Creation Sharing Niersexpress Re 10 Kleve - Krefeld ( - Düsseldorf)

Discussion in 'PC Editor Discussion' started by nils#1836, Feb 13, 2024.

  1. nils#1836

    nils#1836 Member

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    I would like to introduce the german route RE 10 for TSW 4. The route is currently under construction.

    Route profile

    The route between Düsseldorf Hbf and Kleve Bahnhof is operated by RheinRuhrBahn (formerly NWB) under the name "RE 10 - Niersexpress". Diesel multiple units of the class 648 (Lint 41) are used.

    For TSW, I am initially building the section between Kleve and Krefeld. The journey time between these two stations is exactly one hour.

    Over the past two years, the section between Krefeld and Kleve has been converted from form signals with mechanical signal boxes to KS signals and central ESTW. This modernization was carried out as part of the three "Digital Rail Germany" fast-track programmes and went rather less well. The reliability of the over 100-year-old technology was definitely better (see https://rp-online.de/nrw/staedte/kl...ie-der-enttaeuschten-hoffnungen_aid-105229767).

    Status of the work

    The LIDAR data has been completely imported. The terrain itself is also finished. The tracks are all there. Signals have been completely set and configured. The first version of the 24-hour timetable is ready. The focus is now on the scenery.

    Why present it now?

    I would also like to use this thread to collect smaller questions instead of opening a new thread every time. I also want to avoid that someone builds the same track and gets annoyed later that double work was done.

    Who is working on the route?

    Me and clutchfred . We are working together on the route via GIT with LFS support. If you would like to support us, you are welcome to do so in the form of, for example, 3D modeling of individual buildings.

    Why only to Krefeld?

    I wanted a more realistic route length to start with. The Kleve - Krefeld section is mostly single-track and not as complex as the Krefeld - Düsseldorf section. If there is still enough motivation after the release, it may be that the route will be extended to Düsseldorf. By the way, the route has only been operated between Kleve and Krefeld several times due to construction work. This was last the case in January 2024.

    Which vehicles are used?
    As long as there is no class 648 multiple unit for TSW, class 628 and 642 multiple units will be used. Incidentally, this was also the case on the route until 2009, since then the Nordwestbahn operated the route instead of DB Regio.

    How will the timetable be structured?
    The timetable corresponds to the original timetable from 2024. A Friday was chosen as the day of the week (greatest operational change).

    There is freight traffic between Krefeld and Kempen as well as Krefeld and Bedburg-Hau.

    Not playable AI traffic will be part of Krefeld Hbf (RE 7, RE 42, RB 33, RB 35, RB 37, ICE 14).

    Original Timetable:

    upload_2024-2-13_9-19-36.png
    upload_2024-2-13_9-20-50.png

    Route Map from the editor:

    upload_2024-2-13_9-33-45.png

    Depot in Kleve, here the trains gradually leave in the direction of Krefeld in the morning (also part of the 24-hour timetable:

    upload_2024-2-13_9-35-40.png
     

    Attached Files:

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  2. nils#1836

    nils#1836 Member

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    I am currently painting the terrain (fields etc.), but i have many crashes when switching between landscape material blends.
     
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  3. OpenMinded

    OpenMinded Well-Known Member

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    Very nice project, all the best for this!

    Just as a hint, you have probably considered this as well. It may be worthwhile contacting Steffi from this threat:
    https://forums.dovetailgames.com/threads/route-mönchengladbach.77297/#post-778471
    Besides other parts her project also contains the part Neuss to Krefeld and Düsseldorf, which would basically be the second part of your project. Maybe worthwhile combining forces…

    I believe she has not posted in a while, though. Not sure if the project is still being continued.
     
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  4. nils#1836

    nils#1836 Member

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    I have already seen Steffi's projects. I'll write to her and ask if she's building any more. Then it makes sense for just one of us to build the Krefeld main station, for example.
     
