Powder River Basin

Discussion about RailWorks route design.

Re: Powder River Basin

Unread postby Tomcat » Wed May 02, 2018 11:40 am

chrisreb wrote:Downloaded and had a drive. Looking very nice and texturing is outstanding. Thank you


You're welcome and thank you for giving it a try!

The following screen captures highlight just how far I have left to go.

First capture of Google Earth shows the named markers outlining the route as envisioned. These are the markers that could be used in the editor to jump quickly around the route.

Second capture shows a less cluttered map of the area.

Lastly, and depressingly, a view from RWInfo showing the area that I have done so far and where all roads will eventually lead... the yards at Alliance, which is the tiny dot down in the lower right corner. That dot was made by placing a 500 meter long segment of 8 parallel tracks which I put down to remind me of exactly where I wanted to end up. You might be able to see that I have extended the Black Hills subdivision to within 4 or 5 miles of Newcastle. Once that is done then I'll start laying the track to Reno Junction on the Orin subdivision and after some basic scenery work and getting signals and such in place it will be ready for a stage 2 release.

Overview01.jpg


Overview02.jpg


Overview03.jpg
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Re: Powder River Basin

Unread postby chrisreb » Wed May 02, 2018 11:44 am

Thanks for the info - I was trying to pinpojnt it on Google Earth!
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Re: Powder River Basin

Unread postby BoostedFridge » Wed May 02, 2018 9:19 pm

This is great stuff Tim!! I'm itching to build some scenarios for this using all of that old BN GE power!

To that end (and understanding that this is a pre-alpha) is any of the areas of track, signalling, or markers in a 'complete' state, where they are less likely to change with subsequent release builds?
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Re: Powder River Basin

Unread postby LandN » Thu May 03, 2018 6:42 am

Looking forward to some scenarios.
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Re: Powder River Basin

Unread postby Tomcat » Thu May 03, 2018 7:45 am

WilliamMadona wrote:This route will be sensational, beautiful work, my friends here from Brazil of the simulation group in Train Simulator loved the progress so far, congratulations.


Thank you William. I'm very happy to hear that you and your simulation group are enjoying the work so far... there is much more to come. Say hello to all the guys in Brazil and thank them for me.


BoostedFridge wrote:This is great stuff Tim!! I'm itching to build some scenarios for this using all of that old BN GE power!

To that end (and understanding that this is a pre-alpha) is any of the areas of track, signalling, or markers in a 'complete' state, where they are less likely to change with subsequent release builds?


Thanks Colin. I have no plans to change any track between Donkey Creek yard and Coal Creek. Speed limits are good through this section and track markers are pretty much set, up to and including Belle Ayr. I still need to add/change markers at Cordero Rojo, Cordero and Coal Creek and smooth out some of the gradient changes at those three. I'm not a scenario expert by any stretch but I think the work left to do up to Coal Creek would not affect scenarios - but given my limited scenario experience I could be wrong. Most important point is that I will not change or replace any track up to Coal Creek. FYI, I have not put in any transfer points where the coal silos are located yet - I can put them in where they would be located but since I don't have any coal silos other than EMDSD90MAC's Belle Ayr complex I can't do the precision placement that could be done if silos where actually in place.

Track work on the Black Hills Subdivision from Donkey Creek to Moorcroft is pretty much set in stone as well, though track markers are still needed in some spots such as the industry and sidings at Moorcroft. I'm also thinking of changing the speed on the Black Hills sub from Rozet Eastward from 50 to 45 for freight based on the information in the timetable.

If you find that some scenarios could be written given what I still need to do then that would be great. Your scenarios are always enjoyable and a step or two above scenarios that come bundled with DTG payware.
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Re: Powder River Basin

Unread postby Tomcat » Thu May 03, 2018 2:27 pm

One person asked about the mileage so I thought I'd post here if anyone is curious.

Stage 1:

Black Hills sub - 43 miles
Orin sub - 28 miles
Canyon sub - 2 miles

Coming up for stage 2:

Black hills sub increased to 67 miles
Orin increased to 43 miles

Total planned miles for a finished route is as follows:

Angora - 34
Black Hills - 123
Butte - 112
Campbell - 9
Canyon - 43
Orin - 127
Valley - 90

Total: 538 mainline miles - I hate to think what it will be with double-triple-quadruple mainlines/mine loops/sidings and yards. The total miles of all tracks just for stage 1 is around 334.


And I just convinced myself to make the entire project take longer by using 8 to 10 different types of grass/weeds along the right-of-way;

Screenshot_Powder River Basin_44.15174--104.72169_06-15-16.jpg
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Re: Powder River Basin

Unread postby _o_OOOO_oo-Kanawha » Thu May 03, 2018 3:02 pm

Tomcat wrote:And I just convinced myself to make the entire project take longer by using 8 to 10 different types of grass/weeds along the right-of-way;

Image


"Variation is the spice of life"

Prairie seems barren and desolate but is full of plant life. So more different kinds of grasses, shrubs and bushes will only add to the realism.
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Re: Powder River Basin

Unread postby Tomcat » Mon May 07, 2018 9:20 am

_o_OOOO_oo-Kanawha wrote:"Variation is the spice of life"

Prairie seems barren and desolate but is full of plant life. So more different kinds of grasses, shrubs and bushes will only add to the realism.


This is what I'm hoping for but I'll have to keep myself in check lest I wind up over doing it.

Here is a test screenshot very close to Newcastle showing the conifer forests that dot the mountain sides for a large stretch on the Black Hills subdivision. Working out the terrain texture combinations for a good look but I'm not sure it's coming out entirely realistic yet. Just started this morning and this is my first go at it. I think the edges of the darker areas need to be broken up more and edged with something that might transition more smoothly into the dry grass areas.


Screenshot_Powder River Basin_43.87485--104.29269_17-19-49.jpg
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Re: Powder River Basin

Unread postby Tomcat » Mon May 07, 2018 9:49 am

A bit more work and I have to leave it here for today. I think it's getting closer.

Screenshot_Powder River Basin_43.87816--104.29186_17-19-33.jpg
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Re: Powder River Basin

Unread postby gtrtroger » Mon May 07, 2018 10:34 am

Tomcat wrote:A bit more work and I have to leave it here for today. I think it's getting closer.

Screenshot_Powder River Basin_43.87816--104.29186_17-19-33.jpg


Geeze.... can this guy paint or what!!!!
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Re: Powder River Basin

Unread postby chrisreb » Mon May 07, 2018 12:04 pm

Very very natural looking!
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Re: Powder River Basin

Unread postby imnew » Mon May 07, 2018 12:31 pm

Beautiful work there Tim. !*salute*!

Also nice to hear you are adding mileage to the Orin sub.
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Re: Powder River Basin

Unread postby LandN » Tue May 08, 2018 7:35 am

What am I missing?
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Re: Powder River Basin

Unread postby gtrtroger » Tue May 08, 2018 7:48 am

Additional information for scenario builders..... Details operations in and around each mine.
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Re: Powder River Basin

Unread postby Tomcat » Tue May 08, 2018 9:26 am

LandN wrote:What am I missing?


You've got Tehachapi Pass from 3DTrains? The route is heavily based on that - track, most ground textures, most buildings... etc.

Also check to make sure that you have Assets/Tomcat/Orin folder which has the Environment/Terrain subfolder that contains the TexturingWE.bin file, and the TemplateRoutes subfolder that contains Powder_River_Template.bin - The file on MediaFire contains two .rwp files; PRBroute.rwp and PRBassets.rwp - PRBassets has the Assets/Tomcat/Orin files.
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