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fbarbieri
09-10-2007, 08:32 PM
You have already gotten a whole wish list on the forums of what people would like to see and maybe my short list is old news but here goes.

My focus is on Traction Route Building. I've designed and uploaded several New York City Subway Routes. For us Traction Fans MSTS 1 is a great tool for building subways. I'd like to be able to

1. Have a third rail feature similar to the overhead wire feature in MSTS 1. I guess it was in the works originally but it never made the sim when it hit the presses.

2. Be able to lay track without overhead wire, with the overhead wire and with the third rail in any combination all on the same route merely by selecting the right feature when laying track sections.

3. Be able to switch track textures at will on any route.

4. Have multiple carspawn.dat capabilities. Right now, MSTS 1 allows only one carspawner.dat file per route.

5. Have a feature which spawns people on station platforms the density of which can be set by the route designer with the people exiting and entering a train from the platform. Would also be good to be able to generate people anywhere on a route. One of the downsides of many MSTS 1 addons was the ghost town effect. Lots of nice scenery but no people unless the designer placed static figures or some animated figures in the route. But it is a painstaking process.

That's about all I can think of at the moment. If you can consider working these features into the new sim, it would help us traction designers out immensely.

Thanks,

Fred Barbieri

tdragger
09-11-2007, 01:40 PM
These are all great suggestions, Fred. Of course since we're essentially starting from scratch I can't make any promises (and I'm not sure if there will be analogs to specific features such as carspawn.dat). Nonetheless we've taken note of some of great work folks did on subways using TS1 while designing our systems.

jovet
09-11-2007, 11:21 PM
Tdragger,
I am sure I speak for many of us when I point out we really appreciate your attention in these forums, and your rapid feedback on issues on our minds.

I guess also we're all curious, after listening to all of our feedback and ideas thus far, what are some the MSTS2 team have deemed "good/probable" and "bad/dream-on". Heh.

What are the odds of having smarter vehicular traffic? Such that it can automatically respond to road speed limits, traffic signals and signs, pedestrians, etc. MSTS1's lack of control was ....okay... but a lot of railroad lines have nearby roadways with intricate intersections and situations.

tdragger
09-13-2007, 12:25 PM
>Tdragger,
>I am sure I speak for many of us when I point out we really
>appreciate your attention in these forums, and your rapid
>feedback on issues on our minds.
>
>I guess also we're all curious, after listening to all of our
>feedback and ideas thus far, what are some the MSTS2 team have
>deemed "good/probable" and "bad/dream-on".
> Heh.
>
>What are the odds of having smarter vehicular traffic? Such
>that it can automatically respond to road speed limits,
>traffic signals and signs, pedestrians, etc. MSTS1's lack of
>control was ....okay... but a lot of railroad lines have
>nearby roadways with intricate intersections and situations.
>

Well, it's hard to say exactly how features will work when they aren't finished yet. Remember, we have a ways to go yet.

kerrgg
10-04-2007, 04:53 PM
<“Tdragger,
I am sure I speak for many of us when I point out we really appreciate your attention in these forums, and your rapid feedback on issues on our minds.”>

I’d like to second that. It is really nice to have discussions / interaction with the Game Developers / Designers, sort of like bringing Game Designers and Gamers together.

I have to say, I do appreciate all the info/insight that is being brought into the forums and on the TS2's Developement Teams Blog sites, prior to the Sim's release.

Gary