Cajon Pass Enhancement Pack 2.0

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Re: Cajon Pass with superelevation v1.3

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 29, 2012 3:43 am

I have managed to change the default Kuju tracks to ScaleRail tracks by using UltraEdits's search and replace function on the de-serialized tracks.bin file, which is over 30 MB of xml. It is actually not that difficult, providing your xml editor allows you to search for and replace small code blocks and you'll have to be very precise in selecting them code blocks from one file to replace them in the other. It also seems the sanb_bars_track03 definition isn't used in the route even so you'll have to bulk search and replace only two track types.
When I replace the default Kuju long levered switch throws with the default ScaleRail ones, they end up all out of place and probably have to be visually edited into their proper position. I want all switch stands on the outside of the track.
Their paddle targets and high switch stands are very steam era IMO, I'd rather want to use those modern ground throws with the vane shaped yellow handle but don't know where they come from.

I still am not satisfied by the apparent lack of easement sections, I actually think there are no easements at all.
I tried again to achieve a visually pleasant superelevation and track uneveness, and again settled on 2 and 40 respectively. Still the engine lurches violently when each of its trucks goes from straight into curved track and back, confirming the lack of proper easements in my opinion.
Comparing the track rule bins I have learned that Kuju's B-SB uses 3 different different track types, 3DTrains original ScaleRail uses a lot more different track types, but all apparently 133 Lbs rail. Marc's 3DTS Cajon Pass ScaleRail version of course uses all of his track types to show off the quality and variety of ScaleRail.

In order to achieve a visual distinction between primairy and secondary main line tracks, yard and spur tracks I would like to have each track type a different look and feel, i.e. increasingly lighter rail, wider tie separation, lesser ballast quality and finally a rougher ride with lower speed limit. I'll take Tori's COARW as an example.
Also it would be nice to have uphill mainline tracks gray with dust from continuous sanding.

I think I am asking for the impossible as I can only change three default Kuju track types into something different, all other variation have to be done by editing the track type in the editor.

Is there a visual reference available online as to how each type of track actually looks?

Since there are so many ScaleRail variations I will try to improve the look and feel of B-SB using Sherman Hill tracks in another copy of the route. Sherman Hill is the new default route for the time being.

Also, I read on an MSTS forum you can make the tracks visually blend in with the roadbed texture underneath by making it's ballast textures slightly transparent.
Has this been done before, will it even work and how should one do it?

Marc/Hack from 3DTrains is working on a modern B-SB as a payware addition, but wouldn't it be nice also to have a steam era Santa Fe Cajon Pass with San Berdoo's iconic engine shops and maintenance facilities still in place? I for one don't care really much for the game of loading and unloading consists and can do without the intermodal yard.

Over at Trainsim.com there is an extended B-SB available with a more complete Mojave Sub and with the SP/UP Palmdale Cutoff that runs parallel to the ATSF/BNSF track down the Pass connected all the way down to a West Colton yard.
Spoiled for choice in Cajon Pass alternatives also. *!lol!*
Last edited by _o_OOOO_oo-Kanawha on Sat Sep 29, 2012 4:19 am, edited 2 times in total.
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Re: Cajon Pass with superelevation v1.3

Unread postby Bermúdez » Sat Sep 29, 2012 4:06 am

_o_OOOO_oo-Kanawha wrote:I still am not satisfied by the apparent lack of easement sections, I actually think there are no easements at all.
I tried again to achieve a visually pleasant superelevation and track uneveness, and again settled on 2 and 40 respectively. Still the engine lurches violently when each of its trucks goes from straight into curved track and back, confirming the lack of proper easements in my opinion.

I can not do anything about it. To remedy, I ought remove all the tracks and put them back, and it would be too laborious work for the little time I have available.
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Re: Cajon Pass with superelevation v1.3

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 29, 2012 4:21 am

Bermúdez wrote:
_o_OOOO_oo-Kanawha wrote:I still am not satisfied by the apparent lack of easement sections, I actually think there are no easements at all.
I tried again to achieve a visually pleasant superelevation and track uneveness, and again settled on 2 and 40 respectively. Still the engine lurches violently when each of its trucks goes from straight into curved track and back, confirming the lack of proper easements in my opinion.

