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It's a separate download Bruce. The link is on their (The Depot) forum, thread titled "Very Populated SoCal V3 Download", don't want to post directly as I'm not sure what it's okay to post from there having already incurred one strike out of two that gets a lifetime ban! A search should bring it up.
So many trains and stabled consists, cars placed at industries etc., it would probably take months if not years to work through and clear them all!
Very Populated Worlds downloads at Depot are my creations. Industry & hump tagging/operations are based on Depot configurations which are free to download but aren't required. Because of this, it wouldn't be appropriate to upload them to this server. What guys do between themselves is, well, between them.
With regard to my question earlier about the Oil Can trains, I found the info which I used several years ago to create a consist.
(I believe that I originally discovered this on Train Orders' website).
For those who may be interested, below is the text I saved back then:- "My notes indicate that on both days that we photographed the BKDOU, it had 48 cars between the head power and mid-train units, and 24 cars behind the mid-train units. Appears that must have been the standard train configuration, with five units on the head end and six mid-train units, all six-axle."
It then goes on to say:- ".....the loaded train was almost always a mid to late afternoon event on Tehachapi. The mid-train helpers ran through to satisfy the tons per axle of dynamic brake rules. They would often add a single unit rear end helper but I believe this unit was usually removed at Summit Switch (Tehachapi) or Mojave."
IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0
With regard to my question earlier about the Oil Can trains, I found the info which I used several years ago to create a consist.
(I believe that I originally discovered this on Train Orders' website).
For those who may be interested, below is the text I saved back then:- "My notes indicate that on both days that we photographed the BKDOU, it had 48 cars between the head power and mid-train units, and 24 cars behind the mid-train units. Appears that must have been the standard train configuration, with five units on the head end and six mid-train units, all six-axle."
It then goes on to say:- ".....the loaded train was almost always a mid to late afternoon event on Tehachapi. The mid-train helpers ran through to satisfy the tons per axle of dynamic brake rules. They would often add a single unit rear end helper but I believe this unit was usually removed at Summit Switch (Tehachapi) or Mojave."
I think mine probably emulates that Bruce though I didn't bother with the rear helper. Any other configuration ended up with broken couplings on the steepest part of the hill.
There was also an article in a Trains magazine many years ago but it's not in the few copies that survived various culls over the years. It related the journey all the way from Bakersfield to the staging point for Dolores Yard via Soledad and it was a most fascinating and informative essay.
I have noticed that a lot of people are still thinking in the box. Run8 is not MSTS or Railworks or what ever the flavor it calls it self now days's. It is a whole lot more than that. It can do so much more than than you think.
Yes it's very powerful and in my opinion the best. One strength of the simulators with editors is the ability to add on to the content. So basically I've pushed Run8 as far as I can push it personally.
Many people get excited about the eye candy. The issue is the big dev companies such as TSW have lots of people that pump out lots of stuff. Unfortunately the sim has very little substance in comparison. Not to mention most routes as mentioned are often smaller or compressed (in the case of Cajon Sub).
The Run8 team only has a limited number of people majority part time (I'm not sure if John is still full time as I think he was a couple years back). What they have done in 10 years is amazing for a small team and a devloper who I believe self taught himself within developing Run8 itself.
I've been toying around with developing but it's much harder and the solutions are not crystal clear.
Yes it's very powerful and in my opinion the best. One strength of the simulators with editors is the ability to add on to the content. So basically I've pushed Run8 as far as I can push it personally.
Many people get excited about the eye candy. The issue is the big dev companies such as TSW have lots of people that pump out lots of stuff. Unfortunately the sim has very little substance in comparison. Not to mention most routes as mentioned are often smaller or compressed (in the case of Cajon Sub).
The Run8 team only has a limited number of people majority part time (I'm not sure if John is still full time as I think he was a couple years back). What they have done in 10 years is amazing for a small team and a devloper who I believe self taught himself within developing Run8 itself.
I've been toying around with developing but it's much harder and the solutions are not crystal clear.
Thanks
Sean
Sean, check this humble bundle for game developers.
We’ve teamed up with Unity for a bundle of versatile game development tools, featuring more than two dozen utilities, systems, and other assets. Pay what you want and support Girls Make Games Scholarship!
About half way down the page, note the "Train Controller Ultimate Collection"
Could be a good headstart way to mess around with some ideas to see if it's worth investing additional time.
I know you can buy everything for $35 but I wouldn't use the majority of it right now. I just realized this was in the Run8 section so I shouldn't bother commenting any further. Thanks anyways.
I know you can buy everything for $35 but I wouldn't use the majority of it right now. I just realized this was in the Run8 section so I shouldn't bother commenting any further. Thanks anyways.
Sean
I almost got my hopes up, "bundle", "$35", Run 8 finally having a Christmas sale... Ah, not to be.
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