Railworks 5: Derailment

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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 15th October 2013, 7:23 am

Night Train:

*a screenshot that I appearently didn't take*
No intro blurb?

*sad face*


Now ready to depart with two improper horn usages under my belt.


I don't think anything is going to happen.


Not too terribly impressed with the power of this train.


Somehow it didn't click for me that I needed to slow down.


Now in the tunnel.


The acsent may have been slow, but the descent will be a different story.


I can't use my keyboard to control my dynamic brakes.


*sigh*

Just when I'm enjoying coasting, a speed restriction comes up.


There's a small issue, my HUD is not connected to my dynamic brake control. And my control will not actually start the dynamic braking process.


I cannot take on mail.....


PROBLEMS


Now I've screwed something up.... My amps stayed despite my attempts to stop, only lowering the pantagraphs worked.


Finally....


Just one stop left, I think.


We're at a speed where Dynamic, or rather in this case Regenative, is ineffective.


???
Confused

What are you talking about? It was a really decent night.


I can't resist using my horn.

North country continental:


I've got quite a few scenarios to do.... Let's do this next, since I'll be able to hear something other than my own fan.


SHIT TIMETABLE


I like watching trains snake their way through switches.


Another Class 37


This length is nothing.


Well I made it here on time.


Well this is going to take a while....


Steam hasn't died here yet, though it won't last much longer.

*has been idling the engine at max RPM for a while now*


Don't give a damn about speeding, this thing isn't as fast as I would like anyway.


The Woodhead Route would certainly be one of the most specturale if I had the ability to use TSX.


Into the big tunnel! Of course this means it's about to get a little harder because the Class 37s don't have Dynamic braking.


Speeding again.


Despite how much I've driven this route, I still don't know everything about it.


Penistone. Uneventful trip thus far.


You have arrived.


Take jokool or Harv, I'm not here to drink.



Shunter:


HELP ME I'M SLIPPING.


Um, okay.


This could a be problem since I can't see the signals from cab view or stop in time.




Move them where?


Fan doesn't seem to be working, though the texture is turning.


Someone is in a goddamn hurry.


I'll move them to the left


Okay.


*has seen one of these cars dump their loads*


I have to uncouple for this?


Finished



More Shunting:


I don't need fuel, I've got plenty.

*is aware that most railroads likely have a policy to refuel units whenever possible*


*is going to top off my second unit first*


Let's go!


Must find the signal first.


So much for requesting permission....*


That didn't sound good and that doesn't look good.


So I didn't break something.


Okay.


*sets switches*


Cut? New termology.


Where is it?


Uhhh, where am I supposed this to put this?

*thinks a little harder*


There.


okay.


Whatever I just said.


Fine.


Killing Squrriels, Like A Boss.


Here I was thinking this would be no fun getting up to Cut Bank but I'm actually losing speed on the climb.



Excited


Roger.


I hate coffee.


I kept forgetting to request permission.

I drove 378.63 miles and logged 15.32 game hours (not keeping track of real life hours) over the course of that weekend.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 20th October 2013, 9:17 pm

coaling:


Oh this camera again




Sounds easy enough.

It should be noted that the Woodhead route was more or less a isolated from the rest of the electified UK trackage and even used a different electrification system. I think it was 50 kilovolts DC and the rest of the network was quickly adopting 25 kilovolts AC, so if most of the class 76s were down for repairs, backup locomotives were needed. There was another class of locomotives that were compatiable with Woodhead, the 7-strong (I think) Class 77s.


The main line!


Where did this garbage come from?


going through a major junction


Class 76


There goes another one. Not having difficultly climbing, except with speeding.


The Woodhead line is the only one I have that uses the lower quadarent signals. This kind was quickly phased out in many places due to their subsisbility to ice and snow forcing the arm down.


What. Injectors on and coal is being shoveled and yet there is no pressure in my last locomotive.


I haven't taken water out of my tender yet. The HUD will get you if you not careful when using multiple steam locomotives.


GOOD LORD, LOOK AT THE HUD


I doubt if my second locomotive is giving me power.


Eh? Oh that's right, this was only supposed to be 20 minutes.


Are you going to stay red like last time or change when I appoarch?


...

