New rail system
#101
Posted 26 January 2021 - 05:40 PM
For anyone interested in old-style traffic control, this site may be of interest:
http://trafficsign.us/oldmutcd.html
The 1942 edition is probably the most interesting because of the wartime features. Hopefully this isn't too far off-topic
#102
Posted 26 January 2021 - 06:26 PM
ebnertra000, on 26 January 2021 - 05:40 PM, said:
For anyone interested in old-style traffic control, this site may be of interest:
http://trafficsign.us/oldmutcd.html
The 1942 edition is probably the most interesting because of the wartime features. Hopefully this isn't too far off-topic
<admin comment>
If wanted I can split off these street posts into their own thread. Send me a PM.
#103
Posted 30 January 2021 - 12:34 PM
To be clear: all of this is bearing in mind the scope of the project, which is to create a drop-in replacement for the default track that will instantly upgrade existing routes. Obviously, new-build routes can just not use dynamic track, and I'd expect that people would probably use Scalerail for those applications anyway.
So - should I include the ballast between tracks on the multi-track profile or not?
#104
Posted 30 January 2021 - 01:40 PM
I think ballast is important, but there are ways to overcome that.
#105
Posted 30 January 2021 - 03:04 PM
#106
Posted 30 January 2021 - 04:30 PM
#107
Posted 30 January 2021 - 04:57 PM
Your question about ballast between multiple tracks; don't do it. There are so many possible combinations of track you will always get examples where the ballast should be present but isn't -- a 2t, 1t combination for instance where there is a switch and diverging path on the 1t, or the 1t is a rather short industrial spur. What then? And that doesn't address at all individual railroad standards where the area between tracks is either level or not. I think it's much better to leave a ballast gap between track and let the route builder deal with it, either with berms, painting terrain, or both.
#108
Posted 30 January 2021 - 05:18 PM
For the tunnel pieces, I'd imagine you could copy the shapes, decompress them, change the texture name, recompress them, and then use those shapes where you need them. That would be faster than me reassigning textures and re-exporting with new file names because you can use Notepad++ to do it in batches once the shapes are decompressed. For the same reason, when I build freight car kits, this is how I do several instances of a model with different texture names. It's just easier and faster than re-exporting because you an replace all instances of a text string in all files with one click. There really isn't any room for a second wall on the map, either, so it's better to just use an edited instance of the main texture sheet:
At the moment, the next operation is to build the little triangular end extensions for the tunnel pieces that are used to account for grade changes. These will be a separate part to be attached to the main mesh when the basic work is done, that way they can easily be rotated and snapped into place.
#109
Posted 30 January 2021 - 05:54 PM
#110
Posted 30 January 2021 - 05:56 PM