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Driving the Last Spike (56k Warning)

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Reading Topic #393

Member since Sep-27-02 · 766 posts

Hello traction friendsIt’s time to lift the lid at least a bit. As construction teams are about to complete laying track and will soon begin re-installing interactive objects, the time is right to give you a few first impressions from the now re-vamped “Mountain Electric” or “MountE” route. The MountE is based on the default Europe2 route (Orient Express route) but will – pending approval – also include some additional industries & spurs introduced by Kevin Lera for his “Europe3” or Spanish modern day interpretation of the old Europe2Some of you may recall my initial post about three months ago (it is in the fora, at http://www.train-sim.com/dcforum/DCForumID3/19876.html), and it’s my pleasure today to reveal the curtain and brief you in on what the current status of the project is.Driving the Last Spike (56k Warning) – image 1
The car barn at the terminal in Stanton houses some MP54sOver the past two months or so, the route itself has undergone considerable re-construction. Upon removing all interactive objects (to allow for safely making changes to the .tdb and .rdb files), the good news today is that the MountE will actually be a system of, lets call it, two and a half routes in one. Driving the Last Spike (56k Warning) – image 2
Got Milk? Why not ship it with the afternoon train? There's an express baggage compartment in that motor, too.Apart from the 63 main line – the actual “MountE” – the route will include a roughly parallel interurban route of 18 miles in length on the lower end of the route, down in the valley floor, plus (that is the ½ of the 2 ½ routes) a rudimentary urban trolley network of four 1-2 mile branches in the terminal city in said valley. As suggested in the initial post, I decided to have the route set-up for 7.2 metre wires which has the entire system geared to give the users of East Coast motors and other juicers with NEC wire height some different terrain to run on...Driving the Last Spike (56k Warning) – image 3
NALW's AEM7s head a few AmCans cross over the Bridge at Landeck - ehm Land's Bend that is...What changes does the MountE bring from the default “Europe2” version?Being a ficticious route, I took the liberty to do some modifications to the track. So the actual MountE route (63 miles which used to run from Innsbruck via Landeck to St. Anton in the default Europe2 and which now run from Bridgeport via Land’s Bend to Stanton) stands as follows:1.1) The route has received reversal wyes at both ends and five intermediate terminals, one of which is adopted from the track layout of Kevin Lera’s “Europe3” route, i.e. his interpretation of the route as modern day Spanish diesel route, and thus still pending his approval to be included into the MountE as well.
1.2) At the lower terminal of Bridgeport, a small transfer yard allows the MountE to connect to “the rest of the world”, but given the mountaineous nature of the Mount E, the tracks of the transfer yard will only accept freight trains of ca. up to 1/3 of a mile in length (I know that may sound disappointing to some of you, but lets speak about train length & weight again once you’ve managed to get one of these to the top, ok?)Driving the Last Spike (56k Warning) – image 4
No night ban on blowing the horn on the MountE...1.3) A fair number of grade crossing have been added for you Captain Hornblowers out there.
1.4) Engine houses at Bridgeport, Land’s Bend and Stanton allow you to start or end your assignment in dignity by storing the motor before heading of for drinking or releasing that cup of coffee.Driving the Last Spike (56k Warning) – image 5
Two P-Motors shunt the afternoon oil train into the unloading dock at Land's Bend. Can you smell the warm oil from the uphill run!1.5) Some additional industries have been added at various locations en-route. This includes two industries and one short branch line that is again based on Kevin Lera’s version of the route. The branch line which goes to the opposite side of the valley at Land’s Bend (ca. mile 17 on the original route) has been extended by ca. 6 miles to climb to a remote industrial area – thanks to Rich Garber for the various Watt Cart & Wheel Buildings here” – with a small “time safer” style shunting yard that has some regular freight traffic going its way. Driving the Last Spike (56k Warning) – image 6
Williamette 2100 on a test run to the Watt Cart & Wheel. Will work even swifter once the 23ft panto has arrived 1.6) The infamous “deadly switch” inbetween Schonwies and Landeck on the original route (you know, the one which takes you on the dead end spur in the Landeck tunnel when you take it in the default position when running uphill) has been rebuilt to now connect to the “good track” in its default setting.Driving the Last Spike (56k Warning) – image 7
Default AmCan & HHP8 on the double track section signposted for 80 mph.1.7) One or two of the stops in the lower part of the valley have been eliminated as they were really close by each other, and the region is now served by the interurban which needed an economical reason to remain in service.
1.8) The main terminal at Bridgeport has been rebuilt with a simplified track layout, that now also allows you to uncouple from your train and run the engine around it (used to be all dead-end tracks before).
1.9) An interchange track was included at the terminal area, to allow the exchange of freight cars with the interurban route.
1.10) Speed limits, trackside signs etc. will all been changed to mph.