*goes into the siding and dumps air into the line to apply the brakes all the way*


Oh come on, did I just derail somehow?


FUCK YOU, I WAS DOING UNDER 5 MPH

Currently considering rebooting my Emerald LP.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 24th October 2013, 8:14 pm

OH MY FUCKING GOD, THEY RELEASED A NEW ROUTE AND NOT ONLY THAT, IT FEATURES SOMETHING I'VE WANTED FOR A LONG TIME NOW, MODERN AMTRAK EQUIPMENT!

128 MILES!
THE F59PHI IN SURFLINER LIVERY!
LOS ANGELES TO SAN DIEGO!
Oh Boy!


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 27th October 2013, 11:43 am

Night Freight and Sqeaky Boots:


Who is ready to get a bunch of whistle infractions!?


Slipping on the start.


Can I go ahead and mention I really have no idea where I am?


Popping the safety valve like an asshole.


I don't wanna stop...


Excited


don't care


Sounds like a really boot


While I've been playing minecraft, I have a barely controlable urge to randomly hit the spacebar to activate the whistle even though none exists in Minecraft.


...


New Service?:


Oh come on.... I have to start this thing and keep to a time table?

I think I made it on time.


I wish these were faster.


Slightly overshot.


Starting to lose time...


I think I was spot on with that one.


I'm not sure if the British operating manual requires the horn when appoarching level crossings.



I feel like a steam locomotive could do the jounrey faster.


Now entering the tunnel, higher speeds ahead.


Stopping is going to challenge my judgement.


Someone's not stopping in time


Scenario failed.



I haven't gotten the route yet and I'm considering when I should get it. Should I get it now or wait for the Steam Winter Sale?


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 5th November 2013, 7:03 pm

shitbag of disappoitment:


These are the locomotives from a Union Pacific mega pack I downloaded a while ago and just installed. It looks terrible.

Though these two look pretty good.
Spoiler:



Plus what I really wanted out of this pack doesn't work and that is the Axuiliary Water Tender.

And then we have the GP-38s
Spoiler:

Yeah this pack is garbage except for those two locomotives (though I'd like that one unpatched).

*spots something*


Oh yeah, here's the water tenders I placed.

I repeat, this is a pack of garbage. Do not bother downloading the Union Pacific Mega Pack from Railworks America, it is shit.
Explosive Hazard:

I need to take an urgently needed train over Donner Pass, simple right?


Well not so simple. Not only is my train hauling 30 tankers of heating oil, but it's also snowing quite heavily.


Finally out of Sparks.


Approaching Reno City Limits.


You better stop asshole.


I can't tell if it's green or yellow.


In Reno, either you love train horns or you don't.


First challenge past.


So not only does something sound off, I'm slipping.


Slipping again.


Just recovered from another slip.


Now I'm having a hard time climbing with 30 cars and 2 locomotives.


I really can't go any higher on the throttle without slipping.


FUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCK


Well this is a problem.

*backs down to Sparks*


Back at Sparks with 4,680 gallons left in the tank. Now I'll add more locomotives so we can get up over the pass.


And we're back. Fuel tanks have been topped off and I've add two SD40-2Ts (the tunnel varient) to the consist, plus two more Dash 9s here in the event that's just not enough. And really, if it's not enough, it'll be really pathetic.


Starting to think this just isn't enough.


Well past the point I stalled, but I am slowly losing speed.


Finally leveled out. Been screaming in Notch 8.


Getting close to Truckee.


Not too sure what the purpose of these sidings are.


Truckee :D


And so we arrive to find my water tower and coal tower underground. I'm stopping for now and resuming real life tomorrow.


Tomorrow is here.

*starts the engines*


Well this is a problem....


Problems!

*applies sand and the problem is fixed*


Godammit.


The engines just died.


And now I can't get moving again. This must be one of the 3.2% parts. So getting just 30 freight cars up over the mountain is impossible with only 4 locomotives.

*sighs heavily as I abandon the scenario*
Way out of my normal limits:


Not every day you saw an A3 Pacific in these parts. Not only was this line not LNER prior to nationalization, but I believe the loading guage was too small for this locomotive.


*wakes up the neighbors with my whistle*


I must have my scenary density settings lower than I thought.


