
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