[REL] The Industry River (no MOD)

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rdrdrdrd
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Re: [REL] The Industry River (no MOD)

Post by rdrdrdrd »

Well been playing for a few hours, building the 4 track all the way around soon, I took out a few markers for a large yard space and because i just didn't like that peninsula.
Attachments
Screenshot9.png
the modded area :P
(629.1 KiB) Downloaded 2 times
Screenshot8.png
Loooooong coal trains timed perfectly
(424.6 KiB) Downloaded 2 times
Screenshot4.png
I told you they were long ;) (each is exactly 1000 tons unloaded with Bigboy, caboose, and a lot of hoppers)
(820.71 KiB) Downloaded 2 times
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Re: [REL] The Industry River (no MOD)

Post by rdrdrdrd »

Last one for now, great map Zimm you distracted me from dragon age, and thats not easy to do 8)
Attachments
Screenshot6.png
artsy
(848.62 KiB) Downloaded 2 times
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

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Re: [REL] The Industry River (no MOD)

Post by Zimmlock »

@rdrdrdrd: moved out a few markers uhu Cheater :D LOL, as long as you have fun playing my maps.
Thanks you like it and i distract you from Dragon age WOW, nice work out there, how many hopper you got there behind that BB, i run 38 and a caboose, didnt wanted to go as long as i did at Soldier Summit.
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Re: [REL] The Industry River (no MOD)

Post by rdrdrdrd »

i think its 48, and the trains never drop below 19 mph :)
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For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

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Re: [REL] The Industry River (no MOD)

Post by rdrdrdrd »

well more pictures and a save, it needs latest US packs, mine carts, and the new coal mine stuff
Attachments
Screenshot11.png
(555.93 KiB) Downloaded 2 times
The Industry River.SV5
(1.73 MiB) Downloaded 240 times
May the force be with you.
For little boys, three things reign as supreme attention-keepers: tanks, heavy construction equipment, and trains, we all know why where here.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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Re: [REL] The Industry River (no MOD)

Post by Emperor Darth Sidious »

Tattoo wrote:Most need 4 engines but the 40 tile station trains need 6 to keep the speed up.

This would be even better once you mod it. I'd love to see Plastics trains in this. Especially the BigBoy and Challenger.
I already play the game with Plastikmans trains. You can just open this game as a landscape and select his trains for it. I started with a Lumbertrain in Oldway Forest, a tram in Oldway and later a Lumbertrain in Columbia. I payed my loan off, and now I'm waiting to earn some money so I can expand my network. I also changed the scenario so I could deliver automobiles, plastic pallets, waste, fuel and scrapmetal.

The livestock farmes are replaced by grainfarmes, and the coal fired power stations are replaced by scrapyards. I have build one car-factory and two car-parts factories. The rest of the scenario is untouched. I have started the scenario in 1977 like with all my scenarios...

Here are the first screens:
Screenshot1.PNG
(517.22 KiB) Downloaded 2 times
Here you can see all the industries that I can build during a game. The one that resembles the paper-like building is the recycle-factory. You will notice that I can build Oilwells and Iron Ore mines during the game as well, but for this scenario I won't build new production-industries ingame (only the recycle-factory because I forgot to build it in the editor). You also see the two trains wich I started this scenario with.
Screenshot2.PNG
(627.24 KiB) Downloaded 2 times
The papermill where lumber gets produced to paper. The station is still very simple because I don't have the money to make it look nicer like your used to from me. It has four tracks...two for the trains from Oldway and two for the trains from Columbia. More and better screens follow when I advance ingame...
Screenshot3.PNG
(651.52 KiB) Downloaded 2 times
Oldway is growing slowly because of the trams that drive there...

So far, more screenshots will follow as I progress in the game. Shall I post them here or in the screenshot topic ?

Anyway I keep you guys posted XD
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Re: [REL] The Industry River (no MOD)

Post by Zimmlock »

Nice work guys thumbs up, yes you can place the screens at the screenshot topic, its a little quiet there and it needs a boost :mrgreen:
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Re: [REL] The Industry River (no MOD)

Post by Emperor Darth Sidious »

Well then you can wash your hands...Because I'm playing with different games at the moment. Working on the serpent, the industry river, trucks islands, coal-scenario from cards and the altoona-scenario from rdrdrdrd...

So I guess I will see you there in a few days !! :lol:
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Re: [REL] The Industry River (no MOD)

Post by ponoory »

Hm... i love u Zimm but this map is a liite modification of serpent. Not funny. I dont like it.
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Re: [REL] The Industry River (no MOD)

Post by Emperor Darth Sidious »

I think it's a tipical Zimmlock map, but it has nothing to do with the serpent or the peninsular world. It's a total new experience wich you should really try to figure this one out...