I can not do anything about it. To remedy, I ought remove all the tracks and put them back, and it would be too laborious work for the little time I have available.


I am not blaming you in any way, Bermudez. You've done a fine job as it is.

Editing all those easement sections is not a job one looks particularly forward to, unless one intends a complete overhaul of the Cajon Pass.
I have tried the ScaleRail switch stand, SMM grade crossing and signals, but these are more advanced assets that cannot be bulk replaced easily.

Would you like to try my track variations? I'll make them available in my Mediafire filestore once I have checked them over with RW_Tools to make sure they are 100% fit and working.
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Re: Cajon Pass with superelevation v1.3

Unread postby Bananarama » Sat Sep 29, 2012 5:35 am

_o_OOOO_oo-Kanawha wrote:Their paddle targets and high switch stands are very steam era IMO, I'd rather want to use those modern ground throws with the vane shaped yellow handle but don't know where they come from.

There are several switch stand target types in the Junctions folder of ScaleRail, including a modern power handle type with small target flags (I still need to make one with a taller target, however), and I'm finishing up a new US&S switch machine to replace the one there now used for automatic switches. The available manual switch stands are:

SR_133W1_HJct_Derail - high, derail target
SR_133W1_HJct_R - high, large red target
SR_133W1_HJct_Wr - high, small white/red target
SR_133W1_HJct_Y - high, large yellow target
SR_133W1_LJct_Gr - low, green/red target with power handle
SR_133W1_LJct_Gy - low, green/yellow target with power handle
SR_133W1_LJct_Wr - low, white/red target with power handle

BTW, the version of ScaleRail in Sherman Hill (SH) is a little different in that the SH track models use standard transparency, whereas the version from my site uses full gray scale alpha (better visuals, but with a slight performance hit).
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Re: Cajon Pass with superelevation v1.3

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 29, 2012 5:41 am

Hack wrote:BTW, the version of ScaleRail in Sherman Hill (SH) is a little different in that the SH track models use standard transparency, whereas the version from my site uses full gray scale alpha (better visuals, but with a slight performance hit).


Thanks for the clarification of the switch stands, Marc.

As to the quote, does this also explain the more of Moiré patterns visible on Sherman Hill's tracks compared to your ScaleRail?

You only have 133 Lbs rail, right? Any plans on doing lighter rail with wider tie spacing etc. for use on steam era routes and in sidings/yards etc.
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Re: Cajon Pass with superelevation v1.3

Unread postby Bananarama » Sat Sep 29, 2012 5:48 am

_o_OOOO_oo-Kanawha wrote:As to the quote, does this also explain the more of Moiré patterns visible on Sherman Hill's tracks compared to your ScaleRail?

Yes, but I suspect that once RSC get a handle on fixing AA that the moire issues will vanish, so you might not notice a difference between the two versions.
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Re: Cajon Pass with superelevation v1.3

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 29, 2012 2:13 pm

So for any inquisitive player wanting to check out the visual difference and possible performance difference I have uploaded three tracks.bin files to my Mediafire filestore: http://www.mediafire.com/?dh5apwxg2c1b9

Make a backup of the tracks.bin in the Barstown - San Bernardino/Cajon Pass route folder, it's UUID should start with 76b3a3f0. The tracks.bin is down in the Networks folder.

Provided you have Horseshoe Curve (HSC), Northeast Corridor (NEC) and Sherman Hill (SH) installed all required track pieces should be there.
You can drop any of the three tracks.bin files from the appropriate zip file into the Cajon Pass/B-SB folder indicated above.
Restart TS2013 and start a scenario on Cajon Pass/B-SB.
When there are no tracks visible, press ESC, go into World Editor mode and enable the necessary route in the Asset selection fly-out.
Restart TS2013 and now there should be tracks beneath the wheels.

