SEATTLE SUB V2 UPDATE

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SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Wed Nov 02, 2011 8:33 am

Hey guys,

So heres what on the docket. The 2nd phase is well underway with trackwork complete in Tacoma,Wa (its a maze of yards, holy cow!) Bay yard is the largest of the many that exist there(the whole trackwork there is enormous). I made my way out of there with the UP branchline and 2 track mainline about 5 miles up I stopped due to rwdecal not being able to load more than a certain amount of decals at a given time. Ts2012 really made rwdecal alot less user friendly, now I can only work on a small area at a time and then re-do the decals on the next area so textures will show. Also any terrain modification is not recognized by the decals and I have to hit J key everytime to re-snap them.

So this update will include:

PORT OF TACOMA INTERMODAL YARDS
BAY YARD
many other yards of which are not named yet (about 10 total!)
DOME STATION AMTRAK
PAYULLUP STATION
SUMNER STATION
AUBURN STATION

COMPLETION OF THE UP BRANCHLINE AND MAINLINE FOR ONE COMPLETE ROUTE END-TO-END

More scenarios
More new buildings, stations and such.

Fixes:

Speed limits employed!!!!
Fix signal failures at yards
traffic width and variability
global track unevenous

RELEASE DATE: TBA

Regards,

Ian
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Re: SEATTLE SUB V2 UPDATE

Unread postby TDHenderson » Wed Nov 02, 2011 8:55 am

Thanks Ian!

Hey, have noticed quite a few manual switches facing the wrong way in the yards in your Incoming Freight scenarios (great work on those!!). Do you need further reports for your V2 updates or do you have those flagged already?

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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Wed Nov 02, 2011 8:57 am

switches will all be fixed in the next update thanks for the info. I made mention that they will be changed to automatic, unless in yards or branches
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Re: SEATTLE SUB V2 UPDATE

Unread postby chrisreb » Wed Nov 02, 2011 12:36 pm

Great News Ian!

Just underway with Incoming Freight Pt 2 (Pt 1 left me puzzled - sat for 7 -8 mins and nothing happened). Great fun - should I be worried that some of my dropoffs have been guided by the light of a coke machine!!

Have got lights working on GP38 which is fine going forward but not much help when revering with wagons. Love the container consists thundering by.
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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Wed Nov 02, 2011 2:46 pm

Incoming freight 1 should work. 2 trains are supposed to arrive. check 2d map to see whats going on. it may take 10 mins for them to arrive because 1 has to reverse first. check the 2d map to make sure they are at least moving.
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Re: SEATTLE SUB V2 UPDATE

Unread postby chrisreb » Wed Nov 02, 2011 3:40 pm

eyein12 wrote:Incoming freight 1 should work. 2 trains are supposed to arrive. check 2d map to see whats going on. it may take 10 mins for them to arrive because 1 has to reverse first. check the 2d map to make sure they are at least moving.



Ok will do.
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Re: SEATTLE SUB V2 UPDATE

Unread postby usernametaken » Thu Nov 03, 2011 10:39 am

Where can I find Incoming Freight Pt.1? Is it available to download or do I need to pay the $13 for it?
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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Thu Nov 03, 2011 2:08 pm

just download the route. its in that package, its free for the route.
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Re: SEATTLE SUB V2 UPDATE

Unread postby chrisreb » Fri Nov 04, 2011 9:15 am

Doing Incoming Frieght pt2. On my third round of delivery I cannot get to the (s) sidings and a junction I need is locked by UP5465. Even then I have had to go almost upto a stationery service heading my way to get to that point.

Is there a suggested route over to this siding. A brief instruction came up and disappeared but I don't think it said anything other than be careful.

Hope you can help as I want to complete this absorbing scenario.

regards
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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Fri Nov 04, 2011 9:49 am

Chris,

Once that AI passes then the junction should open up. Is anyone else having this issue? You may need to check your 2d map to see if that service is moving or stopped. you may have completed the first portions of your workorder too fast or too slow eevrythign is timed according to the log mate timer. Those Ai's are poised to move when they are told too and unfortunetly they lock the junction if they are higher priority. But everything was timed perfectly so that you could move across the mainline successfully.

I ran through the scenario 2 times and everything worked great. You just may have to wait for that service to pass, go grab a beer in the meantime. This does happen in real life except you can go get a beer when your waiting for clearance.
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Re: SEATTLE SUB V2 UPDATE

Unread postby chrisreb » Fri Nov 04, 2011 11:30 am

Hi - OK will re enter scenario and see what services are doing. Cannot imagine I was too fast as I am spending time searching for the various drop off points - and there are not enough coke machines around to light the yards for me!
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Re: SEATTLE SUB V2 UPDATE

Unread postby chrisreb » Fri Nov 04, 2011 12:20 pm

Hi

No luck I am afraid,

Have now tried 2 approaches to where I need to get access to the line to (s) siding.

Tried crossing by the stalled UP7888 and reversing onto other main line track and going down the spur to the siding. However whilst I can use crossing I cannot get access to main line as locked by UP5465 which is not even on the 2d map. This I assume is why UP7888 is just sat there short of the crossing.

Never mind enjoyed what I could do.

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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Fri Nov 04, 2011 12:48 pm

chrisreb wrote:Hi

No luck I am afraid,

Have now tried 2 approaches to where I need to get access to the line to (s) siding.

Tried crossing by the stalled UP7888 and reversing onto other main line track and going down the spur to the siding. However whilst I can use crossing I cannot get access to main line as locked by UP5465 which is not even on the 2d map. This I assume is why UP7888 is just sat there short of the crossing.

Never mind enjoyed what I could do.

Regards



I will check the scenario to see what the issue is. try part 3 in the meantime. or seattle switcher.
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Re: SEATTLE SUB V2 UPDATE

Unread postby dick8299 » Fri Nov 04, 2011 1:22 pm

I ran the scenario in the 2D screen using the video controls at the bottom. The run through shows that the player engine is completely done with the two drop offs on sidings 1 and 2, before UP7888 even starts. I believe that since the yard speed limit is set at 60 mph, that the run through is assuming the player engine is doing its shunting at 60 mph. Since in reality, the player engine is going closer to 15 mph during the early shunting, that it has not gotten to the sidings 1 and 2 portions of the scenario until UP7888 has started, and then become stalled at a signal just before the switch to sidings 1 and 2, which makes it possible to maneuver onto sidings 1 and 2, but impossible to come back out onto the east main, because the dispatcher has locked the switches for UP7888. I am currently enjoying the new Seattle Switching scenario, but intend to go back to editing this scenario to have UP7888 start 1/2 hour or 45 minutes later, to see what happens. Unfortunately, there are a lot of actions that have to be taken first before I will know if my edit is successful or not.
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Re: SEATTLE SUB V2 UPDATE

Unread postby eyein12 » Fri Nov 04, 2011 1:26 pm

is the AI running like they should in the seattle switcher? I ran 3 runthroughs and al AI's moved through except playing it live, when they stall out.

This weekend I will be putting a priority on speed limits at least for yards. Didnt think this would be a big issue. but I guess theyre needed now!
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