It's pretty lame just to say "i don't like it"...

But that's just from my opinion and who am I to be the judge. it's just that I know all (or the most) maps from Zimm by now and every single one of them was and still is great fun !!
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Re: [REL] The Industry River (no MOD)

Post by Zimmlock »

ponoory wrote:Hm... i love u Zimm but this map is a liite modification of serpent. Not funny. I dont like it.
You are free to comment my maps, if you dont like it, Okay
But its not a little modification of The Serpent, this map is entirely build new, while The Serpent is a modificaltion of Peninsular World :mrgreen:
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Re: [REL] The Industry River (no MOD)

Post by ponoory »

Idea is the same.

W'll wait for container mod. Dont waste time for crap scenario.

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Re: [REL] The Industry River (no MOD)

Post by Badger »

ponoory wrote:Idea is the same.

W'll wait for container mod. Dont waste time for crap scenario.

I bought U a beer!
Tell you what, why don't you learn some manners, then go build a better scenario if you dislike this one so much.
You are entitled to an opinion, there is just no need to be so rude about it.
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Re: [REL] The Industry River (no MOD)

Post by Illegal_Alien »

I was almost thinking i was looking at my mirror image. But he is not (luckely :P).
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Re: [REL] The Industry River (no MOD)

Post by ponoory »

im not rude :cry:
jus waiting for container mod...

here u have screens from this scenario :]
Attachments
Screenshot3.jpg
Coal station from this scenario
(1.21 MiB) Downloaded 2 times
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Re: [REL] The Industry River (no MOD)

Post by Tattoo »

Here's one of my saved games from the Industry River. The year is 2030. I waited to post this because I was tweaking it to get rid of the bottlenecks. After I got all the goods and food trains going, they were clogging up the coal, Iron ore and Oil trains. And with all the passenger trains I put in here, they were getting clogged up too so I had redo most of the entrances to the stations. Now they all run good and I can post this. The passenger trains shouldn't back up any more. This was a fun map to play and I'll be restarting it again soon. The trains all run smooth. I added more coal and Iron Ore trains but it was just too much so I had to take them out but I didn't delete them. I have 8 trains per industry except the lumber, livestock and grain. They just don't produce enough for them. The cabooses at the stations are to keep the way points for when I wanted to add more trains so I didn't have to find one in the list. And they also separate the trains in the list so I can find certain trains easily when I want to. I think it's a good layout. I changed a lot of track before I got it to what it is now. I never posted a saved game before but am posting this one because it was a fun map to play and thought I'd share it. Thanks Zimmlock for very fun map to play! :D It was also a challenge to get everything working properly.

Here's the dat list from Locossa;

--- Sounds ---
SND101HO : SND101HO.dat
SND103EN : SND103EN.dat
SND142HO : SND142HO.dat
SND142MO : SND142MO.dat
SND1CHIM : SND1CHIM.dat
SND412W1 : SND412W1.dat
SND412W2 : SND412W2.dat
SNDA424E : SNDA424E.dat
SNDCHAW1 : SNDCHAW1.dat
SNDCHAW2 : SNDCHAW2.dat
SNDCTAHO : SNDCTAHO.dat
SNDD70FA : SNDD70FA.dat
SNDD70HO : SNDD70HO.dat
SNDDDXEN : SNDDDXEN.dat
SNDDSH9E : SNDDSH9E.dat
SNDF40EG : SNDF40EG.dat
SNDFP7FA : SNDFP7FA.dat
SNDFP7HO : SNDFP7HO.dat
SNDFRGH2 : SNDFRGH2.dat
SNDFRGHT : SNDFRGHT.dat
SNDGP35E : SNDGP35E.dat
SNDGP35H : SNDGP35H.dat
SNDGRBUS : sndgrbus.dat
SNDNYC1 : SNDNYC1.dat
SNDPuTH1 : SNDPuTH1.dat
SNDRDCHO : SNDRDCHO.dat
SNDSD40E : SNDSD40E.dat
SNDSD40H : SNDSD40H.dat
SNDSD45E : SNDSD45E.dat
SNDSD70E : SNDSD70E.dat
SNDTR3 : SNDTR3.dat
SNDTRART : SNDTRART.dat
SNDUATEN : SNDUATEN.dat
SNDUATHO : SNDUATHO.dat
SNDUSAIR : sndusair.dat
SNDUSB01 : SNDUSB01.dat
SNDUSB02 : SNDUSB02.dat
SNDUSHO1 : SNDUSHO1.dat
SNGP40FA : SNGP40FA.dat
SNGP40HO : SNGP40HO.dat

