[WIP] Announcing CSX Cincinnati Subdivision

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[WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Sat Aug 11, 2018 8:08 am

Good Morning All!

Just starting this thread to let you all know that I am currently working on a new route. Generally a CSX and NS regional rail system with heavy focus on CSX operations. This route will be released in two parts one price of course.

First Part:

The Greater Cincinnati area is set to include the massive CSX and NS Queensgate yard in OH, to the Decoursey transfer Ky Yard. The first part considered to be mainly a switching local route will encompass roughly 15 mainline miles end to end track north to south servicing local industry. I am currently completing the clay wade bailey tressel bridge system which is elaborate and laborious crossing town and over the ohio river in to Covington Ky. The city is already modeled and in the game with most of the bridge. I will have pics of these once I complete the bridge and finish the track layout.

The route will use Scalerail once again however apart from the signals and scalerail EVERYTHING down to the ground textures will be made specific to this route, no shared assets from any other provider as to increase the ease of use.

Rolling stock will include a CSX ET44AH, and perhaps 1 other local switching type loco an eco? Some CSX rolling stock as well not sure yet what that will be. Switching scenarios etc...Still in the early stages.

Second Part:

Will include a branchline to CSX Raceland yard along the Ohio river which is more than 50 miles of track. So mainline operations can be expected.


Estimated timeline is at least 6 months perhaps a year. Depending on the advancements of TSW this could be the last project I do for the TS line. It might be possible that this route will be made for the TSW platform depending on what happens.

Pics coming soon...


Ian
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby gtrtroger » Sat Aug 11, 2018 9:59 am

A CSX Heavy Freight Route? Finally!
!!*ok*!! !!*ok*!!
Watching carefully.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby ZekTheKid » Sat Aug 11, 2018 12:55 pm

About time! We need another route besides Miami, which is very short (and simply doesn't reflect all of CSX's operations). I wait patiently for that CSX ET44AH. *!greengrin!*
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby RAILSOHIO » Mon Aug 13, 2018 12:07 pm

Well this is a HUGE project. I am not sure if a yard complex of this size has been done in this platform. I am very happy to hear of it's announcement. There would have to be a large amount of custom objects. Do you have plans to replicate Union Terminal? I was just in Cincinnati over the weekend for a mini vacation,and it re-kindled my interest in the area. I have personally been working on my mega-Ohio route for 8 years,and it is nowhere near finished. I am looking forward to any progress screen shots. Joe
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby thegevo5k » Mon Aug 13, 2018 12:37 pm

RAILSOHIO wrote:I am not sure if a yard complex of this size has been done in this platform.


That won't be a problem for long. TS2019 is going 64-bit, so memory errors will be minimal. :D
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby gtrtroger » Mon Aug 13, 2018 12:47 pm

You’ll probably want to take a look at the West Colton - San Bernardino Yards on Tomcat’s Cajon-Mojave too. Bet we can fill those yards with 64bit version.....
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby RAILSOHIO » Mon Aug 13, 2018 2:00 pm

I read the 64 bit announcement,and that will certainly make this large yard a smoother runner!
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby _o_OOOO_oo-Kanawha » Mon Aug 13, 2018 3:45 pm

64 bit may be good for the memory limit as in the number of trains running concurrently, but can we expect a performance increase in FPS when more assets can be place on a tile?
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby RAILSOHIO » Mon Aug 13, 2018 4:03 pm

gtrtroger wrote:You’ll probably want to take a look at the West Colton - San Bernardino Yards on Tomcat’s Cajon-Mojave too. Bet we can fill those yards with 64bit version.....


I have never installed Tomcats's Route. I took a better look,yes those are some whopper yards. I never purchased the Surfliner route,that is the main reason.
As someone who has reconstructed yards that are long gone,I appreciate the work that goes into the track work.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Mon Aug 13, 2018 4:22 pm

_o_OOOO_oo-Kanawha wrote:64 bit may be good for the memory limit as in the number of trains running concurrently, but can we expect a performance increase in FPS when more assets can be place on a tile?


it says no noticeable increase in FPS. However I have been creating my assets in 'groups' to minimize the drawing calls. Sharing textures etc... The entire city of cinncinati is 1 asset placed using 6 textures. the bridges use 6 textures and are lumped into 1 blueprint 3 children including a reference to the city to maximize the drawing distance of the city from all ends of the region. so you can actually see the city from farther distance than default. I will have pics soon.

Ian

PS: yes union terminal will be modeled. All my "landmark" assets are custom made to the route I am doing. My previous two routes used a lot of my own stuff but shared stuff as well. This time it will be 90% my stuff.
Last edited by eyein12 on Mon Aug 13, 2018 4:29 pm, edited 1 time in total.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby RAILSOHIO » Mon Aug 13, 2018 4:28 pm

eyein12 wrote:
_o_OOOO_oo-Kanawha wrote:64 bit may be good for the memory limit as in the number of trains running concurrently, but can we expect a performance increase in FPS when more assets can be place on a tile?


it says no noticeable increase in FPS. However I have been creating my assets in 'groups' to minimize the drawing calls. Sharing textures etc... The entire city of cinncinati is 1 asset placed using 6 textures. the bridges use 6 textures and are lumped into 1 blueprint 3 children including a reference to the city to maximize the drawing distance of the city from all ends of the region. so you can actually see the city from farther distance than default. I will have pics soon.

Ian


Thanks for that info. I will be looking forward to those first screen shots!
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Tue Aug 14, 2018 6:54 am

20180814074820_1.jpg


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20180814074657_1.jpg


last two pics show how far the city can be seen. Actually it can be seen much farther than that because its being called much sooner thanks to the elaborate tressel system. Now there will be the city in the back drop even from the queensgate yard location shown by the last pic. a distance more than 4000 meters away instead of the city popping up at the last minute when you should see it from miles away.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Tue Aug 14, 2018 7:00 am

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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby RAILSOHIO » Tue Aug 14, 2018 8:59 am

Looking great! C&O and Clay Wade Bailey bridges well represented.
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Re: [WIP] Announcing CSX Cincinnati Subdivision

Unread postby eyein12 » Wed Aug 22, 2018 8:38 am

20180822092929_1.jpg
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20180822092836_1.jpg


some pics of the I 71 bridge I just installed. Double decker suspension bridge splits over the tressel so i will get the highway drawn out today. the whole bridge should be done today.

Ian
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