1.11) The scenery items are almost completely exchanged with buildings and objects which have a North American flavour to it. The use of various repaints of the default “resiblock.s” from the USA1 route allowed me to built complete cities which are relatively friendly on frame rates and still give a certain depth to the scenery.Driving the Last Spike (56k Warning) – image 8
L&PS 2 on the interurban near the terminal at PriestvilleThe Interurban route covers the 15 or so miles from Bridgeport to Priestville (which was Pfaffenhofen in the default Europe2 route). After some 2 miles of streetside running from the station square in Bridgeport to the city limits, it first serves a number of suburbs with small industries – among them a sugar mill which has a spur that only connects to the interurban. After about half of the route, the interurban runs first along some farmland and country roads, before entering the more forested areas. Upon approaching Priestville, the track splits into an “old route” to the MountE terminal in downtown Priestville, which also serves a complex of resorts in the woods, before it winds down into town through the “Bridgeport S” famous among local virtual RR foamers. The new route runs straight through the forset into the residential areas of Bridgeport before terminating in the towns historic center. Driving the Last Spike (56k Warning) – image 9
Oregon 55 Beta with 23ft wire negotiates the "Priestville S"The trolley system in the city of Bridgeport is made up of a total of four branches of ca. 1-2 miles in length each which rather serve to host some AI trolley traffic (provided I get signalling to work appropriately), but in explore mode, you’ll have seen it all in about 30 minutes at the maximum. That’s why I only count that as ½ of the 2 ½ routes system…Driving the Last Spike (56k Warning) – image 10
Another Beta motor that had no problems pulling his 7 freight cars up and down the short but steep grades: L1 Boxcab, c Wayne Campbell. Nice powerful baby, btw, Wayne!In detail, the trolley and interurban track includes:
2.1) A total of 13 wyes (nine of them only negotiable by trolley cars that go through the tight 30 metre turns, four also accepting larger equipment).
2.2) A transfer track to the MountE and via that to the rest of the world, to have a good excuse how a specific car made it onto the Interurban.
2.3) A mix of streetside running (double track) in the towns and cities, and single track right-of-way on the overland sections of the interurban.Driving the Last Spike (56k Warning) – image 11
The OE 55 streetrunning in the downtown of "Bridgeport"2.4) Car barns in the city of Bridgeport and Priestville to properly park your equipment before – see above
2.5) A few industries that receive occasional freight cars: A sugar mill with small yard, a destillery, a sawmill, a seedstore, the hotel complex etc.Driving the Last Spike (56k Warning) – image 12
Wayne Campbell's E1 Boxmotor (also Beta) at the spur of a local seedstore...Driving the Last Spike (56k Warning) – image 13
...and switching Boxcars at the Sugar Mill. Somewhere.2.6) All sidings on the interurban are built in a way which lets an arriving car enter via the default straight path of a switch, and leave it via the diverging track at the end (or in other words: trolleys automatically take the right track when the switches remain untouched)
2.7) A number of flag-stops along the way, all of them properly announced by a stop-ahead warning sign for the new wattmen on the block
2.8) Some variety in the track layout, by including occasional spurs and fly-overs at sidings, to avoid too much stereotypic sidings.
2.9) Some short but vicious grades will keep you alert, especially when shuttling around a string of freight cars. Be on guard whenever an over- or undepass takes the interurban over/under the MtE.Q: Will it be released? And what is the timetable?The ultiamte goal is of course a release, pending the few still open ok’s of involved third authors. But before it can be released, there are some issues which will take another 6-8 weeks (optimistic guess):
- Interactive track objects (track sounds, grade crossings, signals, siding and platform markers, speed limits, mileposts, hazards) need to be re-built into the route (their previous deletion was necessary, otherwise the track could not be changed to the extent in question here).
- All these items, especially the signalling, need to be tested throughoutly.Driving the Last Spike (56k Warning) – image 14
L&PS 2 with pilot 1 (Beta, again) at the terminal wye near the cathedral of Bridgeport- Some basic activities should be drafted to let you make good use of the route.
- These activities need to be tested. Yes, throughoutly, you guessed right.
- Input from these various tests needs to be included into an alpha version of the route.
- Parallely, some scenery items need to be updated, for example many buildings still lack a separate night texture – and having that large city all dark at night is a ghostly sight…
- The entire route needs to be compressed with Route Riter, with all non-implemented scenery details that are now still in the .ref file and the Shapes and Textures folder needing to be identified and deleted (you don’t want to download 300 MB half of which was not even used in the route).
- Some additional rolling stock needs to be custom-repainted or updated with newer versions before it is ready for release together with the route.So you guys see the list of to-do’s is still very long, and on second thought I think it will not be before christmas that anything is ready. Actually, I think the christmas break will be when I do finalize things… Therefore, thank you for you patience!Lukas a.k.a SwissieEdit: Most screenshots from a Win98 Laptop which serves me to really test framerates. Max in open terrain 14, droping to 5 in dense scenery, and 3 when maxed out and some otherwise hidden (ESD Detail level 10 or 9) frame rate eaters among the buildings slow the system down further.

