BNSF CLOVIS SUB v2.5

'Belen Dispatcher' for TS10

Home Up


About the route:

Don't expect too much! This route was originally created on a computer that was below minimum specs for TRS04.  It was a long time ago!  The 'update' is basically a TS10 asset-swap from the old billboard trees used on the original route to whatever Pofig greenery I could find that was about the same size and shape.  Way back on that under-spec TRS04 computer I had to think about every single asset I placed and its performance impact.  The 'greenery' therefore extends only a few meters from the track, with nothing but ground texture from there to the horizon.  The goal on the original route was to be able to run lots of long, fast trains - not to build a scenic masterpiece.

So the route is fundamentally an old-school, lo-poly route morphed into TS10 - it is not in any way a 'true' TS10 route.  That said, I kinda like it, and I hope you do too.

Other things updated from the original are a comprehensive re-signalling of most of the route and an extensive re-working of the complex track at the west end of Belen.  Both these changes help the AI run much more smoothly. Other updates include: new track and ballast texture to better suit the surrounding terrain; numerous detail tweaks; updated road system with custom traffic region; and about thirty miles more driving beyond the old Clovis 2 portal locations to a point just east of Yeso NM.

This route was built in TS10/44088.  I can offer no support for asset problems in earlier or later versions.

About the session:

The session is about the trains - lots of them.  The session runs portal-spawned trains over a 160 mile route with a traffic density of about 4 new trains an hour which works out to about 100 trains a day - pretty much what the prototype handles.  The route will rarely have less than 20 running trainz, and the number can get up to 24 or 25 active trainz.  How you choose to interact with the session is entirely up to you.  The original session introduction (here) pretty much sums up this effort, just ignore the specific notes about the first few trains.  I like to run the session as Dispatcher (hence the name!) and focus on keepin' them movin'.  The AI will cope pretty well all by itself, but a deft hand can spot problems before they happen and hold or divert trains as required.  The most likely trouble spot is (as on the prototype) Abo Canyon.  Watch Abo specifically for a succession of trains in one direction.  The permissive signals half-way up (or down) the canyon will allow a run of successive trains in the same direction.  Watch out for opposing trains getting stacked too far back and if necessary force a gap to allow some traffic to move the other way.  Early in the session there will be a succession of east-bounds out of Belen, specially if the first couple of western portal spawns are trains which do not make fuel stops at Belen.  In some instances a little judicious intervention can keep things moving much more smoothly.

The session features a lot more UP interchange traffic at Vaughn than does the prototype, but it adds a nice touch of random unpredictability.

Because trains are generated at random with some trains taking slightly different routes no two sessions play out quite the same.

If you would rather drive than supervise you can either sack a driver and take over his/her instructions yourself, or Driver Bald has three Gevos fuelled an ready at Belen and there is a train of hoppers sitting in Belen Yard just waiting to be taken wherever you feel like going.

If you just want to zone out and watch the trains go by the entire route is covered by trackside cameras.  An end-to-end run can be had by following the default driver Adair for a westbound run starting just inside the new Eastern Portals, or join Driver Josef who will be the fist train out of Belen for an eastbound run.  Depending on exactly how the session pans out an end-to-end run will take about three and a half hours, but depending on traffic can sometimes take over four hours to complete.

This route was built and tested in TS10 Build 44088.  It has tested satisfactorily in TS12 both with and without SP1, but no official support is offered in versions other than 44088.

Screenshots: Click Here


...THANKS...

To Fred Dugger, Doug Kersting and Chris Hackworth for playing with the route for a few weeks before release.

Huge Thank You to Chris Hackworth (n8phu) for bringing so much of Frank McCall's content up to TS10 standards and thereby inspiring this updated session.

And of course thanks to Frank for making all this splendid stuff in the first place!

Thanks also to Content Creators slave_driver, cnr and threeheadedmonkey for other content updated or modified for the Clovis Sessions.


DOWNLOADS

If prompted about content already installed while installing any of the packs below select 'Skip All'...

Non-DLS Downloads - Route

Pofig Trees (all 429786: content) - Click Here.

All other non-DLS Content - Click Here. Choose 'Skip All' if prompted while installing this cdp.

Non-DLS Downloads for the Session:

From RRMods:

Kuids:138423:110022x and 247041:1100xxx and 137823:xxx - 60' Boxcar: Click here and get BNSF, BN , Railbox, Conrail (CR), both CSX and CP3 and CP4 skins. Don't forget the bogies!

Kuids 341856:xxxx - H62R hoppers: click here and get the 'Lookseek' (Groch) bundle. Don't forget the bogies!

From 2Wayne.com

KUID:620621:100xxx - KT Covered Hoppers: Click Here and get the KT 3 Bay Hopper Set and KT 4 Bay Hopper Set (2 downloads)

Kuid:620621:10018x - ADM Evans Hoppers: Click Here (1 download)

From TPR:

Kuids 95761:xxxx - Modified cnr Well Cars - Click Here.  Thanks to Shane for allowing me to modify these cars for Clovis v1.0

From checkrail:

KUID:173286:300121 - A simplified BNSF Ballast Hopper from Slave_Driver - Click Here.  Thanks to Bill for modifying this car for Clovis v2.0

Route and Session:

Click here to Download the Route and Session  (85Mb approx)

The cdp contains the route and session, region assets, several items of content and all non-built-in driver commands and rules required by the session.  These rules and commands are all DLS content, but Content Manager will not  download them automatically.  Anyone offended by having them show up as 'Locally Modified' can note the kuids then delete and re-download from the DLS.  Choose 'Skip All' if prompted about content already installed when installing this cdp.

