch

Unread postby CSX5202 » Tue Jan 13, 2015 11:09 am

looks good! If need be I can supply a few pictures of the rails around the quarry, and the grain silos. Fortunately, it's only a short drive from southeast technical institute.
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Re: Updated Dakota Branch

Unread postby Unlimited » Tue Jan 13, 2015 2:02 pm

CSX5202 wrote:looks good! If need be I can supply a few pictures of the rails around the quarry, and the grain silos. Fortunately, it's only a short drive from southeast technical institute.


If you would be able to that would be great. Would save me some driving over there to take pictures. Mostly I have been using Bing birds eye and Google street view, but nothing beats actual pictures. Once I finish this line going to Brandon, I'm going to start heading out to the quarry.
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Re: Updated Dakota Branch

Unread postby Unlimited » Mon Feb 09, 2015 1:45 am

Well, in the past month, I have finished about ten miles of scenery and two towns. All I really need to do is go back and do some touch ups and finish about another mile or so then this route will be about 40% completed.

Once I finish that mile, would anyone be willing to help test the route that is completed so far with signals and AI Traffic?
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"Even if you're on the right track, you'll get run over if you just sit there." - Will Rogers
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Re: Updated Dakota Branch

Unread postby CSXK921 » Mon Feb 09, 2015 3:49 pm

ill test for ya !!howdy!!
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Re: Updated Dakota Branch

Unread postby GP15Dash1 » Mon Feb 09, 2015 11:47 pm

Me, too!
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Re: Updated Dakota Branch

Unread postby Unlimited » Tue Feb 10, 2015 11:51 am

Last night I uploaded another video with the route coming from the unfinished part just northeast of Corson, SD to the City Limits of Sioux Falls, SD. Not sure why the video make's the horn skips once awhile but while I play it doesn't. I need to get this skin onto the newer SD40-s to get the lights for night running.

Train Simulator 2015: Works In Progess: Dakota Branch
"Even if you're on the right track, you'll get run over if you just sit there." - Will Rogers
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Re: Updated Dakota Branch

Unread postby bloodonfire3 » Wed Feb 11, 2015 1:15 pm

I'll test for ya as well.
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Re: Updated Dakota Branch

Unread postby bloodonfire3 » Thu Feb 19, 2015 12:40 pm

Route loads up, but track is missing.
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Re: Updated Dakota Branch

Unread postby buzz456 » Thu Feb 19, 2015 12:42 pm

bloodonfire3 wrote:Route loads up, but track is missing.

Look in the route xml and see what track it is calling for and make sure you have that one.
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Re: Updated Dakota Branch

Unread postby Unlimited » Thu Feb 19, 2015 5:21 pm

I'm using ScaleRail freeware. All wooden ties: Mainline, Branchline, Yard, and Rails.
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Re: Updated Dakota Branch

Unread postby buzz456 » Thu Feb 19, 2015 6:02 pm

Which RR?
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Re: Updated Dakota Branch

Unread postby Unlimited » Thu Feb 19, 2015 6:07 pm

buzz456 wrote:Which RR?


Forgot that, ATSF
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Re: Updated Dakota Branch

Unread postby bloodonfire3 » Thu Feb 19, 2015 6:20 pm

My apologies for the late reply. I fixed it, as I was missing the SR ATSF pack. Will continue with the testing, between working on my baggage car and GTAIV.
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Re: Dakota Branch

Unread postby Unlimited » Tue Feb 24, 2015 9:20 pm

Now both line's heading towards Brandon, SD are completed. Now I just have to go back and make sure I have whistle post, signals correct, speeds adjusted, and more. Only wish I could find a cause on why when I zoom out on the black map my game crashes. Well here's a few more photo's of the route.
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Re: Dakota Branch

Unread postby BoostedFridge » Wed Feb 25, 2015 1:08 am

Looks good!
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