Beiträge von Forza Gamer 777

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    Forza Gamer 777 - I have a question. Is it possible to built a new Station near the shunting yard at Altenbirg Nord. This partt looks so empty. Also nice is a a track switch on the speed line between Algenburg and Bad Rinckenburg.


    And my biggest wish is super elevation on the old tracks between Altenburg - Könlitz and Bad Rinckenburg. So the speed on the old line could be higher, from 120 km/h to 140 km/h.


    Greetings Marcel.

    That would be awesome. The station can still be built, but getting involved in the already existing tracks and restructuring everything is a very risky and incredibly difficult task. Right now, I don’t have anything even close to such plans; maybe in a couple of years I’ll want to make some major changes again. For now, I want to polish the route to its ideal, workable state by testing scenarios and getting feedback.
    In any case, I won’t be doing any large‑scale reconstruction for now, because one of the people here has already volunteered to rebuild Hosvenn and bring it up to a more modern, yet still museum‑like state. So we’ll see in the future.

    P.s. Overall, I wouldn’t mind rebuilding a lot of different places myself. Because in IKB they’re made using strange TrackRule. But all my additions of tracks also turned out crooked because I had to combine the new with the already built ones, and the already built ones had many breaks and joints (red triangles), which sometimes make it simply impossible to build a path at a normal angle or create a switch.

    Update is live.
    I hope this is the final one (like ICE4 *=)* ) in terms of changes. Please let me know about any inaccuracies you find; I’ll be sure to correct them. I haven’t checked the QD; they were supposed to still work, but one person recently said in the comments that they don’t. Actually, I’d be very happy if someone came along who could get them up to par

    While making the final adjustments, I noticed that the power supply for the overhead contact wires in Koeblitz is set up in a very strange way. The main line leading to Bad Rinckenburg is split almost immediately by a neutral insert, while the line to Wildau remains unsplit. Furthermore, there is a separate transformer at Wildau itself that powers the catenary system. Therefore, I decided to add a neutral insert with a backup switch at the beginning of the branch. Under normal conditions, the branch to Wildau is powered by a relatively weak transformer at the station, but if it fails, the branch can receive backup power from Koeblitz.


    Additionally, after inspecting the power distribution on the SFS, I realized that the current SFS branch between Altenburg and Bad Rinckenburg should ideally be separated by a neutral inserts and powered separately, since high speeds and busy traffic require a large power supply. The SFS is approximately 20 kilometers long, which perfectly meets the requirements for a more powerful power supply. Therefore, there will now be two neutral inserts located at the beginning and end of the SFS. Ideally, another neutral section should be added after the SFS toward Hoch Merzburg, since both the SFS and the winding commuter line are powered by a single power source, and the length of the commuter section alone extends well beyond 40 km when measured from Koeblitz. In short, I decided to make the catenary system even more interesting and realistic.

    I was finally able to test the scenario from lacerda1303 on my new version of the route. For some reason, one LINT at the Bad Rinckenburg station (in tunnel) broke down and stopped moving anywhere. And it seems that this error “broken consist” appeared because of it. I removed it from there, and the scenario became fully functional (without this fix, I caught an AI collision, FLIRT crashed into LINT in that tunnel). While going through it, I fixed a bug with the signaling at the SFS siding, where Zs3 shows 14, even though it shouldn’t show anything, and I also added a missing wire in the Hoch Merzburg depot.


    The scenario itself is simply magnificent; I really liked it. But I have the feeling that it’s overly congested with traffic, which is why it loads with great difficulty (I have to fly the camera along the entire route just for this scenario to load at all. This has never happened before; usually, flying the camera where the scenario just begins is enough).
    For some reason, all the LINTs from the free package shine their headlights in both directions, causing additional lags because their light casts incredibly unoptimized shadows in TSC. Moreover, if you remove Talent 2 from Hoch Merzburg - which is one of the least optimized TSC models - and LINT with headlights on near depot, the scenario loads much more easily and the FPS in this area increases significantly (24 instead of 14 on my system with 9700x and 5070).
    I didn’t delete any moving traffic; I only adjusted two LINTs (one in Hoch Merzburg and one in Bad Rinckenburg which causes an ai collision) and Talent 2, and the results turned out to be stunning. I checked the LINT installation, and it’s completely clean, so the issue with the headlights is caused by something I can’t influence.

    Ich bin gerade dabei, einige Routenszenarien für Großbritannien fertigzustellen, und wollte mich danach wieder daran machen, weitere meiner IKBv3-Szenarien für IKBv4 anzupassen. Kannst du mir aber sagen, ob die Arbeiten, die du an der nächsten Version der Route durchführst, dazu führen könnten, dass Szenarien, die für die letzte Version erstellt wurden, nicht mehr funktionieren?

