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Reading Topic #17500

Charter Member · 549 posts

LAST EDITED ON Apr-21-03 AT 03:30 PM (EDT)

First five activities:1st activity: Ends in a standoff.Next four activities: Ends with a 'failed to give warning at grade crossing' message.I thought the 1.06 patch (which I have installed) was supposed to fix this???Really hope Tehachapi Pass II will have better playtested activities..

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RE: Cajon Pass, SVTS, Apr-21-03, 03:12 PM, (1) RE: Cajon Pass, TrainFreak, Apr-21-03, 03:22 PM, (2) RE: Cajon Pass, MasterChief, Apr-21-03, 04:54 PM, (3) RE: Cajon Pass, Bluevoss, Apr-22-03, 02:23 PM, (9) RE: Cajon Pass, SVTS, Apr-22-03, 02:47 PM, (10) RE: Cajon Pass, Bluevoss, Apr-22-03, 09:58 PM, (12) RE: Cajon Pass, SVTS, Apr-22-03, 10:47 PM, (13) RE: Cajon Pass, kevarc, Apr-23-03, 09:37 AM, (18) RE: Cajon Pass, ATSF, Apr-23-03, 09:33 AM, (17) RE: Cajon Pass, jcnighs, Apr-21-03, 06:00 PM, (4) RE: Cajon Pass, TrainFreak, Apr-22-03, 03:02 AM, (5) RE: Cajon Pass, 3DRailHound, Apr-22-03, 11:07 AM, (6) RE: Cajon Pass, TrainFreak, Apr-22-03, 12:09 PM, (7) RE: Cajon Pass, scottb613, Apr-22-03, 12:26 PM, (8) RE: Cajon Pass, heffed, Apr-22-03, 10:48 PM, (14) RE: Cajon Pass, flatbush71, Apr-22-03, 04:54 PM, (11) RE: Cajon Pass, TrainFreak, Apr-23-03, 02:21 AM, (15) RE: Cajon Pass, SVTS, Apr-23-03, 03:26 AM, (16) RE: Cajon Pass, kevarc, Apr-23-03, 09:38 AM, (19) RE: Cajon Pass, TrainFreak, Apr-23-03, 03:41 PM, (20) RE: Cajon Pass, ckawahara, Apr-23-03, 09:53 PM, (21)

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Charter Member · 1346 posts

RE: Cajon Pass

???????????No one said you had to buy the expansion pack. Your post borders on comical, and I almost have to believe that was the intent of it. Forced whistles at crossings is a part of railroading, and for that matter, MSTS.As for the standoffs, most of those have been corrected through varoius patches. I have run just about all of the activites and for the most part, have had no problems.But then, I'm sure you could do better, right?Chris Bogley
chrisb@tailsnrails.com
Ft. Huachuca AZ

www.tailsnrails.com
www.msnusers.com/Tehachapi

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Charter Member · 549 posts

RE: Cajon Pass

LAST EDITED ON Apr-21-03 AT 03:58 PM (EDT)

Was a bit frustrated when I first wrote that, hence the wording, which I apologise for - it was way out of line (and the post has been editet to reflect that).
Standoffs have been corrected? Hmm.. Not in the very first activity at least (Barstow to Mojave) - got a standoff at the first passing siding. Corrected this myself in the activity editor by adding the 'use alternative path' option on all passing sidings. After that it went fine until the second passing siding - wham, bam - another standoff, despite the 'use optional path' being checked for both paths. And this was after installing the 1.06 patch. Then tried the next four activites, and all ended abrubtly with 'failed to give warning at grade crossing'. All of these activities are labeled as 'easy'. I then went to add/remove programs and uninstalled the whole thing, being too frustrated to want to try any further.

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Member since Jul-12-02 · 191 posts

RE: Cajon Pass

TrainFreak,I'm with you.I seem to be a majority of one in this forum in that I don't think that Cajon Pass is the greatest thing since sliced bread. I too don't use it because of all the problems (granted, most have been fixed by patches, the key word being MOST).No, I don't think I could do better. The route does have a lot of really great scenery and machinery, and I'm sure a lot of work went into it. But, the bottom line is that when it came out, many activities didn't work. I guess the thing that aggrevates me about it is that I have downloaded many routes and activities (free) that work just fine, and this route, which I paid for, can't say the same. If I pay for something, I expect it to work. I don't think I should have to repair it before I can use it. I'm just funny that way. If it doesn't work, then FIX it, before putting it up for sale. But, as they say, let the buyer beware.
MC