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RE: Driving the Last Spike (56k Warning), dvdhoven, Nov-17-03, 02:04 PM, (1) RE: Driving the Last Spike (56k Warning), mrmike, Nov-17-03, 04:48 PM, (2) RE: Driving the Last Spike (56k Warning), stephenburr, Nov-17-03, 05:17 PM, (3) RE: Driving the Last Spike (56k Warning), Tim Frost, Nov-17-03, 05:28 PM, (4) RE: Driving the Last Spike (56k Warning), pacmancreator, Nov-17-03, 07:38 PM, (5) RE: Driving the Last Spike (56k Warning), tryagin, Nov-17-03, 08:02 PM, (6) RE: Driving the Last Spike (56k Warning), Swissie, Nov-18-03, 04:51 AM, (7) RE: Driving the Last Spike (56k Warning), wacampbell, Nov-19-03, 01:22 AM, (8) RE: Driving the Last Spike (56k Warning), dmikulec, Nov-19-03, 07:09 AM, (9) RE: Driving the Last Spike (56k Warning), henry3, Nov-19-03, 01:24 PM, (10) RE: Driving the Last Spike (56k Warning), Swissie, Nov-20-03, 09:06 AM, (11)

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Charter Member · 2259 posts

RE: Driving the Last Spike (56k Warning)

Hi,Woooooooowwww. I am impressed. Very deep impressed. It's looking very good. My compliments. You have done a great job. And a nice thread too. Was a pleasure to read and look at the pictures.
Thanks for sharing this, Lukas.
And take your time. I can wait Dick van den HovenDriving the Last Spike (56k Warning) – image 15

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Charter Member · 735 posts

RE: Driving the Last Spike (56k Warning)

Driving the Last Spike (56k Warning) – image 16

LAST EDITED ON Nov-17-03 AT 04:49 PM (EST)

Lukas,
THIS is a route worth waiting for. I too am impressed. My Computer specs are in my profile
Mike
"Driving the Last Spike (56k Warning) – image 17


This Smile says it all"

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Charter Member · 232 posts

RE: Driving the Last Spike (56k Warning)

2nd and 3rd that! It will be well worth waiting for! If by Christmas, what a nice present! If not, then whenever its ready.Super job!

