Donner Pass

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Re: Donner Pass Update

Unread postby AdmiralLeviathan » Sat Aug 18, 2012 1:06 pm

SteelRoad wrote:To me, I guess Im just a little disappointed. It looks almost the same but with different raised tracks. Maybe I don't have the trained eye to catch the little details !*don-know!*


The skybox has been changed to a better looking one, shrubs were added next to the line, the lighting has been changed so that everything doesn't look bleached, the track doesn't zig-zag like it does in the "before" picutre, and it also appears that the textures have been changed from the default ones.
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Re: Donner Pass Update

Unread postby TDHenderson » Sat Aug 18, 2012 1:28 pm

Looking forward to the update. *!!thnx!!*
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Re: Donner Pass Update

Unread postby arizonachris » Sat Aug 18, 2012 3:28 pm

I think it looks great! And kudos to RSC for fixing Donner up finally. I can't wait! !!*ok*!! !*salute*!
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Re: Donner Pass Update

Unread postby imnew » Sat Aug 18, 2012 5:07 pm

arizonachris wrote:I think it looks great! And kudos to RSC for fixing Donner up finally. I can't wait! !!*ok*!! !*salute*!


Well said. !
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Re: Donner Pass Update

Unread postby BNSF650 » Sat Aug 18, 2012 5:29 pm

I also emailed them about the SP SD40-2T to add the step lights and add the L Shape window on one model. Back me up guys !**duh*!!
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Re: Donner Pass Update

Unread postby Leaf85 » Sat Aug 18, 2012 6:40 pm

I'm looking forward to the updated Donner Pass as I managed to pick it up in the summer sale :) Hopefully some of the ground 'painting' will have been redone as well as it is very linear in many areas. Meanwhile, back to Ohio Steel 2 :D
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Re: Donner Pass Update

Unread postby BNSFdude » Sun Aug 19, 2012 8:48 pm

I posted about the 40T-2 and hope to receive the models to add/remove parts to make them more prototypical such as L-Window, GP9 having no gyras, SW15 having plated over Gyras, and what not. Another is to mod the SD40-2 into a SD39 yard locomotive, as SP didn't have Dash 2s.
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Re: Donner Pass Update

Unread postby dfcfu342 » Tue Aug 21, 2012 9:25 pm

I'm glad they are keeping their word on the update. I know a lot of people were severely disappointed in the product we paid for (myself included) and it was the "last straw" for quite a few people who have turned into RSC bashers and constant complainers about everything. I think this will restore a lot of confidence in RSC and give us a fantastic looking and driving DP and I can't wait!

As a side note I heard through the grape vine that RSC basically told a modeler and a route builder you have two months to build the entire route from the ground up. If you really think about it even with all of the glaring issues for two people to create that entire route, custom models included, in two months is quite a feat. I'm sure there was a lot of !*hp*!
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Re: Donner Pass Update

Unread postby SteelRoad » Wed Aug 22, 2012 8:43 am

Well IIRC its BEEN 2 months since they posted on Facebook about the Donner Pass update, so it should almost be here I hope !*brav*!
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Re: Donner Pass Update

Unread postby BNSF650 » Wed Aug 22, 2012 3:59 pm

BNSFdude wrote:I posted about the 40T-2 and hope to receive the models to add/remove parts to make them more prototypical such as L-Window, GP9 having no gyras, SW15 having plated over Gyras, and what not. Another is to mod the SD40-2 into a SD39 yard locomotive, as SP didn't have Dash 2s.


Sure hope they listen. **!!bow!!**
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Re: Donner Pass Update

Unread postby BNSFdude » Wed Aug 22, 2012 11:19 pm

B7 I'm on the Beta Team, I have direct resources of communication.
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Re: Donner Pass Update

Unread postby GSkid » Fri Sep 07, 2012 2:49 am

This was a DLC that should have never been released in the state it was. But kudos to them for righting a wrong and I look forward to the update. I have to admit that I still manage to enjoy the route by overlooking it's warts. That's a lot easier now knowing that some of those warts will be gone soon enough.
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Re: Donner Pass Update

Unread postby Bananarama » Fri Sep 07, 2012 9:37 am

BNSFdude wrote:Another is to mod the SD40-2 into a SD39 yard locomotive, as SP didn't have Dash 2s.

