View Full Version : A new feature for Rail Simulator
kujuSabrina
08-04-2006, 01:22 PM
Hello - we have another announcement today - find out more on our website www.railsimulator.com
Thanks!
Sabrina
jovet
08-04-2006, 04:50 PM
That is very impressive and exciting! I'm looking forward to this.
mrmike
08-04-2006, 05:07 PM
Now that's a very important & desirable feature.
Mike
http://forums.flightsim.com/vbts/up1/80513.jpg
http://forums.flightsim.com/vbts/up1/66918.gif
This smile says it all
cbq311
08-04-2006, 07:51 PM
Seems to be moving more and moe towards a game rather than a sim.
BNSF4723
08-04-2006, 07:57 PM
>Seems to be moving more and moe towards a game rather than a
>sim.
Not sure I get what you mean here if you're referring to this feature.
cbq311
08-04-2006, 08:20 PM
Between jumping train to train and animated passengers, there is nothing I see that I want.
The only application fo train jumping to things I would like to see are:
Attaching helpers
Changing ends on a run.
Adding engines.
Just to jump from train to train has no interest for me. Neither does passenger animation, I don't do passenger trains.
rgarber
08-04-2006, 08:47 PM
It be nice to even see a pic of the thing too. ;-)
Rich G
Bill Hobbs
08-04-2006, 09:06 PM
Thanks for the update Sabrina. It sounds as though the sim will have a lot of interesting possibilities.
mrmike
08-04-2006, 10:17 PM
Bob,
I'm sure glad you are not calling the shots at KUJU.
Those items that KUJU spoke about, are features, including those & others does not make it a game. They enhance the sim.
The other items you mention will be a byproduct of the initial application. Remember, these were some of the things other people asked for.
As for not liking passenger operations, everybody has their own likes & dislikes. Thats why they make passenger & freight activities.
Why not reserve your judgment until the sim is released?
Mike
http://forums.flightsim.com/vbts/up1/80513.jpg
http://forums.flightsim.com/vbts/up1/66918.gif
This smile says it all
cbq311
08-04-2006, 10:25 PM
Why? This is what they are claiming, and if I don't like what they are going to offer, I will not be buying it.
It is not enhancement, passengers are eye candy. Let us see if the phyics are useable or are we going to have to re-invent the wheel like we did with MSTS. Same for the default routes and rolling stock.
ragtimer
08-05-2006, 05:15 AM
All this could have been done with a good cab ride video at a fraction of the cost.How about a really good and interesting route like the North London and West London lines from say Clapham Jn,Acton Yard and Richmond to Barking via both Stratford and South Tottenham.Endless freight trains,regular passenger service and lots of special traffic.I have seen everything from steam engines to Eurostar on it.Not high speed but challenging to drive.I quite agree about the remarks about being able to attach helpers etc.That would make the sim more interesting rather than operating turntables and traversers.Can I ask what interest the sim developers had in Railways before they embarked on this project?
CajunRon
08-05-2006, 10:30 AM
I'm impressed.
And I sure hope we can set up a view near the tracks and view the ENTIRE train go by, not just the first 10 cars or so.
This is really getting exiting. I'm going to have to find a European firm who will ship to the U.S. I don't think I'll be able to wait for a North American release.
sstyrnol
08-05-2006, 11:34 AM
>Seems to be moving more and moe towards a game rather than a
>sim.
This is so much bullshit you guys are talking here... First for years and years one hears: "Why can't I jump trains? Why can't I control the helpers?" Why why why...
Now that there is a simulation/game coming up making YOUR wishes true, you whine and moan about that it is becoming a game...
If they can't make it perfect for you, go and make it better yourself. Otherwise please spare us with you ill-content...
oakpalms
08-05-2006, 11:47 AM
Sabrina,
Thanks for the update. That really sounds great. Of course, in Britian helper engines are not much of a necessity. But, they are used in many locations over here in North America. Hopefully, this will make adding and removing helper engines like reality.