Steve Burr

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Member since Apr-9-03 · 939 posts

RE: Driving the Last Spike (56k Warning)

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Driving the Last Spike (56k Warning) – image 18

Wow... everything but the default Amcan and HHP-8 looks fantastic! And the scenery in that shot is great!Tim Frost
NVTA Subway routes for BVE:
Driving the Last Spike (56k Warning) – image 19
The Union Atlantic Railroad: Your stuff's important!Driving the Last Spike (56k Warning) – image 20

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Member since Jul-23-02 · 1151 posts

RE: Driving the Last Spike (56k Warning)

Driving the Last Spike (56k Warning) – image 21

That is looking amazing. Too bad so little people come to this forum, your route needs to be spread more.Driving the Last Spike (56k Warning) – image 22-You can never have too much inner beauty. Or socks.
-Matt, 3:25am-Crime: It's my anti drug -Creating Pac-Man comics for the humorless people out there

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Charter Member · 1370 posts

RE: Driving the Last Spike (56k Warning)

Crikey! It's even better than the screens you sent me! Now, I'm real glad I decided to make 7.2( 6.94 ) meter poles and pans on all my traction equipment! This is going to be alot of fun, Lukas! Thanks for spilling the beans! Timtimmuir@wcn.net

Electric Railroad 3D Models
Sumpter Valley B&B Gang
Willamette Valley Route
(No timetable for release)

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Member since Sep-27-02 · 766 posts

RE: Driving the Last Spike (56k Warning)

LAST EDITED ON Nov-18-03 AT 05:29 AM (EST)

