Hoodoo Pass Version 2.5 (Full Version)

"Cascadia Edition"

 

Brief Description of Hoodoo Pass 1.5 (BETA)

Hoodoo Pass beta version 1.5 was begun on March 2, 2002 and released for use in November of 2002. This was a "small" variation of the route with about 80% of the objects placed. There were no Distant Mountains, no Blossburg cutoff, and so on. There were 227 people (by request) that received the route per CD distribution. There are no updates, nor patches for v.1.5; it was sent "as is". During the duration of this release, many errors, mistakes and omitted criteria was noted. After enough feedback and information was garnered, then I was able to proceed with "expanding" the route to its' full potential in the form of version 2.0 "Cascadia" Edition.

 

Version 2.0 Change Commentary

Hoodoo Pass version 1.5 Beta was a "test-bed version of the route. There were many things that were either unfinished, non-refined or not "created" and placed. However, the main consensus of the users was that the route was fully playable and usable for many ways concerning activities. There were some "sore" spots and a few areas that definitely needed fixing, however, these are not accounted for on the limits of MSTS itself and it's shortcomings of the program. Hoodoo Pass is a large route by definition when compared to other freeware routes. Hoodoo Pass was built using primarily default object items with several custom objects made by the author. Because of the fact that it is a fictional route and has no "real" geographical background, the use of DEM data is not used. In the v1.5 route  there are no distant mountains; v2.0 does. How is that? With the usage of DEMEX 1.2, it is possible to "clone" from existing terrain data and convert them to Lo_Tiles for Distant Mountains. I'm sure everyone agrees that having the option for DM surely enhances the inside look of the route when running in the Sim. Though many may opt to have it turned off in the SIM, v2.0 will have the option to have DM if so desired. That is the good news; the bad news is that there is a collective trade-off for such "luxury". Because of the lack of DEM data for terrain conversion, one must "Invent" the terrain to be used for DM. That means creating a numerous amount of regular tiles to accomplish this. Case in point, Hoodoo Pass 1.5 had 289 tiles. 2.0 has over 600! That means that 2/3 of the tiles is primarily for Distant Mountains. If I had DEM data instead, the tile amount would have stayed the same or close to it. One hopeful thing is that before I release this version for beta-testing, I will be eliminating several tiles deemed not necessary for route usage in the Sim. But, I think that the amount of tiles will be still high. However...I have a plan that will eliminate high tile usage while using the route in the Sim, will be experimenting soon on Lo_Tiles conversion from regular world tiles.

Along the route, there were a few things and set-ups that didn't set well with me. I made some semi-moderate changes and modifications of the track itself. Personally, by changing the track "system" as it was from 1.5, makes the route a little more believable. V2.0 has a new branch (Blossburg). This addition was necessary after I received several comments from users about the lack of a track between Fredrick and Sprague. I already had intended to remedy that before the beta's release last November, but opted to wait. Signals and speed limits have been changed as with certain areas deemed Limited Clear and restrictive and so on. This was done to help facilitate activity making...and less confusion. All in all, Hoodoo Pass Beta 1.5 was a success. Version 2.0 will correct a few points and add/subtract others. I feel that those that have 1.5 will like 2.0 better. At least I hope so.

Down below I have made up the changed or added criteria that makes up v.2.0. I will be adding certain things along the way as the days go by and until the 2.0 release.

Tracks. All triple track along the mainline has been removed. Basically the scale of track runs thus: 65% single & 35% double. The track that was removed was     the Quigley Cabin Works spur. It is no more. 2 Tracks from the Trentwood yard. The Green Valley branch...all gone. The Wye at Desolation...{poof!}...gone. And all triple track. Now...what was added? At the Krieger Aluminum Plant I added a stretch of track that goes eastbound or basically a "loop" in a way back to the mainline. I also laid about 10 miles of track between Marble Creek to Bodie called the Blossburg branch. This is the new connection between Fredrick and Sprague. This line is primarily freight and passenger service. No mining. I corrected that goofy joggle just south of Fredrick with some Dynamic track...looks much better. Also, there's a greater amount of Dynamic track throughout the route. I did not correct any grades. I also changed out several 10° switches to 5° switch for higher speed cross-overs and to eliminate the use of Limited Clear signals. I added a 4° high-speed switch/cross-over right at the Sprague/Fredrick branch split. This was done for freight/passenger service and to help facilitate activity design. The know total mileage of the entire route is 242 miles. 200 miles main, 32 miles Sprague Branch and 10 miles Blossburg branch. No 45° switches will not be used...period.

Terrain. Many, many changes in Terrain and Terrtex design. I went all out in this department and at this writing I have not finished. I added about 400 world tiles to make the Lo_Tiles that make up the Distant mountains. This has posed a problem of size. As of now the un-compressed version of the route is a whopping 865 meg. Way too big. But, if my plan to use Lo_Tiles as a "filler" works, then I can eliminate almost 350 world tiles. The terrain comprises of mountains and hills and a few fields. About 90% of the original terrain from 1.5 is still intact with just a few minor changes.

Terrtex. Here I am introducing 3 new (this number could change) terrtex textures for the terrain. In certain areas of the route, I have a lot of Pinkrock. Too much Pink Rock. Desolation was basically all Pinkrock textures...no more. I have changed it to a type of Rocky/Scrubby texture. I also made another Rock type texture that sits well on mountains. I also made a "Foresty" type terrain that is a little rougher with a slight color definition. All in all, these changes will be a  good separation between 1.5 and 2.0.