    I think I answered this question before. I can say that the placement and names of the markers haven't changed at all. Yes, there were some minor tweaks to the signals, but that shouldn't break anything. It's just meant to fix a few bugs.

    I could release it today, but starting today afternoon, I'm going on a short vacation for a few weeks and won't have access to my computer. If I released the patch and someone suddenly found a critical bug or some missing files, you’d have to wait for me for those very few weeks. Instead, I’d rather wait a little while now, and then, once I get back home, I’ll release the patch and maintain it.

    As of now, the changelog looks like this:


    And here’s what I was talking about earlier. I started working on various small details along the entire route. In some places, I made minor changes to the vegetation; in others, I adjusted the platforms; and in still others, I added noise barriers. As the platforms were replaced, it was also discovered that most of them had previously interfered in the track gauge; this is naturally being corrected as that problems are identified.


    The Marienbrunn platform was also extended by 20 meters, and the surrounding area was slightly enhanced with various features (a playground, a bus stop, trash cans, etc.).



    In short, work is underway on several fronts at once. In any case, since I’m working alone and the route includes many location-specific assets, it’s not possible to change some platforms, stations, or signs, but I already mentioned this in my previous post. Wherever changes are possible, I try to make them. For example, at several train stations, the signs warning against falling off the edge of the platform have been replaced with higher-resolution versions. The same applies to clocks, ticket machines, trash cans, benches, waiting zones, and other small objects, which, while not particularly important, significantly enhance the visual appeal and richness of the route.




    Actually, I'd appreciate any advice on which route(s) or asset packs I could add to my project to use higher-quality fill objects for stations. So far, almost all the fills come from the Konstanz–Villingen route, which has long been a requirement because of its good 2D trees.

    Here are the promised screenshots.
    In summary, the platforms have been replaced and their length has been slightly increased, the roof has been rebuilt, and the wall-mounted clock has been replaced. In addition, compared to the currently available version of the route, the placement of Zp9 and FAZ has been slightly adjusted and improved.



    I haven't changed the lighting yet; I've just adjusted the placement of some of the lights to fit the new assets. The lighting in the base route already looked very nice, so I don't think any major changes are necessary.

    I took a short vacation, and now I’m back at work. I’m gradually finishing up Bad Rinckenburg. After that, I might tackle various suburban stations. I definitely don’t plan on modifying Koeblitz, Hoch Merzburg, and other fairly large stations, because they have too many specific assets that are specially adapted to work together. In Koeblitz, it’s even more complicated: almost the entire station geometry there consists of a single unified object that can’t be recreated using separate assets.

    I'll post more screenshots later; for now, this is the only angle from which the station looks finished :lolx2: . In many places, the lights haven't been adjusted to the new roof position yet, some poles are hanging in midair, and some platforms and fences are unfinished.

    That's great news, I never understood the speed limit since there have been level crossing barriers all the time.

    The developer probably just really wanted to squeeze something like this in, and it sort of fit with the historical and museum concept of the branch, but given the modern updates, it ended up looking completely ridiculous. Now the branch will look more interesting, with a mix of assets in both the new and old formats, so it’s clear that this part of the route isn’t stuck in the 1930s but is a modern museum exhibit equipped with all the latest safety systems.

    juergeneck Yes, this is the latest version. I'm gradually making a number of changes and will release a new version once I feel that all the necessary updates have been fully implemented.
    As for now, full changelog for WiP version:

    1. Fixed floating lampposts along the entire route.

    2. Replaced Lf6 and Lf7 with new variants from the KS package by 143er.

    3. Added missing Zs3v and removed redundant ones; adjusted settings for some Zs6 and added missing ones; replaced some indicators with LED variants from the KS package update.

    4. Minor adjustments made to the placement of some assets and the visibility of some signs.

    5. The Burg Merzfeld exit signals were moved to signal bridges due to the central signals extending slightly beyond the track gauge.

    6. Added missing 500 Hz magnets near Renckensfeld am See.

    7. Added several VSw signals in areas with poor visibility of main signals.

    8. Altenburg Hbf station has been completely rebuilt using Textured Block by EZY and a variety of newer, higher-quality assets. Platforms, lighting, benches, signs, roof, fences, and various objects have been replaced.

    9. Added more noise barriers.

    10. Almost all Ks from Cornflakes have been replaced with variants from 143er.

    11. Added requirements for [EZY] Werbetafelset and [SBS] Bahnhofsuhren DB (animiert) Ver. 1.2

    12. Fixed the location of the 2000 Hz magnet at the 29G entry signal near Bad Rinckenstadt.

    13. Added 2000 Hz magnets for station signals near Bad Rinckenstadt, and also corrected the placement of references for existing 2000 Hz magnets (very many).

