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  • Archive for July, 2015

    PS3 Round II


    2015 - 07.31

    So for many years now I’ve been playing games on my Playstation 3. It’s an original 60gig “fat” system, the very first model introduced. Sadly two months ago it gave me the so-called “yellow light of death” which means that the main BGA inside it has cracked solder balls from a slow temperature stress over time. I was able to use the so-called hairdryer-trick (which is exactly as scientific as it sounds) to briefly revive it; enough time to copy over my save games, eject a disc, and get a little nostalgic.

    The oldest save file? Ratchet and Clank from 4/17/07. Wow. Eight years. Has it really been that long? Though it sounds odd to say it, rewinding through the save files and being reminded of all the games I had played over the years was quite a trip down memory lane. Certain games I maybe only played for a short time, and carried a strong association with whatever else was going on in my life at the time. It’s a bit like hearing a song you haven’t heard in forever… something that reminds you of a smell or a place you once lived, or the way life used to feel back then.

    It’s sort of funny, the way your mind forms these connections and loops nostalgia through it. I also feel some connection to the system itself because in my last job I had taken a business trip to Japan and the two weeks I spent there were visiting Sony and Toshiba, working for the manufacturing plants that were building the Cell processor (CPU) and the main graphics chip for the PS3. And this was during the early days of their manufacturing as well, so it would have been these “fat” systems they were struggling to build, with all the growing pains of scaling production up on a system destined to sell millions of units.

    But all things have a season and the fat PS3 has served me well. When it went down, I decided to go on a videogame sabbadical until after the MRHA conference, since I knew I wanted to focus my free time on some model RR work for their model contest. Now that this is complete, I went out to buy a new PS3, only to discover that new units are no longer being produced. I settled on a used “SuperSlim” unit–the 3rd generation of the console.

    My videogame pace seems to grow slower and slower with each passing year but I gotta admit it was very exciting to get a new (to me) console! I’m sure it will provide many nights of enjoyment……

    Major Trackwork: Complete.


    2015 - 07.28

    IMG_9316 BLOGSIZE

    IMG_9319 BLOGSIZEOver the long 4th of July weekend I took the two afternoons of free-time needed to do something I’ve been procrastinating on for a long time now: complete the short stretch of track needed to join the upper and lower decks of my railroad! This required the installation of three switches, five transitions from code 83 to 100, three rerailers and assorted wiring/soldering. So it was somewhat of a busy little stretch in terms of trackwork and attention needed for the actual construction even though it is not very long in size.

    As part of this construction project, I also completed what I’ve been calling my level 1.5 staging tracks. These are three very long, single-ended staging tracks that can accommodate a huge train, like a 12 car North Coast Limited. Since the passenger cars and engines that compose a big train like that will draw a lot of current from my DCC system, I also installed a light switch under the layout that can switch power to that section of track on or off.

    My layout wiring has been largely improvised with little to no foresight or planning which has resulted in an increasingly gory spectacle of wire madness for those brave enough to venture beneath the layout. There’s one particularly bad spot where several levels of track wiring all join together, combined with an autoreverser and a circuit breaker. It’s pretty much disgusting but that’s what I get for a lack of wiring planning.

    When I designed my layout I knew that if I had an upper level and a lower level there were only 2 choices of how to join them: a helix or a long steep grade. I’ve never been a fan of the helix since they take up a huge amount of space and can’t be included into the layout as anything remotely realistic. So a steep grade it is. It turned out mostly around 3% although it does approach just under 5% at the steepest point, which is somewhat beastly of a slope.

    In real life when trains encountered an unavoidable mountainous grade, the train crew would split the train in two and take it up the hill in smaller pieces in a move called “doubling the hill”. So this same behavior is required on my layout since the engines won’t be able to pull a huge train up this grade. After performing this maneuver a few times over the weekend, I think I actually enjoy this operational requirement. It adds a bit of challenge and reward for sending trains up and down. This forces some “operation” on the layout rather than running loops, which is still the main thing I enjoy.