Good morning again,Thank you all for your nice comments. First a few more thoughts which I left out yesterday when posting the thread - time to dinner was ticking away First thing to state: With all those needs for trolley curves etc: The route now requires xtracks & tsection.dat build 20 or higher. MSTS is so much richer with xtracks that I can hardly imagine how to build a route with the few default track pieces and dynamic track alone. Thanks Okrasa Ghia for the extended collection of shapes. I also thought about including new roads, but as the pack came out just after I had spend several evenings scenitizing the city, I decided against re-doing it again.For the curious, here's a map of the "Bridgeport area", still lacking interactive objects like platform and siding markers of course. Already crowded enough this way. For ease of navigation I just colored the usually black dots for switches / end points etc. in PaintShop to let you identify the various systems (red for Mountain Electric mainline, yellow for city trolleys, blue for interurbans, green for shared track trolley/interurban)Driving the Last Spike (56k Warning) – image 23Second: May I pick up a ball or two from your posts above?@ Matt: Basically you are right. I thought a while about which forum to post this to. I decided against the route builders forum or the general one for a specific reason: The project grew and turned out to what it is mostly thanks to some regulars here. So I wanted it to be a privilege of those who care about traction to learn about the MtE first. Eventually, that'll hopefully also bring some more visitors from the larger fora and remind them that the gang here is also doing well...@ Tim Muir: It's nice to see that established members of the traction forum offered so much support and advice once I got rolling. Apart from you, I also need to name Jeff J. Link and Frederick Dreany of the Island Electric who did go quite a way in customizing the MP54s and P-Motors you see above to the Mount E's needs. Needless to say that I appreciate your decision to support two wire heights in your designs about as much. About the wire heightIt's the old question about the chicken and the egg. I really appreciate the traction stock developed by Tim and those other talented authors in the fora here. Also seeing Tim's nice screenshots of the Williamette Valley project - those that keep triggering the "what route?" question by users - was a lot of inspiration and finally wanted me to see whether I could also start creating a home for those units. As it turned out, the Route Editor is manageable. About the RE experienceThe RE can be a mean beast if you have little experience (or worse even no clue of what you're doing), and trying to build a route with anything below 512 MB of RAM is suicide on your nerves. But having Michael Vone's Step by Step Guide to Route Building - this product cannot be praised and advertised enough - and using a top notch desktop with 1024 MB tamed the RE. In 10 weeks, I have encountered five real problems of the RE crashing: 1) In one case of the RE crashing I finally realised that it had been me rotating a forest area too close to the "end of the world" so that one of its corners hung over the outer edge of a tile into the "white void". Whenever the camera pointed directly to that area from anywhere on the affected tile only, the RE would hang itself up and send home.2) In another case, some of the track adapted from Kevin's version of the route formed a very large loop via a branch line of several miles in length and a wye to the main the branch was connected to. Whenever the camera pointed straight down on the tile on which the loop was closed (the one with the wye), be it in the RE when placing and adjusting something, or be it in the Sim when using the "4" view, MSTS called home. Once I had cut that branch line and opened the loop, the problem ceased. My thanks go to Jeff Link for pointing me to the cause here by asking the right question.3) Another issue that triggered send/don't sends was that when I used the F key in the RE to flatten out terrain in a corner where four tiles met, the RE had problems re-adjusting the altitude of the points directly on the "seams" of the terrain: In the hilly terrain, the ground opened up with a "cut" of maybe 50 metres length to 1/2 to 1 metre high (y axis) along one of the seams whenever I tried adjusting the entire area, and ultimately also having the RE call home. As far as I could determine, one should avoid to select an area that covers spots on more than two tiles at the same time when flattening out an entire area around tile boundaries. That means that several steps are needed to iron out the terrain where four tiles meet in a corner. And should the ground open up despite being careful, just point at each of the spots along the tile boundary where the cut has occured, right mouse click it and select the "display altitude" option from the menue. Click ok and MSTS closes the cut at the point in question. Do NOT use the F-key to flatten out an isolated point on a tile boundary, or you get the "vulcano" error of the terrain forming a very high needle/well (I think all the way up/down to the max./min. altitude defined for the tile).4) And finally the RE crashed on me once when I changed (deleted) a piece of dynamic track, and the RE could for some reason or another not update the tsection.dat inside the route folder (the one defining dynamic track sections), leaving me with an empty file. Needless to say the route wouldn't load anymore after that... So I had to restore to the backup I luckily had made just before touching the dynamic track (somehow I felt there was trouble ahead, it seems?) and had to edit the deleted track section out of it manually, including altering the track section counts to the new values, of course. 5) The final problem involved the maximum number of objects a tile supports. This number is 1500. When I did the three tiles that contain the city of Bridgeport, I realised that I was in deep trouble. Why? See this rough count of objects on tile -05697 / 14709, for example- Number of scenery items like buildings, parked cars etc: ca. 150
- Individual vegetation (isolated trees / bushes etc): ca. 100
- Number of forest regions: ca. 40Total pure scenery: 290. Quite ok for a city, I think.Number of track sections: ca. 380
Number of road sections: ca. 120 (mostly grids of 100metre straights and intersections). Still ok: total 790.Then I did place the gantries with the "autoplacing feature"...Number of steel gantries with spans for 1-6 tracks on the main route: ca. 230
Number of wooden trolley poles for city trolleys and interurbans: ca. 410Oops, did I just jump from 790 items on that tile to 1430? Aw shute. And I had no speed limit, mile marker, signal, car spawner etc. placed yet. Double shute. I DO NOT WANT TO HEAR ANY ONE OF THE BUILDERS OF DIESEL ROUTES BITCHING ABOUT THE LOW NUMBER OF OBJECTS THAT GO ON A TILE ANYMORE. Try building an electric route instead and see how that is! I spent four evenings painstakingly going over each item on those tiles, trying to shelve as many objects as possible without loosing too much details: - I eliminated ca. 80 track sections alone by replacing all the strings of 10 metre straights with the matching single piece of 20 metres, 30 metres, 40 metres or whatever piece of track (Had I not already converted to xtracks, that would have been the point to do so).
- I deleted isolated buildings and replaced them with clusters of buildings.
- I cut every single isolated tree & bush and placed a few more forest regions instead.
- I deleted every other trolley pole on long, straight track sections.
- I deleted distant scenery items and replaced them with "blinds" such as the "distant firs"I aimed for bringing the object count down from 1450 to 1100 items per tile before adding interactive objects. I got them to inbetween 1130 and 1150, and that's about the max. reduction I could achieve without abandoning trackage... Now a word of warning myself here. I used a lot of repainted "resiblocks" to build the city, and they are rather benevolent on the frame rate, as are forest regions etc. There are only a few isolated structures in those cities, maybe three dozen buildings per tile, mostly those near the track or actually trolley / RR related ones. The most complicated & frame rate eating 3D structures among them have and ESD_Detail_Level of 8, 9, or 10 so that if you have a lower end computer and run the route with the sliders for world density at 7 or 8 you'll still get reasoable frame rates and loads of scenery in the urban areas. BUT the big problem is that it takes quite a while for MSTS to load all those 1150+ objects when you approach the tile (the way MSTS is set up, the next tile is loaded in one big whirl when you are roughly in the center of the tile before). That causes several seconds of stuttering even on a high end machine, and has nothing to do with the framerates you'll eventually get when cruising through the area. It's just that 1150 references to shape files and a multitude of references to associated .ace files (skins) need to be found and loaded, and that is demanding on every processor. As you can see from the table above, the "easy" cure to get rid of another 300 objects or so to ease the problem is rather useless, with the gantries / poles alone accounting for almost half of the objects on each tile. And I don't want to dieselize that route Conclusion about Route Building So having heard many bad things about that mean monster called the RE, I conclude that it's not as user friendly as it could be, but with taking the time to read & learn first, and with working in the RE in a disciplined way, route building is anything but frustrating. I had fun, obviously, why else would I have burned a few tons of midnight oil working 3-4 late hours on the above project over many weeks?Lukas a.k.a Swissie(Edit: Hit "Post" too early when I wanted to upload the map and still had typing to do. Finished now...)

