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Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 6:43 pm
by theokus
bigvern wrote:- if the primary purpose of the programme is to simulate handling trains and dealing with operational challenges, descending a 2.2% gradient with 10,000 tonnes behind the locos requires all my attention on the controls and what I'm doing. No time for showboating or barnstorming.
I understand but this does not mean that everybody should agree.
My view is something for everyone, without a compromise
Have a look at the original routes that came with Rail Simulator or RW2.
And have a look at this one.
http://www.youtube.com/watch?v=ahct5yzU ... re=related
No probs with scenery, stutter or whatever.
Stay in the cab and "eat your heart out"
A feast for the cab-viewers or drivers who like some tonnes behind.
(I am joking he bigvern)
(The iron ore industry in the Pilbara region, Australia)
========================================================
Off the record:
So, we (?) could make a few Australians happy
Build a route of 200 miles, a few bushes, a tree here and there, perhaps a river
some red terrain, very few signals and stations and a few mountains.
Some barns and a cactus(?).
And there is always RWDecal he
Sell the route for $10 a piece or even less.
(total orders: 3500 copies or more (?) Not bad he

)
I know, I know.
Easy words from a dreamer

Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 7:37 pm
by chrisreb
Had this route for some time and seems the perfect balance between detail and performance.
Would look for this balance on any route I was paying for.
Use the route regularily.
Keep up the great work Darren.
Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 8:01 pm
by gypbrc
http://www.youtube.com/watch?v=r97cqihPzQk
No poor man's route here.
Excellent detail right along the route and a few nice signals things here and there too

Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 8:03 pm
by darkdj
Brought the route, and am very impressed. Bristol Temple Meads looks exactly as I remember it from the Bath & bristl Christmas Express a few years ago.
Couldn't miss a chance to get the old Gril "Tangmere" over the route!
Dark.
Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 8:21 pm
by jivebunny
gypbrc, I think your video has put paid to the claims that B-E is a poor quality / poor man's route... to me the route looks astounding and it's now been bumped up to the top of my DLC-to-buy list (budget is currently going towards getting my pride and joy back on the road). I for one certainly hope JT release more of their content via Steam (the Class 20 collection would be very nice to have indeed!) as I'm constantly re-building my PC, so the option to have a "re-install all my games and DLC for me while I go and have dinner" button is a real deal-breaker for me when it comes to throwing my money at games and addons.
Cheers, and good work Darren on what looks to be an excellent route.
JB
Re: BRISTOL-EXETER
Posted: Sun Jun 12, 2011 10:03 pm
by Kromaatikse
Just FWIW, I identified the "tree avenue" area mentioned - it's about 4-5 miles from Bristol - and it's not only trees as far as the eye can see, but in a deep cutting to boot. So if you're anywhere near the train you're driving, you won't be able to see over the edge anyway.
The route itself is pretty good. I have spotted one or two small glitches, one of which is the level crossing just off the departure end of Exeter (surely that one is interlocked with the signals IRL) and the other is some weird levitating passengers at one of the smaller stations. The route performs quite well, definitely better than WCML-N in that respect.
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 5:39 am
by Kariban
I spotted one or two landscape errors around Exeter ( there's a hill missing! ) and the old Tiverton Junction but that's only because I grew up there. Otherwise very recogniseable; Tiverton Parkway is near perfect.
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 6:51 am
by superheatedsteam
theokus wrote:
(The iron ore industry in the Pilbara region, Australia)
========================================================
Off the record:
So, we (?) could make a few Australians happy
Build a route of 200 miles, a few bushes, a tree here and there, perhaps a river
some red terrain, very few signals and stations and a few mountains.
Some barns and a cactus(?).
And there is always RWDecal he
Sell the route for $10 a piece or even less.
(total orders: 3500 copies or more (?) Not bad he

)
I know, I know.
Easy words from a dreamer

Before you build your Pilbara iron ore route, create a new route with 10km of straight level double track with no scenery. Now create a consist comprising 3 x US locos and 240 x ore cars and take the train for a drive. If you don’t have any problems with that then create an on coming consist of the same type and test.

Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 1:51 pm
by transadelaide
Speaking as an Australian, a full recreation of an iron ore line in WA would be the last payware addon I would be likely to buy, it would be excruciatingly boring! And anyway, come mid-2012 there will be scope for AI operations only as they will no longer be driven by humans.
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 6:19 pm
by Makeone
Kromaatikse wrote:Just FWIW, I identified the "tree avenue" area mentioned - it's about 4-5 miles from Bristol - and it's not only trees as far as the eye can see, but in a deep cutting to boot. So if you're anywhere near the train you're driving, you won't be able to see over the edge anyway.
The route itself is pretty good. I have spotted one or two small glitches, one of which is the level crossing just off the departure end of Exeter (surely that one is interlocked with the signals IRL) and the other is some weird levitating passengers at one of the smaller stations. The route performs quite well, definitely better than WCML-N in that respect.
They are indeed interlocked, atleast if we can relay on SimSig's simulations of the area, but i doub't that RailWorks would be able to simulate similar interlocking. Or maybe with extensive scripting, who knows...
Also, when i drove the steam tour to Exeter, the cylinders of the engine entered to the platform... Either plaform is too close to the rails or vice versa.
We could always nag that those crossings aren't animated but the route was made before animateded crossings came to game, if i'm not badly mistaken?
All in all, it's a lovely route and reasonable light to run on a decent machine...

Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 6:24 pm
by msdejesus
Makeone wrote:
We could always nag that those crossings aren't animated but the route was made before animateded crossings came to game, if i'm not badly mistaken?
All in all, it's a lovely route and reasonable light to run on a decent machine...

Sorry about the shameless self-plug, mate, but level crossings
are animated, as you can see at the end of this video of mine:
http://www.youtube.com/watch?v=CeKgDFwo ... page#t=96s
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 7:05 pm
by Makeone
Strange, i could have swored that atleast the one that i watched didn't raised its booms after my train passed it, altho i can't remember if there was a AI service coming towards me. Oh well, need to re-check some time.
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 7:12 pm
by black8
They are all animated, I know it, but it takes a bit before the booms raise (and a train can come from the other side too). Press 8 (free view) at the location of the crossing when you pass over it and wait a few moments; you will see the booms raise and traffic re-start
Jos
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 7:13 pm
by CaptScarlet
transadelaide wrote:Speaking as an Australian, a full recreation of an iron ore line in WA would be the last payware addon I would be likely to buy, it would be excruciatingly boring!
It would have to be more interesting than the line from Port Augusta across the Nulabour to Perth
John
Re: BRISTOL-EXETER
Posted: Mon Jun 13, 2011 8:13 pm
by theokus
transadelaide wrote:Speaking as an Australian, a full recreation of an iron ore line in WA would be the last payware addon I would be likely to buy, it would be excruciatingly boring!
Beauty is in the eye of the beholder
Boring? Not for a "cab-driver"
(bad joke)
And anyway, come mid-2012 there will be scope for AI operations only as they will no longer be driven by humans.
That is some news. I didn't know.
It must be a living hell for the driver if there is no airco in the engine....
(but I do not know)
The temperatures can be high in that region.
A few months back I was looking on Google Earth in that region.
(no joke)
One could create a fascinating route you know.
The vegetation is beautiful in some parts even as the region is a "dry-one".
(Barstow to San Bernardino is a kind of a "dry-one " too he)
One advantage is that you have a long route,
a lot of track and I think you do not need much time to complete the route to work
without compromising the reality.
And above: you can drive an engine with 240 (

) cars.