by ricksan » Sat Feb 23, 2019 11:12 am
The history of the tracks on Maine Maritime went something like this...
v.0.1 Among other things, the original release replaced all the **_B (for bumper) tracks with **_X tracks. That eliminated all the "automatic" bumpers, which I replaced with manually installed bumpers which are pure scenery elements. I also repaired some turnouts that had mismatched frog rails, working south to north over the whole route. Unbeknownst to me, one of those repairs, most probably at one of the crossovers at the south end of Rigby yard, had caused the flying track south of where I was working. After release, users immediately noticed the flying track.
patch 0.1 Trying to fix a flying track can be a losing battle, so as a quick fix, this patch was simply the beta version of the track layout as it existed a week or so prior to the initial release. That brought back the "bumper" tracks, which with the addition of scenery bumpers, caused the double-bumper effect.
v.0.2 This release was another full-route build that fixed the flying tracks and all the nasty switches except one near the north end of Rigby yard, which I hadn't noticed. You could actually run a train slowly over that switch, but the train would still leap up rather comically.
patch 0.2.1 Fixed the aforementioned switch along with another frogless switch in the yard ladder nobody had noticed, or at least had reported. Also added text to the Route Information blueprint.
The turntable problem then came to light. That problem probably found its way into release v.0.2. I have no idea how to fix it other than to start over. And here we are today.
So once again I did start over. I have gone through the route and fixed all known track-related issues. It took three tries because tracks kept leaping up, this time including ones north of the yard. I had to break many tracks at node junctions to isolate the sections I was working on. In effect I isolated all the tracks leading into the yard and those leading into the turntable. After making the repairs (and after fixing leaping tracks within the yard itself) I re-welded all the breaks. I also welded the breaks in Yard 8, the one with the "abandoned" tracks, and fixed a switch there. I began preparations for another, hopefully final, patch.
Oh, but wait! No fewer than six scenarios now refuse to load. On the "Trip South" one, there's actually a missing track section near the oil depot. It appears that way only in the scenario. To fix this, the scenario will probably have to be rebuilt from scratch. Fearing the worst, I didn't investigate what's wrong with the other broken scenarios let alone try to fix them. It's likely that some of third-party scenarios will be similarly broken.
I don't know what to do with this. I built all the yards for Sacramento Northern and the B&LE ones at Conneaut and Greenville, and never once had these kinds of problems. It's like I said about herding cats or what Dave said about fighter jets. I can release a new patch, with a caveat about the scenarios, then try to repair the scenarios afterwards, or wait until maybe this Humpty-Dumpty of a route can be put back together again. Any opinions?