And now she's really showing off her acceration.


Easily climbing this grade.


Passing through Castle Kennedy.


Just remembered something, during her British Railways career, Flying Scotsman never had a corridor tender.


Pity this about as fast as I can go on this route.


Dammit, AWS.


Glenluce.


*shuts off steam as I reach the top of the hill*


Kirkcowan. I like the detail put into this.


Very much enjoying myself.


And so we make our stop at Newton.


What.


Interesting how a freight car is just sitting there, in a dead end siding with nobody around.


She's got plenty of power to spare.


Water here at Creetown but I don't need it.


Going through another station.


I really am enjoying myself.


Good thing I caught this signal, it tells me I need to be aware of the next signal.


well this one is green, but


Exactly as I suspected.


Just noticed I had a stop order.


I like this scenario. This is supposed to be a three parter, however the creator is having issues with Carlisle's dispatcher.


Found it and look at the size of it. Also look at how it's not going anywhere.


Oh they're moving! they sound weird, but then again I haven't driven a Black 5 in quite some time.


And now they appear on the horizon.


And now we can proceed.


Shut up.


Nearing the end of the scenario.


Another station


What the fuck, the AWS didn't go off...



Hmm....


Well this sucks, but now we're doing it the old fashioned way before countinous brakes were required.


Well we safely made it here.


Aw man... Well at least the passengers aren't being neglected.


Okay.


Might need to set some switches now.

*finds I don't have to set any*


Get me a hose, a tool box, and about 30 minutes.

*will taking a student ASE test on Brakes in a few weeks*


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Re: Railworks 5: Derailment

Post by Guest on 5th November 2013, 11:24 pm

Spoiler:

Guest
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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 6th November 2013, 4:36 pm

Please fill me in.


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Re: Railworks 5: Derailment

Post by Guest on 6th November 2013, 9:46 pm

It's a British saying/thing I guess.

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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 13th November 2013, 7:39 am

Prologue:


So this is my free roam of the trip up to the harbor.


Ready to go.


Missed the AWS while reseting the points.


As fast I can legally go


I CAN'T SWITCH THE POINTS

*desperitely tries to stop, knowing the simulation line terminates just up ahead*


Saved her.


Finally set them properly.


More switches...


And we're at line speed again.


I wonder what were the most common LMS locomotives used on this route.


And now I have to slow down for this station, something enforced by AWS.


why is this town named Cummertrees?


Pretty bumpy section of track. This may be why it's only 75 mph.


I really am liking Scotsman now, particularly this form since the paint is remarkably good considering TSX is disabled.


Almost at Dumfries.


So much for slowing down... I missed the AWS. You really can't hear it go off with these steam locomotives. What you do here is the value dumping air into the lines.


Dammit! While trying to set a path through Dumfries, which has some of the worst switches to nagivate.


Dammit!


Topping off the tender and taking on passengers at the same time.


Snaking my way out of town.

Of interesting note, some of the tracks I'm riding on still exist, but are severely overgrown. Dumfries station itself looks smaller and the yards also seem to have been broken up, making Dumfries just another stop on the way to Glasgow.


The A3s don't look like they'd be that out of place on this route, they have the power for the hills and the speed.


We have arrived at Castle Douglas. Unfortantly I am out of real life hours and must stop playing for now.


I have a little bit of time before school so let's try and make it to Newton Stewart.


This is the lock.


Having trouble climbing this hill.


I just noticed my brakes were applied Facepalm


Run Devil Run Run!


Made it here sooner than I thought I would. I've still got time so I'll run to the next station.

Also a real life Newton note: none of the trackage survives, possible the station building may remain, but I didn't see it.


Still got time.


Stopping at Glenluce.

*does not stop at the platform*


Ready to go.


Maybe she's too powerful...

Of note, the section I'm currently running on not only still exists, it's an active route.


I got here sooner than I expected.

BTW: most of the station still exists and is one of the terminuses for the section.


Going to run around to stable all this stuff. Normally I would say this is the job of a shunter, but because this train is fairly heavy and Scotsman needs to go to the same place anyway, Scotsman will do it.


She jumped too violently when I coupled. I've probably ruined my handbrake on Scotsman.


