3 Track Cajon Project

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Re: 3 Track Cajon Project

Unread postby Tomcat » Sun Apr 03, 2016 10:26 am

jalsina wrote:Kind words?


I think it's always appropriate to thank people when they take the time to say something nice. I don't know if other route builders experience this, but I often lose perspective when I'm building. I can install and run another persons work and be amazed at some of the things they have done but when working on or running a player train on mine I know exactly where every wart is, where every portion of track that gave me a hard time is located, where every scene that I felt I had to compromise on is... I often think to myself 'Who am I kidding? Why am I doing this?', so it's good to step back from time to time, take a breath and appreciate positive comments and then I think that maybe it's okay after all.

@_o_OOOO_oo-Kanawha In the beginning I thought about extending the route and trying to cover the same ground as the one you mentioned but I think it would then be 4 or 5 more years before I could finish it by myself. Another consideration is how close the next generation of sims are to release. I know myself and I suspect that upon their release I will gravitate towards the new and shiny and will have no motivation left to work with this game engine, so it's best if I just concentrate on getting this project done.

Not completely sure as to what you mean by memory load. If you mean just what the straight memory usage is then I can tell you that I often have task manager open while I run the route and with just one player train of maybe 5 engines and 80 cars my memory goes from 1.4gigs used out of 8 to about 3.1 gigs out of 8. I'm not much of a technical person so I'm not sure of what use this info is. If you have a procedure that you use that is helpful for you to gauge performance then I could try that and relay my findings. I should tell you that I do this work on a sub-minimal spec laptop and the route while not running optimally, of course, it does run acceptably for me to get the work done and get enjoyment from running it.

ex-railwayman wrote:Incidentally, there is a wind turbine in the Soldier Summit Payware route, which I expect many of you American railfans already have, just a thought. !!*ok*!!

Cheerz. ex-railwayman.


I don't have that route at this time and did not know about the wind turbines included. I picked up the Renewable Energy Pack as a stop gap measure so at least I would be able to see them in the route as I build. I have been hoping that wind turbines and solar panels might eventually make there way into something like the RCAP freeware package before I finish thereby eliminating the need for anyone to purchase the Renewable Energy Pack even if it is only $4. Thanks for the heads up, I always appreciate any extra info or tips that come my way.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Sun Apr 03, 2016 10:38 am

San Bernardino B Yard from San Bernardino Subdivision end.

AB01.jpg


B Yard from the North end.

AB02.jpg


And 2 shots of the track linkage between North end of B Yard and A yard.

AB03.jpg


AB06.jpg
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Re: 3 Track Cajon Project

Unread postby Tomcat » Sun Apr 03, 2016 10:48 am

Moving West to East through the A Yard

AB05.jpg



AB07.jpg



AB04.jpg



AB08.jpg


And a look just past the yard gate at the East of A Yard up in the direction of the Baseline Crossovers.

AB09.jpg
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Re: 3 Track Cajon Project

Unread postby dejoh » Sun Apr 03, 2016 11:38 am

To add some distinction to the drab containers lining the yards, Give this a shot.
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Re: 3 Track Cajon Project

Unread postby _o_OOOO_oo-Kanawha » Sun Apr 03, 2016 12:56 pm

Tomcat wrote:@_o_OOOO_oo-Kanawha In the beginning I thought about extending the route and trying to cover the same ground as the one you mentioned but I think it would then be 4 or 5 more years before I could finish it by myself. Another consideration is how close the next generation of sims are to release. I know myself and I suspect that upon their release I will gravitate towards the new and shiny and will have no motivation left to work with this game engine, so it's best if I just concentrate on getting this project done.

Not completely sure as to what you mean by memory load. If you mean just what the straight memory usage is then I can tell you that I often have task manager open while I run the route and with just one player train of maybe 5 engines and 80 cars my memory goes from 1.4gigs used out of 8 to about 3.1 gigs out of 8. I'm not much of a technical person so I'm not sure of what use this info is. If you have a procedure that you use that is helpful for you to gauge performance then I could try that and relay my findings. I should tell you that I do this work on a sub-minimal spec laptop and the route while not running optimally, of course, it does run acceptably for me to get the work done and get enjoyment from running it.


