Southern Corridor Interurban Railroad.

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Southern Corridor Interurban Railroad.

Unread postby brucedell » Tue Sep 18, 2018 10:58 pm

Route Background
Good Evening. I came to you all today to showoff my Fictional Interurban route called Southern Corridor.
This Route era is designed to take place around from 1920 the 1950's.
My goal is to have the route simulate Line of sight, street running, and high speed Interurban, and streetcar operations for both passengers, and freight. with a minimal of signals.
The Route location in this fictional world is still on the cutting room floor. however the general location is somewhere in North Texas.
At this moment most of the route still needs to materialize from concept, However The last, and southern most city of this railroad has come into existence as the City of Manoford

V : Southern Manoford Old Interurban/Streetcar terminal Building/ Interurban headquarters
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The City of Manoford is a member city of a Greater southern Municipal county that has yet to be named, and has 4 districts: Southen : suburb : Downtown : Upper.
The city has 2 lines that cross the city 4 mile radius. The northern most line is a high speed suburban Light rail bypass line that serves the District of Upper Manoford, and connects it to southern, and the new downtown Transit center.
However this line cannot handle heavy freight due to the marshy nature of the land the line was built on, and all freight that comes in through that line must be shuttled with a light weight freight motor consist.
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(This interurban features a simple child object modification to block out the passenger windows and allow it to appear as if it's a freight motor.)

The southern most line is the old suburban line that connects southern manoford, to the suburb, and then downtown. Street running on this line is continuous until manoford city hall is reached.
Downtown Manoford along with Upper Manoford are the youngest parts of the city, and in order to combat congestion due to the rise of traffic of both local, and intercity traffic. "The Downtown Manoford Transit Center"; Or D.M.T.C was created to decrease both Passenger, and freight traffic congestion. The local Manoford Municipal streetcars run shuttle services between Southern, Upper, and Downtown Manoford daily.
Along with Interurban service, The line also interchanges with West, & East ward bound Class 3 Mainline that connects with the transit center.

For know I'm still running detail passes over the route to clean it up, but overall this short section highlights all of the custom features That i worked into this route, that i will now begin to share now.
Route features:
1: Reactive Traffic, and busy roads.
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This route was bulit on this very concept at the very start. The game proved that having Street running with reactive cars was a possible concept. however. This concept really pushes the game to it limit. This mechanic is powered by a constant array of level crossings from the Sacramento northern route. and this mechanic is not without it's limitations.
For instance while cars can stop for you, and other AI trains. AI Trains that are behind you are unable to do the same, and might clip into the cars.
1:The cars don't like long trains, and their wait script might timeout if ai trains are told to load instead of wait, or if you stay idle for too long.
2: You must maintain a distance of at least 20 feet from the rears of cars, or they will Stop right in front of you.
3: Due to the amount of cars when entering onto the street you must enter slowly at a speed of at least 10 miles per hour to allow the cars to recognize you, and stop.
4: In the picture above the road is using a slightly modified Traffic manager to allow the amount of traffic above. however I was unable to make the traffic constant, and the traffic will usually only spawn in burst, or not at all.
a Map restart is required to make the cars spawn.
Other than those limitations this feature works well.

Flagman warning device.
This asset is of my own creation, and it's designed to warn players of incoming mainline trains. that will always have priority over the interurban's, and streetcars.
The flagman will warn you 2 mins in advance of a mainline train, and will keep waving until the two minutes are up, and will reset on it's own.
The limitations of the flagman is in its programming. The flagman is powered by a standard level crossing script. and my lack of experience with LUA coding means the flagman is not adaptable, and will only wave for two mins every time it is triggered. However its not really that much of an issue. I plan to releases the flagman standalone when phase one of the route is completed which is imminent, however please be aware of the limitation if you plan to use the flag man on different routes.
For now that is all the Features I developed for this route, and Thank you for taking the time to Read my post. I will now leave you off with two videos of passenger, and freight operations on this route, and i hope to release it soon.

https://youtu.be/MWjX0wBLBr8

https://youtu.be/v6fS6SaEoaY
Last edited by brucedell on Fri Jun 28, 2019 4:09 pm, edited 3 times in total.
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Re: Southern Corridor Interurban Railroad.

Unread postby ErikGorbiHamilton » Wed Sep 19, 2018 12:36 am

Incredible Work!
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Re: Southern Corridor Interurban Railroad.

Unread postby CArailroader » Wed Sep 19, 2018 12:50 am

The detail that has gone into all of this is amazing! I can't wait to run this little route. The modified passenger interurbans as boxcabs look awesome!!
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Re: Southern Corridor Interurban Railroad.