My camera controls are glitching out now.

*switches to cab view, which fixes the problem*


Comfort meter is going crazy.


Now to push this into the shed.

The yard to the left may be gone, but the rest of the area remains, though it seems most of the buildings were demolished.


This will do.


And this is where I hand her off to the local yard workers.


Ignore the last two locos, I was playing with the whistles before starting my journey.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 18th November 2013, 7:16 am

First off Railworks has two more routes. BNSF's Steven's Pass, going through Washington's Puget Sound (Word on the workshop is that it's the best one yet). That's a full priced route, the other is $30 for just 20 miles, the West Somerest Railway, the UK's largest heritage railway.

Old Wheezy:


Note how there is three locomotives for this train.


So this is Roseville.


Permission has been aquired.


Well into the jounrey now and I just remembered I can't trust my HUD when operating more than one steam locomotive at once.


Something just popped up and I missed it.



3 locomotives and I'm coming to a halt because I'm running out of steam.


I think I'm ready to go.


So far from Colfax....


Valid excuse for ending the scenario.


Colfax is just around the bend.


Oh!


She recovered on her own.


The kind of service they speak of doesn't take a few minutes and I think it was usually the train crew's job.



New Experience:


I have a score, shit I'm really going to have to focus.

*exits fullscreen mode to increase my volume*
*attempts to reenter the game, but is confronted with an error*

"Failed to create vertex buffer (D3DERR_INVAlIDCALL)"

What....

*restarts TS2014*


Oh come on....


And when was that....


I am hearing all sorts of sounds I've never heard before.



I wonder if the scenario is broken.


Both signals turned green when I tabbed, so now I can open the throttle without worrying.


It seems the speedometer isn't caliberated properly.


Those tanks look weird.


Staying below the speed limit.


I didn't know that was moveable.


Gotta slow down.


Just got the buzzer.


Almost there.


Well I'm here.


Eh not too bad.


Wow check this out.



Wait, it doesn't have my mileage... GOD DAMMIT AND I GOT ABSOLUTELY NO XP FOR MY TROUBLE
British Cowboy, wait, did the British have cowboys?:


Where's that noise coming from? It sounds like a jet engine.


Time to go.


We're currently tailing the service in front of us, so we have to wary of the signals.


Just went green.


Not sure why I took this screenshot, but notice how I didn't notice the distant signals.


Taking the outside.


I know, I know.


Amber.... If I keep chasing yellows than I'll never exceed 50 mph.


SPAD!!!!

And I can see the other train too...


Well they've cleared the block.


*reduces throttle*


Nevermind.

*opens it wide again*

BTW, this is the junction where the remaining section of the Port Road ends.




At least the scenario isn't over yet.


Had to request permission.


Fine...


*has stopped commenting*



Jeeps and Trailers:


Where's the train?


Why cautiously?


Oh this isn't going to take long.


Can now exit the yard.


Caution.


Wasn't expecting that.


Or that.

Okay.


How many times am I going have to tab?


Look at that gradient


HOLY SHIT, WHERE DID IT GO


Very responsive dynamic brakes. The train is very controllable.


No caboose?


Oh I'm aready here at


Wasn't challenging at all.
A real challenge:

I was reading comments prior to downloading this and it seems most people fail this scenario because they can't get up the damn hill. Challenge Accepted.


It seems the first order of business is to back up.

*the game freezes*


Sand to the rescue!


Now I apparently need to go to Tarff


I wonder why the bridge looks like this.


I think the fire has too much coal, meaning there's not enough air for effecient combustion and that results in a loss of boiler pressure.


Sucks to be these people.


So I'm able to move, only now my boiler pressure is falling at a rapid pace.


We reached the point where we couldn't continue.


Got a full head of steam again, but I need more water in the boiler.


It seems we've reached a point where the addintion of water isn't lowing steam pressure anymore.


WHAT


Come on baby, you can do it.


Don't let me down baby, I know you can do it.

*is doing everything I can to keep pressure from lifting the safety valve*


See baby, I knew you could do it!


YES!!!


I think we're in the clear. We never did stop during the climb, we came close 0.2 mph, but we never stopped.


One more climb to Castle Douglas


Shoot!


