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Joined: Mon May 19, 2008 8:07 pm Posts: 169 Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
guard class 2 wrote:
Solved the long straight problem. Used an Excel spreadsheet called "Object Rotator", by Michael Vone (Author of "Step by step guide to route building"). Results are shown below, covered a distance of 38 Km's without a curve and ended up right on the marker.
Wayne
Wayne, your competency with this already is admirable. Please keep the updates coming
First pic of a test train on the new section of track from Thevenard to Penong.
Train is just passing through Penong Junction , and the line to Port Lincoln can be seen curving away to the right in the background.
Also first trial of new Yx wagons for use on Gypsum traffic from Kevin to Thevenard.
Hi Wayne,
I have been given permission to give you the NG 830's as well as to reskin some more. Please let me know a couple of EP line diesels. Next time you come over bring a jump drive and I'll give you some of the NG stock as well.
Cheers
Thanks Allan, that will be great, especially the narrow gauge 830's. I have just been having some fun this weekend playing around with the Yx to see what I can do.
Hi,
A question from a non route builder.
I had to install "VÍA MÉTRICA" for the Lozere route.
If I was creating my own route using this guage is that file all I would need?
Geoff
Yes Geoff, that is all you need to use it in a route you are building, however, thanks to Rowie, we also have some "Australianised" texture files which we can use with the VM track to change its appearance.
Any chance of a screenie from the activity editor Wayne?
Track is laid from Thevenard to Penong as it is vital to get those gypsum trains moving ASAP, and is now starting to proceed from Penong Junction towards a very far distant Port Lincoln.Grain this year will still have to go by road, but there might be some slight chance of moving some of next years Grain harvest by rail.
Hi Wayne,
You might might need some of these in the short term heh, heh, heh.
l As ARG706 said last night, SAR narrow gauge is just starting to look good.
Cheers
I have Google Earth markers for the whole of Eyre Peninsula, approx. 800 Kms of track. My particular interest lies in the Kevin/Penong to Thevenard line and in the main line from Thevenard to Minnipa. I currently have the whole of the Penong line track laid, and last night I almost reached Maltee on my way towards Minnipa and eventually Port Lincoln. Not sure yet if I will start doing scenery and ground textures etc. or just continue with track laying for the time being.
Laying track is the easy part, I have no problem with that in RE, but I', sure this is only the easy part, and I think I will have a steep learning curve when it comes to doing everything else scenery wise etc.
Ah well, one step at a time.
As they say, Rome wasn't built in a day.
Joined: Mon May 19, 2008 8:07 pm Posts: 169 Location: Pushing a stalled VR S class steamer up a steep 1 in 609446 gradient
guard class 2 wrote:
I have Google Earth markers for the whole of Eyre Peninsula, approx. 800 Kms of track. My particular interest lies in the Kevin/Penong to Thevenard line and in the main line from Thevenard to Minnipa. I currently have the whole of the Penong line track laid, and last night I almost reached Maltee on my way towards Minnipa and eventually Port Lincoln. Not sure yet if I will start doing scenery and ground textures etc. or just continue with track laying for the time being.
What I have learnt over the past 3 years with building the Barossa/midnorth route is that every so often, you will endure route building fatigue. Sometimes you get so sick of it that you feel like truncating the route prematurely so you don't feel so tied down to covering a predefined distance. Many times, I felt like truncating my route at Burra or Riverton even though the track extended much further so I could catch my breath and not feel so obligated. There was once stage where it took me 4 weeks to do scenery for 25 kms of track. Also, I almost pulled up the branch to Kapunda owing to some of these issues. In June 07. I had 40 kms of scenery done with 270+ still to be modelled.
If you model each bit in 50 mile or so phases, you'll probably find your options are much more flexible. If you find yourself with 500 kilometres of track with no scenery, you'll be adding quite a weight to your shoulders I think
How do I remove unwanted entries in the "Placement" window in RE?
For example, it shows many entries starting with "BAB", which are German Autobahn entries that I will never want to use.
I know these are stored in the tsection.dat file in the global folder, do I simply edit this file and remove them, or will that cause more problems elsewhere?
Joined: Mon May 19, 2008 8:38 am Posts: 173 Location: Sunny Brisbane
Gidday Wayne,
Although I have never actually tried it - there is a facility in Route Riter to create a custom tsection.dat file. I must try it some time!!!
The facility does a search of exactly which track and road sections that you have in your global folders, and 'cuts down' the tsection.dat to suit - this should then present you with a drop-down list in RE of only the actual installed track and roads that you have on your system, and eliminate all the 'junk' sections that you do not have installed.
However, a word of warning, if you try this, NO NOT distribute your modified tsection.dat file to anyone else, as you have a very big chance of screwing up someone eles's system - the cut down file is for use on your system, and your's alone!!!
Maybe a silly question, but it has me stumped.
How do you use copy/paste in RE. I know you should be able to Ctrl-C then Ctrl-V, but I can't seem to get it happening!
Is there something I'm missing, or is it just another quirk of RE?
Worked out the answer to my own question!
I was trying to copy and paste items which had been placed using the Gantry feature, and this apparently won't work.
Tried just using individual items which I had already placed by hand, and no problem at all.
F2 to select object, CRTL + C, F5 to place object, CTRL + V. Copied object is placed on the crosshairs of the Placement Tool. This procedeure also works with multiple objects.
I have been trying some of the forests to see how they look in the sim, but seem to have a problem with them showing 2 levels of bushes, one directly over the top of the other. This shows up very badly in the sim, as the bushes seem to be floating in mid-air.
Not sure at this stage whether this affects all forests or just the bushes, but any help from some of you gurus out there would be most appreciated.
Forest regions use the whole texture and the default BushLn textures have 2 seperate areas that the BushLn shapes
are mapped to.
This is a BushLn texture:
And this is a JP2AutoBush texture:
Using the BushLn texture creates the bush floating above the other. And I dont think there is a way
to change the way the forests are mapped to the textures.
Joined: Mon May 19, 2008 8:38 am Posts: 173 Location: Sunny Brisbane
Probably the quickest way to fix this :
Take a copy of the required BushLine .ace file, rename it BushlineA, then edit the new copy to remove the TOP bush image, and do the same for the Alpha channel, and re-save, then edit the Autogantry entry to the new .ace file name. This won't fix any existing bushlines already placed by the Autogantry method - but its a good start for the rest of the route.
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