    14. Fixed ballast protruding from the tracks in many places.

    15. Bad Rinckenburg has been rebuilt using EZY assets.

    16. The placement of many Zp9 and FAZ indicators has been revised.

    17. The tunnels toward Hosvenn have been rebuilt.

    18. A requirement for Rodachtal SBS Assets 3.1 has been added.

    19. Added several VSw's along the entire route in areas with low visibility.

    20. The branch line to Hosvenn received a signal system upgrade to Ks (Formsignale remain only in Hosvenn itself; the rest of the branch line has been converted to Ks).

    21. New level crossings were built along the route to Hosvenn, with the corresponding Bue signaling system. The 10 km/h speed limits have also been removed.

    22. The incorrect position of the Altenburg Bach station asset has been fixed. Originally (in the original IKB3), the tunnel embedded in the station object protruded significantly into the track gauge with its outer wall on the outside of the curve.


    And this isn't a complete list, because I'm 100% sure I've forgotten something. :S

    I haven't disappeared; over the past month, I've only taken a week off from TS, and I make various changes and corrections to the route almost every day.


    You can see one of those changes in this screenshot. On the right, you can see the VSw signal from Zs3v, which was protruding into the tunnel wall. Initially, I placed it in line with the wall’s position, but then I noticed that the tunnel wall on the outside of the curve was significantly encroaching on the track gauge. Fixed.



    In addition, the diesel line to Hosvenn is currently undergoing more and more changes. For example, two level crossings are being rebuilt, the 10 km/h speed limit is being removed, and the signaling system is being switched to Ks (Form will remain in Hosvenn itself). Furthermore, signs and PZB magnets have been updated in many locations.

    Werden sich deine Arbeiten an diesem Streckenabschnitt auf diese Szenarien auswirken?

    It shouldn't, because all the logic of the signals, their positions and track markers remained in the same places. I'll download the scenario and check if something breaks or not. As soon as I release the update, I will definitely add a link to your scenarios in the documents :thumbup:

    The shortened tunnel is completely ready.


    In addition, the branch to Wildau has a contact network in the process of updating. At one time, too many sections with contact network tension devices were inserted here. They were found every 500-700 meters, but now their number has been halved.


    In addition, I found a rather sad mistake on original route with placing the hectometers. 132 is located a hundred meters from 130, which generates an error of 100 meters per half of the branch. I don't know yet whether to leave it that way, because I've already mapped out the location of the new hectometers, which were recalculated due to the tunnel shortening.

    I finally got to a very old, strange and long tunnel, which was very annoying for me in the original route. Now it's almost a straight section with minor curves. The speed has been significantly increased. At first, I wanted to keep the old tunnel, but then I realized that it would be easier to build a new tunnel from the same location along the route of the least possible alterations. Due to straightening, the tunnel was shortened by more than 600 meters, which meant that 7 kilometers of the hectometers had to be shifted.


    Forza Gamer 777 I think there might be something off with the SFS Route. Not sure though... :D


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    Looks like the train tipped over because 140kph is too fast for a tight curve like that.

    Ahahah, ICE 4 dealt with this. Will be fixed to 110 km/h, thanks for report. The values there are highly experimental, because I wanted to hear opinions from people, but I only heard them now. ^^

    Maybe get rid of the Tunnels.


    Im working on the branch just for me and I'm cutting most but all of them.


    The first Tunnel was the absurd one between Rudolf Bach and St. Rudolf. A cutting is more realistic.

    I’ve been thinking about this a lot, because the first tunnel looks really ridiculous—its depth is just laughable. But the other tunnels are quite realistic; I could just raise the terrain a bit to simulate a more hilly landscape. I haven’t touched that first tunnel yet. Most likely, I will indeed redo it, and overall I’ll try to modernize this branch a bit, because in any case, with the introduction of Ks along the entire route and improvements to the stations, it feels a bit odd to leave an entire operational and active branch running on the very old Hv type. But I’ll try to keep the semaphore signals, because—according to the route’s storyline—the branches that have them are owned by some museum(s?)

    I finally got to the signals in the narrow tunnels. Something like that. At the same time, I decided to update the tunnel itself, because the old one from SAD looks very, very scary and low-res.

    VS of course flashes during Zs3v operation. 4 during the approach to the station with the Aus signal locked (or during the approach to the side path, but it is currently blocked, so VS shows yellow in one of the options) and 5 during the approach with the Aus signal unlocked.

    The problem remains that the signal pack does not include a Vs signal of this (compact) form, since it is a signal for the S-Bahn and other suburban lines (where Vs doesn't exist), only the Vsw signal is available, which is why the signal also displays a white light in the lower left corner.

    anakha

    Amazing scenario!


    Funnily enough, this scenario showed a bug that at the 30F signal at the entrance to the Rochustal station, the 2000 Hz magnet was located on the link further than the signal itself, which caused this 2000 Hz if the output signal was red. Fixed

    P.s. It turned out that almost all the magnets there are on the links incorrectly, fixed