An Open Letter to RSC

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Re: An Open Letter to RSC

Unread postby philmoberg » Thu Aug 16, 2012 12:09 pm

Chacal wrote:I understand RSC's reluctance to dabble with AI and physics.

Those are core functions and messing with them can break the game. Any modification would require extensive (and expensive) testing with all existing rolling stock and scenarios.

...


Which is not to say that they aren't doing this, behind the scenes and in a systematic fashion, while not discussing it until they can release a substantial update that won't break the game. Alternatively, they may be writing a new core from scratch, which would probably be easier, but a bit less certain as to when it could be completed. If you include a legacy mode option, as they have with their re-write of the graphics engine, then you have a longer, more complicated task on your hands. It's hard for me to believe a small shop would talk about an effort like this simply because they wouldn't have the staff time and other resources to deal with premature expectations and pressure as to which features needed to be implemented first

Note that replacing the core is not a crazy idea: this is exactly what the OR team are doing for MSTS. Follow their progress and you'll see how complex the problem is, and how much time it takes to do it.
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Re: An Open Letter to RSC

Unread postby CrimsonKing » Thu Aug 16, 2012 12:50 pm

If they want to keep the sim viable though, they are going to have to replace the core at some point. With the pace of tech, the sooner they can replace it with something that is (easily) upgradeable the better for everyone. I certainly don't blame them for keeping quiet if they are working on replacing the core. By not saying anything, they don't have the users constantly asking about and speculating when it will be released.

For all we know at this time, TS2013 is a step along that road.
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Re: An Open Letter to RSC

Unread postby Shortliner » Thu Aug 16, 2012 3:53 pm

So here's what I'm wondering. Could a third party develop a Dispatcher program to run over the current in-game dispatcher? There's a program called Radar Contact, that's supposed to be better than the default FSX ATC. So, I'm wondering if such a program for RW3 (4) would be possible to implement.
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Re: An Open Letter to RSC

Unread postby PamBrooker » Thu Aug 16, 2012 4:02 pm

a wino on the coner a block away with a megaphone would be better that fsx atc.. but you make a good point.. not sure what the limitations of Lua would be though, and from what ive seen with just painting something, i guarantee it'll be complex..
I've come to the personal opinion that Lua is extremely powerful for a game engine, but almost not worth using..
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Re: An Open Letter to RSC

Unread postby Shortliner » Thu Aug 16, 2012 4:37 pm

Pam Brooker wrote:a wino on the coner a block away with a megaphone would be better that fsx atc.. but you make a good point.. not sure what the limitations of Lua would be though, and from what ive seen with just painting something, i guarantee it'll be complex..
I've come to the personal opinion that Lua is extremely powerful for a game engine, but almost not worth using..


Yea, but an Improved Dispatcher as an add-on would solve the problems that we've been having. It would handle AI/signaling better and it wouldn't break the routes and scenarios we already have. Heck, if scenario writers and route builders wanted to, they could actually go back and make the routes and scenario compliant with the add-on.
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Re: An Open Letter to RSC

Unread postby MikeK » Thu Aug 16, 2012 5:10 pm

To truly be a useful AI dispatcher, I think it needs to be customized for each route. It would have to know which sections are single/double/triple track etc., where all the switches are and so on. Making dispatcher AI smart enough to handle single track freight traffic AND double track passenger timetable traffic seem like the wrong approach to me.

If there was a way to deliver dispatcher logic as a part of a route that would be ideal. Then the community could deliver DLLs (or however the AI would be scripted) that gave a truly dynamic driving experience. Driving too slow? Then you would be put into a siding for a faster train behind you, and meets with opposing trains would happen at different locations.

