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Port Ogden & Northern V9

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Charter Member · 1101 posts

Port Ogden & Northern V9 – image 1

Hi all, PO&N V9 is in the file library. My Computer specs are in my profile
Mike
"Port Ogden & Northern V9 – image 2


This Smile says it all"

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RE: Port Ogden & Northern V9, niknak, Sep-25-04, 09:09 AM, (1) RE: Port Ogden & Northern V9, mrmike, Sep-25-04, 09:14 AM, (2) RE: Port Ogden & Northern V9, raytuck, Sep-25-04, 09:44 AM, (3) RE: Port Ogden & Northern V9, sniper297, Sep-25-04, 11:25 AM, (4) RE: Port Ogden & Northern V9, WCHobo, Sep-25-04, 04:14 PM, (5) RE: Port Ogden & Northern V9, WCHobo, Sep-25-04, 04:32 PM, (6) RE: Port Ogden & Northern V9, mrmike, Sep-25-04, 04:46 PM, (7) RE: Port Ogden & Northern V9, rckambach, Sep-25-04, 04:56 PM, (8) RE: Port Ogden & Northern V9, Wardo 711, Sep-25-04, 06:15 PM, (9) RE: Port Ogden & Northern V9, sniper297, Sep-25-04, 08:39 PM, (10) RE: Port Ogden & Northern V9, OTTODAD, Sep-26-04, 08:35 AM, (11) RE: Port Ogden & Northern V9, sniper297, Sep-26-04, 12:33 PM, (12) RE: Port Ogden & Northern V9, bnsf1959, Sep-26-04, 12:55 PM, (13)

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Charter Member · 1101 posts

RE: Port Ogden & Northern V9

Port Ogden & Northern V9 – image 3

Jim, Consist 297 is missing for Coalmine & wescott. My Computer specs are in my profile
Mike
"Port Ogden & Northern V9 – image 4


This Smile says it all"

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Charter Member · 6763 posts

RE: Port Ogden & Northern V9

Rats.http://www.train-sim.com/dcforum/User_files/41558bed6cdda757.zipDownload, unzip, and copy that to \Train Simulator\Routes, replaces those two services with the correct ones. Alternatively use Conbuilder to make a 297.con with 297 or whatever your favorite engine is.There will be a 9.1 update in the near future (I hope!) since I'm still fiddling with the signals trying to get the Alco/Steam activities to work, so keep the feedback coming.Also forgot to mention in the readmes, if you don't like my custom track sounds copy the ttype.dat file from one of the other routes into the \portogden9 folder to get default track sounds.All you beta testers with 9C or later should delete the \portogden9 folder before installing the finished version, otherwise you'll have two sets of .tdb, .tit, and .trk files in the same folder.

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Charter Member · 1101 posts

RE: Port Ogden & Northern V9

Port Ogden & Northern V9 – image 8

Hi Jim, I just remembered, that 297 was that old rust bucket. My Computer specs are in my profile
Mike
"Port Ogden & Northern V9 – image 9


This Smile says it all"

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Member since Apr-5-03 · 357 posts

RE: Port Ogden & Northern V9

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Port Ogden & Northern V9 – image 10

LAST EDITED ON Sep-25-04 AT 04:58 PM (EDT)

Mike,LOLOL .... some things change ... and some things stay the same !! The guy is a design genius ... but lets us poor old loyal PO&N drivers face the world in that awesomely ugly engine !! One of these days I'm just gonna go look for a job in Ohio !!Bob K.
PS: To Sniper ... Installed and ran with the usual ease. Congrats, Fella !!"Home" is about 500 Yds. from the famous "Pequest Fill" on the abandoned "DL&W Cutoff"

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Charter Member · 6763 posts

RE: Port Ogden & Northern V9

Hee-hee, don't tempt me. As is the quality is barely acceptable, custom textures squeezed until they screamed. I even experimented with reducing the 43k 256x256 textures down to 128x128, but they were a bit too blurry at that resolution.Funny thing, I dunno if it's on my end or train-sim, but instead of the usual 60-80kBps download I'm getting 8 to 16k? Slowdown somewhere.

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Charter Member · 5939 posts

RE: Port Ogden & Northern V9

These look like dummy tracks ? No need to have a proper tunnel there either ?Can you post the Compass Co-ordinates of these scenes ?O t t o

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Charter Member · 6763 posts

RE: Port Ogden & Northern V9

Not to worry, Otto, answered in this post;http://www.train-sim.com/dcforum/DCForumID3/24955.htmlFirst shot is north of the refinery and south of the coal mine, where the parallel AI route diverges to the connector between Anderson and Paludan. Second shot is the AI bypass route that diverges at junction 82, crosses under Wipfel, and rejoins at junction 91.Once again, to clear up the confusion, when you install Port Ogden & Northern you're actually installing TWO DIFFERENT ROUTES on the same tiles. The AI traffic route is effectively a seperate route, and not part of the PO&N, it just shares single track sections with the PO&N. The short player path is not the whole secret to freestyle activities combined with AI traffic interaction, the secret is the two-routes-in-one setup with the AI trains running on their own seperate route, which merges with the player route at the junctions. The point of the short player path is to let the AI trains run unobstructed except when the player is physically in one of the single track blocks.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yes

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Charter Member · 833 posts

RE: Port Ogden & Northern V9

Port Ogden & Northern V9 – image 11

Great! I got it and liked it! Easy on the framerates and runs much smoother. Thanks Jim!Ken Plaza Port Ogden & Northern V9 – image 12

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