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  5. nils#1836

    nils#1836 Member

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    Yesterday was all about energy for me. Firstly, I started building a wind turbine. There are quite a few of them along the route. I'm currently creating a red flashing light (to mark the wind turbines at night). Technically, it works, but I'm not entirely satisfied with the visibility and the lens flare. Since Material Functions don't work at the moment, I'll create it in my Unreal Engine installation and try to export it to the TSW Editor.

    The second point of the day was laying all the power lines (not overhead lines). I used this handy map for that:

    upload_2024-2-15_9-12-51.png

    Link zur Karte

    This means that the lines have already been laid along the entire route. A transformer station in Aldekerk (right next to the line) was also taken into account:

    upload_2024-2-15_9-15-54.png
    upload_2024-2-15_9-18-18.png


    As there was still some time left at the end of the day, I "painted" all the sand and gravel plants along the line.

    upload_2024-2-15_9-17-0.png
     
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  6. nils#1836

    nils#1836 Member

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    Currently i am working on grass. My landscape material spawns grass around the players position.

    After a few tiles the grass suddenly stops spawning. Does somebody know how to solve this issue?

    upload_2024-2-15_11-44-18.png
     
  7. fceschmidt

    fceschmidt Well-Known Member

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    I believe a Save All + restart of the editor has tended to fix that for me so far, you could also check the Build > Build Grass Maps (or something like that...) button. Otherwise maybe for some reason the tile uses a different landscape material? Not sure if that is possible.
     
  8. OpenMinded

    OpenMinded Well-Known Member

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    Can you in the editor actively influence when an asset is popping into view in the game later? On LFR, for example, there are some stretches of track, which are overgrown by garss, however, it only comes into view a couple of metres in fron of your train and it looks really strange while driving. It looks really good if you get out and low and walk around it, though...
     
  9. fceschmidt

    fceschmidt Well-Known Member

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    I may be completely wrong but I believe some of this is a world z offset applied in some material depending on the view distance, in other cases it may be the cull distance set in a landscape grass type.
     
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  10. nils#1836

    nils#1836 Member

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    Does anyone know if this ground shunting signal with black / yellow backplate and cover is available in tsw editor? In the european content pack i only found a yellow and black backplate, but no cover on top.
     

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  11. nils#1836

    nils#1836 Member

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    Does somebody know how to use the "Let's paint some fields" tool in the editor? It has a setting for chromakey and i am very interested in using it for painting fields on my terrain.

    upload_2024-2-17_19-1-2.png
     
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  12. RobertSchulz

    RobertSchulz Well-Known Member

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    I actually don't even know what exactly the purpose of this and the magic paint tool is. Painting landscape (fields?) is done in a completely different way in Landscape Mode and not Route Building Mode.

    This is one of the things Dovetail should have really teached us how to use.
     
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  13. nils#1836

    nils#1836 Member

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    Today was the day of the fences. There is a green fence of two different heights at the station in Kleve. We rebuilt this and it actually looks quite suitable so far.


    direct.jpg

    direct.png
     
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  14. nils#1836

    nils#1836 Member

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    In the last few days we have started modeling some buildings. The signal boxes are currently the first priority. Some of them have already made it into the editor in a preliminary version. (Kleve Kf, Bedburg-Hau Hs and Geldern Gf).

    TrainSimWorldPublicEditor_YmKpyZ5naW.jpg TrainSimWorldPublicEditor_FrMFMukaGw.png TrainSimWorldPublicEditor_dyqsiUv3gA.png
     
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  15. nils#1836

    nils#1836 Member

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    Today we modeled the telecommunications tower in Geldern (Fernmeldeturm Geldern). This tower is the highest building in Geldern and therefore visible from afar.

    agOh3dG16u.png brave_Llo4QZlh1b.png
     
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  16. gamepixelhd

    gamepixelhd New Member

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    As someone who lives near this route, I really hope to play this one day, can't wait
     
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  17. moritzbwg

    moritzbwg New Member

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    What happened? Is it dead? Seems like It. unfortunlately
     

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