Throw one on the scrap pile..

Discussion about RailWorks route design.

Throw one on the scrap pile..

Unread postby spec5sx » Sat Oct 01, 2011 9:07 pm

Well folks, after much contemplation I'm going to have to scrap the route I spent a good part of this year working on. It seems clear to me now that this route just isn't going to fly in RW.
In case anyone is wondering, I was working on the NS New River Districts. The two Norfolk and Southern mainlines that run between Bluefield, West Virginia and Roanoke, Virginia including all of the branch lines in between.
It has simply become to unstable to work on any further. I have made little headway in the past few months because the route crashes constantly when I'm trying to build it. Whats more is, the more complex it gets the more it crashes. It would have been an interesting route with lots too see and do. Plenty of industry and lots of yardage. Alas, it was not meant to be.
The word?..The word is no. I am, therefore, going anyway..
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Re: Throw one on the scrap pile..

Unread postby barnez » Sat Oct 01, 2011 9:42 pm

*!sad!*

sorry it's a no go, sounds like an interesting route

-barnez
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Re: Throw one on the scrap pile..

Unread postby Chacal » Sat Oct 01, 2011 10:00 pm

*!sad!* Ouch. Sorry for that.
I hope you still enjoyed working on it.
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Re: Throw one on the scrap pile..

Unread postby harryadkins » Sat Oct 01, 2011 10:11 pm

I sure would love to have those routes. Why don't you just get a fresh start? Sorry for the frustration. Hope the bugs get worked out quickly.
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Re: Throw one on the scrap pile..

Unread postby bsrrco » Sat Oct 01, 2011 11:40 pm

Don't feel so bad I have restarted the Van Buren Sub route in RW3 i was working on it for about six months in RW2 but was never completely satisfied with how things were going. So i took this update as a fresh start & so far i like how things look, but i am building a rather large route 140+ miles so we will see.
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Re: Throw one on the scrap pile..

Unread postby imnew » Sun Oct 02, 2011 8:17 am

I started making the modern day Horseshoe curve route one year ago. Got all the way to Johnstown, but now that HSC came out by RSC, *!twisted!* , i have started on a new route...

Im curious, what will be your new project?
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Re: Throw one on the scrap pile..

Unread postby gwgardner » Sun Oct 02, 2011 10:53 am

Instead of scrapping it, how about trying to split it. It's probably the size that is causing your problems. Although that's just a guess.
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Re: Throw one on the scrap pile..

Unread postby Bananarama » Sun Oct 02, 2011 11:00 am

I'm in the same boat - I've placed Selkirk on temporary hold and returning to an older project. It might very well be my own goofs when editing, but I won't know for certain until RSC can address a few issues in RW3.
Cheers!
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Re: Throw one on the scrap pile..

Unread postby Toripony » Sun Oct 02, 2011 11:59 am

I remember "hitting the wall" on the Alleghany a few times during my first year of attempts. I restarted 3 times, guys. Today's COA is the fourth attempt (finally one that works). What I remember doing to troubleshoot is remove layers of the route until you find the problem. First, remove the Scenarios folder and start with a fresh one. Next remove the Mixmaps folder and try things. Next the scenery folder, then start on the Network layers, Loft Tiles (and bin), Road Tiles (and bin) and finally take out the Track Tiles and bin and start restoring other layers such as Mixmap and Scenery.

Every time, unfortunately, the crashing problems pointed to my tracks layer, so I relaid the tracks... 3 times. Actually, I'm still re-laying because I have yet to rebuild the Hinton and Clifton Forge yards (explains why I have screenies of them but they're not in my current COA). This time instead of laying all tracks then building around them, I took the "few miles at a time" approach. Even with only 40 miles done it got really flaky just a few months ago and I thought I'd have to give up again, but I was able to isolate and fix enough problems that it's stable again now. But I now lay every mile with extreme care and some trepidation.

I am going to keep laying tracks in RW2 for now until we get to a stable TS'12 release. While I really want superelevation, I think it's too risky to try to implement in my half-finished route, at least for now. That's the only real difference I see in track infrastructure worth considering as a reason for complete migration and I don't think it, nor I, am ready yet. Besides, I'm just now really getting the hang of routebuilding in RW2, lol. After any track work is complete in RW2, I'll move it to TS'12 for foresting and scenery. Since we now have the shadows part of natural and manmade scenery, I expect my town and country scenery work will change slightly. As a learning segway, I have a fictional route project that is in very early stages of development and I think I might put it fully into TS'12 for finishing.
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Re: Throw one on the scrap pile..

Unread postby Paragon » Sun Oct 02, 2011 1:17 pm

I am experiencing similar problems at the moment, though not nearly to the extent I have to give up or start over.

Instead, I have been going the Logmate route and removing wholesale full folders of data until the problem is isolated. It helped me remove the Ghosts of Payware, as well as some dodgy track ribbons with a "0" GUID. Nothing prepares you for loading the route and all your track is gone, even if it's intentional! Just don't save any changes.

It's much better, but I am still getting these errors in Logmate:

[Content 11:10:21 AM] Trace cEntity.cpp : 1243 = Missing blueprint set "\"
[Content 11:10:21 AM] Trace cEntity.cpp : 1259 = Missing blueprint ""

I get these when I fly over terrain at certain points. My working theory is one or more scenery blueprint files is mangled, but I have no idea which ones as yet, nor what I should be looking for in such said blueprints. Any thoughts?
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Re: Throw one on the scrap pile..

Unread postby Bananarama » Sun Oct 02, 2011 2:42 pm

Paragon wrote:[Content 11:10:21 AM] Trace cEntity.cpp : 1243 = Missing blueprint set "\"
[Content 11:10:21 AM] Trace cEntity.cpp : 1259 = Missing blueprint ""

I'm getting the same message. After clearing out stray files in other asset directories, the above is all that remains. Without additional info from LogMate, tracking down these gremilins is gonna' be tough. *!rolleyes!*
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Re: Throw one on the scrap pile..

Unread postby Chacal » Sun Oct 02, 2011 4:08 pm

Maybe you should talk to Mike Simpson about it.
I wouldn't be surprised if he could do something with RW_Tools about that, since he seems to know the RW file structures quite well.
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Re: Throw one on the scrap pile..

Unread postby spec5sx » Mon Oct 03, 2011 6:32 pm

Well, I gave it a second look and I think I'm going to keep working on it. The route runs fine in play mode. The only time I have problems is when I'm editing. I just have to put up with it. I really don't want to give up working on it.
The word?..The word is no. I am, therefore, going anyway..
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