--- Vehicle Effects ---
BBSTEAM : BBSTEAM.dat
EXALCO : EXALCO.dat
EXGTEL : EXGTEL.dat

--- Cliffs ---
LSIRON : LSIRON.dat

--- Ground ---
IRONAREA : Ironarea.dat
SALTFLAT : SALTFLAT.dat

--- Bridges ---
BRDGBRCK : BRDGBRCK.dat
BRDGGIRD : BRDGGIRD-CARTLOAD.dat
BRDGSTAR : BRDGSTAR-CARTLOD2.dat
BRDGSTEL : BRDGSTEL.dat
BRDGSUSP : BRDGSUSP.dat
BRDGWOOD : BRDGWOOD.dat

--- Train Stations ---
COALLOAD : COALLOAD.dat
TRSTAFRT : TRSTAFRT.dat

--- Road Stations ---
CARTLOAD : CARTLOAD.dat

--- Vehicles ---
BNGP3501 : BNGP3501.dat
CTW2CBAT : CTW2CBAT.dat
CTW2CBBD : CTW2CBBD.dat
CTW2CBCH : CTW2CBCH.dat
CTW2CBEJ : CTW2CBEJ.dat
CTW2CBMA : CTW2CBMA.dat
CTW2CBME : CTW2CBME.dat
CTW2CBMM : CTW2CBCP.dat
CTW2CBMW : CTW2CBMW.dat
CTW2CBNW : CTW2CBNW.dat
CTW2CBRG : CTW2CBRG.dat
CTW2CBSW : CTW2CBSW.dat
DKBGHB51 : DKBGHB51.dat
DKBNGB51 : DKBNGB51.dat
DKBNGB52 : DKBNGB52.dat
DKUCA131 : DKUCA131.dat
DKUE4401 : DKUE4401.dat
DKUFC893 : DKUFC893.dat
DKUHT100 : DKUHT100.dat
DKUHT101 : DKUHT101.dat
DKUHT102 : DKUHT102.dat
DKULO101 : DKULO101.dat
DKULO102 : DKULO102.dat
DKULO103 : DKULO103.dat
DKULO104 : DKULO104.dat
DKUPGB51 : DKUPGB51.dat
DKUPGB52 : DKUPGB52.dat
DKUPGB53 : DKUPGB53.dat
DKWCA131 : DKWCA131.dat
DKWCA132 : DKWCA132.dat
FLIPPER1 : FLIPPER1.dat
GHSDSF01 : GHSDSF01.dat
GHSDSF02 : GHSDSF02.dat
GHSDSF03 : GHSDSF03.dat
GHSDSF04 : GHSDSF04.dat
MINECART : MINECART.dat
MINELOCO : MINELOCO.dat
RB57BN01 : RB57BN01.dat
RB57BS01 : RB57BS01.dat
RB57FGE1 : RB57FGE1.dat
RB57RP01 : RB57UP01.dat
RB57SF01 : RB57SF01.dat
UPC40801 : UPC40801.dat
UPSD9043 : UPSD9043.dat
UPSD90H : UPSD90H.dat
USAERO1 : USAERO1.dat
USAERO2 : USAERO2.dat
USATAC01 : USATAC01.dat
USATAC02 : USATAC02.dat
USATAC03 : USATAC03.dat
USATAC04 : USATAC04.dat
USATACEL : USATACEL.dat
USATJET : USATJET.dat
USATSLBC : USATSLBC.dat
USATSLCA : USATSLCA.dat
USATSLCO : USATSLCO.dat
USATTURB : USATTURB.dat
USATTURC : USATTURC.dat
USBC50G1 : USBC50G1.dat
USBRILLB : USBRILLB.dat
USC855A : USC855A.dat
USC855B : USC855B.dat
USCBBWSP : USCBBWSP.dat
USCBCUCN : USCBCUCN.dat
USCBN522 : USCBN522.dat
USCBN524 : USCBN524.dat
USCBN531 : USCBN531.dat
USCBSCCN : USCBSCCN.dat
USCBWV06 : USCBWV06.dat
USCBWV08 : USCBWV08.dat
USDD35 : USDD35.dat
USDD35A : USDD35A.dat
USDD35SP : USDD35SP.dat
USDDA40X : USDDA40X.dat
USFB5725 : USFB5725.dat
USFB5798 : USFB5798.dat
USFB5799 : USFB5799.dat
USFCDCTT : USFCDCTT.dat
USGBC506 : USGBC506.dat
USGBC514 : USGBC514.dat
USGBC517 : USGBC517.dat
USGBC519 : USGBC519.dat
USGBC521 : USGBC521.dat
USGBC524 : USGBC524.dat
USGBC536 : USGBC536.dat
USGBC538 : USGBC538.dat
USGBC542 : USGBC542.dat
USGBC566 : USGBC566.dat
USGBC577 : USGBC577.dat
