In and Around the Forest of Dean

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npcleary
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In and Around the Forest of Dean

Post by npcleary »

After 5 months + laying track I thought I would put up some screenshots etc.

First some background:

Track layout: I've relied upon R A Cooke's excellent Track Layout Diagrams and applied some of my own rules. As the only extant lines are the main Gloucester to Chepstow and the short branch operated by the Dean Forest Railway I've bent the rules a bit. I've ignored any track that was lifted prior to 1920 and then assumed that what was left survived. So, the closures from the 1930s onwards never happened, neither did the widespread withdrawal of passenger services. Dr Beeching's parents never met. The major collieries and stone quarries in the area survived into the 1960's. I have tried to base track plans on the 1930s/40s although some places such as Lydney Junction are based on 1950s track plans. Gradients are accurate where I could find gradient diagrams, otherwise I used OS maps and Google Earth to estimate.

Scenery Forest cover is much more widespread today then it was 50 years ago and I will be (note the "will be", I've a long way to go...) basing land use on the current day using Google Earth. A lot of trees still to plant. The few buildings etc I have put down are RS stock items. I want to try my hand at custom building but will have to wait until Kuju release the Max 2009 plugin to RSDL.

Signalling I've had some fun with this and have opted, at this stage, for colour light on the mainline and John Yelland's excellent GWR LQ kit for most of the branch network. There are still a few of the "default" wooden signals about. Most of the signals use customised scripts and I am indebted to the support and help offered via this forum by Mark Brinton and AndiS in particular. I will replace most of the colour light signals with GWR LQ once John Yelland and Mark Brinton have come out with their updated post Mk2 offerings :) .

Rolling stock etc All standard stock items together with some of the freeware already available. Although the main route through the Forest was joint GWR/LMS up until nationalisation, it really does not feel right operating ex LMS stock on the lines so I'm hoping that someone is going to release some ex GWR locos soon!

This is still very much a work in progress. All the track is laid and tested and I now need to get the scenery done. Following Acorncomputer's excellent work I am keeping the asset count down below 1000 in urban areas and lower still out in the country although the number of trees required presents a challenge! The new IoW assets are helping. I have portals setup at Gloucester, Severn Tunnel Junction, Monmouth and Ross and must admit that my favourite past time is sitting at Lydney Junction watching the trains go by!



Lydney Junction The most difficult bit of track laying but I am now looking forward to finishing off the scenery:




Mireystock Another difficult track laying exercise. The Lydbrook line drops down 1 in 50 into a tunnel whilst the colliery sits on top of the tunnel. Snapping the terrain to the track was a nightmare!



Grange Court Junction Where the line to Ross and Hereford diverges from the main Gloucester to South Wales line.



Coleford Junction - entering the single line section of the main Forest branch


Serridge Junction looking South West with the main Forest line dropping down straight ahead at 1 in 40 and the Lydbrook line and sidings branching off to the right on the level.


Tufts Junction looking South West with the Mineral Loop line on the left and the branch from Princess Royal colliery coming in from the right just before the signal box. More trees needed!


Back to tree planting.....

Nick
Last edited by npcleary on Mon Aug 25, 2008 5:44 pm, edited 2 times in total.
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charlie99
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Re: In and Around the Forest of Dean

Post by charlie99 »

Wow looking good!
Regards
Charlie
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Retro
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Re: In and Around the Forest of Dean

Post by Retro »

Wow is the word here Nick. Excellent work. The various parts such as Roads, Stations and Scenery items blend in well with each other. Your trackwork in such complex areas is excellent. Attention to detail is also spot on. I like your work with the shrubs, trees and texturing.
I have found with trees and shrubs that they don't always affect the framerates as badly as you would have thought but sometimes the result can be worse than expected. It seems to depend on positioning and the way the track is going as you get to these items and what else is on the tile that have the most influence. So it is wise to run a Steam Engine and also a Diesel in both directions as a test. I have also found that in a Standard Scenario the framerates are not as good as in Free Roam.
Well done this Route shows what can be achieved with the Route Editor.
Regards James
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
npcleary
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Re: In and Around the Forest of Dean

Post by npcleary »

Retro wrote:Wow is the word here Nick. Excellent work. The various parts such as Roads, Stations and Scenery items blend in well with each other. Your trackwork in such complex areas is excellent. Attention to detail is also spot on. I like your work with the shrubs, trees and texturing.
I have found with trees and shrubs that they don't always affect the framerates as badly as you would have thought but sometimes the result can be worse than expected. It seems to depend on positioning and the way the track is going as you get to these items and what else is on the tile that have the most influence. So it is wise to run a Steam Engine and also a Diesel in both directions as a test. I have also found that in a Standard Scenario the framerates are not as good as in Free Roam.
Well done this Route shows what can be achieved with the Route Editor.
Regards James
Thanks James. The framerates issue is one that I have worked hard on. The IoW assets in particular have helped keep the Asset number down and, in many instances, I have scrapped what scenery I have done and started again. The Serridge Junction screenshot now contains just 244 assets whereas on the firts attempt it was over 1000 and really stuttered. I have run similar tests to you with multiple locos on those areas that are nearly finished and take your point about positioning etc. The challenge I do face is that this is a forest! What I tend to do is to "plant" when I am at driver level and can see which distant hills etc need trees. The upshot is that if you take a #8 camera view you will see bare hills in places but that's a small price to play. Accurate track is also all important - Lydney Junction was scrapped and restarted twice because I wasn't happy with how it looked!