'Blank' Session:  It was never my intention that this route ever be more than a bit of fun - a reprise of an old-school route to run old-school content.  People have asked about a 'blank' editable session though, and the way the route was hurriedly completed makes that a bit tricky.  The following download contains a slightly updated version of the route together with a 'blank' (no trains) session.  This download MUST be accompanied by the full route and session download above or essential content will be missing.  I'll say it again:  Don't download the version below unless you have the version above installed and working.

To Download the 'Blank' Session version click here  (65Mb approx)


KNOWN ISSUES:

SPADS and Standoffs: A 'SPAD" is a Signal Passed At Danger - a 'Standoff' is two trains more or less nose-to-nose with nowhere to go.  With all the testing in the world they both still happen, but thankfully they are both rare.  They are a function of train density - the more traffic on the route the more spads and standoffs are likely to happen.  SPADs have two causes: (1) A train approaching a crossover throws one lever a few seconds before it throws the second lever.  The signal will display a Red aspect for the few seconds before the second lever throws.  If the train is passing the signal it will SPAD.  (2) Two trains arrive more-or-less simultaneously at both ends of a length of track - they could be miles apart - but one train will get a last-minute Danger sig and will SPAD.  By far the majority of SPADS are Cause (1) and are in effect self-resolving - the AI was setting the correct route when the SPAD occurred so the train will recover and proceed safely.  Cause (2) though is a problem - two trains are now facing each other on the same length of track and this leads inevitably to a Standoff since both trains will continue to run towards each other (albeit slowly) until they stop nose-to-nose.  There are two fixes - if you catch it early, back one train up to the safe side of the spadded signal.  If you don't catch it early, the Driver Command 'Derail Train' applied to one or other driver is the quick fix.  This command will remove the derailed train from the route allowing the second train to proceed.  All of the above notwithstanding, the much-maligned AI will run the session unassisted for hours and hours - overnight even - it is truly extremely rare for the whole thing to bog down.  Remember though that the session produces random trains running slightly different schedules, so no two sessions ever play out quite the same.  See also the Signal Script note below...

Signal Script: The script which controls the signal functions becomes progressively heavier as the session progresses and depending on your computer specs you might find strange things happening after some time has elapsed.  If you find a suddenly increasing number of SPADS or standoffs happening, a save and restart will clear the script and things will run more smoothly again.  This isn't a criticism of the signals or the script - it's more a comment on running Trainz on less-than-optimum machines!

Bad Signal: An error found too late to change: Use 'Find Object' in the Main Menu to locate 7399N.  This is an 06 Distant Signal.  Delete this signal and replace it with a standard Safetran 06RD.  The signal requires no set up, the default settings are perfect for the location.  This change will improve running, but the session will still run OK if you are not comfortable making the change.  This issue is fixed in the 'blank session' version.

45324:24003:2 and 45324:24004:2 GROUND SIGNALS:  In some situations the Safetran Ground Signals used in the route will be too far from the track - far enough in fact to foul adjacent tracks.  They will function correctly, but will look odd.  Only attempt this if you are comfortable editing built-in assets but the visual appeal of the route will be enhanced if you edit the value of the 'trackside' tag in these assets to 2.3 / -2.3 as appropriate.

Floating Greenery: The greenery on this route was asset-swapped form the TRS04 version of the route.  This has resulted in quite a bit of 'floating' greenery.  I have fixed a fair bit of the more obvious stuff trackside, but there's lots more could be done.

Yarn Intersections: Most (hopefully all!) of the trackside road intersections have been updated to their Yarnish equivalents.  There are still Yarn intersections in the kuid table though, which means that there are at least one (and possibly more) Yarn intersection lurking in the background somewhere.  The Yarn intersections work OK, but the road/intersection join is 'wonky'.  If you can be bothered hunting them down feel free to replace them at your leisure!

Grade Crossing Barriers: In TS10 traffic stops at an appropriate place in relation to stop lines and crossing barriers.  In TS12 it's all wrong, cars get way too close.  There is no sensible compromise, it's one or the other.  If you run TS12 and don't like barrier gates through car windows you will need to fiddle.  I run TS10 and I don't like cars stopping too far back!

Layers: Some late route changes were made on the Session layer to avoid the need for a new route save. This is only a problem if you want to edit the route, but if so you should download the 'blank session' version in addition to the full version.

Missing Bridges in TS12?  If you show no missing content but there are dashed white lines where there should obviously be bridges a very simple config fix will resolve this problem: Locate the assets <Kuid:46819:38129> and <Kuid:46819:38132> in Content Manager.  Open for Edit (Ctrl+Shift+E).  Double click config.txt.  Locate and delete the line with the tag 'name'.  Delete the entire line INCLUDING the spaces after the tag.  The easiest way is to place the cursor at the beginning of the next line down and backspace till 'name' is gone.  Save and close config.txt.  Close the Edit window.  Commit the assets (Ctrl+M).  Should be good to go...

This route was built and tested in TS10 Build 44088.  It has tested satisfactorily in TS12 both with and without SP1, but no support is offered in versions other than 44088.


Return to home-page

Feedback is always welcome. Click HERE.

Andrew Turnbull 2014