Florida City looked to be quite an industrious city back in the Railroad's heyday there. Even though FEC in the end probably ran there at a loss, there were still numerous warehouses open to traffic and it seemed like it could have brought in dollars for the RR. Many warehouses with freight doors still stand there today and the only evidence left of the ROW south of Kendall stands between Palm Drive and Krome, while the rest has been absorbed to that evil busway.
Hence, I took that all into consideration when designing the trackwork for this area. And I am still not done.
There may be provisions for CSX to have switching rights here while FEC is responsible for their Card Sound intermodal ramp down south.
Trainz progress of the Miami Sub, Carters, Orlando/Sanford Subs, and two FEC routes by me/brickbuilder711
Saturday, September 28, 2013
Wednesday, September 11, 2013
FEC Key West Extension - Boca Chica Key
I know this is mainly a CSX blog but the FEC route I'm doing of the twist in history is big stuff and I feel adapting it to this blog will be beneficial and not quite off base.
I learned a rather arbitrary history lesson. According to Google Maps, by the arrangement of the tree line, the portion of the railroad does not appear to follow US-1 like the virtual sim does... but it caves into the NAS Key West reserve base.
As such, I am relocating the FEC main back to there. Expect only good out of this; yes I wasted a few days landscaping an interchange with US-1 (that for the most part exists today) but by connecting the railroad to the base, we're opening up a number of logistical opportunities.
As can be seen here, the old alignment was officially pulled up and the tracks that carried virtual FEC trains for five years are no longer on line and gone from the system.
I learned a rather arbitrary history lesson. According to Google Maps, by the arrangement of the tree line, the portion of the railroad does not appear to follow US-1 like the virtual sim does... but it caves into the NAS Key West reserve base.
As such, I am relocating the FEC main back to there. Expect only good out of this; yes I wasted a few days landscaping an interchange with US-1 (that for the most part exists today) but by connecting the railroad to the base, we're opening up a number of logistical opportunities.
The old alignment is shown to the top. The newer and probably more historically accurate one stands on the bottom. What's just so nice is the additional switching challenges opened up with this realignment.
Unit ethanol trains can now come in and work the bays on the west side. General freight, high-and-wides, and military equipment can move in as well.
Points of interest:
- Boca Chica passing siding was moved to the east of this island. Even though it is not in Boca Chica Key anymore, it keeps the name since it sounds interesting.
- Double distant signal east of the entrance road to NAS Key West.
- Power-Assisted turnout at the NAS leads. For sure, there'll be a switch leading out to Key West. Pending is a switch from the east.
As can be seen here, the old alignment was officially pulled up and the tracks that carried virtual FEC trains for five years are no longer on line and gone from the system.
One nice thing about working here is it allows me to expand upon areas only partially done by Nikos. For instance, the swing bridge was done but of course a whole lot of area on either side has been partly complete. Hence I'm working to landscape the sections through to complete the areas.
Another interesting thing about this is once all the work is said and done, the track snaps right in with the existing continuing sections of the mainline. So it is possible to say this was once a part of Flagler's Folly; but the history buffs know better.
Wednesday, August 21, 2013
More FEC Key West Extension Updates
I am starting to put the real teeth back in the Key West Extension.
Here are some of the changes I have taken to or will be taking to soon.
Here are some of the changes I have taken to or will be taking to soon.
- The route is the Florida East Coast Railway Key West Extension, not the FEC Little River Belt Line or FEC Miami Terminal. Much less, it is not the CSX GPC Spur. The FEC up to N Miami was part of the line and so was the CSX GPC Spur, as the Krome Quarry could be one of the rock pits used for rock trains to Key West. But I nixed the CSX connection, leaving it down to SW 312th Street where there's enough space to emit a train. Soon I will be pulling all boards north of Bird Road on the Little River Line and north/east of NW 27th Avenue on the mainline. The Buena Vista-Port operations may be included in a separate edition depending on if/how I roll this one out first. This will keep it focused on the completely nonexistent trackage while offering sufficient mileage to play with Tri-Rail trains as far as Vizcaya. Regardless, if there was to be a Tri-Rail coastal link incorporated in this, it would still be an incomplete service.
- Spanish Harbor Siding, one of Nikos's first locations on the route, has been extended north to suit longer FEC Trains. With the times, computer performance has increased enough to accomodate 7,000' intermodals. The new trackage extended north butts against the Bahia Honda truss bridge. The gravel road and other crossings are also using Jointed Rail boards instead of the older boards.