Something like this could really make the new "quick drive" concept shine, because I am guessing that even with "quick drive" they are attempting to generate a fixed scenario before you enter the cab, rather than dynamically adapting to what the player actually does.
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Re: An Open Letter to RSC

Unread postby BNSFdude » Thu Aug 16, 2012 5:15 pm

philmoberg wrote:FWIW, I'm wondering whether it might be possible to hack an XBOX controller into an authentic control stand and brake stand. These 3D cabs are marvels of workmanship, but mouse-operated controls don't give me anything like the fine degree of control I'd have in a locomotive from the middle of the last century, much less anything newer. To the extent I can achieve a finer level of control through the keyboard

You may want to check this out then. http://www.naturalpoint.com/trackir/
I use one for ARMA 2, works a charm. Haven't tried for railworks yet.
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Re: An Open Letter to RSC

Unread postby Shayfan1 » Thu Aug 16, 2012 5:28 pm

I have to ask the dumb question. Will you be able to play RW on the XBOX or just use the controller with your PC?
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Re: An Open Letter to RSC

Unread postby artimrj » Thu Aug 16, 2012 5:29 pm

The only dumb question is the one you don't ask. You will be able to use the XBOX controller on your PC. They are USB, you plug and play em.
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Re: An Open Letter to RSC

Unread postby Shayfan1 » Thu Aug 16, 2012 5:35 pm

Thanks for the clarification Bob. !*salute*!
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Re: An Open Letter to RSC

Unread postby Shortliner » Thu Aug 16, 2012 5:38 pm

MikeK wrote:To truly be a useful AI dispatcher, I think it needs to be customized for each route. It would have to know which sections are single/double/triple track etc., where all the switches are and so on. Making dispatcher AI smart enough to handle single track freight traffic AND double track passenger timetable traffic seem like the wrong approach to me.

If there was a way to deliver dispatcher logic as a part of a route that would be ideal. Then the community could deliver DLLs (or however the AI would be scripted) that gave a truly dynamic driving experience. Driving too slow? Then you would be put into a siding for a faster train behind you, and meets with opposing trains would happen at different locations.

Something like this could really make the new "quick drive" concept shine, because I am guessing that even with "quick drive" they are attempting to generate a fixed scenario before you enter the cab, rather than dynamically adapting to what the player actually does.


Hmmmm, you may be onto something. It would give the route creators more control over how traffic is managed on their route and it would make railroad operation more prototypical since every railroad has their own operating rules. I wonder if we could create an interface program like RW_Tools where a route builder can design an AI Dispatcher for their route. This idea has some promises IMHO.
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Re: An Open Letter to RSC

Unread postby styckx » Thu Aug 16, 2012 6:41 pm

This will be the 4th major version of Railworks (1, 2, ts2012, 2013) and how much you want to bet when driving a $20 steam engine it will still sound like you're playing it through a pair of cheap headphones that you have to wiggle and tape the wire near the jack in place to get a steady stream of non-crackling and cutting out audio.

For a few minutes at least, until it starts all over again.. In turn making your vast collection of steam engines nearly useless
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Re: An Open Letter to RSC

Unread postby peterhayes » Thu Aug 16, 2012 7:28 pm

I already use an xbox controller on TS2012 using a little app called Xpadder a more expensive app 'Pinnacle game controller' also works. Neither are "perfect' but you can control many locos quite well. Neiher support raildriver, but that's another story.

I think that many of the 'enahancements' listed here to be implemented, will be "A bridge too far" for RSC, as everyone says that they have an old legacy code 32-bit stuck in DirectX 9.0c (even changing the latter to DirectX 10 or 11 would be a major undertaking with perhaps little benefit for most users.) For example, Lockheed are attemting to upgrade its FSX variant P3D to DirectX 10/11, but it hasn't happened yet and its been well over a year in announcement. There's a limit to the complexity that you can add to 32-bit code and to re-write to 64-bit would be complex and costly, and could eliminate quite a number of users. I think that the way RSC have changed the folder structure and the announcemnt for TS2013 does mean that they are moving forward. These upgrades, by necessity, have to be a compromise, they need to keep the base of simmers with not so powerful pc's and old OS's and also keep the the interest of simmers with state of the art hardware, and also keep those of us in the middle, happy too. !!*ok*!!

Yes, there are deficiencies both graphical and technical with RW3, but its still a very good sim when compared to others.

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