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Charter Member · 90 posts

RE: Cajon Pass

>>>If it desn't work, then FIX it, before putting it up for sale. But, as they say, let the buyer beware.<<<You mean, like Marias Pass and the broken track at Java East?Bluevoss-

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Charter Member · 90 posts

RE: Cajon Pass

Can you tell me what those values are? Physics 4.5 sez to set the break value to ( 5.4e7N 5.4e7N ), but this still breaks at Java East, even when I slow way down and then let the train roll through.Bluevoss-

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Charter Member · 1346 posts

RE: Cajon Pass

I have mine set at (9e8N 9e8N) and never had a break after that. I have had them set as high as (7??? 7???) and they still have been known to break. Some argue about what set of number is best, and I try to steer clear of the useless debate, what I have works for me and it should work for you as well.Chris Bogley
chrisb@tailsnrails.com
Ft. Huachuca AZ

www.tailsnrails.com
www.msnusers.com/Tehachapi

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Charter Member · 4082 posts

RE: Cajon Pass

You also need to fix the damping line - most cars have the inccorect units of measure. It needs to be N/m/s. the /s is left off most. Engmod, in the file library, lets you change all of your engines and cars in 6 easy steps.Kevin Arceneaux
DEFAULT IS FOR DUMMIESPrevious Topic | Next Topic – image 1

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Charter Member · 351 posts

RE: Cajon Pass

Raton Pass II has fixes so the Broken Coupler Problem is eliminated. You can run this route using default coupler values. Soon to be released Glorieta Pass has the Broken Coupler Fix as well.

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Member since Apr-5-03 · 29 posts

RE: Cajon Pass

>Then tried the next four activites, and all ended abrubtly >with 'failed to give warning at grade crossing'. All of these >activities are labeled as 'easy'.How hard is it to give warning at the grade crossing? You do have to pay attention but it doesn't require a lot of thought or planning. I am assuming you did actually forget to blow the horn. If you did forget, than the activity is working the way it's meant to.

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Charter Member · 549 posts

RE: Cajon Pass

Yes I did forget. It is not a big deal when you are running over the vast desert, but when you are doing an activity inside a yard, and have lots of other things to keep an eye out for (maintaining speed, watching for passing traffic etc.) and have to cross the same grade crossing three or four times in a short period, it can quickly get frustrating.
And all the other add-ons I've tried get along just well without this feature...

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Charter Member · 213 posts

RE: Cajon Pass

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Hi guys,Yes, its true we didn't get out the gate very good on the Cajon Pass route, however, we did fix everything with 1.6. Granted there are still a few crossings in the city that still do require you sound your horn, just like in real life.The 3DTS team spent over 5000 hours developing the Cajon project, we included 258 miles of close to prototype mainline, including three sub-divisions, 4 freight yards, including Barstow, 4 passenger stations, some 16 trainsets, and over 30 activities! And we did this with little or no support or documentation from Microsoft or Kuju!Now sure, we could have taken an easier route like some of the other developers out there, and just make short routes or better yet, just make some trainsets with activities for the default routes, but no, we wanted to offer something that would truly offer alot of operation possibilities, and hundreds of hours of realistic railroading. And you know what, despite your grumblings we have accomplished that according to several thousand customers
So if you think you can do better, bring it on, and in the meantime keep'em on the high iron guys!Best regards,
Brad Brownwww.3DTrainStuff.comPrevious Topic | Next Topic – image 3

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Charter Member · 549 posts

RE: Cajon Pass

>Hi guys,
>
>Yes, its true we didn't get out the gate very good on the
>Cajon Pass route, however, we did fix everything with 1.6.
>Granted there are still a few crossings in the city that
>still do require you sound your horn, just like in real
>life. Hmm...
I applied patch 1.06 before running the Barstow to Mojave activity, but still got the stand-offs - I was keeping the time, running at or slightly below the speed limit most of the time, so I don't think I was neither too fast or too slow arriving at the passing sidings. Will try installing again to see if maybe the patch didn't install properly, and see if the activity works better then, plus try out some of the other activities I didn't try 'cause I got stupid and let frustration get the better of me

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Member since Apr-13-03 · 18 posts

RE: Cajon Pass

Overall the route impressed me and I think it was a superb effort... I think I received my twenty bucks worth... The add-on for it should be priced a little better though...Thanks,
Scott