USGBC589 : USGBC589.dat
USGBC5BA : USGBC5BA.dat
USGBC5WP : USGBC5WP.dat
USGFBH01 : USGFBH01.dat
USGFC15 : USGFC15.dat
USGFCB01 : USGFCB01.dat
USGFVFV : USGFVFV.dat
USGFVNYC : USGFVNYC.dat
USGFVSOU : USGFVSOU.dat
USGT45U2 : USGT45U2.dat
USGT45UP : USGT45UP.dat
USGT85-T : USGT85-T.dat
USGT85T2 : USGT85T2.dat
USGT85UP : USGT85UP.dat
USHBG01 : USHBG01.dat
USHBG03 : USHBG03.dat
USHBG06 : USHBG06.dat
USHBG08 : USHBG08.dat
USHBG09 : USHBG09.dat
USHBG22 : USHBG22.dat
USHBG36 : USHBG36.dat
USHBG37 : USHBG37.dat
USHBG39 : USHBG39.dat
USHC306 : USHC306.dat
USHC308 : USHC308.dat
USHC321 : USHC321.dat
USLB01 : USLB01.dat
USLB02 : USLB02.dat
USLBC520 : USLBC520.dat
USLBC525 : USLBC525.dat
USLBC539 : USLBC539.dat
USLSB01 : USLSB01.dat
USLSB02 : USLSB02.dat
USLSB03 : USLSB03.dat
USMFVNYC : USMFVNYC.dat
USNYR142 : USNYR142.dat
USNYR14W : USNYR14W.dat
USPBC511 : USPBC511.dat
USPBC518 : USPBC518.dat
USPBC537 : USPBC537.dat
USPBC556 : USPBC556.dat
USPBC5WC : USPBC5WC.dat
USPBH506 : USPBH506.dat
USPBH537 : USPBH537.dat
USPBH539 : USPBH539.dat
USPCCSEP : USPCCSEP.dat
USPCCSRA : USPCCSRA.dat
USPCCTNT : USPCCTNT.dat
USSCC03 : USSCC03.dat
USSCC31 : USSCC31.dat
USSCC33 : USSCC33.dat
USSCC36 : USSCC36.dat
USSCC45 : USSCC45.dat
USSCG560 : USSCG560.dat
USSEK423 : USSEK421.dat
USSFC21 : USSFC21.dat
USSFC31 : USSFC31.dat
UST4849 : UST4849.dat
UST4850 : UST4850.dat
UST4851 : UST4851.dat
UST4852 : UST4852.dat
UST5606 : UST5606.dat
UST5653 : UST5653.dat
UST5654 : UST5654.dat
UST5655 : UST5655.dat
USU50BSP : USU50BSP.dat
USU50BUP : USU50BUP.dat
USU50CUP : USU50CUP.dat
USUPBAG : USUPBAG.dat
USUPCO : USUPCO.dat
USUPDIN : USUPDIN.dat
USUPE6A : USUPE6A.dat
USUPE6B : USUPE6B.dat
USUPOBS : USUPOBS.dat
USUPRPO : USUPRPO.dat
USUPSLP : USUPSLP.dat
USUPVIST : USUPVIST.dat
USWH3BAD : USWH3BAD.dat
USWH3BAT : USWH3BAT.dat
USWH3BBN : USWH3BBN.dat
USWH3BCB : USWH3BCB.dat
USWH3BDV : USWH3BDV.dat
USWH3BGW : USWH3BGW.dat
USWH3BKC : USWH3BKC.dat
USWH3BN1 : USWH3BN1.dat
USWH3BN2 : USWH3BN2.dat
USWH3BNS : USWH3BNS.dat
USWH3BSF : USWH3BSF.dat
USWH3BSL : USWH3BSL.dat
USWH3BSU : USWH3BSU.dat
USWH3BUP : USWH3BUP.dat

--- Trees ---
UCWEEDS1 : UCWEEDS1.dat

--- Climates ---
CLIMUS : CLIMUS.dat

--- Buildings ---
BLOCKADE : BLOCKADE.dat

I also added the minecart station from Zimmlock and my new bridges that can be gotten from the coalmine thread here, http://www.tt-forums.net/viewtopic.php?p=957130#p957130. It also needs my steel bridge but I never used it. I tried to remove it with loco_mod but it crashes after I do it so I had to leave it in there. It just needs to be in the objdata folder, not in the trackst.dat.

