The Folkston Funnel

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Re: The Folkston Funnel

Unread postby gtrtroger » Thu Feb 19, 2015 7:46 am

Spent my summers during high school working farms between Waycross and Jesup. Crossed these lines multiple times each day. Waiting patiently to drive this route and relive those times..... Waycross "and" Duval Yards - absolutely!!!! Lots of ACL, SCL and CSX action!
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Re: The Folkston Funnel

Unread postby CSX5202 » Thu Feb 19, 2015 12:43 pm

Funny you mention Jessup, Georgia. I lived there when I was 4 years old. I can clearly remember that there were 4 tracks in the middle of town. All owned by CSX. Further out of town is a NS rail line. That's probably where I got bit by the "rail" bug!
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Re: The Folkston Funnel

Unread postby gtrtroger » Thu Feb 19, 2015 1:53 pm

I've walked the rails from Jesup to Screven multiple times looking for the "Ghost Light". Think I saw it once, of course, that could have been the beer affecting my vision.....

I have several Aunts, Uncles and Cousins still living in Jesup as well.....
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Re: 1st Alpha release

Unread postby dfcfu342 » Sat Jun 27, 2015 6:56 pm

Hello everyone!

Long time no see, I know, but I bring you an early alpha build of the route to play with and give feedback. It contains all of the mainline track and Moncreif yard, as well as the leads into Waycross and the Duval Ramp. Scenery is mostly complete from Folkston down to Moncreif with the exception of a few holes here and there.

Required assets include:
1. RCAP V2
2. RSDL Foliage pack
3. 3DTS Scale Rail
4. 3DTS Scale Road

This is an early alpha so expect minor issues and missing scenery, I'm more interested in whether or not the route can be installed and run on another computer. I'm hosting the file on my personal Google Drive so I'm sure download limits will be reached, just be patient and wait for it to become available again.

DO NOT redistribute the route in its original or an altered form. Link back to this post if you feel like sharing outside of RWA.

I look forward to some constructive feedback (don't worry you won't hurt my feelings, I'm doing this for fun). Just download, unzip, and paste the Railworks folder into your installation or use the RWTools installer. Enjoy!

Folkston Funnel 0.5a: https://drive.google.com/file/d/0Bzrx0S ... sp=sharing
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Re: The Folkston Funnel

Unread postby harryadkins » Sat Jun 27, 2015 8:58 pm

Download link is not working...
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Re: The Folkston Funnel

Unread postby dfcfu342 » Sat Jun 27, 2015 9:39 pm

The preview doesn't work because it's an archive, you must click the download button at the top of the Google Drive page.
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Re: The Folkston Funnel

Unread postby imnew » Sun Jun 28, 2015 4:06 am

Downloading now. Looking forward to this. Will report back when I have had a chance to try it out. Gotta go to work first **!!bang!!**
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Re: The Folkston Funnel

Unread postby gtrtroger » Sun Jun 28, 2015 8:37 am

Finished the run from route origin south to Jacksonville. You have definitely captured the color pallet and feel of the FL/GA coastal plain.... Lots of long, fast, flat running. Keep an eye towards cypress trees and black water creeks and bayous at water crossings... Maybe some more randomness in tree heights seen from out of the cab, but inside the cab views at dead on. Sun-bleached asphalt roads - perfect!

Looking forward to seeing this develop..... !!*ok*!!

Oh! check ALL your grade crossing..... Some work, some don't, some have cross bucks at all angles, and some are just a might too close to the tracks.....
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Re: The Folkston Funnel

Unread postby dfcfu342 » Sun Jun 28, 2015 9:00 am

I'm far from the artistic type but I'm overall happy with the way that things look. I was trying to use as many asset blocks as possible to keep loading times and resource use to a minimum so it plays easily on all systems. This limits the ability to change heights of trees as they're all locked to ground level.

I'll have to see if there are some cypress trees in the asset packs, my goal is freeware only.

The grade crossings are a known issue. I've fixed a few of them already since the alpha 0.5 release but they're being temperamental.
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Re: The Folkston Funnel

Unread postby buzz456 » Sun Jun 28, 2015 9:48 am

dfcfu342 wrote:I'm far from the artistic type but I'm overall happy with the way that things look. I was trying to use as many asset blocks as possible to keep loading times and resource use to a minimum so it plays easily on all systems. This limits the ability to change heights of trees as they're all locked to ground level.

I'll have to see if there are some cypress trees in the asset packs, my goal is freeware only.

The grade crossings are a known issue. I've fixed a few of them already since the alpha 0.5 release but they're being temperamental.


If you look at the RCAP asset block tool the fifth item down >>>> gives you the ability to change the tree heights. Put something like 0.700 or 0.800 in there and you will see that it changes some of the trees to be shorter.

BTW Nice!
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Re: The Folkston Funnel

Unread postby NewEnglandCentral » Mon Jun 29, 2015 3:35 pm

Tried installing but does not show up under the quick drive, free roam or anything, is there something I may have done wrong?
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Re: The Folkston Funnel

Unread postby buzz456 » Mon Jun 29, 2015 3:49 pm

NewEnglandCentral wrote:Tried installing but does not show up under the quick drive, free roam or anything, is there something I may have done wrong?


Yes there is or it would be working. !*roll-laugh*! Seriously do you know how to go look and see if the stuff is where it's supposed to be? Do you have RWTools? The chances are that the route went to the wrong place or didn't install. If you need help holler and one of us can walk you through how to trouble shoot his.
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Re: The Folkston Funnel

Unread postby dejoh » Mon Jun 29, 2015 4:09 pm

This also happened to me. It did not show up in RW tools or on any route list in the game. It seems that it downloaded as the files were entered in the install. Where it is, I Donna know.
In 99% of the downloads I use, I drop the rar. into the package manager, and away I go.
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Re: The Folkston Funnel

Unread postby buzz456 » Mon Jun 29, 2015 4:47 pm

I installed it manually so I wouldn't know about that. The route number for anyone who needs to go look is: 85f4b0ec-ac74-4969-8255-4ef39c2e9cac. Go into your railworks folder then content then routes. Look down the list and see if it's there. If not copy and paste it there from the Railworks\Content\Routes folder in the download package.
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Re: The Folkston Funnel

Unread postby artimrj » Mon Jun 29, 2015 6:28 pm

dfcfu342 wrote:I'm far from the artistic type but I'm overall happy with the way that things look. I was trying to use as many asset blocks as possible to keep loading times and resource use to a minimum so it plays easily on all systems. This limits the ability to change heights of trees as they're all locked to ground level.

I'll have to see if there are some cypress trees in the asset packs, my goal is freeware only.

The grade crossings are a known issue. I've fixed a few of them already since the alpha 0.5 release but they're being temperamental.


One of the boxes in the asset block properties is scaling. If you set it to .95 you will get a variety of tree heights with it. Note the highest value is 1.
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