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11 minutes ago, R3V0 said:

I kinda confim that it works. It's purely based on observation but, I can say that TM:PE definitely has an effect on speed limitation. The difference was huge between 120 and 450km/h (set on AVO for MAGLEV). Camera failed to keep up the train from mid-distance 

Thanks. In the early days this was not the case.

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    Bombardier Innovia 200 (Las Vegas Monorail)

    WIP

    2Jr6fjs.png

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    Siemens Vectron - WIP 

    Currently sits at 3k, I will remove some of the face on windows side but it will be high triss regardless. With pentographs, wheels and other components on top, I'm expecting to be at 4.5-5k at the end. 

    In that case, one wonders... Should I cut from details, especially front and have a medicore train, or keep it as it is. 

    Not sure how to distribute it either, I would prefer that I deal with liveries and let other creators to combine different trailer sets, what do you think ? 

    9iQ666f.png

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    @R3V0 - There are definitely a lot of faces you can remove, if you're concerned about tri count. The gentle curve on the front of the cabs can be achieved very nearly as well with only 5-6 edge loops across instead of the 13 you have now. After that, it's really up to you - I aim for ~2500 tris for locomotives and <1500 tris for cars (<500 for freight cars which might be in large yards), but I know there are lots of train creators that are fine with higher tri counts, and good LODs.

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    Thanks for the advice, I merged some of the edges on front while tried to maintain the "smoothness", this is what I could reach, withouth distorting the mesh: 

    Currently sits at 4,288triss with everything included. I kept the some of the edges, they will serve me as guidelines while texturing:

    Mppu45Z.png

    iHb438k.png

     

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    A bit more reduction on triss side:

    Final texture for factory livery:

    HJWvjSp.png

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    2 hours ago, Tim The Terrible said:

    Looks amazing! How did you make the underframe and undercarriage look so damn good?

    I made some of the decals, yellow ones are taken from the real model and edited them on PS, undercarriage is "photoreal" texture

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    55 minutes ago, R3V0 said:

    I made some of the decals, yellow ones are taken from the real model and edited them on PS, undercarriage is "photoreal" texture

    Can you link the source of the the texture? (of the bogie's and such)


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    SBB International: 

    Gonna make SwissPost train cars to release with, otherwise no authentic lol 

    FhZ6Koc.png

     

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    While I'm making more Vectrons, I was thinking this idea of making stairways. 

    There's a structure I could use, which is Potemkin Stairs, located in Odessa: 

    I'm thinking to make it into multiple pieces, so it could be placed modular: 

    1-2: End sections, 3: Mid section 

    What I would prefer is that:

    1. It should NOT be conformed according to the terrain

    2. It should be placed without road dependency

    3. I would prefer that it would actually serve a purpose, park perhaps ? 

    4. Since it's gonna count as a building I can make LODs, thus it won't dissappear.

    You think it's possible to do in C:S ?
    Potemkinstairs.jpg

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    I was also thinking about making some stairs - searched already the workshop and found also one : http://steamcommunity.com/sharedfiles/filedetails/?id=556735687&searchtext=stairs

    As i am working on marina props&assets - my idea was to use them as stairs down to a lower plattform/concrete pier.

     

    also there is a stair going in water in Lisbon:

    cais-das-colunas.jpg

     

    Next thing is - it could be a realy nice thing when connecting a lower and a higher part of the city! Would love to see it!

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    Mas'71 also created a staircase for its walls: http://steamcommunity.com/workshop/filedetails/?id=549405762

    Can I suggest another approach?
    Using "Straight slope" and "Anarchy" properties of Fine Road Tool, it would be possible to construct a zonable pedestrian track with a constant vertical drop (using Network Extensions 2).
    A sub-building that conforms to the terrain could cover the track between 2 horizontal platforms, upper and lower.
    In my opinion, the construction would be simpler (no terraforming) and more modular (length, height differences...), the staircase being functional and even lighted.

     

     

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    Going with vehicles, here's the WIP shot of PESA Link 2: DB Regio variant

    Train runs on diesel

     

    VLZMLdY.png

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    One last message regarding to the project; the entire LINK family is completed: 

    PESA Link I: 1 Car version

    http://steamcommunity.com/sharedfiles/filedetails/?id=953746580

    I5TOAiO.jpg

    Family shot: 

    1 Car (Cleyra)

    2 Cars (Cleyra / DB)

    3 Cars (DB)

    2+2 Cars (Cleyra /DB)

    3+3 Cars (DB)

    Collection is here: http://steamcommunity.com/sharedfiles/filedetails/?id=953118904

    ZcmfekC.jpg

     

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    Question to train makers: 

    Is it possible to assign two different meshes as an engine ? 

    I'm working on a train set which is basically push pull; it requires a locomotive on one end, and a control car on the other. Now the engine, I can assign it without any issues, but I'd like that control car will also have lights on when it's on reverse. 

    Can I do that with Vehicle Editor, if so how ? 

    I tried to make it work many times but I can't add more than 2 lights myself. 

    https://en.wikipedia.org/wiki/Push–pull_train

    doicrlomw.jpg

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    39 minutes ago, R3V0 said:

    Question to train makers: 

    Is it possible to assign two different meshes as an engine ? 

    I'm working on a train set which is basically push pull; it requires a locomotive on one end, and a control car on the other. Now the engine, I can assign it without any issues, but I'd like that control car will also have lights on when it's on reverse. 

    Can I do that with Vehicle Editor, if so how ? 

    I tried to make it work many times but I can't add more than 2 lights myself. 

    https://en.wikipedia.org/wiki/Push–pull_train

    doicrlomw.jpg

    one of the vehicle effects mods does allow your to control lights BUT i don't think i managed to reverse them (they always faced the one direction) but I was going to look into Ronyx's new light rotation and prop rotation mods to see if they can change the coordinates properly


    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

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    22 hours ago, R3V0 said:

    Question to train makers: 

    Is it possible to assign two different meshes as an engine ? 

    I'm working on a train set which is basically push pull; it requires a locomotive on one end, and a control car on the other. Now the engine, I can assign it without any issues, but I'd like that control car will also have lights on when it's on reverse. 

    Can I do that with Vehicle Editor, if so how ? 

    I tried to make it work many times but I can't add more than 2 lights myself. 

    https://en.wikipedia.org/wiki/Push–pull_train

    I'd suggest looking at what Von Roth did with this train:

    http://steamcommunity.com/sharedfiles/filedetails/?id=729350498&searchtext=DSB

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