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The New Chalet Railway


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The Moles are building the new Chalet railway currently which is really exciting. From what I can tell the railway line starts from the west side of the Hydrant region through the central part of the Chalet regions eastwards then it turns up north towards the Wild Thing region. Most of the line is under construction but the extension up north will continue in the days/weeks ahead. 

There are new underground tunnels (which floods at the moment), new rez zones dotted around, a new bridge and tons of Chalet homes being added. 

1798622568_NewCR.thumb.PNG.cebebc7c6ae418f60ced3c4f27eb72b4.PNG

View from SSPE2214 above of the new underground tunnel. This is really cool to see underground tunnels at last. 

SSPE1791_005.thumb.jpg.cff475ad02108d4802d3752e6ecc391f.jpg

It's best to bring some swim wear for underground swimming 😂

SSPE1791_003.thumb.jpg.ae1bbad31743e7eb24d795ddf440d23d.jpg

View of the new railway track line soon to be placed in Brady Stream. 

23904677_BradyStream_001.thumb.jpg.a93d1d4645bede61e06e04ff9ce94e38.jpg

View of SSPE2213

1112573533_BradyStream_006.thumb.jpg.c7e428bce3e989506f1e96f42be3be88.jpg

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On 6/8/2021 at 3:55 AM, Daniel Voyager said:

The Moles are building the new Chalet railway currently which is really exciting. From what I can tell the railway line starts from the west side of the Hydrant region through the central part of the Chalet regions eastwards then it turns up north towards the Wild Thing region. Most of the line is under construction but the extension up north will continue in the days/weeks ahead. 

There are new underground tunnels (which floods at the moment), new rez zones dotted around, a new bridge and tons of Chalet homes being added. 

1798622568_NewCR.thumb.PNG.cebebc7c6ae418f60ced3c4f27eb72b4.PNG

View from SSPE2214 above of the new underground tunnel. This is really cool to see underground tunnels at last. 

SSPE1791_005.thumb.jpg.cff475ad02108d4802d3752e6ecc391f.jpg

It's best to bring some swim wear for underground swimming 😂

SSPE1791_003.thumb.jpg.ae1bbad31743e7eb24d795ddf440d23d.jpg

View of the new railway track line soon to be placed in Brady Stream. 

23904677_BradyStream_001.thumb.jpg.a93d1d4645bede61e06e04ff9ce94e38.jpg

View of SSPE2213

1112573533_BradyStream_006.thumb.jpg.c7e428bce3e989506f1e96f42be3be88.jpg

Those are cool tunnels! Look forward to trying this out.

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  • 4 weeks later...
  • 2 weeks later...

I've been keeping track of the route, which follows the "Big River" through the Chalet regions. We now have station buildings, non-operational track (no guide prims yet) and two tunnels. Hydrant is at the SW end, and the line follow the "Big River" through to Lavon.

1240069173_LavonStation_001.jpg.75093bb4f192acf7930f1b4ddbea67ab.jpg

Lavon and Hydrant end in very similar style, and it seems very likely there will be new land for both.

After the tunnel south across the river, the next station comes at Artesian Spring.

770300476_ArtesianSpringStation_001.jpg.e02ce116a6f70c8683b977e4474ec101.jpg

There is a rez zone on the road which may be close enough to the rail to be useful.

Porcupine Creek has a road/water rezone similarly close to the rail.

1786957116_PorcupineCreekrezzonez_001.jpg.6cbd80dab00cf44b84173aea9d410f96.jpg

The last of the new stations is at Poplar Springs.

15887271_PoplarSpringsStation_001.jpg.f0f08bc62bd7a9744e9f9fae9a6fee70.jpg

The tunnels are similar to the original road tunnel in Seeoraksan, part of the Jeogeot continent, with the same awkwardness about the water level.

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I've been pondering about tunnels in SL in general. We all know that if you build a tunnel that goes under the water layer, then inside the tunnel looks flooded. Sl has always been like this.

Now, i know nothing about Experiences in SL, but I was wondering if it was possible to use an Experience maybe to try and work round this issue.

Ctrl-Alt-Shift-7 is the shortcut that toggles water on and off (in FS anyway) so I was thinking would it possible to somehow link that command so that if you crossed a phantom barrier entering a tunnel, the water would be turned off so the tunnel would look normal, then when you come out the other side, cross another phantom barrier, and it turns back on again.