I wouldn't pester RSC too much on the models - to me they did a fine job. Besides, I don't believe SP ever used the SD39 outside of West Colton, so it would hardly be of benefit to Donner's fleet.
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Re: Donner Pass Update

Unread postby glenn68 » Fri Sep 07, 2012 11:03 am

So the update out now?

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Re: Donner Pass Update

Unread postby GSkid » Fri Sep 07, 2012 11:41 pm

glenn68 wrote:So the update out now?

Glenn


No it is not. They haven't revealed a release date, but my guess is that it will be in the next few months. Other than new tracks being laid (as the photos showed), I haven't read any details as to what beyond that they are going to fix or add to.... if at all.

The bugs I know about personally are the tunnel entrances with transparent polygon faces where you can see scenery beyond it.

Then there's the A.I. train issues. WEIRD BUT TRUE STORY-----"Under Pressure" is the longest run of any RW route and is a heavy 100 car coal train from Sparks to Roseville. I was about 2/3rds the way down the western grade when I had one put on a collision course with me. I couldn't avoid it since there was no crossover track in that section and didn't see it until it was too late. Smacked it head on and derailed. I went to an earlier save that gave me just enough time to stop a mere 20 feet from an opposing signal. I sat there and the A.I. train stopped at that red signal. I then saved.

I didn't want to start over since I'd put so much time into run and I was in the home stretch to Roseville. So I put the train in reverse on this fairly steep grade, threw on the sander and went Run 8 since any lower of throttle wasn't helping at all. I was getting non-stop wheel slip, but it was moving..... but literally only about a 1/4 mile per hour like speed.... if that. The plan was to reverse long enough to reach a crossover and salvage the run on the other track. But the crossover was so far away that it would have taken hours to get there at the current speed and grade.

I quit and brainstormed. I reloaded the save with me stopped head to head at the signal with the A.I. train again. I had never touched a parked A.I. train before. So my idea was to slowly force it down hill until I hit a crossover and move around it and finish the run. So I slowly moved forward and I LITERALLY drove THROUGH the parked train like it was an A.I. hologram. !*drool*! So I was able to finish the run and complete the task.

I also had a VERY ODD moment on Cajon Pass in free roam. I wanted to make a monster train that used every single car and engine on the entire map. I was on the SB YARD TRACK 3 and I wanted to add the UP passenger train which is at the bottom (south) tracks of the yard. Being a few tracks over (north) of it, I was gonna have to backtrack west and south then back up to grab the passenger train. I switched to map view first to set most of the switches ahead of time. When I clicked BACK to cab view to start my planned procedure, the UP passenger train had somehow TELEPORTED 4 tracks over (North) to SB YARD TRACK 1 while I had been in map view. I no longer had to take the long way to grab them, Railworks READ MY MIND and moved it over to make it quicker to grab them. I was STUNNED!

By the way..... on trying to make that monster train with every asset on the entire map. I was able to do it with all the assets BUT ONE SET. It's the line of cars on Barstow yard track 24 I believe. Every time I''d get within a few feet of the couplers of either end of it, the whole line of cars would just instantly derail no matter what.

I was able to make the monster train MINUS those line of cars I wasn't able to touch. I was pulling out of the Barstow yard heading for the SB yard. Everything was slow but fine. I saved it and went to bed. When I went to reload it, the save crashed. I've had this problem hit or miss on monster trains and saving. All those hours of hard work down the drain. Someday I'll try again but without saving. Just a marathon session. I've heard that saving in cab view avoids this, but I'm not sure. I was in outside view when I saved.

A little tip on monster trains.....

When you want to stop it, especially on a grade..... set the handbrake of the LAST 6-10 cars of the train first. Cuz just air braking makes the cars bunch up and derail. Hand braking the last cars creates drag on the end and stretches the cars out..... thus avoiding a derail due to bunching.

I gave you FAR MORE then you asked for...... but I just had the need to share it with you and the others. *!greengrin!*
Last edited by GSkid on Sat Sep 08, 2012 5:46 am, edited 1 time in total.
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