Tehachapi Pass Beta Available

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Re: Tehachapi Pass Beta Available

Unread postby _o_OOOO_oo-Kanawha » Sun Oct 18, 2015 2:37 pm

Hack wrote:
_o_OOOO_oo-Kanawha wrote:However, I don't think we can do much about it, if my observation of only the head end of AI trains obeying the speed limits is true.

If this is the case, then it should be relatively easy for me to deviate from the prototype and adjust the southbound speeds (or place some sort of speed restriction) so that trains don't bullwhip the turnouts in the yard.


Probably, but more testing is needed. So when the signalling is declared right come next update, we can look further into this.
First the QD routing of UP trains coming off UP from Colton onto #1 main northbound against the flow of traffic up to Warren/Cameron X-over at CPSP370 needs to be sorted. While possible under timetable rules and protected by CTC, I think the route still adheres to right hand running in the prototype. Main track #1 is bi-directional CTC from CPSP381 till CPSP370, but I think mostly used for local trains originating in Mojave yard. Main track #2 is uni-directional ABS and probably the preferred track going uphill to Tehachapi.

Perhaps somebody who visits the Pass often can confirm the preferred routing over double track? Kern Jct to Sandcut vice versa is double track ABS with only limited reverse signalling it seems. Perhaps only those SJV locals run against the direction of traffic when switching Edison? http://www.gwrr.com/operations/railroads/north_america/san_joaquin_valley_railroad
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A modeling challenge

I have a new pair of QD scenarios ready, also a new one that starts from BNSF MP814.7 that is otherwise identical to the UP starting from CPSP381. There are only limited gameplay possibilities with QD scenarios. Perhaps the correct signalling will now allow for limited meets on the single track core of the route?
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Oct 19, 2015 4:26 pm

v1.10.19.15 update is now available. :D
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Re: Tehachapi Pass Beta Available

Unread postby jmslakings » Wed Oct 21, 2015 4:34 pm

_o_OOOO_oo-Kanawha wrote:
Hack wrote:
_o_OOOO_oo-Kanawha wrote:However, I don't think we can do much about it, if my observation of only the head end of AI trains obeying the speed limits is true.

If this is the case, then it should be relatively easy for me to deviate from the prototype and adjust the southbound speeds (or place some sort of speed restriction) so that trains don't bullwhip the turnouts in the yard.




Perhaps somebody who visits the Pass often can confirm the preferred routing over double track? Kern Jct to Sandcut vice versa is double track ABS with only limited reverse signalling it seems. Perhaps only those SJV locals run against the direction of traffic when switching Edison? http://www.gwrr.com/operations/railroads/north_america/san_joaquin_valley_railroad
Image
A modeling challenge


SJVR doesn't switch Edison. Only Union Pacific and sometimes BNSF. When UP does switch Edison, they shunt backwards up the hill on the inbound track, No ABS signals facing them from yard to Edison. For this UP used the old Railroad Police bay window caboose. Of course that has all changed now.
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Re: Tehachapi Pass Beta Available

Unread postby GP15Dash1 » Thu Oct 22, 2015 8:48 am

jmslakings wrote:SJVR doesn't switch Edison. Only Union Pacific and sometimes BNSF. When UP does switch Edison, they shunt backwards up the hill on the inbound track, No ABS signals facing them from yard to Edison. For this UP used the old Railroad Police bay window caboose. Of course that has all changed now.


That last sentence is intriguing...what's changed now?
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Re: Tehachapi Pass Beta Available

Unread postby jmslakings » Thu Oct 22, 2015 2:16 pm

GP15Dash1 wrote:
jmslakings wrote:SJVR doesn't switch Edison. Only Union Pacific and sometimes BNSF. When UP does switch Edison, they shunt backwards up the hill on the inbound track, No ABS signals facing them from yard to Edison. For this UP used the old Railroad Police bay window caboose. Of course that has all changed now.


That last sentence is intriguing...what's changed now?


Continued in Jungle........
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Fri Oct 23, 2015 2:22 pm

v1.10.23.15 update is now available. :D
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Nov 02, 2015 8:23 pm

v1.11.02.15 update is now available for download. :D
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Re: Tehachapi Pass Beta Available

Unread postby ex-railwayman » Sat Nov 07, 2015 5:32 am

Hello young Sir, just a quickie, I saw this today, and whilst it isn't mega important, I just thought you'd like to know, if you don't already..... *!!wink!!*

The texture for the load has become the texture for the trailer.

Cheerz. Steve.

RailWorks 2015-11-07 10-19-04-26.jpg
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Sat Nov 07, 2015 6:27 am

That was the first model and has since been replaced by the A-B-C set. The earlier one is not used in the route.
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Re: Tehachapi Pass Beta Available

Unread postby ex-railwayman » Sun Nov 08, 2015 8:49 am

Righty Ho, I'll discard it then, thanks Marc. !*salute*!

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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Fri Nov 13, 2015 3:12 pm

v1.11.13.15 update is now available. :D
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Nov 16, 2015 4:41 pm

v1.11.16.15 update in now available.

One of the items added is a canal loft in Bakersfield, and I'm curious on what the consensus is of how it looks in game. Thanks. :D
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Re: Tehachapi Pass Beta Available

Unread postby buzz456 » Tue Nov 17, 2015 5:49 pm

Hack wrote:v1.11.16.15 update in now available.

One of the items added is a canal loft in Bakersfield, and I'm curious on what the consensus is of how it looks in game. Thanks. :D


I think it looks pretty trick.

bakersfield canal.jpg
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Fri Nov 20, 2015 11:02 pm

Friday's update is available for download. :D
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Re: Tehachapi Pass Beta Available

Unread postby Bananarama » Mon Dec 07, 2015 3:23 pm

v1.12.07.15 update is now available for download. :D
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