 

 

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13 hours ago, Eowyn Southmoor said:

I've been pondering about tunnels in SL in general. We all know that if you build a tunnel that goes under the water layer, then inside the tunnel looks flooded. Sl has always been like this.

Now, i know nothing about Experiences in SL, but I was wondering if it was possible to use an Experience maybe to try and work round this issue.

Ctrl-Alt-Shift-7 is the shortcut that toggles water on and off (in FS anyway) so I was thinking would it possible to somehow link that command so that if you crossed a phantom barrier entering a tunnel, the water would be turned off so the tunnel would look normal, then when you come out the other side, cross another phantom barrier, and it turns back on again.

 

 

And if you TP out of the tunnel instead of crossing the phantom barrier?

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No idea, perhaps the Experience turns off when you tp out of sim (which is possibly how many of them work anyway?).

Anyway, as I said, it was just something I was wondering about - hoping someone with more knowledge about this sort of thing can tell me if it's possible or not.

 

ETA: Actually now that I think about it more, as switching water off can be done by a simple keyboard shortcut, as long as you a keyboard that has some programmable keys on it , then you can easily assign that shortcut combo to it, and just activate it whenever you want.. so probably no need to complicate things further with stuff like Experiences.

Edited by Eowyn Southmoor
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On 7/17/2021 at 4:39 AM, Eowyn Southmoor said:

I've been pondering about tunnels in SL in general. We all know that if you build a tunnel that goes under the water layer, then inside the tunnel looks flooded. Sl has always been like this.

Now, i know nothing about Experiences in SL, but I was wondering if it was possible to use an Experience maybe to try and work round this issue.

Ctrl-Alt-Shift-7 is the shortcut that toggles water on and off (in FS anyway) so I was thinking would it possible to somehow link that command so that if you crossed a phantom barrier entering a tunnel, the water would be turned off so the tunnel would look normal, then when you come out the other side, cross another phantom barrier, and it turns back on again.

Really interesting question, Eowyn.  And I think you have something there.  If you made an experience triggered when you enter the tunnel, then it could use llSetAgentEnvironment to  set water fog and blur while underwater, which I bet are what give you the underwater look.  I don't know if you'd have to use EEP to see the change, or maybe you'd have to have your viewer set to use region/parcel environment settings by default. The experience could be limited to that region (or maybe parcel?), which would probably mitigate the effect of TPing out that Matthew mentioned.  Presumably sailors and aeronauts going over the tunnel would not encounter the experience at all.

@Quartz Mole, @Dyna Mole, would this work?

 

 

 

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888755200_Chaletrailwayv1.thumb.PNG.95ea77e79b3205f3af456fd8b83537c6.PNG

Chalet Railway Train Stations as of 21st July 2021

More train stations will be added in the weeks and months ahead. The blue dots are the new airstrips on the Chalet continent. 

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On 7/18/2021 at 2:18 PM, Nika Talaj said:

@Quartz Mole, @Dyna Mole, would this work?

Probably.   It's worth a shot.  One of the nice things about EEP is that you can not only personalize its effects, but you can trigger it differently for each person if you are clever enough with scripting.

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  • 2 weeks later...

Dp we have some sort of accepted term for the two sorts of edge we see on these developments?

Hydrant and Lavon are clear examples of one sort, with the region edge having the rail line and land surface going right to the boundary, looking exactly as if the next region's sim server was being restarted. Most of the north edge of the Log Home sub-continent is the same (even a region where a rail line hits the edge in the same way). We can speculate about where the rail line might be extended to, but I am not holding my breath while I wait.

The east and south sides of the Log Home sub-continent, and most other continent edges, have a modelled land-water boundary, though land control and building by Residents can often be seen going right to the region edge on the older parts of the Grid. With the Protected Land nature of so much of the area of the Linden Home regions, some of the water edge looks a bit narrower than it needs to be, but it's still a continuous and usable water route.

The Stilt regions, by their nature, don't have this distinction for the edges.

 

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5 hours ago, arabellajones said:

Do we have some sort of accepted term for the two sorts of edge we see on these developments?

