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View Full Version : Be the Dispatcher Mode?


BNSF5767
07-29-2008, 10:18 PM
Is there going to be a dispatcher mode where you control who goes on what track and when like FSX's ATC control. That would be awesome!

signalman_stu
07-30-2008, 06:04 AM
This is something I have also been very keen to see. I was originally thinking of traditional UK signal boxes (check out a recent version of Rail3D and you will see what I mean), but the principal is the same.

As far as I know its not gonna happen in the sim, but with the apparent ability of SimConnect, we may see something like this appear from somewhere (perhaps in very basic form). If anyone is interested in finding out more about SimConnect, I would be interested in getting involved myself.

I know the Deluxe edition of FSX has a tower view, but in terms of multiplayer connectivity, I would base my wish list on BAO's 'Tower' game/FS addon.

SurvivorSean
07-30-2008, 10:40 PM
I'm going ahead with programming RTS as a backbone. I'm still not familiar with SimConnect yet. Basically in order for things to work the traffic items, switch items, block items and signals all must be able to respond to an external request.

TD3 also has the ability to send and receive so theoretically a dispatcher through RTS would be able to set up the routes, monitor global traffic movements, etc. TD3 likes there way of dealing with files, and Visual Basic likes there way so I've never pressed this too much. Worse case scenerio I could write a binary function and deal with it one byte at a time.

My first goal is to build a basic econmic model where as a database of world cars, world industries (including yards, locations, interchanges), and world requirements are present. Each railroad will also have a trains database specifying what locations are served, and the usual call/cutoff times. Once this is set-up the RTS server will run 24/7 handling all the requirements with switchlists, call boards, consignments, etc.

So at the very least we will have a switch list generator that can be used. The key here is will the program allow manipulation of swtiches/signals/traffic/consists through SimConnect?

MatthewS
07-31-2008, 10:28 PM
So at the very least we will have a switch list generator that can be used. The key here is will the program allow manipulation of swtiches/signals/traffic/consists through SimConnect?

In FSX SimConnect allows you to create/delete aircraft, and assign/detach AI flightplans from aircraft. You can also direct an aircraft via waypoints. So for example when a AI aircraft is approaching an airport you can tell the AI release control of the aircraft and then take over control by issuing your own waypoints, eg getting it to fly a specific arrival route. You can also get Simconnect to do things like start/stop engines, turn on/off lights, refuel etc. Its very powerful.

I would hope that TS2 allows you to do similar things for trains, ie create/delete trains, assign a route to a train so that the AI dispatcher can "deliver" the train to its destination, and release AI control for a train, so that you can manually take over the routing(ie switching) and speed control.

It would be ideal if Simconnect could also set the "payload" for a consist, eg empty, full, 50% full etc.

westerngy
08-01-2008, 10:22 AM
Yes but what version of FSX are we on.Lets step back and be real about the wish list.The first version of TS2 is I bet going to be below FSX in controls as FSX is in the air and well trains are on the ground,much more for a computer to load.
AS to AI computer controlled trains the only time I want to see it is when I pass it or it passes me,then the computer can dump it and save memory

MatthewS
08-01-2008, 04:36 PM
Yes but what version of FSX are we on.Lets step back and be real about the wish list.The first version of TS2 is I bet going to be below FSX in controls as FSX is in the air and well trains are on the ground,much more for a computer to load.
AS to AI computer controlled trains the only time I want to see it is when I pass it or it passes me,then the computer can dump it and save memory

IMHO I really don't think they would make SimConnect less powerful in TS2 than it is in FSX. They can see how the FSX addon space is thriving because of the flexibility of SimConnect and the other FSX SDK tools .

I believe in FSX there is a 200mile AI "bubble" whereby aircraft outside the bubble do not exist as objects in FSX and so dont take up memory. I bet there will be a similar approach in TS2 with possibly a smaller bubble.

From what I read they are making "Core" more efficient than the version used in FSX.

SurvivorSean
08-01-2008, 09:01 PM
Really I think it has to come down to an explore mode level for it to work. All switches and signals need to be influenced through SimConnect. Where I see the hangup is that the AI in MSTS1 behaves in relation to what is going on with other AI and the players' paths. So basically all dispatching takes place on one computer. It also is very timing critical, something I hope isn't as big of an issue with MSTS2 (It would be nicer to see the AI dynamic enough to handle any changes in timing).

We did have multi-player work to some extent in MSTS1, but it could only be done in explore mode, or short path activities. This is because the player or the group needed to control where the trains were going, and the signals did not represent what the dispatcher was calling for. Because there was no link trains OS'd their locations to the dispatcher, and the dispatcher either gave train orders, or cleared them in CTC as if they could see the signals.

If SimConnect can simply make switches/signals change, and allow AI trains to run with a particular consist, and updated speed telemetry then we'll do just fine. Because we are dealing with WoR the program would have to filter out trains that don't interact in a certain area. But just like the AI in MSTS1 you will still have some traffic you potentially don't see. Timing & random events (hot boxes, signal/switch failures, breakdowns/performance issues, broken couplers, derailments, etc.) would all play in to the potential of seeing something you may not have expected in normal MSTS1 scripting.

Thanks

Sean