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View Full Version : The Possibilities of a New Simulator


kinnamon
09-24-2006, 02:57 PM
I have been fiddling with a first person shooter game called Joint Operations, and I think it points to some possibilities for interesting things that could be done within a new train simulator.

Now I am not into programming, so there are probably limitations I am not aware of. Nevertheless, I'd like to hear what folks have to say about the potential for doing a few of the following things in a new sim:

1. I think it would be a good thing to be able to have multiplayer (internet/lan) sessions in which one person runs while the other works the ground. In Joint Ops, players engage in large multiplayer sessions and move about freely in the game world while interacting with objects in that world. It's pretty amazing and very realistic!

Imagine how neat it would be to use a voice-over-internet program for your radio and to direct your engineer in switching movements. Hand signals would even be possible. As conductor/trainman, you and perhaps additional crew would line switches, couple and uncouple cars, lace air hoses, cut air in and out, set and release handbrakes, chock wheels, and perform many of the other functions of one working the ground. How about calling the engineer for "a little slack on the pin" to make a cut!

The engineer would have a limited set of views and would have to follow the directions of his crew. In other words, no '2' or '3' key view to let the engineer cheat!

As someone actually responsible for training real world conductors, I see a great potential for this as a safer way to train crews and to build familiarization with switching before cutting people loose to do it where they can get hurt.

2. In Joint Operations, it appears that as many as 64 people can be on a server "map" together engaged in battles. This makes me think that it would be possible for train sim sessions in which participants could operate trains and see each others trains--complete with real dispatching. Other sims do this, including sailing and flight simulators.

It seems to me that the technology is out there and is being used to do this sort of thing in other areas. Is there any hope that train simulator enthusiasts will see this one day? Is it within reach of current technology, or am I mistaken?

Thanks,
Lee

oakpalms
09-24-2006, 04:00 PM
Personally, I am not interested in the lease bit for any Internet play involving someone else. Additionally, my computer can barely keep up with the frame rates now let alone adding input from another computer and that over the Internet. What other sims might be able to do seems to push the limits for Train sim since there are a lot more polys involved. My suggestion is to keep the new sim as simple as possible. Why screw up something good just to make it capable for multiplayer?

Bob Edwards

Bill Hobbs
09-24-2006, 09:41 PM
For multiplayer, I invite folks over for operations on my layout. The best part is that my wife makes great desserts and snacks. Try that over the web!

Hack
09-25-2006, 05:15 AM
>Try that over the web!

I'm still cleaning cake from the 3-1/2 drive. :+

Cheers!
Marc - 3DTrains
http://www.3dtrains.com

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Pro Series v4.0 SuperPacks

Erick_Cantu
09-25-2006, 09:55 AM
It's no more rendering than seeing an AI train (either way, polygon counts are mostly irrelevant) and the load from 'input from other computers' is rather minimal. I doubt that adding multiplayer capability will 'screw up' the simulator in any way shape or form, it's not something that's always in use.

High Iron
09-26-2006, 03:17 AM
Personally I'm not much interested in operating online with 64 other players. I too play online games and see the problems of vehicle hording, lack of any teamword, and often a lot of imaturity. There will always be some idiot screwing things up because they think it's fun. However in saying that, I am interested in connecting online with selected people with whom I choose, such as family and friends. Sort of like flight simulator 5 years ago did. It would also be more fulfilling if when I re-entered the multiplay any changes that someone i.e. friend or family member made would be represented, even if they are not currently using the sim. I think it would be cool if I could spot cars on a bunch of spurs for loading at 10 am in the morning and my brother could go and collect them at 10 pm at night his time long after I've gone to bed and be able to see the changes he made the following morning when I re-enter the play again.

kujuSabrina
09-27-2006, 10:19 AM
We won’t hav multiplayer in this version of Rail Simulator, but we have built the architecture to not exclude the addition on it for future versions of Rail Simulator....it is to be a franchise :)

High Iron
09-27-2006, 10:46 PM
I like what I hear Sabrina, Kuju planning for future abilities. Programing the architecture to ensure future options are not "hard coded" out is smart. In my personal opinion I have always had a very stong belief that it is one of the key elements to a long sucessful future for any simulator. My opinion of KRS just went up another notch for what sounds like smart planning.;)