Beiträge von Forza Gamer 777
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This is the length of the SFS tunnel measured by the select tool. And through the calculation of the Hectometers, I got 9291 meters, i.e. the real error of placement Hecto for the entire route is about 2 meters. I installed all the Hecto manually, constantly measuring distances, since I did not know that there was a special tool for this. Surprisingly, the accuracy is amazing
SAD assets do not have a noname tunnel length plate with a holder, so I had to hang this plate on the LZB sign.
Also, I found a lot of errors in the location of Link 0 of different signals, which is why 1000 Hz magnets were accidentally triggered in places. And I also found out that not only the old HV (59) system goes to Wildau, but also the standard one, which goes along with the original IKB3. I haven't changed the HVk signals there yet, but I will change them soon, wait for new screenshots.
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I always write an “l” (small L) in the direction indicator field in the ZS6, then everything is displayed correctly. See screenshot.
I checked this tip (after restarting the simulator to rule out any problems) and unfortunately it doesn't work.
Dammmn, now it's working. I figured out that it's broken in Free Drive, but works in scenarios (with the "l" tip from creedy , so thank you very much)
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The most terrible and nightmarish thing that I don't want to get into is working on the rails. The SFS wiring was terribly tedious, so I don't know if I'm going to touch the original territories in terms of paths. But, good idea
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A little bit of silence doesn't mean I wasn't busy. The SFS extension is almost completely ready. All the Hectometer, signals are placed, the catenary is stretched (manually, without auto-placement, so some parts may be longer than others, but this is not noticeable in a dark tunnel), lighting is placed (simplified).
Now I noticed that all Zs6 on the route simply do not work. They are placed correctly (Link 0 of Zs 6 is located in front of Link 0 of the main signal, and the rest of the Links of Zs6 are located behind the last junction switch, after which the wrong path begins). This is the only problem I've encountered so far.
In addition, after replacing the rails with EZY, there are many places where there are no sleepers. I fixed these places. In some cases, the landscape got on the rails, this has also been fixed.
In general, I try to bring the update to the highest quality, but, of course, it will take a lot more time. Unfortunately, I have not started the upgrade of vegetation to Hoch Merzburg yet. Plus, I had to delete the LZB sub-blocks, as they work very crookedly in a free game. And, to be honest, there is no point in using them on this rather short SFS.
And a couple more moments to notice. Do not forget that I did not do the original route, in some places where there are many small pieces of rail, the Blend tool mixes the color of the ballast a little incorrectly.
And don't forget that I'm working on all this alone, testing everything through free play and my own scenarios, but it's easy to miss something on such a fairly large route. This may be strange behavior of the PZB or any signal, which I have changed almost everywhere. Or, maybe, broken speed limit, idk.
In general, the work is in full swing, as much as possible. I hope you enjoy it. Maybe someone will give advice about the Zs6, otherwise it turns out very frustratingly, I bumped a bunch of them all along the route to make it look beautiful, but they don't work. Why is unknown.
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Progress is underway, I have changed another half of the signals on the way to Hoch Merzburg, redone some of the signals now associated with the branch to SFS. In one of the screenshots (first screenshot), you can notice the old signals with the numbers 29 149 and 29 148, which in that screenshot are in front of 29 147 and 29 146. Now they are originally located a kilometer behind, where VS was originally located (last screenshot). Now they control the branch to SFS and speed limits on switches.
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Impressive what you can create out of a 12 years old route.
Although the idea of the route is 12 years old, it has been improved several times, and thoroughly. This is a straight 1 in 1 situation like with Hagen Siegen. Only here the detail and the catenary are much better. I didn't have to use the catenary package from TSC, I used the standard package that comes with the route. Bridges are also laid with default assets. So far, I have a problem with laying only in the tunnel, the automatic catenary does not want to be laid normally on the left track, only on the right, and the problem is if it is laid on the right, then the wire holders will clip into the wall. I don't know what to do, but I'll try a few more times.
P.s. I think I really need help with laying the catenary in the tunnel, I don't understand how to do it properly
That's all I could do. Then there are problems with the automatic catenary, which is not installed normally. Is there any advice on this?