Come on baby, you're so close and I know you can make it so don't disappointment the world.


She just came to a brief halt, but I know she's still going to be able to make it


*pats the locomotive affectioningly as we have made it*


I have a major sense of acomplishment right now.


1.75 hours for just 10.69 miles.

*notices I have a SPAD*

Oops.

*just found out that the reason the lag started going through the roof at the end was because Windows was trying to update itself and was in the process of restarting*


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 7th December 2013, 5:37 pm

I've got some scenarios I'll be posting when I get around to it, but I'd like to say something first.


Railsimulator is currently digging themselves into one hell of a canyon. With the introduction of the ability to write reviews on Steam, the Railworks community has lashed out at the developers with huge amounts of negative reviews.

The community was heavily upset over the developers deleting all the forums on Steam, years of good suggestions all gone, when TS2014 was released.

Further more the developers tried to flag all the negative reviews (with off-topic of all things) to remove them (they've been censoring everywhere else), but they are still there and the fire is just getting started. This should be interesting to watch.

Also of note is that most of the positive reviews are from new users.



One last thing, the #844 Smokebox has been working has far exceeded my greatest expectations and even incomplete (cab and tender still need to be modeled), it shames almost everything else ever released. The realism is unbelievable with wheel slippage being accurately modeled and the ability to destroy (if not merely damage) the locomotive if you let the drivers go too fast. This kicks in once the wheels start spinning like they would at 140 mph. I've gotten the inspiration to build a route from Speers to Denver and hope to start work on it during winter break.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 7th December 2013, 9:34 pm

Copy of the review I just posted on Steam:
Not sure if my hours will show up in the corner of this, but I have logged what seems to be a very impressive 973.4 hours since purchasing TS2013 back in July. While I do run a below bottom end computer, the game initially lived up all my hopes and dreams despite the horrific framerate (which after disabling TSX and dropping many other graphical settings usually hovers between 14-15, occasionally going higher to 24 or more, which is good enough for me). Though I quickly lost interest in route building after realizing how time consuming it was.

Well my opinion of the game has been changing since then and I feel like I also need to share what I think of the game noow and add to the growing list of negative reviews despite this being my first review ever and my sloppy writing style.

While I don't hate the game, I've become disappointed to the point I no longer recommend it to anyone or scramble for the DLC.

One of my biggest issues isn't the pricing (not saying I don't have issues about it), it's the quality. The routes tend to be very good in my opinion despite the lack of TSX and reduced density in my case, but the same isn't as true with the locomotives and that was the first thing that made me start thinking "Is this really the game I wanted for over two years?"

While driving around on Sherman Hill I noticed the sounds, specifically the horns, weren't consistent enough. One locomotive would have a loud horn, but another may have a horn that was dramatically lower in volume. Vastly different bell sounds and quality also disappointing, like the Challenger having such a bell that sounds much too high pitched.

Lights are another common disappointment. The variation in all the different styles quickly becomes an eyesore when you start mixing and matching units. Especially with the new headlight glare from the upgraded locomotives (though it does look awesome). The Cab Forward takes the lighting issue to another level with not even having the textures for one of the marker lamps in the correct locations.

The best example of lack of quality in my mind is the A4 pack. While the driving programming is decent, the unrealistically quiet whistles kills much of the fun of driving them. Then there's Dominion of Canada. I was highly disappointed that not only did the sound not match the whistle's appearance, but also the bell didn't function (though I recognize that bells aren't usually needed in the UK).

Graphics and sound aside, you then come to functionality. While all the basic functions are simulated, how well they are simulated varies. The brakes aren't realistic across all locomotives (though the Marias units are well simulated with their dynamic braking). I'm told that independent brakes are the best for stopping locomotives running light, but I have yet to see independent braking make a difference at all, in fact I wrecked on my first scenario because of it. Then there's throttle operation on some diesel locomotives where the amps instantly jump to one point and the rpms slowly catch up, I would only find this realistic when reducing power not increasing power. I've discovered that the operation of certain features aren't consistent inside and outside of the locomotive, such as the case of the road locomotive included with Marias Pass where all wipers are moving outside the locomotive, but one of the wipers isn't moving on the inside.