So the Task Manager shows 1.4 up to 3.1 GB? 3.1 for a large route with only 1 player train in service is rather a lot. A couple of AI trains might raise the memory to 3.5 GB. Anything above 3.5 GB will cause a fatal crash.
I am running the Tehachapi Pass route quite often, it is still a WIP and mostly California high desert. It always crashed in my QD experiments because the memory exceeds 3.5 GB and I have yet to find the cause. It must be the AI trains.
A solution would be to reduce viewing distance and scenery density, but that rather defeats the purpose of a high detail route, does it?

Given that there is still no public beta of TS2017 with the new UE4 engine, one can only speculate as to how that will perform. More important to you and us is how to port your work over to the new game architecture.

So I hope for us and wish for you to keep the motivation up. Waiting for a release from our part, and working towards a release from your part. Keep up the good work.
Edwin "Kanawha"
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Re: 3 Track Cajon Project

Unread postby Tomcat » Mon Apr 04, 2016 6:35 am

Hesperia.

Hesperia01.jpg
Hesperia02.jpg
Hesperia03.jpg
Hesperia04.jpg
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Re: 3 Track Cajon Project

Unread postby Tomcat » Mon Apr 04, 2016 6:37 am

Hesperia continued.

Hesperia05.jpg
Hesperia06.jpg
Hesperia07.jpg
Hesperia08.jpg
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Re: 3 Track Cajon Project

Unread postby Ericmopar » Tue Apr 05, 2016 6:54 pm

Hesparia looks good, but it's missing those special women on the balconies... *!greengrin!*
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Re: 3 Track Cajon Project

Unread postby Tomcat » Tue Apr 05, 2016 7:28 pm

Ericmopar wrote:Hesparia looks good, but it's missing those special women on the balconies... *!greengrin!*


lol. Since I don't live in California this is just the kind of detailed info I need to lend some authenticity to the route. I've also been wondering how to scenic the nudist colony near Devore that's just past the Ontario freeway overpass.
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Re: 3 Track Cajon Project

Unread postby jalsina » Tue Apr 05, 2016 8:16 pm

Ericmopar wrote:Hesparia looks good, but it's missing those special women on the balconies... *!greengrin!*

!*roll-laugh*! !*roll-laugh*!
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Re: 3 Track Cajon Project

Unread postby Tomcat » Wed Apr 06, 2016 12:28 pm

Spent some time back at West Colton filling in some basic scenery around the GATX maintenance/repair shops.

GATX05.jpg
GATX04.jpg
GATX03.jpg
GATX02.jpg
GATX01.jpg
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Re: 3 Track Cajon Project

Unread postby Juxen » Wed Apr 06, 2016 5:38 pm

Looking good! Keep up the amazing work!
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Re: 3 Track Cajon Project

Unread postby cnbalasub » Wed Apr 06, 2016 5:59 pm

Wow and really impressed with your work on this route. Look forward to have those when it's available.

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Re: 3 Track Cajon Project

Unread postby BNSF650 » Wed Apr 06, 2016 6:52 pm

Looking good also check out the RCAP on here alot of good stuff in there.
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Re: 3 Track Cajon Project

Unread postby Tomcat » Fri Apr 08, 2016 8:15 am

_o_OOOO_oo-Kanawha wrote:So the Task Manager shows 1.4 up to 3.1 GB? 3.1 for a large route with only 1 player train in service is rather a lot. A couple of AI trains might raise the memory to 3.5 GB. Anything above 3.5 GB will cause a fatal crash.


This has bothered me for the past few days. Turns out I'm an idgit! 3.1 GB seemed liked more than I usually see when I have Task Manager open so I went back and double checked a few spots on the route and it seems I made a boo boo in the initial reporting. 3.1 GB was the total memory usage of TS2016 combined with the OS and whatever other stuff I had open at the time. Checking just the memory usage of Railworks.exe I can report a less stressful 2.1 GB as the highest I've seen the usage go, even in built up areas such as San Bernardino. In non urban/suburban areas the memory usage hangs around 1.6 GB or so. Sorry for the initial error, perhaps I can blame it on age.

Juxen wrote:Looking good! Keep up the amazing work!


cnbalasub wrote:Wow and really impressed with your work on this route. Look forward to have those when it's available.

John


BNSF650 wrote:Looking good also check out the RCAP on here alot of good stuff in there.


Thanks guys.

@BNSF650 I have and use RCAP extensively. I think I've used most of the houses, truck trailers, some of the searchlight signals and many of the odds and ends so far. I think it's pretty much essential for any route builder, well, at least for me it is.


More screenshots later I think. I've been working on the Colton-Palmdale cutoff around W./E. Baseline Rd. and San Anselmo/Muscoy.
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