OHM Moon Trans Mari Railroad .01 ALPHA

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Author: beep

This is an alpha version and it's directed to people that will try to help me on developing this addon. It worked correctly in two machines I could test but due to the 'boldness' of the project on pushing Orbiter large base quantities handling envelop and presuming  compatibility of the railing Lua script with the  frame rate extension that can be found in the user field I really can't assure this will work fine with your system and it  can be  boring , to say the least,  to uninstall all meshes and textures.

For those brave that are still willing to download and install it I can say that the package contains 420 bases in the Moon that connect  the  UMMU 2.0 Demo Base and  the Brighton Beach Base with a more than 2000 km straight rail line. There are six stations along the route, one of them underground.

Included Lua scripts provide a way to keep the consist  railed in the dispatcher assigned path and exhibit cab signals and messages. Routes, signals and messages can be setup by the advanced user using notepad.

PLEASE READ THE README BEFORE INSTALLING AND OPERATING.

As requirements, You need to have installed and activated in your system:
OrbiterSound 4.0 http://www.orbithangar.com/searchid.php?ID=3889
Orulex_Land_Gen-v1.2    http://www.orbithangar.com/searchid.php?ID=2686
UCGO  Get it at http://orbiter.dansteph.com/
UCGO Railroad  1.1 http://www.orbithangar.com/searchid.php?ID=5819

Some photos from the development phase are in http://www.orbiter-forum.com/gallery/showgallery.php?cat=500&ppuser=484&sl=b


DOWNLOAD
 
Thanks for helping

I'll be around here to check for replies regarding first errors in the package and doubts on installing.

BEEP
 
Wow! This is the sort of thing I've been looking for! :) I'm in the middle of building a lunar station or I'd help out with the testing, but as soon as my lunar station is complete, I'll definitely take a look into this.
 
One question, do we HAVE to use Orulex?.
 
About the need for Orulex

Thanks a lot for the reply Kendo.

As a matter of fact the bases and the script will work without Orulex. However, much of the intended landscape detail will be lost.

From the start, the project was devised to take advantage from Orulex and work along with it counting on Orulex to make the mountains through which the tunnels go. This doesn't mean it won't work without Orulex but the experience is much poorer without it.

Nevertheless I'm full aware Orulex is abandoned by its author that considers it, in the current context, to be no more than a 'useless toy'. I also took notice that it has problems with newer Windows versions and I know by own experience that it doesn't work with Orbiter NG and graphics clients ( which have other problems as well).

One of the things I want to check is the impact of the package acceptance by potencial users concerning this issue.

I would appreciate If you could install it and test without Orulex. In this case disregard instructions concerning the edition of moon.crater.


Beep
 
Thanks a lot for the reply Kendo.

As a matter of fact the bases and the script will work without Orulex. However, much of the intended landscape detail will be lost.

From the start, the project was devised to take advantage from Orulex and work along with it counting on Orulex to make the mountains through which the tunnels go. This doesn't mean it won't work without Orulex but the experience is much poorer without it.

Nevertheless I'm full aware Orulex is abandoned by its author that considers it, in the current context, to be no more than a 'useless toy'. I also took notice that it has problems with newer Windows versions and I know by own experience that it doesn't work with Orbiter NG and graphics clients ( which have other problems as well).

One of the things I want to check is the impact of the package acceptance by potencial users concerning this issue.

I would appreciate If you could install it and test without Orulex. In this case disregard instructions concerning the edition of moon.crater.


Beep

I think it would be cool either way :thumbup:. Gotta try this when I get the chance, but my Upsilon Andromedae Space program is waiting too...
 
OHM Moon Trans Mari Railroad .01 ALPHA

You should optimize a bit, I saw that it costs orbier render all the bases, it would be better to come down the amount so would improve the loading time.
 
About Quantity of Bases and Loading Time

Thanks for the feedback, Columbia.

You are probably right. Nobody needs to run 2000 kms at 400 km/h ( five hours of boring 'magnific desolation' ) to enjoy exoplanetary railroading simulation.

The fact is that I wanted to face the math challenge of linking the two famous points in Orbiter, Dan's base and Martin's base and they happened to be away from each other that far.

I like the idea of being able to travel from one base to the other but I agree with you that, after testing, I don't feel like doing it again soon.

I'd probably settle down with, let's say, the section between Carrel (UCMO_BRBE0052.cfg) and Plinius (UCMO_BRBE0084.cfg) or the one between Helicon (UCMO_BRBE0374.cfg) and Brighton Beach, keep just the related .cfg files the \config\Moon\Base folder, and move the remaining base files to another folder. I would keep these files stored in a reserve folder so that I could bring them back when I needed them. I did it to speed up my testings. You can try.

Just notice in the case you are taking the extremities that UCMO_BRBEI001.cfg and UCMO_BRBEI002.cfg make the connection between the base chain and the two terminal bases respectively UMMU 2.0 Demo and Brighton Beach.

So it is:

UMMU 2.0 Demo
UCMO_BRBEI001
UCMO_BRBE0000
.
UCMO_BRBE0052 Carrel
.
UCMO_BRBE0084 Plinius
.
UCMO_BRBE0108 Tacquet
.
UCMO_BRBE0214 Santos Dumont
.
UCMO_BRBE0260 Archimedes
.
UCMO_BRBE0374 Helicon
.
UCMO_BRBE0418
UCMO_BRBEI002
Brighton Beach


You can take the segment you selected according to the list above and see if suits you. Tell me if you would create scenarios and situations within the section you chose.

What I just don't know is how to offer this option in a friendly way to the user. A different Sol.cfg and Moon.cfg for each section? A specific program to run before entering Lanchpad? Just some instructions in the readme? Be humble and do few base files expertly and artistically landscaped right rather than hundreds of just passable ones?

As dear missed Dr. Clarke wrote (not once but twice) we 'will think of something'.

Thanks,

Beep
 
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An example of this would be that a truck crashes in carrel base, your job is to shift the burden still safe and move the truck for the train to pass. Should there be created that esenario it would have to remove bases, that would depend on where you create the scenarios and if it is a large area
 
About creating activities and enjoying the package.

Noted and Tks, Columbia.

Interesting idea! I would use two consists (trains). One would take the cargo from one end to the problem point and the other would come from the opposite end to the same point . One group of astronauts, helped by some equipment ( I would use my EE9K cargo - the blue one), transfer the cargo from one train to the other so the cargo could proceed.

The first is a scheduled train in trouble and the second is obviously an extra created by a train order.

The main point in your suggestion is that I should modify the scripts to accept returns in the dispatcher path. I'll see to it.

Clearly, it is a suggestion of what could be done with just a small segment of the railroad.

At this time there are almost 100 downloads and I'd like to know if some of this people could get the package- everything from terrain to rail and cab systems- running right. I'd like to know whether someone could reproduce the performance I had in my PC, which is somewhat illustrated in the pictures, if someone could get from one station to another and how it feels to be doing it.

Thanks,


Beep
 
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With the other brighton updates would this be heavy on the fps?
 
Frame Rate at Brighton

Thanks for the interest.

As a matter of fact, frame rate is a major concern with this project. Depending on the machine I think the load can be heavy even if Brighton Beach Base is the standard one. The package installs an underground station at Brighton Beach Orulex crater rim. As always I tried to be poli conservative but I don't know how it will behave in your particular case.
You'll have to try and tell me.

Rgds

Beep
 
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