I also used the cabooses from Plastikmans contest which are here - http://www.tt-forums.net/viewtopic.php?p=872747#p872747. If you don't like them flipping, you have to remove bit_0. Or you can just use an engine flipper. I thought they were different in V2 but they're not. They still flip and will look like they're backwards.

Here's a screen shot of the track leading up to the mountain I never posted and I changed the file because I used one of my earthslope bridges in some spots but forgot that I did so when I made the cartload bridges for the coalmines, the buildings were in spots that it shouldn't have been and looked way too stupid. Sorry about that. :| Oh and I found a wandering train as well that I didn't add a way point where needed. Doh!!
Attachments
The Industry River-Tattoo.SV5
(2.81 MiB) Downloaded 168 times
Screenshot1.png
(142.04 KiB) Downloaded 2 times
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: : = FYRA v250 = : : = AU NSW 86 Class Electric Locomotive = : : = AU QR EDI Bombadier IMU/SMU Trainset = : : = B-Class & VicPass = : : = MSTS Scotsman = : : = US Semi Trucks Pack = : :
: : = Steel Bridge = : : = Tube Bridge = : : = 2 New Earth Slopes = : : = Default Bridges w/ New Slopes added = : : = Camera Angles for Shape Viewer = : : = EU Semi Trucks Pack = : : = US Tank Cars 56' = : :
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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Re: [REL] The Industry River (no MOD)

Post by Wishmaster »

Hello!

I started playing The Serpent a while ago, but I lost the savegame, my Loco crashed down, and I had to install it another time (app. the 67th time :D )
Yesterday I found this scenario and decided to re-install the US Mega Pack, some Plastics and new stations. I selected only diesel-trains, set the time to 1979, so I could use most of the trains, and started to build a line from the coal mine to the power plant (see first screenshot). It took some time to earn money, pay back my loan and build new lines. I invested in wrong trains, to much coast, minimum efficienty.
But after some years I decided to build a second line from the lumber jack to the paper mill. I started with two trains, now I have six trains from three lumber jacks coming down here, and two big trains transportating the paper to the paper factory (see second screenshot).
And so it happend that I got six tracks nearby. I think it looks beautiful (see third screenshot).
I have to say Zimmlock it's a very difficult scenario, I haven't reached yet the 60% edge. I think I have to play some more time, till I'm able to go to 100%.

Thank u very much for this terrific scenario!
Attachments
Screenshot24.jpg
coal mines
(477.19 KiB) Downloaded 2 times
Screenshot27.jpg
paper train
(428.97 KiB) Downloaded 2 times
Screenshot28.jpg
six tracks
(440.72 KiB) Downloaded 2 times
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Re: [REL] The Industry River (no MOD)

Post by Emperor Darth Sidious »

@Tattoo Tried to open your saved game, seem to be missing the next files according to Locossa:

Code: Select all

--- Bridges ---
BRDGSTEL : --- Not installed!!! ---


--- Vehicles ---
BNGP3501 : --- Not installed!!! ---
DKWCA131 : --- Not installed!!! ---
DKWCA132 : --- Not installed!!! ---
RB57BN01 : --- Not installed!!! ---
RB57BS01 : --- Not installed!!! ---
UPC40801 : --- Not installed!!! ---
UPSD9043 : --- Not installed!!! ---
USATJET  : --- Not installed!!! ---
USDD35SP : --- Not installed!!! ---
Strange, since I have most of the US stuff from amitrains. Haven't been updating in a while, because a lot of my vehicles are edited for the use of mods and other cargo's. But the names remain the same...From what pack are those vehicles, they won't show up in IA's Dat-Crawler. I have found the bridge in there...it's gonna take some editing (again) since all of my bridges are fitting together...I can even choose bridges with all of my tracks selected. I don't like that steel bridge much because it has no edges or railings...

Thnxsss !
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Nawdic
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Re: [REL] The Industry River (no MOD)

Post by Nawdic »

Emperor Darth Sidious wrote:

Code: Select all

--- Bridges ---
BRDGSTEL : --- Not installed!!! ---


--- Vehicles ---
DKWCA131 : --- Not installed!!! ---
DKWCA132 : --- Not installed!!! ---
Have a look on the fanpage for these - The vehicles are cars, I don't know if they belong to Zeak or are on the fanpage, as for the bridge, I'm guessing its a modified seel bridge.
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Zainy521
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Re: [REL] The Industry River (no MOD)

Post by Zainy521 »

Emperor, you only need the steel bridge dat in your object data folder for the save game to work, you don't need to edit your trackst.
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