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The problem is that you are using two different tracks, which can be clearly seen at the sleepers
I have solved the problem. That's how it should have been:
It is necessary that there be a break in the rail at the beginning of the junction (red frame), we pull the path from there to the siding, and then solder it through the Weld tool. The advice on using the same textures really works now, but it didn't work for me before, until I started using this scheme. Thanks anyway. I'm sorry for the excessive emotional words earlier, I spent the whole day doing something that didn't work out for me. In addition, I need to learn how to use the Easements tool to make a superelevation.
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I can no longer, I am very much annoyed by the stupid and broken rail coupling system, when the junction does not want to be created adequately out of the blue. In addition, the snapping to the rails works incredibly crookedly and 99% does not snap the piece of rail that is needed. And this is still the simplest piece, I can't imagine how people in this system manage to make beautiful routes, they need to be given a medal and a monetary reward for this. Maybe I'm doing something wrong, but the trackrules are the same, there are no connections in the place where I want to make the junction, so I don't know what I can do. And I still have to make a catenary. I tried the TSC package a little bit, as well as the default SAD catenary, and realized that it would take me another 5 years of my life. All ambitions and desires are killed by a tight and unstable editor
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It seems to look good. This is not a full-fledged SFS, but rather an adapter for high-speed trains with a speed limit of 200 km/h. Closer to Hoch Merzburg, I will actually do a part of either 160 or 200 km/h. I'll try to replace the rails and catenary there.
Something like that. It is still necessary to make a small detail under the bridge, apply a special texture on the beginning of the tunnel, make the inside of the tunnel itself, and also connect the other end to the current network
Other end of the tunnel, near Bad Rinckenburg
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In general, it's a little quiet here, but I'm gradually just changing the signals along the route. IKB 4, I think, will come out without changes in the rail structure, because I tried to make a branch to SFS, which I planned to extend, and it's a terrible pain. When creating an junction, I have a junction rail (остряк, idk how it translate it correctly to english) and a crosspiece (крестовина) that can appear or not. Accidentally touched something - everything moved out and you need to start again. I have 0 experience in this, there are no normal guides describing all the nuances, all the existing ones that I found do not describe this problem, but they repeat the same things. Here's what this problem looks like:
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I have slightly corrected the description of the project, now there is up-to-date data
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Koeblitz. FUZ and Zp9 indicators from newer Ks signals pack from 143er . Thus, two Ks packages are now used on the route. In one there is an opportunity to make SignalBruecke, in the other there are more options for signals and indicators. The packages complement each other and their overall use looks really interesting. Instead of homogeneous Hv, there will now be Ks in two versions on suburban branches, as well as Hv/k in some places.
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Hier gibt es die besten Formsignale.
They look a little old in textures, but I'll take a look. First I finish the rest of other sections, Formsignale is a low problem in terms of quantity
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I'll write down my progress in a couple of days so that you understand how much has changed. I must say right away that the signaling changes are already likely to go to IKB4, which will in fact be a separate route. But the scenarios should run without problems, since all links to the signals are placed exactly to original.
- All Zp9 at Bad Rinckenburg Hbf and Altenburg Hbf have been replaced with CMD variants, it is possible to control them through triggers
- SFS speed increased to 280 km/h
- Swapped all SFS signalling from Bad Rinckenburg to Altenburg to CMD Ks, now, if LZB is active, the signals are turned off. LZB subblocks now in production, I've postponed them for now, but I'll definitely finish them when IKB4 comes out. There is a problem with the placement distance, it is difficult to place everything accurately, since 70 percent of the SFS goes in tunnels
- Added more Zs3 and Zs2 signals, increased the number of Zs6, added an adequate opportunity to fully use the wrong track paths for scenarios
In the plans:
- Swap the entire suburban line via Koblitz from Hv to Ks
- Change line Koeblitz - Wildau and Bad Rinckenburg - Hoch Merzburg with Hv Kompaktsignale from SBS
- Maybe replace some Formsignale, but don't know, from where I can take best (in quality and visual) signal pack.
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Your question about the block length. What is the signal block length on the sfs?
2-2.5 km