North Eastern Railroad

We Deliver What Others Promise

 


Penned in the Crummy

Review by Casey
 

Review--NEDF-109-X01-Series by RobertR (Robert Reedy, Missouri, USA)

 

Y’know, I’ve never really been one to have a lot of  “favourite” things.  As a kid, I never was inclined to have a “favourite colour” or a “best buddy”, and even as an adult, I don’t have a favourite car, or any such schlocky thing.  I guess I tend to be more “broad-brush” in the wide variety of things that I like. But . . . having pompously declared all that, I must say, with complete lack of guile, that I strongly suspect that Robert Reedy’s ADFRR has become my favourite MSTS route!

 

And that’s saying a lot, since there’s so much to like, out there in MSTS!  NEC4, for example, is a boffo, Byzantine agglomeration of nifty nooks and crannies.  But so is the DF, only it’s more varied and interesting, as I see it!  Good, healthy-sized yards; intriguing sidings, spurs and branch lines; and all-round fascinating scenery.  In my earnest view, it doesn’t get any better than this!

 

And so, like a great number of other “vengineers”, I was decidedly happy to see Robert’s Version 3 released – and we certainly weren’t disappointed!  More of same – only different!  I.E: more interesting little out-of-the-way places – each with a fresh face on it.

 

X01 (2hrs, easy/medium) The first act – NEDF-109-X01 – displays a lovely example of this brand-new DF real estate!  The pier area of Ada is vaguely reminiscent of NEC4’s Curtis Bay yards, only it’s larger, with a more pleasant sea view.  Especially so, if you’re using the new Kosmos environment enhancer!  It starts “in the pink” (just before sunrise) as you leave the yard in your trusty old RS18, whereupon you’re diverted through town for a nice little street run before you arrive at the waterfront. Then you’re making your first pick-ups down at the Diamond Chemical Plant.

 

Soon thereafter, you’re making your pick-ups and set-outs at the various piers along the waterfront, while watching the vessels alongside unloading their cargoes.  Nine pick-ups and one set-out later, you’re finally waiting at the signal to chug back onto the main, so you can head down and drop your train at the  Interchange Yard.

 

X01a (1.4 hrs, easy/medium) takes-up right from the Yard, where you assemble your train and then head-off across the river.  You cross a gorgeous bridge (where *did* Robert obtain that thing?), and watch where the tracks run around either side of a truly spectacular rock formation. Again, the scenery in this area is nicely enhanced with Kosmos running.  But don’t be so enthralled with the bucolic beauty that you fail to keep a sharp eye on those signals, and pay strict attention to their indicated speeds!

 

Assuming you’ve heeded the signals well, you’ll soon be backing your train into a long siding which leads downhill to the cement plant.  Strong hint here: study your briefing carefully, regarding this portion of your trip!  It’ll perhaps appear to be a bit murky, but if you follow Robert’s instructions precisely, everything will work-out quite smoothly!  You’ll be picking-up a string of heavily-laden cement hoppers and splicing them into your train, back up there on the graded siding.  Then, soon enough, you’ll have everything patched back together again, and you’ll be off onto the mainline, and on your way . . . until you run into a bit of a problem.

 

X01b (0.7hrs, easy) is a short, sweet little activity which “solves” the previously encountered problem.  Your final manoeuvres involve setting-out some cars in Castle Rock, and doing a final spotting of your power. Again, read the briefing carefully and everything will work-out well. Hint: if you encounter a wee problem ending this activity, there’s nothing wrong with the programming – you simply didn’t do what you were told.

 

X01c  (1.7hrs, easy/medium) Do you ever have someone ask you what this TrainSim hobby of yours is all about?  And if so, do you then scratch your head a little, wondering what act would perhaps best showcase a solid, varied, freight-train scenario?  NEDF-109-X01c is an excellent contender for that job!!

 

Picking-up your train again, in Castle Rock, you only manage to proceed a short way down the siding before you’re “in the hole”, waiting to meet a slow freight.  Believe me, this makes for a *very* pretty view from Camera 1, inside the cab, looking out through the windshield – especially for someone who hasn’t had the opportunity to see a train passing by so closely! Sitting there at the red signal, with a nice mixed manifest “rumbling by” with stately grandeur is sweet indeed! The “rumbling-by” effect is particularly enhanced here if you have had the wisdom to install the 3D-Sounds Package, by 3D-Perfection Models, and develop it into your MSTS installation  (Again, I can’t recommend this sound package enough! See the separate review).

 

Soon, you have a green aspect and you’re on your way to Cureton.  Here, you back into the deep Cureton-Lumber siding, where you have some “interesting” switching to do.  Save early and often, ‘cos you’ll likely get it wrong the first time, despite the nice way that Robert has spelled it all out for you. (If perchance you find yourself really stumped on this one, I’ve cobbled together a little hint/map)

 

Taking just one engine, you then back the empty log bunkers all the way up the mountain to Cureton Logging, where there’s a fairly straightforward set-out and pick-up to perform.  Then it’s back down the hill in a nice little exercise in dynamic-brake handling.  Splice the full loggers into the train, re-assemble, one last pickup and you’re off for the mainline.

 

A scenic trip through One-Mile Siding, Ribbon Canyon, past Buckeye Paper Mill and on to Circus City, where you’re finally back in “familiar” (Version 2) ADFRR territory.  A simple backing-in exercise through the crossovers, onto Incoming 1 in Circus City yard, and you’re done this leg of your journey.

 

X01d (1.2 hrs, easy) is – at first glance – a straightforward “highballing” run from Circus City to Saratoga Yard.  But beware!!  Down near the bottom of the briefing you’ll see some “Notes” detailing some speed restrictions near certain stations.  Three words:  read and heed!!  And again, save early and often!  Do it every few miles.  You’ll be glad you did!

 

X01e (1.5 hrs, easy/medium) starts, as you’ve guessed, in the Saratoga Yard, and proceeds farther eastward to that fascinating little area comprising Hampton, North Fork, Woodgrove and East-Fork Auto (see Robert’s map). You have a number of set-outs and pick-ups to accomplish, and Robert has included an “approximate schedule” for you to follow.  A truly interesting and gutsy little activity that leaves you happy with your accomplishments.

 

X01f (2 hrs, easy) takes you on a long highballing run from East Forks all the way east to the end of the map at Nuggett.  A fairly straightforward hogging run with a few twists to keep things interesting (wouldn’t expect less from Robert, would we?).

 

So there it is: a west-to-east, map-crossing journey through most of the latest version of the ADFRR.  And speaking of maps, be sure to grab the one Robert recently produced. It’s on a link under NERR’s ADFRR forum. It’s a very handy guide to where you are, and where you’re going on the DF. Because I’m a bit of a Cousin Weak-Eyes, I split mine up onto three landscape pages.

 

If you haven’t yet tried this series, I do highly recommend it. NEDF 109 X01, 01a, 01b, 01c, 01d, 01e and 01f.  Great sport!!

 

-Casey

 

 

 

 

 

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