    Pre-Release Hype: No Man’s Sky


    2015 - 07.27

    I just want to go on official record as having raised my alert status to super-mega-stoked for this PC/PS4 game which might get released later this year called “No Man’s Sky.” For anyone who hasn’t heard of it, the game is a sandbox/exploration game where you begin on a generic planet and start hunting for resources. Eventually you find a weapon and a ship, which frees you up to either explore more of the planet… or leave and go find another planet to explore. It is an incredibly open concept just at this level, but here’s the kicker: everything in the game is procedurally generated. That loosely means that your computer is “inventing” everything on-screen as you go. It has a broad set of rules regarding what types of air/plants/animals/stuff should appear on a given planet which is situated a given distance from its star, but that’s it. No one has “designed” these worlds–they are the output of a complex mathematical system.

    The information (and the names of all the things you encounter) are cataloged on a central database that all the other players are feeding into, so effectively a whole universe (yes, with multiple galaxies) is being created/populated by the players of this game as they explore it. Hooooo. I mean, there’s an idea that’s never been done before in gaming, at least not on this level. It’s a heady concept and I’m captivated by the idea.  And the scale of it all is preposterous: the creators estimate the universe contains 18 quintillion planets.  That’s 18,000,000,000,000,000,000… and no that’s not a typo.

    At this stage there’s still a lot which is unknown about how the gameplay will flow, but it seems heavily influenced by the game Journey… a sparsely populated but strikingly beautiful landscape that appeals to explorers and open-world fans. That’s me! I eagerly await this one. There’s a lot of great videos including long gameplay ones if you search on youtube but I really like this one for the pure excitement value:

     

     

    Photographing the Milwaukee Road right-of-way in Washington state


    2015 - 07.12

    On June 17th 2015, a nearly cloudless day, I set out for a bike ride of the former Milwaukee Road railway between Easton and Cedar Falls in Washington state.  It is now the Iron Horse state park AKA the John Wayne trail.  This album shows the best of the many photos I took along the way, documenting the area for the purposes of reconstructing it via model railroading.  Hence there is a heavy emphasis on tunnels and bridges, rocks, and small details that may only be of interest to railroad fans.  There are also several large panoramas which you’ll need to download to view full size.  I may use these to build a photo backdrop.  There are 217 photos and I highly recommend viewing them on flickr if you want to enlarge anything.  There’s a slideshow below which gives a preview but here is the full link:

    https://www.flickr.com/photos/microcosmologist/sets/72157655363495878/

    Photographs of the model contest from the Milwaukee Road Historical Association 2015 conference in Yakima


    2015 - 07.09

    As the title suggests, I recently attended the Milwaukee Road Historical Association 2015 conference in Yakima Washington.  I’m really glad I did this, since it was centered on the region where my model railroad is located and there were lots of former railroad employees, historians, and fellow modelers in attendance.

    As part of the conference, the MRHA held a model contest to which anyone could submit as many entries as they liked.  I brought along several models and there were lots of excellent submissions.  Naturally I had my camera along so I took lots of photos of all the models that were there.

    The winner of the contest was Mr. Noel Holley, author of the book “The Milwaukee Electrics” which is widely regarded as the authoritative volume on the railroad’s electrified operations.  He brought a superbly impressive model of the Hyak substation modeled in HO scale.  To accompany the substation he had brought along a 2-3 foot section of track with his custom built catenary wire above it.  We had an excellent conversation about how he had built his catenary (since I will be following in his footsteps to build my own) and he was kind enough to let me pose the two Creek series observation sleepers on the electrified track for some photos.  He had brought along a 1952 maroon-stripe bipolar which is posed with the Coffee Creek and I had brought my E-1 in the experimental Olympian Hiawatha scheme, which is posed with the Gold Creek.  I saved the best photos until the end in this slideshow.  Click the title of the image if you want to go to flickr and view it in full resolution.  Enjoy!: