Route Length

Discussion about RailWorks route design.

Route Length

Unread postby gtrtroger » Thu Jan 08, 2015 2:30 pm

Ok, this is probably going to attract a lot of opinions.....and that's a good thing.

I'm looking at a proto route as a candidate to build. It is approximately 300 miles in length.

1. Should it be built as a single route? Will RW support a single route of that length with suitable branch lengths?
2. The route could (probably will...) be broken into 2 quasi-subdivisions. Should it be? If the logical break point is a yard, would you duplicate the yard in both routes, or, put it in one and make the break point some landmark beyond the yard? The thinking here being someone might want the lower half of the route and not the upper half, or, vis versa.
3. Given that it could take a couple of years to build the route out, would you start this route(s) now, or wait for Ts201? and the new, proposed Unreal graphics engine and all the headaches that new graphics might bring?
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Re: Route Length

Unread postby wacampbell » Thu Jan 08, 2015 3:07 pm

gtrtroger wrote:1. Should it be built as a single route? Will RW support a single route of that length with suitable branch lengths?

300 miles plus branches is no problem in a single route.

2. The route could (probably will...) be broken into 2 quasi-subdivisions. Should it be?

Its probably not worth it. Keep it as one route, perhaps finishing and releasing the first half, and then later releasing the second half.

3. Given that it could take a couple of years to build the route out, would you start this route(s) now, or wait for Ts201? and the new, proposed Unreal graphics engine and all the headaches that new graphics might bring?

Now that is the tough question. TS2015 ( or whatever the last non UE4 version is ) will remain available to users long after the UE4 version comes out to allow people to continue to use their old content. So you will be able to continue to work on and release your route for TS2015 even if it takes you a few years.

But ...
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Re: Route Length

Unread postby wackyhuman » Thu Jan 08, 2015 3:56 pm

Just as food for thought... DTG keeps their routes limited to 75 to 100 miles. There are longer routes, but they are almost all 3rd party routes.

> or wait for Ts201? and the new, proposed Unreal graphics engine

You could be waiting a long time... start now, worry about conversion later (if any is needed).
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Re: Route Length

Unread postby NYWhiskey » Thu Jan 08, 2015 5:30 pm

3 or 4 guys working as a hobby is about two years minimum for 50 miles in my experience. 300........?
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Re: Route Length

Unread postby gtrtroger » Thu Jan 08, 2015 5:41 pm

Thanks all.....any more thoughts?

Route is 1% rail, 1% river, 1% rock, 1% structures, and 96% trees......
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Re: Route Length

Unread postby Chacal » Thu Jan 08, 2015 7:54 pm

If you split it, duplicate the yard in both.
It's a logical place to start and end scenarios.
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Re: Route Length

Unread postby buzz456 » Thu Jan 08, 2015 8:41 pm

There is a huge difference on how many towns are on a route. My experience is that a town takes about five to six times what country takes to do a mile of track. Large towns are even more time consuming so factor that into whatever you are contemplating.
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Re: Route Length

Unread postby rarecommonsense » Tue Mar 03, 2015 10:09 pm

This is rather interesting, as I am now brainstorming with a fellow friend/player..

I have strongly considered as of lately, about doing a fictional route, which I'm sure mostly everyone would agree is best, seeing as you don't have to make reference anything. I've never done, and actually have no experience in making whatsoever, but I have come across a YouTube user (SpacialKatana), who seems pretty darn good at explaining the process of building one. Of course if there are other sources I could use to learn more, I'm welcomed to suggestions.

The kind of route I'd be pretty interested in making, is something similar to the NYC metro, Tri-state area. I'd build a decent sized, Subway/Metro network, connected to a commuter network.

Although, it would be entirely fictional, it will be heavily inspired by real world network of the NY tri-state region, and it would have to be believable. It would have a healthy dose of elevated, underground, level, open-cut sections. Plus would not necessarily need any custom assets whatsoever, unless it is something that would make the network more interesting. But trying to limit the amount of custom object and assets to make it available to as many users in the community as possible.

Besides, I'd to be able to contribute something for others to enjoy as well.

I know this was probably somewhat a bit off topic, and I do apologize for that. I thought this thread was interesting and wanted to share. Hope the one who started this thread makes an awesome route.
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