Thanks again for your comments.
Nick
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nikos1
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Re: In and Around the Forest of Dean

Post by nikos1 »

Looks very promising, looking forward to running it when its done :)
npcleary
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Re: In and Around the Forest of Dean

Post by npcleary »

nikos1 wrote:Looks very promising, looking forward to running it when its done :)
Thanks Nikos,

Bit more tree planting needed yet!
jonnysmooth
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Re: In and Around the Forest of Dean

Post by jonnysmooth »

Wow... excellent work there. I've always wanted to do the Newnham to Cinderford branch but you've done the lot there!

Have you put in all the collieries as well?
npcleary
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Re: In and Around the Forest of Dean

Post by npcleary »

jonnysmooth wrote:Wow... excellent work there. I've always wanted to do the Newnham to Cinderford branch but you've done the lot there!

Have you put in all the collieries as well?
Hi jonnysmooth,

What's to stop you :) ! Nothing wrong with having two versions of a route and you would probably get it completed a lot quicker than me - I think I've got about 2 months work to go yet...

I've not put in all the collieries, just those that survived beyond 1920, otherwise it would be too overloaded. Collieries included are: Norchard, Princess Royal, New Fancy, Lightmoor, Cannop, Parkend Royal and Arthur & Edward (Mireystock). I've also included quarries at: Shakemantle (Ruspidge), Bicslade (Cannop Ponds), Brierley (nr Lydbrook), Point Quarry (on the Coleford Branch), Whitecliffe (on the GW Coleford Branch) and then a couple of others on the lines to Monmouth.

Screen shots of these are not worthwhile at the moment as they will just show track in a bare landscape - screenshots of the 2D map do at least give a feel for the layouts:
Eastern United Colliery near Ruspidge


Bilson Yard and Cinderford


Lightmoor Colliery


Cannop Colliery - for those of you that know the Forest this is where the bike hire place now is!


I'll try to get some more scenery done so that I can put up "proper" screenshots. In the meantime give some serious thought to doing the Cinderford branch, if you need any track plans etc let me know.

Nick
jonnysmooth
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Re: In and Around the Forest of Dean

Post by jonnysmooth »

Hi Nick,

I don't think I'll be having a go myself in the near future... just another pipe dream :wink: However I'm very interested in the route you've done!

I'm slowly pottering along with my Newbury to Lambourn route and there may be some common assets that could fir into your route... GWR pagoda hut and halt platforms that could fit into Bullo Cross Halt or Upper Soudley Halt perhaps?

Also I'd quite like to make a model of Eastern United Colliery... that would be my choice of location for a 'real' model railway if the wife would ever let me. I have the first book in the Forest of Dean Series and could knock up some models from that if you want. Maybe PM me with any thoughts?

Cheers.

Jon
npcleary
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Re: In and Around the Forest of Dean

Post by npcleary »

Hi Jon

I've PM'd you......

Nick
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Acorncomputer
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Re: In and Around the Forest of Dean

Post by Acorncomputer »

Hi Nick

Very nice work. The curving tracks seem to have an artistic beauty all of their own.

I have found with my 'loopy' route that frames rates are hit hardest when looking into the centre of my layout as the camera seems to want to view everything in its line of vision even though the items may be miles away or even behind a hill. This can be temporarily rectified by altering the camera view and on the outskirts of my route, there is no real problem at all.
I have found it helps to check static frame rates every now and then from fixed locations and make a log of the changes as I go along. Place a few pole like objects around the route, make a note of their lat and long and then in play mode but without anything moving, go to each pole, get to the top, and take frame rate readings for two or three fixed directions. The log will help a great deal in highlighting any potential problems

The Mk2 upgrade has definitely improved the freezing problem and in my experience, there is more of a quick series of freezes now and the game keeps going. I notice that it takes longer to load a route so perhaps the program is using more of the RAM to pre-load some assets. I note that the worst freezing occurs around the joins in tiles and the worst place of all is the point where 4 tiles meet. Whilst it cannot be avoided in some instances, it seems best not to put too many assets or tracks on these tile joins.

What a lovely part of the country you have chosen to model. There is now a good selection of scenery available which is suitable for your route so that makes for a very good start.

Keep putting up the shots.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
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ightenhill
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Re: In and Around the Forest of Dean

Post by ightenhill »

A great big Wow.. Some excellent work here the screenies look very atmospheric and correct... Keep it up..
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RSderek
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Re: In and Around the Forest of Dean

Post by RSderek »

This makes my Bishop Auckland route look tiny.

Looks great!

regards

derek
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Blackpatch
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Re: In and Around the Forest of Dean

Post by Blackpatch »

Well looks like a layout full of potential and interest. Lots to get your teeth into.

BP :D
npcleary
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Re: In and Around the Forest of Dean

Post by npcleary »

Long way to go yet guys... A glance at Google Earth will show you the problem I've got with tree planting! Hopefully I'll plant a few this week and get some more screenshots up...

Nick
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