Saturday, December 1, 2012

West Rail and Y220 Mini-Op Session

As can be seen in this video,

I have begun fancying the vantage point at Hialeah Market Station for the likes of O721, Y322, and Y220 as well as the usual melee of Tri-Rail trains.

The area is part of what defines Miami. The market next to me bears some classic resemblance. West Rail and the rail side of Hialeah Market have been, unfortunately, mere shells of what they were in the past. Back in 1995 or so, it was a bustling yard. Now, a house track became a Home Depot parking lot, the east track's customer stopped taking in rail shipments, and only one customer remains: Antique Brick and Stone.

Traditionally, on a lucky weeknight, Y220 will take freight to the customer.

Combining these factors has allowed for me to make and sim a mini Y220 in the area. Here are some pics:

Departure from Hialeah Yard

4quads at work NW 71 ST
Approaching East Rail

SALCO



After its work in East Rail, Y220 shoves to 46th St and to work West Rail



Back Home

Saturday, October 20, 2012

Lakeland

Another railroad town is finally in progress in Trainz... This one being beautiful Lakeland, FL.

The city has numerous lakes and ponds around it and features Winston Yard out west, a big hub for BV ops.

Downtown feels like an old, classic town. Been there, done that. I railfanned the area several times lately which allowed plenty of images, videos, and knowledge of the area.




Sunday, September 16, 2012

Operating more than two trains in Trainz...

Lots of routes generally have this figured out through AI, but I am still at the caveman stage of doing it myself. I ran an op session yesterday in the eastern section of the route with three trains in conflict of each other.

The story went that Q452 was going closer to being on the law, and E109 empty coal was in the way. E109 tucked into Winter Haven Siding to let Q452 pass so that it would hit Lakeland first.


A SB on the A-line, an R741 in game but in the place of Q187, was fast approaching once this train went past Auburndale. So I slid it into Carters... a perfect but close fit. The 4,800 foot siding can barely hold it.



Eventually the all business R741 overtook 452 on its run to Tampa.


After that, the two Miami trains went on happy and jolly.



This was a generally successful operation. One easy part was no one was in opposite directions to the train but overall it was a priority fight. I could just slam the drive button on all three but didn't choose to do so since the route was incomplete and signal information could be off.

Running three or more trains manually is pretty easy but you need to know all the lengths, locations, distances, and what siding can take them. Automatically it's all boring as you don't have control of the throttle and boy do I like to man it. One challenge is you may lose coordination so your train may end up doing a 60 in a 30.

This multiple train run is the baby step to future operations sessions. Lots of trains meet in the Tampa area, mainly around Tampa proper and along the S-line. When I went to CFL three trains met around Winston within 30 minutes and another was just east of the wye. Tucking trains in, dispatching them to pass each other, and other grueling tasks makes this fun. Expect more in the future.

Sunday, September 9, 2012

FECKWE Coming Back to Life

The Central Florida rail area is and will always be my main area of work, but in other exciting news, I am glad to announce that the Key West Extension will be retrofitted and will receive some attention.

Mainly (95%) an FEC route, I contract CSX freights to share trackage. Oleander will be redesigned as a funneling interchange and wye so both CSX trains for the Lehigh Spur and FEC trains from Hialeah down have fairly direct trackage. Also Homestead proper will allow CSX rock trains to be interchanged to FEC for shipment to the Keys (inspired off of the old K712/K711 to Tampa).

The main exploration with this route is commuter rail options for Homestead to West Palm. The idea can be -- simpler than you think. If the State or some agency to run commuter rail could get the busway plus the former FEC ROW between Kendall proper and Oleander, commuter rail can happen. And the big bucks can come from riders in Dadeland and South Miami. The best kicker is... for sure, the part between Oleander and Kendall is a no brainer to do, as long as you throw in a quiet zone.

I will be making a video series to explain this whole idea that I have in the future. Most of it will be narrative or a surveyor overview, but op sessions will also be a good part of it.

This does not mean I am leaving the Keys out. I should be retrofitting the trackage there much like has been done in Kendall but I will also be doing new areas at a good pace. Kendall was damn well retrofitted... Lots of CAB grass has been switched for higher res texture and the ballast... OH the ballast.... switched for the JR + TS2009 arrangement you see in many of my works.

The last time I shared updates to Auran was February 2010, so I guess that's why so much had to be brought up to date.



Video coming soon!

Saturday, July 21, 2012

CSX Q187 past Carters

Had a successful test of the crossing signals and traffic lights. I seem to really like this angle.


Carters Sub (Tampa Terminal Route) Progress

A couple good looks at the area I've been touching up. I have taken to a couple of changes, one of which is the use of Pofig's trees to outline the slash pine forests nearer to the tracks. While it lowers FPS at some locations, that can be fixed by future hardware upgrades. It does significantly improve the image quality though. The leaves in the model in use with this route do actually resemble the slash pines.




I am also working on the 570 overpass, though that isn't pictured... yet. Lots of it is fortunately flat scenery while some of the more 3d scenery is deja vu from 2010.


Tuesday, July 17, 2012

The Bridge that Caught My Eye Last Week

It's funny for me to consider how I rendered that area, which indeed as previously posted turned out to be a bridge construction site. This is CR 655 at Main Street in Auburndale.


The patches of dirt is about correct, but the corrugated fence was never needed. The Street View (silly me for not looking) shows pilings in place.

Fortunately for this "by the map" builder, the image overlay was updated to an image from April 24. Goes to show an example of the rapid transformation of the route corridor. Actually, I wonder why the town planners did not cater to putting a sidewalk on Main Street. Isn't it the "main" street which embodies the commerce and whatnot for the town? Shouldn't it be accessible to all forms of transport? OK, yes, I want to photograph a train from that bridge. At least there's US HWY 92. ;-)


On a similar subject, ingame detailing of the area in Carters Siding started today. Fortunately, for the benefit of ops like Q251 and Q235, the siding was entirely laid down, signaled to the best of my ability, and frogged. The intersection of Memorial and Old Dixie Hwy is being done at the moment. Soon enough, the whole siding will be complete. The "business" that CSX does at the siding day-by-day could be a hint at one of the next TrainzWatching videos that I will be producing.


More Work Coming Soon

Interests shift but with me, they rotate. I will probably be working on another section of the Tampa Terminal. Much of this does owe to the fact that I was there twice in the last few weeks and acquainted better with the area. Most of this work will be done around the Carters Sub, finally hooking up the detailed Lakeland Jct to the well detailed Auburndale Connection area.

Friday, July 13, 2012

Updates at Auburndale



It can surely get interesting when you pass by an area you did in Trainz and notice something unusual.

Well, not to say I wasn't informed that the S-Line north of Vitis was getting some heavy duty refurb and upgrade work, and the signal at Central was installed. That doesn't seem nearly as image-changing as this.

The big thing I am speaking of is that overpass. This links Main St to a roundabout ramp to CR 655. Google Earth had a hint at it, but only some dirt work in 2010. It is now... complete.
I had not had that thing in mind at all! I thought it was just some dead grass or something when I saw the map. I didn't bother to look into the street view, and now that I did, I can see piers under construction.

The bridge flies over from Main St in a SW direction to which it does a 180 left turn to meet CR655. I believe it is a stop sign intersection, but can see traffic lights if traffic is heavy enough.

Also I didn't really know that 4-1-1 head signal existed. Thought it was a searchlight, but much like New River (Distant to S Dania SB and Distant to Whalen NB) in Miami, it was one of those quiet upgrades. Shame for Miami on that end, as there are now no pure SAL signals anymore on this line; all of them are now either DV or modern colorlights.

Gotta get working in Trainz now! Those views from 92 in real life are... might I say... gorgeous!

Sunday, May 13, 2012

Miami Sub Trainz Route on Hold

Due to a focus on wanting to finish the Tampa Terminal a little faster, the mildly conflicting Miami Terminal will be on hold until TT is complete. My main blame is lack of available assets to furnish the route. In the future I should wind up being well off enough to design the FP&T superstructure, the warehouses and buildings along the O717 corridor and many more items.

Saturday, May 12, 2012

Monday, May 7, 2012

Just a few boring offices/suburban tracts...

Subtle areas can be pulled off fairly quickly. And so I introduce you to the town of Woodberry, situated just east of I-75's overpass over the S-Line. HSBC has an office there and a few other niche offices box around the condominiums in this clean looking suburb.


Updates are being posted from Surveyor now in a semi regular basis. I am doing what soothes me as some high-volume tests are kicking in this month. Expect more from Tampa Terminal due to its easy level of difficulty compared to the Miami Sub.

Sunday, April 29, 2012

The Motive to Create

Can't find the building, train car, item, or scenery you want? Easy, build it.

Trainz addon software, such as 3ds, GMAX, Blender, or Sketchup, offers opportunities to design the piece that is wanted. With the facilities out there such as measurements, specs, and eyeballed proportions, there is no excuse when asking for others to create the asset to not do it yourself.

I have hit the bug recently when beginning the Miami Sub. The Lincoln Industries cantilevers have as such been redesigned and now soon I will lay out a modeling scheme for the 3d roll .

  • Vertical and horizontal traffic lights will be redesigned with realistic and light angled textures (ie. light -> 1 on the config file). ATLS scripting, as needed, will be updated to reflect whatever latest version Mike C. has applied in his script. I think the lights lack the ability to type the channel numbers, but I can plug it in. I have been given authority to manipulate the lights with the system, if you guys haven't known. 
    • Mast arm: 3L, 4L, 5L with brackets holding, horizontal. Vertical: Doghouse, 3H, 2+2H
    • Wire hung: see Vertical and will have the appropriate object holding it
    • Backplates will be designed in alternate meshes. It may be scripted to be enabled the way poles are in the old lights, just me plugging a different function in in that case.
  • Highway signs will finally be designed. of course my cantilever brackets were lacking. :) I will also locate the 2010 mesh of the cantilevers (FDOT) and modify the pole to be a different stainless steel, replace a concrete textured shape with the metal, and be all set. The Highway signs will be designed to have name attachments to the proper font in some way or another. Also directions will be one attachment, as "NORTH", "SOUTH", so on. There may be standard meshes as one with direction, shield, name (1 or 2 lines), and arrow. Scripting should be similar to Maddy's US Highway trailblazer sign.
  • Darth vaders will be redesigned from scratch. May follow similar scripting to Jointed Rail's language and serve approach lit, change w/ direction, etc. FEC searchlights and old color lights will also be redone. Though, the focus in the accurate signals right now is the CSX side which is 99% Darth Vader in the Miami side.
  • Buildings will slowly and surely get done. Once I get a bit of intel on FP&T's ginormous pavilion will I do it. I may also consider a mesh of the Miami Jai Alai, and numerous generic industrial buildings in addition to Xawery's offering. (ie. the ones with the walls that look like garage beams).
  • Highway roads may see redesign to streamline lane changes,  interchanges, etc. A lot of the CSX tracks run next to 874, 836, and I-95. Bridges will follow suit.
  • And of course train cars. I will be doing custom gondolas, namely scrap and thrall gons. The famed "Green Gons" that I rendered in 09 fell off use and don't run anymore. Then I will also apply sophisticated mapping and learn the ropes with it. Looks like the following unless JR or RRMods beats me to it :) Also some may be made into payware packs of my own:
    • UP ARMN 57' mech reefers (white ones)
    • TTX 60' Gunderson boxcars
    • DJJX/JTLX/ZVBX/FPTX 52' Thrall gons (The JR ones do not satisfy me)
    • GAMX and HOMX LPG tanks
    • NATX/ADMX ethanol tanks
    • NAHX/CITX/TITX center pressure flow tubs
    • SPEX gons
    • FRKX hoppers (version 2!)
    • CYDX, CYXX, PRSX hoppers
Let's hope I find the time but then again there's so much time I waste that if I get busy it will happen!

Saturday, April 28, 2012

CSXT Downtown Spur - Y120 Ops Session

Sometimes it doesn't take much to make for a decent ops session.

I only have on average about 100' in radius detailed. The only area I have touched is from NW 23 AV east to NW 20 AV. Yet having a bit cut off from the video of Y120, the total length in time is under 10 minutes. It is also a presentable route that looks mostly complete in the video.

Just switching Family and Sons takes 25 minutes of work. You pull the loads away, hook them to the empties, return the empties to the train, and drop the loads. It looks easy but it takes a while to do. You may even have to stop the train at a certain spot not to block crossings (though ATLS didn't cooperate by keeping the gates down forever). This is the beauty of the Downtown Spur.

On YouTube I am uploading the video run of this so you guys can see for yourselves. Shot in the wonderful Miami predawn, this cyber run of Y120 carries upon its work. Sometimes you are not Lance, Mal, or anyone in this that can have a tangible version of this route done. What's so nice is also that for just about 70 dollars (50 buck TS2012+20 bucks in payware engines) this whole thing can happen.

I have been having fun doing the Tampa terminal, and I am having just as much fun working the Miami terminal in Trainz. Here you're making downloadable content, have something to keep you busy, and the best part - railfanning from the comfort of your own home. Eventually I may hack the multiplayer abilities for this route to be MP friendly.

I promise by the end of the summer, computer upgrades will streamline the experience much better. That will blow away the onset of Trainzing more than ever before.

Tuesday, April 24, 2012

Monday, April 9, 2012

New Wave of Cantilevers

I'm back at it again, designing from scratch. Here's a Lincoln Industries 2-lane, new mesh vs. old/similar mesh. Its equivalent will be coming soon. Not too long a ways away I will be making working lights


Sunday, April 8, 2012

Trainz This Week

Even though I am preparing for Railwatch, I haven't left Cyber Trainz behind. I flipflopped back to the Tampa Terminal to do work on Neve Spur and I believe my high iron itches are getting me to work the S-Line to Zephyrhills.
As a statistic, the two big routes, "South Florida Mega Route" and "CSX Tampa terminal Rail Network" have co-builders.
Mike (MSTS195) will have the 301-Alexander St. ish leg of the A-Line combined with the remaining piece of Big bend -Apollo  in one route file (for instant merge) effective this week.
Tony (magana47) now has the Mega Route from Delray to Palm Beach Gardens, both lines.

Also I am designing Lincoln Industries cantilevers, which will be followed by Harmon, one-legged and bridge, and MI last. All are redesigned from scratch.

Friday, April 6, 2012

History in Trainz

Trainz's TIGER and HOG mapping utilities happened to have caught the old trackage seen in areas, namely that of Fort Lauderdale by the airport. Of course, me knowing the area quite well, I know today things do not run as "Drawn". So these are my improvisations:

On the CSX Side:
 On the FEC side:

What I do like about this, amid the possible inaccuracy from how far away your track is from reality, is that it is a great history lesson. You look at the I and you can pinpoint that the tracks were rerouted around something. This is really easy to notice on the FEC as old roadbed is visible from Griffin Road. It is also interesting to learn how one service road was built on the FEC tracks. But what I found a bit more surprising was the CSX tracks being curved around. Yet looking at Google Maps, it made sense. I think the old 1980s video on Tri-Rail had a more straight pass through there anyway.

Either way, as I model this, more discoveries await.

Sunday, April 1, 2012

Standardizing Complicated Things to Build in Trainz

Routebuilding in South Florida has an obstacle. Many railroad stretches are developed alongside highways, which have frequent exit ramps. To make a given ramp, of course the features of it unique to the interchange have to be captured, and the thing with the most difference is the signs. Green signs direct motorists in any US highway and even int'l highways where to go to go to a certain place (ie. East Bird Rd Left Arrow). One thing is these have different sizes, but in Trainz, it may not take different sizes to represent them after all. I will be designing a standard sign, similar to the new ones at Bird Road, that have four attachment points: State road shield, direction, name, and arrow. This serves as a compromise to this situation but a sufficient answer to the lack of these detailed signs in TRS.

Wednesday, March 28, 2012

Less Weight = Happiness

From March 2012, I have offered or been asked, in three separate occasions, for the following hand offs.

  1. Tampa Terminal A-Line Fredricksburg Rd (Tampa) - SR 39/Alexander St. (Plant City) - This section only sees religiously 3-4 CSX freight trains a day and never in the history of the connected sections of the track did I find the use in running a CSX Train down that way. Though, this includes the famed Mango Siding and the interesting Cherry siding. Consider that not a single Phosphate train runs through there as well and you pretty much have my lack of interest explained. The project was awarded to Michael G. (msts195).
  2. CSX Miami Sub Delray-Dyer pass - This section of the track has virtually no industrial action. Also, since Tony (TrainHuntersFans/Magana47) is deeply fascinated by this territory, I thought it would be my honor to give him this section as he is also my friend and I wanted a give and take thing. I give him the route and take back the relief of this section, lol. Everybody wins. Because his father lives in West Palm Beach, and for the above, he was awarded at my will this section. I am working on the Delray-Miami section, an eventual component of the South Florida Mega Route.
  3. FEC Key West Extn. Modern - "FECKWE" - This fictional route was awarded to me from 30 Dec. 2008 by Nikos as he lost interest in the game and had a pre-alpha released. As a time saver, which I disagree with because my work sucks, LOL, he is asking for the modified route to be returned. I had several routebuilding issues with this; a backup attempt and mishap on Trainz led me to lose the ATLS data for up to 30-40 crossings. Also since I basically left this in the back burner for life, I have improved my choice of buildings, roads, and mainly textures. You can say this route just couldn't keep up with me. Though, one great merit was the 47,000 hit YouTube video of the 103 through S. Miami, an all make believe train. Starting with CAB (Modula City) textures, then moving on to the similar palette to his which is pixelated textures after all, my palette went beyond this with TS2009 default textures (which are GREAT). Now, I do feel I am leaving behind an engine of creativity, but if I don't have the time for it, I might as well. Besides, I can make US1 through SoMi as expressway grade as I like, as I will still have my version. :)
Trainzers like Mike Cyr despise vaporware, or software that never gets released. With what I have and what I accepted, vaporware was almost a sure bet. So this efficient tactic allows others to help out with sections that can take months or years. I know there is just no motivation to get Tampa-Cherry done for instance, much less the middle and lower (not lowest) Keys. Lately too, I have become more into prototype than fiction. I guess it is that I just want the simulator to do its thing and render the real world, rather than make believe so many things.
I continue to offer sections of the Bone Valley. I think I will hand off Big Bend-Pt. Sutton, as well as a section of the BV to my Skype buddy Jacob. 
With increasing school work that does not see a decrease for a long time, I feel this is a great move. I am comforted by the fact others are taking up unfinished projects. Trainz for me is a casual hobby and I don't get to it every day. But who knows, sooner or later one can see the high iron of the CSX Tampa terminal in Trainz! And perhaps it is sooner than later after all, with these split ventures. 

Wednesday, March 14, 2012

Miami Sub and my new technologies...

After a DEM discovery, if you will, using MicroDEM I gave it a shot and successfully re-terraformed the Miami area using accurate scaling. My 2011 edition failed in that it was a bunch of routes merged, skipping various areas. I guess suffice to say I'd be lucky if two areas matched. But now, the GND was created as one file altogether.

As I am fairly living the dream now, the technologies I aspired are being exhibited.

Aside from the train driving adventure, one will be able to literally chase the trains. I spent the last two days paving the way for this to happen.

The 874 and 826 interchange, completed recently in real life, looks rigged ingame but I will use my tools effectively and make a streamlined standard of roads, bridges, the like and everything so it looks clean. I did do the 3-lane+ roads but when I tried letting cars roll down, for the 4 lane, the cars would drive down the middile of the stripes. I will probably take to doing a spline spawner like BNSF50 has so cars go one way down.


As for the chasing, I have ensured that traffic flows to ATLS stoppers so the chase would be harder. I also added invisible roads where the merging happens so the cars don't habitually disappear or reappear.
I tested out the system at the 826/Bird interchange, which also had a makeover. This is 1/2 a mile away from CSX, but I will still give enough detail for chasing to be scenic as well.
Chasing can be accommodated by driving a car as if you drove a train yet on invisible track. It's a very simple method.




A simpler technology that will be included as well is flying over. One can fly passenger and private aircraft in various marked areas, especially since the route nears five airports (MIA, FLL, OPF, Tamiami, PBI). Same way as "Carz".

All I can say is, I stepped in deep water. There are new challenges to accept. I will still continue to model the Tampa terminal, but this will get equal attention. I am due a full makeover of the roads, traffic lights, and everything to a new make. Railroad crossings will be remade and streetlights will be scripted to light up for once. My 8th grade meshes will finally get a doover. 


Tuesday, March 13, 2012

Changes to Route duties

I am cutting off the whole Bone Valley from my routebuilding network, in areas off the S-Line (below Valrico, Plant City, and Winston. This is in favor of the successfully terraformed Miami Sub.

This means areas such as Mulberry, Ridgewood, Three Post, and Bradley--- are all for you guys.

The Miami Terminal Mega Route is now being started. This will consist of FEC and CSX work in all areas. The first and largest phase is the CSX Miami and Homestead Subs, and when that is done, the FEC will be constructed and in merge-able sections due to Iris, Mission, and Oleander. I will still continue Tampa, splitting work in blocks. eg. 3/13-3/28 Miami, 3/29-4/14 Tampa, 4/15-5/11 Miami, etc.

I love the Tampa area with all my heart, but want to focus more on the high speed action. It is even possible I can bid out the A-Line between Uceta and near Plant City to other builders to make this a group effort.

Sunday, February 12, 2012

YouTube: CSX O708

Sort of a showcase of my new areas, yet it doesn't cover all of them!

Enjoy and sit back watching 2 SDs do the job.

Monday, February 6, 2012

Hornsounds

There is a Trainz gamer who has taken to making new sounds. His game is marked quite well by custom sounds, especially when you come to see his videos.

YouTube user mutanay77 has filmed op sessions and simple product videos. His yolasite is full of a wonderful directory replete with various makes of K5HLs, RS3s, and what have you.

In the eye of a long time Trainz vet I say this is long overdue. Yes, my JR stock has custom horns but they are not the crisp sound that these attain. His work is simply amazing and very useful to anyone.

Just download the horns, import them into CDP, and edit the config file of your loco of choice to input the horn. I already did it for my ES40DC and will to do it when I get the [..CSX..] ES44AC.

But wait. This is also an inspiration. The success of editing all of these is motivating me to do other sounds, in general. I see he has successfully altered the rolling stock sound and even the railroad crossing bell. The bell, yes, is easy to replace and bnsf50 I think has said how to do it at one point. But I feel more willing to do it to my stock and have the videos just sound much better.

When making a Trainz video, as you can ever suppose, two aspects are very important: video and audio. You don't want your audio to sound that bad.

Sunday, February 5, 2012

Rockport

Rockport Wye is coming along nicely. I have reason to focus on this area, as hordes of O-trains dominate the line during the day while T081 and Q740 make cameos. This is a ground level shot from the middle of the wye.

Wednesday, January 25, 2012

Going in Hyper-drive - Rockport

Rockport is a phosphate yard and shipping port. I am beginning to model the area, but in only two days (totaling 5 hours of work) finished the wye and the N corner of the US 41 crossing, as well as many other touch ups around the route area. Wow.


This would be an aerial over the S Leg of the Rockport Wye.


This speedy return to the route is in part due to my interest in returning to the Miami Sub. However, I want to get this finished and out of the way. There's no deadline but I have picked up more of a feel for the route that allowed me to weigh in which areas get the most detail, where simple is effective, and which areas are just cover splines and textures. I feel if I give in one day to detail followed by one day of slappy texturing (miles away from the ROW) it is a systematic way to get the route done faster, and the detail is not compromised.

For instance, I began putting one block of grass texture at 618/US 301. That area is 1.5 miles from the S-line... Do I need to terraform the bridge? No. Do I need to detail the buildings? Not likely. That's where there's balance; getting rid of the LOD that does nothing but lag the game. Having the buildings for about .75 miles is good, when it's industrial park dense. Of course there can be exception when a skyline is separated by 1 mile of water and the track happens to be in eyeshot of the towers.

Anyway more progress should follow as the weekend approaches, but it'll be a little slower as I have a Fairchild competition for Debate.

Tuesday, January 24, 2012

Why I model the Palmetto Sub

Google Earth probably gave me the ultimate reason today. :)

I am working on the Palm River and Causeway Blvd. areas. Yeah, the two will be connected very soon. The interesting thing I noticed is this. In one file from 4/4/2010, there are three trains within miles of each other! You can see Q740 meeting T080 at the Rockport siding and O708 miles north. I wonder how that mess was handled.

Sunday, January 22, 2012

Detail By the Mile

When working on an area, I always think, "how far should I give in this level of detail?". I'm sure you do too.

To that, there is truly no definitive answer. The density of the area is one of the largest variable factors. Also, the rule of thumb is automatically cancelled out in the presence of a spur, crossing line, or other forms of rail of equal or similar importance.

Another big variable is the presence of large river bridges. Hence, my query to self of course comes from the Palm River bridge in Tampa, FL. I am working down the Tampa Terminal/Palmetto Sub towards Gibsonton and I am laying details around the corridor. Coming to the Palm River I realize the brush needs to expand outwards, beyond what I consider reasonable for a given land area.

Texturing obviously is not the problem, as you can have various strokes, but scenery assets and splines are.