- To enhance the realistic track layout, a new siding was added at Long Key. As for turnouts, the SE now reads "Long Key" and the NE reads "Fiesta Key". This turns a 30 mile space between Marathon N and Whale Harbor S to a 10 mile gap for Marathon. This siding is 11,000 feet long approximately.
- Track between Long Key and Whale Harbor is straightened and level above ground. No more plowing sand, Richard!
- Plantation Key Industrial Park is being built. I'm using my noggin to make some use out of a couple of buildings of interest there. There's a lumberyard at MM88, and a marina/boat warehouse at the 89. In a patch of trees I've added an Amerigas and also used a natural greenhouse-ish area to be a fertilizer industry on the side. The area's perfect for a local to do easy switching but some customers and the lead stem from single track. Ouch! Can't delay mainline hotshots. In fact it's possible that "Old Highway" was the former FEC alignment.
- Ballast will be updated to the two tone JR-grey and sand (for the patches of sand-ish material by the roadbed), like pretty much all other routes. This will enhance the quality and freshness of the route.
- IM High Cube trains can only run single track as doublestack HCs won't fit under the Bahia Honda Bridge.
- On the Mainland, Tri-Rail stations will be installed at: Southland Mall, The Falls, Naranja, and City of Homestead.
- Amtrak Stations will be added at: Key Largo, Islamorada, Marathon, Big Pine Key, and Key West.
Some of the URLs above link to recent screenshots, so enjoy those little previews of what's to come! This route is going to be fantastic and I'm glad I'm getting back to it. As of now in my routemaking department, there's only two routes to be focused on, the Tampa Terminal and the Key West Extension.
Thursday, August 8, 2013
More Key Lime Pie, Please? KWE Progress!
I felt a bit motivated to pick up on the FEC Key West Extension project. Lots of the work I managed to do was to clean up some messy roadways, like the South Miami area. US-1 and Sunset is kind of sort of up to date with freshly programmed signals and a new station.
Also, what I'd call part 2 of the Dadeland area, part 1 completed last year, is almost done. This involves a fully functional crossing-intersection at SW 71 AV and SW 84 ST. Put a railroad in the picture and the intersection, with the garage of a Tri-Rail and Metrorail station behind, can be extremely busy. The traffic light design at 71st and 84th proper is partly inspired by International Drive and Conventon Way in Orlando, FL due to its feel and function.
Also, to answer the absence of a rail platform on the Belt line side, as I plan to operate a Tri-Rail line on this line, I'll be adding a station to the south (right) of 84th Street.
Also, I'll add that a more up to date road system will be developed over the coming months, as well as the possibilities of getting the crossings fitted with Ryan's new system. Traffic lights will also be done with hopefully LED coronas.
While the first two pics brought out the roadgeek in me, I saw fit to balance it with a pure railroad scene. I did a rough job of the Homestead Intermodal and Automotive Ramp in the throat between US-1 and Card Sound Road. The original working was skew to both, but I chose to have it parallel Card Sound more instead in a redo that was done the other day. Your pure Florida railroad scene of a FEC loco switching the ramp will be coming to a computer screen near you!
It is also from here where the Turkey Point Coal Trains will have a place to go. An equally level extension to the game map was made two miles east of here, allowing for a loop reasonably close to the actual power plant. That loop is connected to the looping IM yard lead via a spur and turnout by the interchange between US-1 and Card Sound. (This fourth image predates the third image)
Also, what I'd call part 2 of the Dadeland area, part 1 completed last year, is almost done. This involves a fully functional crossing-intersection at SW 71 AV and SW 84 ST. Put a railroad in the picture and the intersection, with the garage of a Tri-Rail and Metrorail station behind, can be extremely busy. The traffic light design at 71st and 84th proper is partly inspired by International Drive and Conventon Way in Orlando, FL due to its feel and function.
Also, to answer the absence of a rail platform on the Belt line side, as I plan to operate a Tri-Rail line on this line, I'll be adding a station to the south (right) of 84th Street.
