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Vintage trains over tehachapi activity

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Reading Topic #25607

Member since Apr-15-03 · 116 posts

Announcing a new activity utilizing the Vintage Trains Over Tehachapi Pass trainset by 3DTS. The only extra requirment is the SP F7 vol4 pack by 3D Trains but other units can be substituted. Comments, gripes, and improvements can be addressed to me on this thread.Enjoy,Steve

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Member since Nov-3-03 · 490 posts

RE: Vintage trains over tehachapi activity

Steve,WOW! What a great activity. The types of meets are really great. However, I have run into an issue. I stopped at Bealville for the overtaking of the SF train. After it went by, the helper set moved out and after a few minutes, I got a yellow light. I continued up the hill, and the signal just past the Bealville grade crossing was green. Just before I got to the signal, it changed to flashing yellow, and I could see the the SF train at Cliff still climbing. I went through tunnel 3, to see a yellow signal, and then a red signal just before the next tunnel (before the cliff siding). I stopped and waited for quite some time. I saw from the rear of my train that another northbound train had pulled up to the opposing signal on the other side of the tunnel at Cliff, but I never got a signal.Thinking I might have a timing issue, I started again from the Bealville siding after the helper set went by. I got a yellow signal and slowly took off. When I got to the grade crossing, the signal was flashing yellow, and I could see that the signal across the canyon before tunnel 4 was flashing yellow as well. I thought that was strange since we are on single track at that point and both have flashing yellow signals. Apparently the Sim does not like this when it figures this out since it would freeze my picture and eventually S/DS on me just before going into tunnel 3. It locked up at the same place several times--I've never been able to repeat a lockup with such regularity.What is the sequence of events that is supposed to take place? Is there anything I can do with my "driving" to time this better?Thanks. I really want to finish this since it is so cool.Bryce

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Member since Nov-3-03 · 490 posts

RE: Vintage trains over tehachapi activity

Well, I managed to get to Woodford. I had several more lockups, but when I reduced my texture and quality sliders, it made it through. With so much AI traffic, it must have been too much for it at full sliders with shadows.Regarding the issue above, I apparently needed to start moving right after the helper units went by. As soon as my train started to move, it caused the signal to turn yellow. When I got stopped at tunnel 4 (tunnel 5 in reality since 4 was daylighted), I just did not wait long enough before. After about 10 minutes, the light went yellow, and then off it was to Woodford after a couple more meets.Again, what a great activity. You took it right to the limit of what the system could handle.Thanks.BryceNow for part 2.......

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Member since Apr-15-03 · 116 posts

RE: Vintage trains over tehachapi activity

Thank you Bryce,What I am doing here is to simulate the Espee in the days of steam. The Bealville and Cliff areas (as with Walong and Marcel) were real bottlenecks. I also wanted to show that at this time, F's were starting to dominate and given right-of-way sometimes. With a fairly high-end system, I found it best to turn off the shadows and that will get your past most of the traffic jams. Some of the bottlenecks and traffic jams were incredible. Wait until part II!A reminder. Be sure to read the blurb on part II carefully. Enjoy.Thank you again,Steve

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Member since Nov-3-03 · 490 posts

RE: Vintage trains over tehachapi activity

Wow again!...... Great activities. Just got safely into Mojave with no demerits. The AI traffic is really frequent requiring serious train handling.Controlling those big steamers is quite the challenge especially if you have realistic physics.Please make more!Bryce

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