Welcome to Highball Run 8!

A 24/7 Run 8 Train Simulator Experience. 

 

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Run 8 Update #8

Run8's 8th update for version to has released. Below a change log can be found. A SJVR GP 40 can also be found in the update

To download the update visit the Run8 Studios website.


Update 08 (Version 05.22.2019)

  • Adjusted the Host network code to mitigate a condition that would sometimes cause manual-switches to take a long time to actuate for a user
  • Fixed a network inefficiency regarding CTC switch & signal updates, thus reducing the network load a bit
  • Fixed dynamic-brakes operating when the Reverser wasn't in FWD or REV
  • Added several new AI Spawn Points on the west-coast routes
  • Baretable container-cars now properly experience less wind-drag than when loaded with containers
  • Signal code-correction for NORAC signals
  • Added corrected textures for the windows of the CE11 and C509 Cabeese

Read more ...

New Branch lines of the West Coast

With the addition of the Arvin Branch by Run8 adds approximately 17 miles of branch line from Magunden to Arvin, CA passing through the towns of Lamont and Digorgio along the way. This branch was mainly agricultural in older times, with numerous packing sheds for potatoes, carrots, citrus, and other produce. In more recent times, for business or political reasons, large surcharges were added for railcars shipped from points beyond Lamont, effectively killing the southern half of the branch. Most produce these days is trucked to other facilities, such as Edison, for loading onto railcars. 

In addition to the 17 miles on Arvin an additional 8 miles can be found heading west out of Mojave, The Oak Creek Branch runs between the Wye at Mojave, CA, and a CalPortland cement plant located in Creal, about 8 miles west of Mojave. The grade is 2% and greater uphill westbound. The branch is
unsignalled.


Run 8 Update #7

The following is a change log for Update 7 for Run 8 V2 - to get the update Click Here

  • Distant Terrain for the southwest-US region was re-processed and re-indexed to make future projects simpler. Overall visibility was also increased some
  • Fixed single-unit mid-train DPU locomotives from turning on their headlights
  • Fixed bug that would cause Baretable trains to AI-Spawn with containers when any of the car-filters were applied
  • Fixed issue where locomotives that were turned off would still show oil-pressure, RPM, etc.
    • Modified SD70 MFD Screens to show “Engine OFF” or “ENG. START” on the first page and on the Locomotive Monitor page
  • Fixed issue with inconsistent locomotive tag coloring regarding fuel level:
    • A red tag now indicates low fuel
    • A green tag now indicates full fuel
    • Partial fuel indicates at varying shades of yellow
    • Car tags remain the same: green for unloaded, red for loaded
  • RailDriver and Alerter tweaks: Some guys were reporting that the Alerter, when using the RailDriver, would never work (ie, it was constantly resetting). This was mostly due to slight user mis-calibration of their RailDriver, however, the following tweaks to the code have been made to further mitigate miscalibrations or signal noise:
    • Refactored the TrainBrake lever so that it will only reset the alerter if the ER changes
    • Refactored Indy-Brake and Dynamic Brake levers so that they will reset the alerter only after the lever has moved a certain amount since the last time
    • Unrelated to the Alerter, we've applied a programming tweak as suggested by PI Engineering that should prevent a condition that caused some units to
      have crackling\static from the speaker.
  • AI Traffic Generation of Mixed-Intermodal Trains
    • Reefer and Autorack cars have been added to the Mixed-Intermodal category
    • If no Filters are set, the algorithm will randomly decide if it will be mixed with autoracks, pigs, or reefers; otherwise, it will be mixed with whatever cars the user has designated
    • The algorithm will randomly decide if the container-cars will be at the front or the back of the train. The train will be blocked according to car-type
  • Fixed math mistake that would cause the occasional switch-frog to misplace
  • Added avatar attach-points to the following cars:
    • BNSF TrinCool 72 (platform-end only)
    • ARMN TrinCool 64 (platform-end only)
  • Adjusted car-spawner logic at railroad-xings to correct a couple of problems
  • Cars shouldn't get stuck on the tracks as much
    • They now wait for the Gates to raise a bit before driving thru
  • Fixed a Crash-Condition regarding the auto-deletion of corrupted trains

Read more ...

Run 8 Releases BNSF Bakersfield Sub

The wait is finally over for the BNSF Bakersfield Sub by Run 8. The route encompassed roughly 110 miles from Bakersfield, CA to Fresno, CA most of which is single train main with sidings scattered throughout the route. Along the route are numerous grain facilities that are used to unload grain cars for distribution across the central valley. The route also sees roughly 12 Amtrak San Joaquin Passenger Trains with servicing 4 stations 

Included along the route: 

  • ~40 Industries
  • 110 Miles of Track
  • 6 Grain off loading facilities
  • BNSF Calwa Yard
  • Amtrak Station Stops
    • Fresno
    • Corcoran
    • Hanford
    • Wasco
  • Kings Park Switching District 
  • Lone Star Branch Line
  • And Much More

For more information or to Purchase the Bakersfield Sub Click Here
Price $40.00

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