Unread postby ET44C4 » Wed Sep 19, 2018 7:22 am

Spectacular! Very much looking forward to operating this route. All the details and features are very impressive.
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Re: Southern Corridor Interurban Railroad.

Unread postby hobo1960 » Wed Sep 19, 2018 8:01 am

!*drool*!

All I can say is wow!
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Re: Southern Corridor Interurban Railroad.

Unread postby Caffeine » Wed Sep 19, 2018 7:53 pm

Interesting.
Very very interesting!
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Re: Southern Corridor Interurban Railroad.

Unread postby zawal » Mon Sep 24, 2018 1:03 pm

Wow !!!

Fantastique .

J'ai présenté vos deux vidéo en France et ils adore tous , moi aussi d'ailleurs .

Merci beaucoup pour votre travail . !*brav*!
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Re: Southern Corridor Interurban Railroad.

Unread postby brucedell » Sat Sep 29, 2018 11:37 pm

Update Report 9/29/2018
Please bear with me. I'm currently building this route while in college, and preparing for multiple exams. so development has been a little slow, due to my attention being diverted.
however in the good news. Phase one of the route is virtually completed. I even managed to create a 3 mile extension to a small town called Deno. so the player can have the experience of actually traveling into the city.
The line between Manoford, and Deno is noting too special. the sprint has one whistle stop, and a one track bridge that crosses a marshland.

however the tracks between Deno, and manoford are simulated to be old. so travel speeds must be reasonable. however the highest speed the interurban can safely operate at on this stretch is at most 50-65 mph before things become too dangerous, and derail becomes very likely. the marshland bridge can only handle a speed maximal of 40 mph. but other than that, and one other whistle stop. the line nothing too special.

For the city of Manoford. i had to do a procedure fix a problem with the cars, and relay the invisible traffic paths along the road, and rail, and relay the invisible level crossings. however results somehow make the traffic spawning worse when starting a train off in the Manoford Inteurban freight yard which is the tail end of the route. but if a train starts in the Interurban headquarters, or at least the camera starts there with a cinematic effect. the traffic should spawn just fine. however when it comes down to future parts of the route especially in downtown areas i might refrain from mixing road traffic, and rail so often. at least of long distances. like the initial Manoford boulavard. because the game traffic spawning system is not really up to the challenge.
Of the last modification to Manoford for now was an advance level crossing at the downtown Manford transit center mainline/interurban interchange. that isn't designed to just stop car traffic(which has now also been introduced to the location) from crossing the mainline, but also stop interurban trains using the street from crossing as well.

other than that. all the things that have been completed.
The other things i have to do now. before i release phase 1 is bulid a website where i can upload, and share my route, and assets properly. which might take a little bit. however i will try to release a steam workshop version however i might not be able to release my custom assets with this version. it depends on if the route uploader accepts it.
Last edited by brucedell on Thu Oct 11, 2018 6:54 am, edited 1 time in total.
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Re: Southern Corridor Interurban Railroad.

Unread postby CArailroader » Sun Sep 30, 2018 4:15 pm

You can always upload to the file library here at RWA, The process is very simple and to my knowledge, there is no limit for file size to upload.
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Re: Southern Corridor Interurban Railroad.

Unread postby buzz456 » Sun Sep 30, 2018 5:30 pm

CArailroader wrote:You can always upload to the file library here at RWA, The process is very simple and to my knowledge, there is no limit for file size to upload.


You do need to communicate with Bob if it's over 200meg I think.
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Re: Southern Corridor Interurban Railroad.

Unread postby brucedell » Sun Nov 04, 2018 4:07 pm

Thank you for your patience. college requires me to shift priorities around time to time.
I've completed the website that will be hosting my freeware content.
However i still need to package my addons so i can share them in an efficient matter.
Doing that should take me at least a few days or at most a week.
In the meantime, if you wish to view the website you're free to do so.
https://railsim-us.wixsite.com/electo-america
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Re: Southern Corridor Interurban Railroad.

Unread postby brucedell » Sun Nov 11, 2018 12:19 am

Update: 11/10/2018
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Version one of the southern corridor Interurban route has now been released, and is available for download on my site.
https://railsim-us.wixsite.com/electo-america

The dependency routes are.
(Sacramento northern:) For track, and main scenery, level crossings, and buildings
( Northeast Corridor: New York - Philadelphia Route), (Springfield Line: Springfield), (Horseshoe curve) & (NEC: New York-New Haven): for downtown buildings, clutter, scenery and station parts.
(cheyenne 1869): The route uses the High Ball signals, and the wooden trestle bridge for 2 parts of the route.

also make sure you download the animated Flagman asset from the Route Assets section of my site for the interurban mainline diamond crossing. : https://railsim-us.wixsite.com/electo-a ... ute-assets
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I'll make sure to have the flagman come prepackaged with the route when i update the download link.