Hydrant and Lavon are clear examples of one sort, with the region edge having the rail line and land surface going right to the boundary, looking exactly as if the next region's sim server was being restarted. Most of the north edge of the Log Home sub-continent is the same (even a region where a rail line hits the edge in the same way). We can speculate about where the rail line might be extended to, but I am not holding my breath while I wait.

The east and south sides of the Log Home sub-continent, and most other continent edges, have a modelled land-water boundary, though land control and building by Residents can often be seen going right to the region edge on the older parts of the Grid. With the Protected Land nature of so much of the area of the Linden Home regions, some of the water edge looks a bit narrower than it needs to be, but it's still a continuous and usable water route.

The Stilt regions, by their nature, don't have this distinction for the edges.

 

I don't know if they are accepted terms, but I call them "finished" and "unfinished."  I don't believe for a second that they intend to leave Bellisseria regions that are currently in an "edge of the world" condition in that state.  The fact that some include rail makes me even more confident that they intend to complete them eventually.  Unless a rail line has an obvious connecting partner somewhere along the same coastline or they intend to add more large areas of continent, I would expect the moles to simply add a turn around loop as seen on Bridle Path, or an end of the line station as seen on the currently unnamed region, SSPE1457.

I would love to see them add some water regions in a few strategic places, as some of those turns along the SE Logland coast are dicey, but as you said, it is still usable, and I wouldn't hold my breath.  

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SSPE1457 is a definite end-of line. It also, with the coastline of Rigmarole, matches well with a likely water link to the new Fantasy sub-continent at SSPE2539.

At the moment the speculation is on Hanshin region as the other likely connection area, only a one-region gap. The new sub-continent has several clues, including an apparent web of waterways for small boats, and a few regions which have a slightly different look. But we know, from the Chalet regions, how much the big river changed as airfields and the railway were added. And that was well after people were moving in to the Chalet regions.

I would like to see useful rez zones along all the rail routes. The standard scripts have a 20m jump-to-guide feature, but I have not found anything within that distance between Hawkesblood and Bridle Path. There are stations and passing loops, though obviously not yet finished.

Looking at the timescales of what has happened, I wouldn't be astonished if it took until the end of the year for trains to be usable on the Chalet line. Look at the dates on just this thread.

Bridle Path had the track visuals in early May. The Chalet regions have been visible since mid-April, though that's as much because of the map-fix, I think. They were announced at the end of March, with first signs of construction about 3 weeks earlier. Daniel Voyager was able to report on the rail route across the Log Homes sub-continent in February, six months ago.

I think this Chalet Homes line has progressed a bit faster than the Log Homes section. The aftermath of the move to the Cloud slowed a lot of things. The map problems, and less reliable sim-crossing, make my perception of the timing of the rail developments unreliable.

 

 

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  • 2 weeks later...

Yeah, I wish we had more rail and road rez zones in the Chalet area in general.

However, I was able to rez a train on the Hydrant station by dragging it in edit mode from the nearby docks rez zone onto the tracks at the station.  Not ideal but it works!

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It's not finished, but the Chalet line has guide prims, mostly invisible, along its whole length. I have made a run from Lavon to Hydrant in the Y6 Tram Engine I have been working on. So here are 3 pics onm the Chalet Line today, and on pic of the real thing, on the Wisbech & Upwell Tramway

1733858697_Y6-tram-engine-atHydrant_001.jpg.8d2c3ae8588cbe804bb6f3b5c04d322e.jpg

1354190591_Y6-tram-engine-atArtesian-Spring_001.jpg.cb2cb0cc18396e954d4046972b139b79.jpg

747197729_Y6-tram-engine-atLavon_001.jpg.f8cc4366184f380efdc4680136393f34.jpg

xI2OVT1.jpg.18fe266fdf986aa9c9f060b503d27dc1.jpg

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If you really want to know about this type of locomotive, this is a pretty solid starting point.

The Wisbech & Upwell Tramway is described here. That's a multi-page article, which also refers to the Tram Engine making an appearance in the Thomas the tank engine series.

Toby is a J70 Tram Engine which looks very similar, though the side skirts hide a lot. I would have to make a few changes to my model.

Toby.jpg.b888d4137e05b24fec9abc865082ceda.jpg

 

 

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