None of the track hardware should have been changed, all speed signs, switch stands and signals should still be default. Do a RW_Tools check to make sure.
In contrary to the general title of this thread, none of the tracks.bin have superelevation. A superelevated B-SB using ScaleRail is available upon request but I have just replaced the Kuju trackrules with the nearest of ScaleRail so it looks rather plain. Only Hack/Marc's own conversion uses all of his ScaleRail to full advantage.

There should be different shades of Moiré visible, depending on the settings of your TS2013 graphics preferences.
Horseshoe Curve has the most appropriate steam era tracks I think, the other choices are more modern with their concrete crossties.
I have no idea what kind of track is on the real Cajon Pass, neither present nor past, and what type/colour of crushed rock is used for ballast.

Therefrom came my suggestion to look into the possibility to make the ballast textures slightly transparent so the roadbed shows through. That way the track might be able to blend in better with the roadbed.

There is no visual distinction beween mainline, siding and yard tracks unfortunately as there are only two types of track used: mainline and yard, and I don't know yet if the texture files of those track types actually differ.
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Re: Cajon Pass with superelevation v1.3

Unread postby ex-railwayman » Sun Sep 30, 2012 5:51 am

Well, looking on YT, that will show you what the railtrack and ballast looks like, these are from 2011, I don't think anything has changed since then, but, I don't reside in the area, so, can any Barstow or San Bernardino-ites on the forum assist with clarification?

http://www.youtube.com/watch?v=LoTii4SsoXY

http://www.youtube.com/watch?v=dJybPTnG ... re=related

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Re: Cajon Pass with superelevation v1.3

Unread postby Bananarama » Sun Sep 30, 2012 8:01 pm

The majority of the pass uses Pink Lady, with some spots, such as the new triple track section, using a mixture of Pink Lady and crushed granite. The remainder of the line, including sidings, is a mixture of Pink Lady and/or crushed granite depending what was on hand at the time of last maintenance. In the days of ATSF, the entire line was exclusively Pink Lady, a quartzite found only in Wisconsin, which was a light pink in color, but would later darken as oil, cinders, and brake dust deposited onto the track giving it a dark red-brown appearance. Interestingly, the Chicago & Northwestern also used the Wisconsin ballast.
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Re: Cajon Pass with superelevation v1.3

Unread postby glenn68 » Sun Sep 30, 2012 8:22 pm

Sofar I am enjoying the route. How much difference is the super elevation version over the stock route that came with Railworks (TS2013)? Why I am asking, is it possible to copy over scenarios from the stock route to the super elevation route? Mainly the BNSF ones.

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Re: Cajon Pass with superelevation v1.3

Unread postby Bermúdez » Mon Oct 01, 2012 3:48 am

glenn68 wrote:Sofar I am enjoying the route. How much difference is the super elevation version over the stock route that came with Railworks (TS2013)? Why I am asking, is it possible to copy over scenarios from the stock route to the super elevation route? Mainly the BNSF ones.

Glenn

If you install the last release (v1.3) you do not need to copy any scenario, because this latest version is installed over the original route. If that is the case, you can uninstall the 1st version of the route with superelevation, and then install the 1.3 version.

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Re: Cajon Pass with superelevation v1.3

Unread postby glenn68 » Mon Oct 01, 2012 5:52 am

What is the proper download link of the newest version?

Thanks,

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Re: Cajon Pass with superelevation v1.3

Unread postby Bermúdez » Mon Oct 01, 2012 8:16 am

glenn68 wrote:What is the proper download link of the newest version?

This → http://www.ferrosim.es/downloads.php?vi ... &df_id=167

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Re: Cajon Pass with superelevation v1.3

Unread postby glenn68 » Mon Oct 01, 2012 11:23 am

I will take care of this tonight.

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Re: Cajon Pass with superelevation v1.3

Unread postby glenn68 » Mon Oct 01, 2012 1:21 pm

I should had said, under the newest version does ALL the scenarios from the stcok Cajon pass route are included? What about any third party scenarios I have from Smitty's locomotive shed? If that is not the case, how can I copy the scenario's from the default Cajon pass and install them into the Cajon Pass with super elevation v1.3?

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