Port Road route

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mjoliver1
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Re: Port Road route

Post by mjoliver1 »

Keith,

I'm not sure what you decided to do for a fix for the 8F and Hoppers in the two V3 scenarios, but perhaps in keeping with your idea that the basic package and scenarios would only contain default items, maybe just substitute the RSC 8F with Sly's excellent 8F for RailSimulator (works fine in RW) + the freeware UKTS_21955 or UKTS_21168 or UKTS_21094. Your later additional, optional scenarios could reintroduce the RSC 8F package with payware assets as you indicated.

Cheers!

Mike
chrisreb
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Re: Port Road route

Post by chrisreb »

I had v2 working with no issues but v3 would not load at all. No missing items or assets.

I have had to install it on a separate install with a couple of other challenge routes (one of my 7 RW instances). I have no idea why some routes just do this.
clivejames1st
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Re: Port Road route

Post by clivejames1st »

Excellent route!
V.3.0 works just fine, many thanks.

Clive
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dilflat
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Re: Port Road route

Post by dilflat »

Have installed this tonight and it all works fine for me. The attention to detail and artistry on the route is stunning and so I would just like to add my thanks to Keith for bringing this to us. I have really got to stop sailing past stations because I am to busy looking around to pay attention to what I am doing.
Regards,
Dave
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keithmross
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Re: Port Road route

Post by keithmross »

Many thanks to everyone for the kind feedback.
It makes it all worthwhile when you hear that people are getting enjoyment from the route.
I took advantage of being snowed in for two weeks over Christmas :) and having Michael working hard on the assets was a great incentive 8)
I hope this version keeps everyone going for a while because Stranraer is 50 odd miles down the line and could take me some time - unless we get more snow :o

I'm going to release 2 scenario packs shortly - a default stock version which will also patch the broken ones which accidentally featured payware stuff - and a second pack of new activities for the great payware that is out there these days.

So, I'd better get on with it...
Thanks again,
K 8)
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dean1986
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Re: Port Road route

Post by dean1986 »

Keith this is one fantastic route you have done. On the first scenario Growler trip you have to move forward in the yard to couple up to the wagons but theres a red light. I have tried tabbing past it but nothing happens. Anyway went through there collected the wagons and headed up the line. After I dropped off the 3 wagons and proceeded up the line I came to a red light. There was another train infront of me in the station. The points were set for me. I tried tabbing past the red but nothing happened so I again proceeded and the points changed and I ended up going in to the black 5. Am I doing something wrong?

Dean
kreader
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Re: Port Road route

Post by kreader »

"Keith this is one fantastic route you have done. On the first scenario Growler trip you have to move forward in the yard to couple up to the wagons but theres a red light. I have tried tabbing past it but nothing happens. Anyway went through there collected the wagons and headed up the line. After I dropped off the 3 wagons and proceeded up the line I came to a red light. There was another train infront of me in the station. The points were set for me. I tried tabbing past the red but nothing happened so I again proceeded and the points changed and I ended up going in to the black 5. Am I doing something wrong?"

I have attempted this scenario twice and both times finished up meeting the Black Five passenger train. The first time I just thought that I had been very slow proceeding through the scenario but last night I kept up to the speed limits but still finished up with a collision. I had a clear signal when at Bridge of Dee before setting back into the sidings but it appeared that this operation caused the dispatcher to give preference to the passenger train as the signal changed to stop. I assume that the plan is for the growler to be safe in the passenger loop before the black five gets clearance to depart from the station.
It looks as if the scenario needs a little tweaking but thanks very much for another excellent extension to this amazing route. I no doubt will be even more impressed when I finally manage to get to the end of the branch.
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Wikkus
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Re: Port Road route

Post by Wikkus »

From experience with other scenarios (not necessarily those specified here), it's quite often the case that you need to advance to the point specified in the scenario (check with F3 window and F6 marker view) and come to a stop, not just to where you think you ought to stop.

A good case in point is the beginning of "Local Mogul" where you run tender-first into the station with your stock and then have to run around the train.

If you don't reverse up to the point specified in the scenario instructions, the points will change, however, the signal won't. You'll then find that you can complete a couple more steps only to foul the path of an oncoming AI train...

Rik.
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ightenhill
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Re: Port Road route

Post by ightenhill »

Just starting a couple of nice cl20 scenarios on here of my own, one thing I noticed which i was never aware of before.. The portals are all to one side of the track , I take it this makes absolutely no difference?
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Basherz
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Re: Port Road route

Post by Basherz »

It doesnt matter at all as they still have thier track connections.
Chris
Andrew Page
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Re: Port Road route

Post by Andrew Page »

Wikkus wrote:From experience with other scenarios (not necessarily those specified here), it's quite often the case that you need to advance to the point specified in the scenario (check with F3 window and F6 marker view) and come to a stop, not just to where you think you ought to stop.

A good case in point is the beginning of "Local Mogul" where you run tender-first into the station with your stock and then have to run around the train.

If you don't reverse up to the point specified in the scenario instructions, the points will change, however, the signal won't. You'll then find that you can complete a couple more steps only to foul the path of an oncoming AI train...

Rik.
Thanks for those comments, Rik. I'd run into that problem with 'Local Mogul'. I still have much to learn about Railworks.

Also, may I just add my thanks to Keith for this fantastic latest version of the Port Road route.

Andrew
chrisreb
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Re: Port Road route

Post by chrisreb »

Just tried the Irishman scenario and got to a point where a slow Oil Train just sat on the track ahead with no sign of movement so had to end the scenario.
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keithmross
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Re: Port Road route

Post by keithmross »

Hi,
On the matter of signalling issues - in a lot of cases you must stop and wait at the asigned waypoints/markers - this will trigger junctions and signals. Often the signals won't change - don't know why to be honest - a mix of my patchy knowledge of what some of the signals are supposed to do and patchy performance of the Dispatcher.
In some cases there will be shunting signals for certain routes which you need to look for and ignore the main aspect.

Generally speaking I have only had time to run a scenario a few times until I get it to work for me once... chances are if I run it again something may go wrong :-?

Anyway, if any signalling gurus spot any schoolboy errors in the signalling please let me know - I'm not too hot on pre-colour-light practise :oops:

The use of portals has been mentioned previously, these tend to be positioned a few hundred yards (or out of sight) on the exit from a station. This is to allow AI trains to be started and terminated efficiently ie. the AI train will run for just a few miles either side of the player train so as it is active within the game for as short a time as possible.
So, beware - because the portals on the double track sections are only linked to either the up or down line - not both.

----------------------------------------------STATION------------------------UP portal-------
---DOWN Portal----------------------------STATION-----------------------------------------

Setting the destination to the wrong one will result in catastrophic pathing problems :(

As you were...
K :wink:
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