In your testing, have you actually moved from the engine of the player train over to another engine sitting on a siding track and then add that engine on to the back of the player train and then jump back to the original engine using the helper engine as a pusher?
Have you moved from engine of the player engine to the back of the train where a helper engine would be located, disconnected from the player train and moved the helper engine to another track, and then jump back to the original player engine?
The explanations do not really describe such a jumping movement--it seems to be jumping from one train to another, but I did not detect any connecting of the trains together. Am I missing something?
I can't imagine where some are thinking this moves the simulator more toward a game than a simulator. If it accomplishes these two helper movements then it will drastically move the "game" toward reality and thus more like a true simulator.
In any event it sounds very interesting.
Bob Edwards
muskokaandtahoe
08-05-2006, 06:38 PM
Train jumping could be an interesting and useful feature, particularly if the one you just left does indeed fall under AI control (as described by Kujo).
Stetrain12
08-05-2006, 07:07 PM
>Why? This is what they are claiming, and if I don't like
>what they are going to offer, I will not be buying it.
>
>It is not enhancement, passengers are eye candy. Let us see
>if the phyics are useable or are we going to have to re-invent
>the wheel like we did with MSTS. Same for the default routes
>and rolling stock.
First, this is still very early in development. It is not a feature list of the final game, it is one feature that has been added. Track systems and physics have already been discussed, and adding "train jumping" in no way damages that.
Second, this game is not being tailor-made for you, or the people on this forum, or even all the people who use MSTS/Trainz/BVE etc. They have to make it user friendly and interesting to a large group of people in order to make money, they are a business. Apparently just a basic simulation like MSTS doesn't have that great of a market when you look at MSTS2 and TMTS. Adding a bit of eye candy that makes people that see it in a store decide to try it out adds that many more customers, and that much more money to support the company.
rgrader
08-05-2006, 09:05 PM
>Train jumping could be an interesting and useful feature,
>particularly if the one you just left does indeed fall under
>AI control (as described by Kujo).
...particularly if the one you just left is going to crash! :)
Wyatt
SurvivorSean
08-07-2006, 03:31 AM
When I first looked at this I had the preceived notion that yes indeed it was heading towards the let's be like Trainz and run whatever cho cho we like with his own character etc.
But looking at the entire posting especially how they describe the 3 different modes I'm finding this VERY ENCOURAGING! Yes I know we are still a long way away, and I've had my heart broken before but there is something in the statement of those 3 modes that makes me believe they're headed in the right direction and should please the vast majority.
If we take the 1st mode Free Running and basically dub it as close to MSTS Explore Mode there is already one VERY noteable difference. Not only can you run whatever train is out there, but there is AI traffic. The part that the train turning into AI after you leave also would make me believe that the path and perfectly timed scenerios we are used to will not be a factor in this simulation, and the trains will be much more variable and adaptable to any situation.
The 2nd option of timetable would also suggest to me that trains are part of either a priority or decision process in an entire network. This is because the emphasis in this was how the entire network is running, and that is usually a result of good dispatching and or a very inteligent AI. Something with my recent program designs I know is no easy task :) What really is exciting is how it is stated that pefromance will affect the entrie network's perfromance. That means there is no time dependant paths.
The 3rd option is where it really cements. It looks like rules inside an environment is what will dictate an activity and not make an AI or Player train behave any different then one another. Instead the 3rd option simply restricts you perhaps to follow these rules, and maybee somewhere in there will pentalize you or closely judge your performance as it's paying more attention to what you are doing.
Bottom line there seems to be an inteligence behind all train movements, and I honestly feel the paths will be much more adaptable to what the network can handle at a certain time. The reason I say this is because in MSTS the focus is on the player and AI trains are simply there to entertain it. Most people know that smaller paths work better because there's less issues associated with them on AI runs, and less memory etc. Jumping from train to train now means that trains will have to be able to run on their own, not pile up on each other, or run at restricted speed for hours before it ends.
Thanks
Sean
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