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MSTS Activity Design

Activity needs testing

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Reading Topic #2198

Member since Sep-22-03 · 19 posts

I've created a interesting activity for Marias Pass 3.1, but I would like someone to playtest it at this point to see if it works. I used all default cars and locomotives, but I've replaced most of my default cars and locomotives with better looking models (it's fairly simple, just take a better looking model, and rename everything but the ACE file, and everything the SD, and ENG files to the original).Two things you should know. First, you start off in Shelby Yard rolling at 1mph, but you will have to stop. Ahead is the H-LAWPAS pulling out of a siding, but it too is waiting on a DPU grain train to get out a block before it goes (you will pass both before Cutbank). You will likely have to stop at Cutbank for an opposing Z train. If you beat the other train to the west end of the siding, you will likely have to back up the power just a bit (so the F4 helper direction reverses) so the other train can get a clear signal to go by. don't back up too far and pass the red signal behind you. This will all make more sense once you play.You know, I had lots of problems with AI traffic that met my train later in the activity until I figured out a little trick. Everything went from a sheer mess to sheer bliss in very short order. On the AI paths, I made the default path head through every siding, and then made passing paths on the mainline. That solved all the problems I was having with the AI traffic. Which were many, including standoffs and SFNR. Ever see a five way standoff?The activity is called "Westbound Z"Ted Curphey
funnelfan@icehouse.net

Railfanning the Northwest
http://www.icehouse.net/funnelfan/

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