Objects. This will stay the same more or less, however I did add 7 different new trees with Snow textures also for Winter activities. This version won't have too many changes concerning objects. Just a few new ones and perhaps a few of the older ones will "disappear".

Sounds. I added and subtracted a few sound areas. My experiment with using "homemade" defect detectors failed. It's not that I cannot make them, it's just that my recording hardware basically...well, sucks. I will try again...soon. 

Platforms. I extended the platform markers that will fix the "where" the locomotive stops so that the passenger cars actually stop at the platform. I didn't do this on the beta....well, because I was lazy and hell, it was a beta anyway. Haha... I also extended the time and passenger amounts for a little longer loading time so that the player will have time to get up and pee once in awhile. I am a considerate route builder...aren't I?   :-)

Crossings. No changes really. The "Whistle" signs marked "W" may have to be re-set. Nothing major here. Of course with the absence of triple track in certain areas, there're maybe a few less crossings...but not many.

Miles Markers. The same. None changed. However there are new ones on the Blossburg branch.

Signals. The same signals will be used. The placement of  certain ones will be changed however. In this new version, I will be using absolute signals as a resume speed "indicator" after going through a switch marked limited clear or restrictive.  This is not to be confused with the Resume Speed on the Speed limits. This particular setup is for 45mph switches that need a resume speed indication going onto or leaving the mainline. Types of signals used will 2 head and single head Absolutes and 1 and 2 head Permissive. No 3 head signals this time. They will be placed as before about every 2-3 miles apart.

Speed Limits. This will be a major change. All of the old speed limits have been removed. I will be placing them in conjunction with certain signals. I have tossed away those crappy Japanese type Limit signs and downloaded a new set that utilizes Speed warning, speed limit and resume speed. Lot more realistic. Also the 45mph speed limit on the pass in both direction will be "slower".

Stock. I will be adding about 5 new items of stock. 2 sets of F7 AB (3.0 from 3D Trains). SD40-2 (MSTS1.2 version) in PRRR livery and 3 sets of Cascade Livery with 3 different numbers. Also newer ore cars to replace the prmin1 and prmin2 cars. I may upload these items to Train-Sim soon.

Other modifications... As you all probably know, MSTS has several program/code flaws. Not necessarily fatal, but a pain in the ass nevertheless. One item that has been a thorn in many sides is the uncoupling/derailment problems. One of the easier fixes was editing the ENG/WAG files to set the coupler values high enough to subvert derailments and uncouplings. In the last 6 months, some programmers may have found the main problem in why this happens. Basically it is two reasons that are somewhat related. One is bounding boxes on stock and their relationship with the bounding boxes and their values of the switches. Two, is the track nodes.

Bounding boxes can be complex to understand and therefore I AM NOT going to explain about them. However, if you were to go into the Route folder and bring up the SD file of the 10° switches, you'll notice they have four values. 1 positive (+) and three negative (-). Change the positive to a negative number so that you have all 4 negative values. Or, delete the whole line. Make a backup first however. This will also help in the "NODE" department also.

Nodes. Nodes are a length of track that are dignified with the red pole on switches. Pieces of ordinary track all have blue poles. By having a switch on both ends and a length of track in-between, this constitutes a node. Without getting too technical, nodes are used to define 3D location in the sim while traveling on the track. While the train travels, coordinates are used to keep the game going in relation to the consist and world coordinates. Here's the problem....if the Nodes are short, the bounding box coordinates off the switch and the train are close, if they're long, they "drift" and the bounding box coordinates are out of whack, therefore you get derailments and uncoupling. However, longer nodes that are basically straight have a less error margin than ones that have a lot of curves. That's because the curves cause the Sim to calculate coordinates constantly, whereas, a straight line only moves a few numbers and the margin of error of the bounding boxes is less. One remedy for route builders is to use short nodes, or in other words place a switch every 3-4 miles or so. Very unrealistic. By deleting the bounding box line in the Track SD file or changing to all positive values AND editing the values in the ENG/WAG files, the problem of the derailment is far more less. In my version 2.0, I will include edited track files. Mostly switches. (5° & 10° manual/auto). 

 

Version 2.5 Change Commentary

 

Hoodoo Pass "Cascadia" Edition 2.5 is relatively the same as 2.0 except for major changes in certain areas. Fredrick and the Fredrick yard was totally rebuilt from the "ground...up". It is nowhere the same as in 2.0. Different sidings and spurs, added vegetation and so on. The Sprague platform also got a major facelift. I added buildings, trees, road crossings and eliminated the 3rd track. Cascadia Mine #2 was also changed, but not as severely as the others. Many buildings and track rework was done. Almost all Bi-Directional Permissive signals were swapped out for 1H Absolute type signals, however, there are a few Bi-D Permissive in spots where they can be used. I decided again NOT to use 3H Absolutes in places where they could have gone. The reason (again) was to keep the signal consistency throughout the route. Many speed limits areas were either changed or moved. A few of the platform siding speed limit (10mph) were also removed back to a higher speed limit (30mph-45mph). The Cascadia Mine#1 Sprague has a few subtle changes; mostly additions of buildings. Some newer terrain textures and vegetation placed. I would consider the changes to add up to at least 15% over-all.

 

The other version of Hoodoo Pass is at NERR www.vnerr.com. It is NERR's Hoodoo Pass 1.0. It is longer and has more industries and yards. It is in my opinion that it is much superior than 2.5. You can be the judge. NERR does have a CD available for $8 with PRRR 2.5 and NE_PRRR 1.0 and many other routes.

BACK