But, my guideline is as follows:


  • First 50 feet on each side: FULL detail. Grass, garbage, power lines, derelict items, etc. Cars for sure, as the object itself and not the general spline. Roads get their signs and light poles and mailboxes and etc.Buildings and waterways to full detail. 
  • Next 250 feet: Good Detail. Roads can get signage, light poles, etc. and the occasional detail. Foliage is a little less significant, and the splines can begin. Buildings can begin to be splined, or repeated, or whatnot, but they have to be visually appealing. If a road is a track-laid chasing corridor, I can give leeway to it. 
  • Next 500 feet: OK detail. Roads there, lightpoles only. Traffic lights may either be set to work or just the simple assets (ie. Traffic Signal 02). Grass details are out of the picture, but trees that will be visible well stay. Tree assets become splines. Water is just water & texture. Nothng else. Only if it's visible I may add a boat. Buildings spline or low detail. Texture becomes less sensitive.
  • Next 4,000 feet: Low detail. Just buildings if visible and tree splines. Water and texture only, no ifs, ands or buts. Roads just road, no detail on intersection. Texture becomes even less sensitive, in "blocks"
  • To the edge of the board: just texture. Very low sensitivity. Only if a skyscraper or landmark is ever visible, I add it.
I use this rough guideline to help me with FPS, since it isn't like candy on my machine. Of course this leaves me to upgrade my Graphics. I hope it decisively helps people too. Keep Draw Distance 3,000 yd (9000 ft) more or less and use good weather fog, too to lower the lag as well. So maybe I won't add anything beyond US 41 in the Palm River case.

CSX T081 with UP Power

It's always fun to simulate fairly unlikely scenarios, like when UP run through power winds up on a Tampa coal turn. More often than not it's always CSX power.

Sunday, January 15, 2012

Cutoff Map Update



I do expect progress to be swifter this year, unlike last year. Note unlike past mappings it's all in one and that Winter Haven's almost through. Well, painting the outer boards can be done in few sittings as well so it's not as long as you think. My current field of work is in Tampa proper, working the active yards. I still have the Port Tampa lead in the map to do but I may award it if I cannot handle doing the downtown buildings, or maybe I'll be aided for that. Bone Valley got cut a bit deeper than I wanted, so the Agricola tram is still there but the Agricola junction's all gone. I might cut it all the way back to Bradley. 

Official Cutbacks

These parts of my route have been cut off:


  • Palmetto Sub south of Big Bend Rd.
  • Brooksville Sub north of the junction with Clearwater Sub
  • Brewster Sub from 1 mile south of Bradley
  • Abandoned SCL trackage through Zephyrhills
I am considering cutting off:

  • the entire Agricola Tram
  • Bone Valley Sub from 1 mile east of the Bonnie Spur
  • Valrico Sub 1 mile south of the Bartow Curve
  • A-Line two miles east of Auburndale due to inactivity except one customer
Why? I believe these areas will not cater to the route as well as the mainline spots like Plant City, Lakeland, Tampa, and Auburndale would. I am after lines that have good traffic. The Bone Valley is considered good enough, but only if you represent it by the trackage along much of the Valrico Sub and the Bone Valley Sub up to Three Post. I originally thought of cutting IMC Fort Meade but it's surviving due to its frequency. I believe the Hardee mine never was included but the Agrico mine was in the BV DEM, but it was already eliminated. The east half of the Agricola Tram is considerably dead too, with only one customer at the end surrounded by a bunch of dead phosphate mines. Sad story for them to run out of business and cut the line significantly but I guess easier for me to model in present day. 

The cut portions are not entirely gone. Anyone who wants to do them can if they so please. But then again, the big BV cutoff is probably for the hardcore Bone Valley railfan. I believe though that I accomplished cutting off two years of work right there, that is two years of unmotivated work. 

Expansion packs would come in bundles. The Palmetto south of Big Bend Rd is being designed to combine with a future Sarasota map. Brooksville and Clearwater will hopefully bundle together. The A-line would as long as it sees an expansion towards Davenport and surely the Bone Valley fragments will be bound together as well. But I don't think I will ever get to those.

Saturday, January 14, 2012

Yeoman Yard

When you are in the aid of Google Maps, the yard is a no brainer. I am laying the big 20 track yard as I type.

Thursday, January 12, 2012

Route Cuts - visual

This is a visual aid for the sections I am willing to give up. This image is current to August 6, 2011 and areas in W/H and Tampa have since been textured. Of course, the Brand Ribbon happened on the LEGO end so my route progressed minimally.