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Well I thought it was about time I gave and update... So far so good, I have completed the track work in the Hinkle Yard area. I constructed the hump and bowl classification tracks to have a some what prototypical slope, but due to the physics in MSTS I have doubts that it will be operational (cars don't seem to roll freely very well). At the least, an activity can be created where you build trains from cars already sorted. I apologize to those frame-rate watchers as the quantity of tracks may stress the sim. Without any objects placed (just tracks) I'm doing about 30 fps. Next up will be continuing the mainline east as it follows the Umatilla River to Pendleton, OR. :Matt: UP La Grande Sub (Phase I) Tracks: 55% Scenery: 0%
RE: UP La Grande Sub: Hinkle Yard progress, keiffer, Nov-05-04, 02:04 PM, (1) RE: UP La Grande Sub: Hinkle Yard progress, taracer, Nov-05-04, 02:52 PM, (2) RE: UP La Grande Sub: Hinkle Yard progress, Zephyr06, Nov-06-04, 00:29 AM, (3) RE: UP La Grande Sub: Hinkle Yard progress, NewEnglandRailFan, Nov-06-04, 11:01 AM, (4) RE: UP La Grande Sub: Hinkle Yard progress, landnrailroader, Nov-25-04, 09:00 AM, (5) RE: UP La Grande Sub: Hinkle Yard progress, NS4Life, Nov-25-04, 10:03 AM, (6)
Unfortunately, Scalerail does not support dynamic track and does not provide the same wide range of switches found in other track systems (mtracks, xtracks...). Though I enjoy the look of Scalerail, I would have to greatly sacrifice prototypical accuracy to use it on the La Grande Sub. However, I have been looking into the possibilities of using multiple track textures on the route which would definitely enhance the appearance, we'll see.:Matt:UP La Grande Sub (Phase I) Tracks: 60% Scenery: 0%
Matt,That is looking just great. Evidently, you have avoided X-tracks as well. Fantastically complex, but then these yards tend to be that.J. H. Sullivan, P.E. retired from CSX