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Member since Jun-30-02 · 207 posts

RE: Driving the Last Spike (56k Warning)

Hello Lukas,These are some wonderful screenshots and a very exciting looking route. I can tell that you are having fun building it and that is also most important. Great Work!Wayne

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Charter Member · 1552 posts

RE: Driving the Last Spike (56k Warning)

I've read what his user profile says, but I think this guy is a 50-ish American in disguise. Just last night I was wondering what had become of this route. Now I see that it is going to be the ultimate in interurban experiences for MSTS!Thanks for the screenshots and wonderful work, Lukas! And a big thanks to all of the folks who are helping him to bring MountE to life!Henry

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Member since Sep-27-02 · 766 posts

RE: Driving the Last Spike (56k Warning)

LAST EDITED ON Nov-20-03 AT 09:28 AM (EST)

Good morning Gents,once more, thanks for all your comments. They tell me I moving into the right direction. Well, to have some "eye-candy" scenery in that route is definitely one of the aims. As somebody said a few weeks ago in one of the other fora - I think it actually was Rich Garber - "MSTS is like building a RR model layout without size restrictions" (but with some frame rate limits as a trade-off ). @ Wayne: Yes, I am having fun, and can only recommend to any MSTS user to learn about the editors, or 3D-modelling, or whatever suits a person best, after having "just" run trains in the sim for a while. There are some frustrations on the way (we certainly all have our stories to tell), but the learning curve is steep and - best of all - there is no "penalty" for trying out something first and reverting to an earlier back-up provided the new layout / modification / whatever doesn't meet the expectations. Only condition: To have backups handy (ca. point #1 on the learning curve)@ Henry: I take that as a compliment, as there is no disguise (Sherlock Holmes recommends: look at the times of various posts of mine and then take out a world map). But the era of the big interurbans is definitely an appealing one to me and I wish I had seen it with my own eyes. But back in the 50ies I was still "up there polishing the stars" as we'd say over here.@ Mike and @ Steve (posts 2 & 3 already, sorry). I appreciate your and everybody else's patience and support for the approach I plan to take: "It'll be ready when it's complete, and when it's complete, it'll be ready". I don't want to rush out "beta version number x-3, v.1.0.a (II)" followed by a quick & dirty update once a week as this is increasing the pontential for more problems much faster than providing solutions. There will be an alpha release, and whatever detail needs attention or correction afterwards will hopefully be a matter of an isolated file in need of an update. I am expecting that something will inevitably slip by undetected...@ all: I started the process of turning on the lights (creating & adding night textures) for some of the building complexes and isolated buildings yesterday evening. With the "resiblocks" in the works, 80% of the city light up with just the addition of three textures and 9 modified lines in the corresponding .sd files:Driving the Last Spike (56k Warning) – image 25
Uhm Wayne, the Wattman asks where the switch for the interior lights on your fine motors is?Parallely, I'm making sure that enough snow textures are present. After all it is a mountain route, and with the unpredictable weather up at the MountE, one of these mornings the world will most probably look differently, and the RR and Interurbans need to be ready:Driving the Last Spike (56k Warning) – image 26Gee, there are still a few files left to check & modify, I better get started for today...Lukas a.k.a Swissie
(Edited for a typo or two)

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