My latest disappointment is also my biggest, how Railsimulator treats its community, trying to keep the bugs in the dark to the point where reviews are targeted. If a company is taking extreme measures to try keeping bugs and glitches in the dark instead of fixing them, then their products aren't worth buying regardless of price.

Until they stop trying to censor and start fixing bugs and issuing the patches free of charge (for everything and I don't mean introducing another version you have to pay for just to get one problem fixed), I don't recommend you invest in this game. No company should ever treat their community like this and expect to get away with it. If they straighten up their act and start fixing this game like the community wants, then I will start recommending this game again and with much more effort than I ever did.

It's likely Railsimulator will try to take this review off the TS2014 store page, along with all the other negative reviews.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 8th December 2013, 10:38 am

Sequel: The Fastest Mixed Freight Train Known To Man:


Yes Please forgive me Not Worthy


Also it's rainning.


That's a pretty big train for these parts.


Must be the one that just roared past me.


I wish I didn't have to run backwards to this place. I can't run faster than 45 this way. Or at least that's what the modern regulations say.


Hey wait a second.


Da Fuck? o_O


A Jinty :O


*already has those instructions*


Okay.




Mysterious floating puddle is mysteriously floating.


Got em


What was that? It sounded like cars bumping into each other


Well I think that's everything


Now I've got to back up to the platform


Ugh...


Had to stop very quickly.


What done already?


QUIT TAILGATING YOU ASSHOLES, YOU CAN HAVE SEX IN YOUR OWN PRIVATE DRIVEWAY, NOT THE PUBLIC HIGHWAY :I



I've failed due to excessive speed, I can't stop in time.



Challenging Marias Pass, Again:

*downloaded this scenario only knowing that I had two Challengers and that they are hauling Intermodal*


I didn't expect this many... And I don't know where I'm going either.


And it is as I suspected, this is set during Modern Times


And look at that, same road numbers.


Awesome graphic glitch is actually not awesome :I


The powerful exhaust from these locomotives would be destroying the snow shed.


It seems the texture for the flashing light is missing.


Only going as far as the summit? Lame.


What!


Wow, talk about realism...



These have plenty of power.

*noticed my boiler pressure after typing that*

The fuck.... how is possible?


This is interesting.


Even more interesting. Perhaps all the cars accidently got flipped during the creation of the scenario, I've had it happen to me.


I'm starting to hate double heading steam locomotives.


Arriving at the summit


I have arrived.


Lame.
Take 2:


Well made this stop okay.


What are you doing there?


Red signal. I wonder if that's because I need to request premission, or that there's a train in the way.

*checks the points*

They're set for me, so I'll take a chance.


Not sure why the Jinty stopped, but we're here.


What's in the boxes? Also this is one of the largest UK freight trains I've ever seen.


Were there really so many Jintys on the Port Road?


Station on a grade.


That guy over there must love me right now.


Looks like a line of cows, really a fence.


Why are you stopped?


Not much more left.


Dammit....


In my defense, I can't see the signal

BTW, these are the mothballed tracks that still exist. The ones over there belong to the still active Mainline.


And here.


Be interesting to see what the last part is going to be.


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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 8th December 2013, 11:35 pm

The Begginings of my biggest Project Ever:

As I have previously mentioned, I am interested in extending the Sherman Hill route to Denver via Speers. Thankfully Google Earth helps a ton, giving me graditends, evation, plus a bunch of other needed stuff. What it doesn't have is speed limits so I must find them on my own.

So my attempts to do so have failed, so I'm going to guessimate using Marias Pass (which has a similar layout to the line) and Sherman Hill.

*attempts twice to get the program to work*

Ugh, gotta reinstall again.

457 files were corrupted.

*still can't get it to work*

I guess the files for the Daylight or the G-Trax cars are corrupted...

Also I was mapping out the route and I realized it goes through more towns than I would like to model... So I'll have to find an alternate extension.

I do want to extend a route, it's just a matter of which is the best one for me...

*decides to cruise around on Sherman Hill until I decide*


While these look like the preserved units UP has, they are actually F7 locomotives, not E9s. The E9s are true passenger locomotives while the F7 were used for mixed traffic work.