While the first two pics brought out the roadgeek in me, I saw fit to balance it with a pure railroad scene. I did a rough job of the Homestead Intermodal and Automotive Ramp in the throat between US-1 and Card Sound Road. The original working was skew to both, but I chose to have it parallel Card Sound more instead in a redo that was done the other day. Your pure Florida railroad scene of a FEC loco switching the ramp will be coming to a computer screen near you!
It is also from here where the Turkey Point Coal Trains will have a place to go. An equally level extension to the game map was made two miles east of here, allowing for a loop reasonably close to the actual power plant. That loop is connected to the looping IM yard lead via a spur and turnout by the interchange between US-1 and Card Sound. (This fourth image predates the third image)
More to come, including an ops session with JR's new FEC engines!
Saturday, June 22, 2013
Tampa Terminal Back in Business after SP1 Snafu
I am glad to say for the most part all the missing dependencies in the CSX Tampa Terminal route (aka "CSX Tampa-Winston-BV") have been since resolved. Since I moved to a pooched TS12 SP1 installation, I lost some files when trying to back up my content, and when I reinstalled the game to the correctly installed SP1 they showed up missing. A couple of obsolete signals of mine and dispensable assets from others show faulty but I think with those being removed or replaced, (and with a new signal system slowly in the works from yours truly), the route is back on track to be released in the future.
The missing dependencies were mainly textures that aid strongly in speeding up the routebuilding. The color textures form an atlas roadmap of the area which allows roads and infrastructure to be pinpointed easily.
The missing dependencies were mainly textures that aid strongly in speeding up the routebuilding. The color textures form an atlas roadmap of the area which allows roads and infrastructure to be pinpointed easily.
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Wednesday, June 19, 2013
Ryan's Railroad Crossings Due For Release
Ryan V's (Ryanstrains) crossings which adopt the Safetran style will be put out on partner site SAXRT within the next couple of weeks in a big release. The go ahead was recently given for the signals to be broadcast over the Trainz community. I find this wonderful news and am extremely happy to see this happen.
I am affiliated with this project well because of my cantilevers. My Lincoln Industries cantilevers, which are all over CSX tracks nationwide, will be adopted to hold the scripting needed and will be integrated with his lights for inclusion and release.
Here are the family of signals slated for the first release.
And the cantilever integrated with the gate.
I am affiliated with this project well because of my cantilevers. My Lincoln Industries cantilevers, which are all over CSX tracks nationwide, will be adopted to hold the scripting needed and will be integrated with his lights for inclusion and release.
Here are the family of signals slated for the first release.
And the cantilever integrated with the gate.
Sunday, April 14, 2013
Service Pack 1 for Trainz 2012
Auran/N3V has recently released a new service pack with fixes for Trainz 2012. Improvements, on paper, include better working splines, improved multiplayer and sessions; in-game means of downloading; better physics and a slightly improved CMP.
However, from what I hear it's a buggy service pack. It's causing some content to derail, and most importantly, some Jointed Rail content doesn't work.
Auran identified the derailment issue, and Jointed Rail has provided content hotfixes for the SP1 glitches. (more information http://jointedrail.com/content/updates/JRSP1Updates.pdf)
My two cents. I feel that a service pack shouldn't be downloaded until all of the glitches are weighed. Upgrading the game is generally a choice for the owner. I feel that while there needs to be people testing the ropes of the pack, it is wiser to hold back and see how much reception the pack gets. Technically upgrading can run the risk of having to re-install the game in the unlikely event your machine fails to boot up the game.
Some people in my Skype chat are having quite a number of issues. But, I really hope the issues get rectified and upgrading can be smooth. I am nonetheless looking forward to the improved features that SP1 is out to deliver.
However, from what I hear it's a buggy service pack. It's causing some content to derail, and most importantly, some Jointed Rail content doesn't work.
Auran identified the derailment issue, and Jointed Rail has provided content hotfixes for the SP1 glitches. (more information http://jointedrail.com/content/updates/JRSP1Updates.pdf)
My two cents. I feel that a service pack shouldn't be downloaded until all of the glitches are weighed. Upgrading the game is generally a choice for the owner. I feel that while there needs to be people testing the ropes of the pack, it is wiser to hold back and see how much reception the pack gets. Technically upgrading can run the risk of having to re-install the game in the unlikely event your machine fails to boot up the game.
Some people in my Skype chat are having quite a number of issues. But, I really hope the issues get rectified and upgrading can be smooth. I am nonetheless looking forward to the improved features that SP1 is out to deliver.
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