3 Track Cajon Project

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Re: 3 Track Cajon Project

Unread postby _o_OOOO_oo-Kanawha » Thu Jan 26, 2017 3:21 am

Any idea of the asset count or total texture size of your updated route?

Too many assets or total texture size will crash the game when there are also a lot of trains with high poly count running.

Otherwise it looks superb and I wait with great anticipation to try it out.
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Re: 3 Track Cajon Project

Unread postby buzz456 » Thu Jan 26, 2017 8:43 am

_o_OOOO_oo-Kanawha wrote:Any idea of the asset count or total texture size of your updated route?

Too many assets or total texture size will crash the game when there are also a lot of trains with high poly count running.

Otherwise it looks superb and I wait with great anticipation to try it out.


Not to high-jack the thread but I can''t imagine having any more assets on a tile than Minerman has on his route and I never had a crash so what or where are you talking about? On the Lafayette we tried to keep from having more than 1000 objects per tile but sometimes that was impossible and never had a problem. Having a hundred or more super high poly cars in a train is just kind of silly since all it does is gag your computer when the farthest cars are a mile away.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Thu Jan 26, 2017 7:50 pm

I don't think there is anything to worry about in terms of performance or stability. My route is one of the few I can actually run on my laptop. I have not done extensive testing but four AI trains and a player service at Barstow along with a couple hundred pieces of rolling stock in the yard seemed okay to me. I'm guessing West Colton, San Bernardino yards and Barstow would be the trouble spots if there were going to be any trouble spots (since I put in every track that exists) but so far not a single crash while running the route.

Like Buzz mentioned, if you can run the Bergen Line then Cajon Subdivision should be a piece of cake.
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Re: 3 Track Cajon Project

Unread postby goddrauG » Thu Jan 26, 2017 9:12 pm

I find it humorous that whenever we talk about assets on a route, Minerman comes into play. I think Joshua broke his record of assets in a tile with the Taconic!
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Re: 3 Track Cajon Project

Unread postby jpetersjr » Thu Jan 26, 2017 9:18 pm

Tomcat wrote:Thanks guys!

Instead of Leuhman Ridge today I decided to start on Edwards AFB to see how much of a chore that was going to be. Turns out it's going to be a bear in terms of tedious work. Spent an hour thinking about it and playing around on a blank test route and then spent 90 minutes coming up with the following which represents about 1/10th of the taxiways at Edwards, and even this 10% is just 15% done.

Cessna placed for scale. Anyone have any F-15's or F-22's? Just kidding, the amount of time anyone will be spending at this neck of the woods doesn't even justify the work I've done so far.

Screenshot_Cajon Subdivision_34.94177--117.88662_16-02-00.jpg
Screenshot_Cajon Subdivision_34.94273--117.88630_16-00-38.jpg
Screenshot_Cajon Subdivision_34.94046--117.88579_16-00-57.jpg
Screenshot_Cajon Subdivision_34.93946--117.89328_16-01-23.jpg



Looks like a good home for the Lockheed Super Connie.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Jan 27, 2017 9:49 am

Edwards AFB taxiway is shaping up. This is about all I have to represent at this level of detail (not that it is even that detailed). The rest of the taxiways and the runways proper are too far away to even put down except in a general, suggestive way.

Screenshot_Cajon Subdivision_34.94383--117.88678_16-01-46.jpg
Screenshot_Cajon Subdivision_34.93832--117.88577_16-01-15.jpg



Last shot for jpetersjr. Super Constellation placed on the taxiway. It's not appropriate for location or time period but If I ever do a route set anywhere in the 40's or 50's than your model will certainly have a home on any nearby airport.
Screenshot_Cajon Subdivision_34.93771--117.88643_16-00-49.jpg
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Feb 03, 2017 6:13 pm

The 'ole laptop finally died. It happened about 2 hours after I posted the last screenshots above. I may have lost about 2 hours worth of work on the route, no big deal... annoying but not something to have a heart attack over.

Decided to get a modest gaming laptop to hold me over since I couldn't come to a decision about a desktop. Ordered on Wednesday night and it arrived this morning, life is good when you live 20 miles from Newegg.

At this point I have restored TS2017 and will be re-installing Cajon Subdivision tonight along with all my other software over the course of the weekend. Monday I'll be back at work on the route. I took a quick run on New York - New Haven to see how the fps compared to the Toshiba... no comparison at all. Maxed out most settings and I'm getting 55 fps where I use to get 6 or 7. I don't think this will make me build faster but it will be even more enjoyable from now on.
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Re: 3 Track Cajon Project

Unread postby jalsina » Fri Feb 03, 2017 8:58 pm

Tomcat wrote:The 'ole laptop finally died. It happened about 2 hours after I posted the last screenshots above. I may have lost about 2 hours worth of work on the route, no big deal... annoying but not something to have a heart attack over.

Decided to get a modest gaming laptop to hold me over since I couldn't come to a decision about a desktop. Ordered on Wednesday night and it arrived this morning, life is good when you live 20 miles from Newegg.

At this point I have restored TS2017 and will be re-installing Cajon Subdivision tonight along with all my other software over the course of the weekend. Monday I'll be back at work on the route. I took a quick run on New York - New Haven to see how the fps compared to the Toshiba... no comparison at all. Maxed out most settings and I'm getting 55 fps where I use to get 6 or 7. I don't think this will make me build faster but it will be even more enjoyable from now on.


Bad news converted to good news. Congrats on your new and faster laptop.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Feb 03, 2017 10:11 pm

jalsina wrote:Have you finished the track laying in your route or still some branches to go?


I thought everything was done but I have been having second thoughts lately about Mojave. I've reversed my position on Mojave... I think. I know I said I would not put in the Mojave yard since it's done so well on Marc's route, but it seems kind of silly to have the track end 1/4 mile before the yard. My plan now is to put in the yard, with bare bones scenery, so there is a logical place to stop when coming from Barstow. At that point I think I will call the track work done and concentrate on getting a beta out. In the future I plan to put in the rest of the Palmdale cutoff from Phelan to Mojave so that U.P. has a logical place to stop as well, but that is a long way off.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Wed Feb 15, 2017 1:04 am

Putting in Mojave Yard over the next few days. Screenshot is from the North end of the yard looking South. The track ends 2 miles North of this point.



Screenshot_Cajon Subdivision_35.05938--118.17657_15-35-24.jpg
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Re: 3 Track Cajon Project

Unread postby BoostedFridge » Wed Feb 15, 2017 3:00 am

Coming along nicely!
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Re: 3 Track Cajon Project

Unread postby Tomcat » Wed Feb 15, 2017 4:55 pm

BoostedFridge wrote:Coming along nicely!


Thank you!
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Re: 3 Track Cajon Project

Unread postby NStrains » Wed Feb 15, 2017 5:41 pm

I'm going to assume that you are only doing Mojave yard and not the industries around the are right?
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Re: 3 Track Cajon Project

Unread postby _o_OOOO_oo-Kanawha » Thu Feb 16, 2017 4:27 am

Is there a schematic as to what is included in your version of Cajon, assuming the track work is complete by now?

I am looking really forward to this route. Will you release a beta soon, so players can check the track and signalling for errors, while the scenery might not yet be complete?
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Re: 3 Track Cajon Project

Unread postby krellnut » Thu Feb 16, 2017 7:32 am

Its stunning Tomcat. Hope your having fun.
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