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Member since Apr-8-03 · 485 posts

RE: Cajon Pass

I like the route, but there have been two activities I can't complete due to standoffs. I have the 1.6 CD release.I can't remember the names, but they are a ways down the list. On one of them, The second or third signal out of the yard is red. If I wait, I'm at a standoff with the AI train. Oddly enough, I can tab through the next two signals, but then get into a head-on collision with the AI train. I've tried full throttle out of the yard, but I still get the red light. If I try wait for the AI train before leaving the yard, (15 minutes) It parks at the signal prior to the one I'm sitting at. I even tried waiting in the yard for 15 minutes for the AI, but it still stops at the light.That said, I'm not really bothered by the incompletes. I've had hours and hours of enjoyment from the route, and think it's very well done. Great job 3DTS!-Jeff

Union Pacific is my drug.

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Member since Apr-6-03 · 35 posts

RE: Cajon Pass

LAST EDITED ON Apr-22-03 AT 04:58 PM (EDT)

Dear Gentleman,
I believe 1.6 fixed the few minor problems.I just reran all of the above named Acts. No problems to report. As far as the stand offs go I keep my pocket watch in my left hand on a long bob most of the time and look at it frequently. The first EB train's last car clears the the single trackswitch at exactly 13:23. I meet him highballin evertime. Knowing where the other trains are at exactly what time is
very helpful in these types of Acts. Please Brad gives us more!!!!!!
Buck & Lap Dog Susie Q

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Charter Member · 1346 posts

RE: Cajon Pass

That is the one downside to an activity, standoffs. Happens all the time when I try and make one, becasue the editor doesn't take into account that a player will start a train off like they are suppose to, slow and easy. If you ever watch the 2D playback in the AE, the player train zips out of the yard and is zooming down the track at speed. Minutes can make all the difference in what the AI train does, something that hopefully MSTS 2 might address.Chris Bogley
chrisb@tailsnrails.com
Ft. Huachuca AZ

www.tailsnrails.com
www.msnusers.com/Tehachapi

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Charter Member · 4082 posts

RE: Cajon Pass

The AE has many issues that need to be addressed. The playback is worthless and the right click menu options needs to be fully coded.Kevin Arceneaux
DEFAULT IS FOR DUMMIESPrevious Topic | Next Topic – image 4

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Charter Member · 549 posts

RE: Cajon Pass

OK, decided to give the route another try. Reinstalled the route and the 1.6 patch. Edited the Barstow - Mojave activity so that the two first AI trains start about five minutes earlier. Went without a hitch, besides a couple of 'Activity Ended - failed to give sufficient advance warning at grade crossing' messages, and one broken coupler near Edwards Air Force base due to going too fast. In the end I ended up just pressing the spacebar when I saw the whistle sign and keeping it pressed until at least the locos are over the crossing.
So, my new impression of the add-on:1. Apart from the mentioned problems, the activities seems fairly well thought out - although strictly prototypically I don't think that UP uses non-AC locomotives on coal trains, and neither do I think SP used their SD70Ms on intermodal? I'd guess AC44s on the coal trains and four-axle Dash 8s on the intermodals would be more prototypical? But these are really minor things, and no problem to fix with stuff available from the download library.2. The rolling stock generally seems to be of good quality, only glitch I noticed was the 'melted together' BN coal cars that has been mentioned earlier. Especially liked the 'weathered' look on some of the boxcars.3. The scenery generally looks very good. About the only thing I could think of that looked a bit strange was the roads ending 'in the middle of nowhere' a few metres from the track. A way to save on grade crossings?All in all - 4/5

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Member since Aug-22-02 · 16 posts

RE: Cajon Pass

I believe everyone here is right.But believe if you're part of the solution, then your part of the problemJoin the band wagon.I obtained a copy of BNSF's timetable and related docs' and I doubt many of us would be able to do the thing without failing to meet some rule ot other. I had no idea that there were so many rules and regulations! I though that if you did not end in a Duffy Street type ending, you did good.I know that no everyone can be a beta tester, no company would be in buisness today, no one would make anything, and Micro$oft would be richer still.I think all developers do the best they can within $ boundries. Aren't we all guided by this element? Only Mr. Gates seem to be immune.I've offered my help, however limited as it may be to several developers. Some accepted, some never replied. I don't blame these guys for not accepting. Nothing gets better without effort.Signed:
Another end user lost in the mire.

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