For now the route only features a single quick drive, and an empty free roam scenarios. i plan to make in dept scenarios later on in the route development, but for the moment i'm pressed for time.
If you plan to make your own scenarios for the route be sure to account for these factors.
1. While the road vehicles will stop for trains located ahead of them. AI trains are unable to stop for cars located in front of them.
2. Be sure to keep train length of switching scenarios short if you are operating in the street. the road vehicles can handle a rather large freight consist departure of about 10-25 cars, but moving back and forward in the middle of the street will cause the cars to forget you're there.
3. if you want mainline trains to crossover the interurban line be sure to have the Mainline trains set to the highest priority so they wont get confuse, and stop when other interurban cross the tracks.

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Operational rules on the road.
1. Although you hold the right of way. when moving your rail vehicle on to the street be sure to enter slowly, and wait for a reasonable time to enter the street. motorist may cut you off, instead of waiting for you.
2. When exiting the street make sure you slow down and yield for traffic, and wait for the cars behind them to notice that you are crossing.
3. When crossing a mainline level crossing on a roadway, or on an interurban right of way make sure you stop your rail car, and check for oncoming mainline locomotives.
4. Never reverse your rail vehicle against the flow of traffic, and never drive your rail vehicle in the direction opposed to traffic flow.
5. When downtown, or in suburbs whistles, and bells are the preferred method of warning. especially when near homes. Horns are permissible when conflicting when motorist.
6.Heavy freight consist must have their bell activated at all times when operating on the roadways.
7.Heavy Freight consist must have an active locomotive in front of the train when operating on the street. as driver visibility must not be impaired.
8. When operating on the street passengers can trigger a stop request at any moment, and the rail vehicle is allowed to stop immediately to drop the passenger. however on certain streets, and locations stop request can only be fulfilled at designated stops in the middle of the road.
9. Interurban operators operate on the line of sight principle when running on the street.

That's all the operation rules i have for the street section of this route.
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When running between Deno, and Manoford please be mindful of your speed. for the inteurban tracks of that section are old, and there is a real risk of derail if you're traveling too fast. after many test the fastest highest speed appears to be 45-60 mph. however 60 mph is risky, and is best used on level straight away's.
all bridges on the route are limited to a speed of 25 mph. the brigest become unsafe if you travel any faster than that.
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due to your rail vehicles lacking speedometers be sure to take the time to learn the visible speeds of your trains. This can be learned best by observing the speed of the trolley poles ahead of you, or by observing the amount of cab sway.

The freight motor modification is still in the refinement stage, and will be out soon. along with the AI sound pack.
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Current bugs: Traffic yield failure at traffic center at the beginning of a quick drive scenario.
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At the Downtown transit center Road traffic fails to yield for trains leaving the center. i believe its some kind of quirk in the game scripting. however the cars will still react to you, but only after you entered the street, but no while entering.
So for that part your going to have too yield for the traffic, and wait for an open slot to merge into traffic. however this bug might not exist in standard, and free roam scenarios.

Thankyou for your patience, i cant wait to developed this route further, and your feedback on this route will be invaluable.
I hope you enjoy it.
Last edited by brucedell on Sun Nov 11, 2018 12:51 pm, edited 4 times in total.
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Re: Southern Corridor Interurban Railroad.

Unread postby hobo1960 » Sun Nov 11, 2018 7:27 am

Wonderful news!

Thank you for the early release. Looking forward to trying this out later this afternoon.

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Re: Southern Corridor Interurban Railroad.

Unread postby RoyalGorge406 » Wed Jan 02, 2019 10:34 pm

I keep derailing on the turn between what is labeled as station 15 and Deno. I've tried going over it at a slow speed as well as the speed limit and looked in the editor for a reason but nothing looked out of place. Otherwise this is an amazing route and I hope to see more of it in the future.
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Re: Southern Corridor Interurban Railroad.

Unread postby mjlevy1118 » Mon Jan 14, 2019 4:35 pm

I downloaded this route yesterday and love it! What a fun, well-detailed, atmospheric little route. What I enjoy most is the feeling of actually being a motorman for the interurban railway and struggling to keep my railcar on the tracks, on time, avoiding vehicle traffic, enjoy the beautiful passing scenery, and providing a (somewhat) smooth ride for passengers. Thanks for sharing this route with us, it's a joy to operate! Looking forward to following its future progress.
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