How far will we get with 800 gallons?

*drives for a while mulling it over and notices I have slow acceration*
I probably should have added another B unit.


Now ready for the return journey to Cheyenne via track 3.

Right now I am considering doing the trackwork anyway and possibilty handing it off to someone else for decorating.


I think much of the route could be 70 mph running, but it's hard to tell. It would certainly make the nearly 100 mile trip faster


Passing Sidings at 30 mph...


Now that I think about it, this is the first time I've done a round trip on Sherman Hill with a diesel. It doesn't seem like these get great gas milage.


If the trackage is like Speer's then the speed limit is most likely 50 mph for passenger trains.


I'm a little curious why that stub is that long...


Also notice that that other stub heading south is actually the same one that connects to BNSF's line at Speer. The other end that connects to the wye is part of the BNSF yard.


My unit looks cockeyed.


I'm leaning on laying the track and roads, but not doing any more buildings than needed to get the core route.

Only I need to decide on the speed limit. My choices are 55 (50 for freight), or 70 (65 for freight, or lower).




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Re: Railworks 5: Derailment

Post by Truthseeker4449 on 10th December 2013, 2:08 pm

While I wait for opinions, I'll do scenarios all day.

Warbonets on Tour:


More F7 action!


There's the Freighter.


We're parked too close to the signal...


We can proceed now.


Shit, forgot to watch for the next signal....


Well we didn't pass it...


I think the ameter is broken.


I just remembered I'm on a timetable...


HOLY SHIT


WHAT IS THAT Scared


Having to wait now.


Now we can go, but because of our speed we have to assume the next one is red.


Wasn't expecting that.


Look at that, it's actually green


Of course that couldn't last...


Another amber.


This one turned yellow as I came to a stop.


Randomly abandoned car.


Now it turns.


Yet another one I've passed....


This one turned as I started releasing my brakes after stopping.


Another UP consist.


Eh?


Not sure if this is racist or not...


Didn't keep to time.


Tankers:


Look at these lovely old ladies.


Okay.


EOTD?



With caution?


The turntable isn't like that in real life, all of the sidings are full of stuff and only a few hold locomotives, even fewer holding ones that work.


I can already tell I'm going to fail.


Fine.




Time to turn and burn.


The clouds are really moving.


Okay, not sure why I have to be reminded of that.


Just had to kick it up a notch just to get out of town. This is going to be fun.


Now I'm scared.


It's still really loud from here.


I guess if that's acceptable, then I feel more confient about doing this project.


Accidently shunt down my engines, all 5 of them.


I like this train. It's short enough that my computer isn't lagging out and requires enough power that it doesn't feel short.


Southbound Coal Train.

Not sure why I'm taking the siding.


Clear skies now.


Modern locomotives could do the job with one less.


What's this doing out here?


With two units on the head?


Dear god, I hope that doesn't mean the aspect was actually different than clear.


At least I'm getting reaquiented with all the different assets on Sherman Hill. One of my goals is to use as few routes as possible.


This is going to be problem though, determining which signals to use.


I hate the hidden speed limits.


I'm in full dynamic and not slowing down.


HOLY SHIT WHAT HAPPENED TO MY TRAIN


There it is!


Easy! Easy! EASY! EASY! STOP YOU BASTARD!


Way too hard...


I just noticed that the locomotive is shut down...


We're back in business.



Shit where is my last unit!

*locates it on the map*

How this happen?


Wow, so you're here...


Now we can head back to town.


We're late.



Not that I know any of them.



Shit it gave me an instruction that I just clicked out of before seeing it.


I'll just end it here...


Super Chief:



Then I have 5 minutes to figure out where to go.


Notice what company we leased our cars from...


I'm concerned about not having enough power...


My concerns are verified.


Lucky, they have sets on both ends.


I want more power Bawling


THAT'S WHAT I NEED


forgot that I have a train in front of me.


I MADE IT


Wow I've used a lot of fuel.


Ah shit.


Keep that in mind for me.


What's that?


Sh- *sees a flash of yellow*


I've lost count how many SPADs I have.


Why are you just sitting there?


STOP YOU IDIOTS


I'm not waiting again.


Arrived.


Um, why can't I unload?


Moving On!


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