Trainsimulator 2012

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Re: Trainsimulator 2012

Unread postby Kali » Sun Jul 17, 2011 9:32 am

Toripony wrote:FYI, Gordon (qrfan3) wrote a nice AI scenario for our BLC logging railroad in dark territory. He accomplished it using strictly the train "Class" designations and timing. Something else I found surprising was that the player train was NOT the "Special" in the scene. I haven't tried... I'm having enough trouble working in areas WITH signals, lol.


Most of the time my player trains are somewhere down the bottom of the priority list ( or light engine, which seems to solve a bunch of routing issues :p ).

RW rather likes signal blocks, and doesn't know when two trains are approaching each other other than the consist count in the block going up. Fix the proximity check and you've not only got the ability for signal-less routing - I think you might want dynamic train priorities at that point too - but you've also got moving-block signalling too.

Glad to see someone working on the dispatcher :)
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Re: Trainsimulator 2012

Unread postby micaelcorleone » Sun Jul 17, 2011 11:05 am

How Railsimulator should have looked...?

A user called SaMa1 posted this on UKTrainsim:
SaMa1 wrote:Can anyone remember the original wallpaper images of Railsimulator.com page in 2005? I think we are getting there finally !**duh*!!
http://web.archive.org/web/20051220015151/http://www.railsimulator.com/Images/wallp1_800x600.jpg


With Railworks 3 we will now finally have what Kuju promised back then (and even more :D ).
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Last edited by micaelcorleone on Sun Jul 17, 2011 11:49 am, edited 3 times in total.
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Re: Trainsimulator 2012

Unread postby Shortliner » Sun Jul 17, 2011 11:08 am

micaelcorleone wrote:How Railsimulator should have looked...?

A user called SaMa1 posted this on UKTrainsim:

"Can anyone remember the original wallpaper images of Railsimulator.com page in 2005? I think we are getting there finally !**duh*!!
http://web.archive.org/web/20051220015151/http://www.railsimulator.com/Images/wallp1_800x600.jpg"

With Railworks 3 we will now fianlly have what Kuju promised back then (and even more :D ).


and it only took someone else taking up RS, renaming it RailWorks, and slowly work on it since 2009. !*roll-laugh*!
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Re: Trainsimulator 2012

Unread postby Heavy Chevy » Sun Jul 17, 2011 11:41 am

I can not wait for this update. The guys at RS.com really do fine work. It seems like they have added all the things that folks have been asking for. This just shows that they ar a company that puts customers first. Make it the way people want it and more of them will buy it. Very nice indeed guys. I look forward to running night time scenarios that I have had since I first bought the game but never ran.
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Re: Trainsimulator 2012

Unread postby thecanadianrail » Sun Jul 17, 2011 11:48 am

a company that puts their customers first and listens to them is a company that will be around for a long time!
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Re: Trainsimulator 2012

Unread postby Trainguy76 » Sun Jul 17, 2011 11:53 am

Hi, Adam, it does seem you guys have found the best solution to the problem presented.
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Re: Trainsimulator 2012

Unread postby Trainguy76 » Mon Jul 18, 2011 11:38 am

I have a question, will making the "shadows" that are under the engines and rolling stock be necessary anymore?
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Re: Trainsimulator 2012

Unread postby jp4712 » Mon Jul 18, 2011 12:27 pm

No. It was made very clear to us on the day that stencil shadows are dead.

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Re: Trainsimulator 2012

Unread postby Trainguy76 » Mon Jul 18, 2011 12:59 pm

Thanks for the clarification Paul. What about objects with alpha channels that don't rotate?
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Re: Trainsimulator 2012

Unread postby SMMDigital » Mon Jul 18, 2011 2:53 pm

Content Creation: Glad to see that the Stencil Shadow will be leaving us. Can we assume that the IGS/GeoPcDx files will still be the object files in TS2012? I would like to continue using 3DC if possible to make content for the game.
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Re: Trainsimulator 2012

Unread postby micaelcorleone » Mon Jul 18, 2011 3:26 pm

SMMDigital wrote:Can we assume that the IGS/GeoPcDx files will still be the object files in TS2012? I would like to continue using 3DC if possible to make content for the game.

I think the chance of the file system to change is close to zero. Otherwise all existing dlc wouldn't work anymore.
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Re: Trainsimulator 2012

Unread postby Trainguy76 » Mon Jul 18, 2011 3:48 pm

SMMDigital wrote:Content Creation: Glad to see that the Stencil Shadow will be leaving us. Can we assume that the IGS/GeoPcDx files will still be the object files in TS2012? I would like to continue using 3DC if possible to make content for the game.


I think that is safe to assume.
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Re: Trainsimulator 2012

Unread postby PapaXpress » Mon Jul 18, 2011 3:54 pm

We have a saying here. I'll let you guess:
Image

*!greengrin!*
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
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Re: Trainsimulator 2012

Unread postby Shortliner » Mon Jul 18, 2011 6:35 pm

PapaXpress wrote:We have a saying here. I'll let you guess:
Image

*!greengrin!*


If you don't brush your horse's teeth daily, they'll develop gingivitis?

!*roll-laugh*!

Had to be done!
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Re: Trainsimulator 2012

Unread postby Rich_S » Mon Jul 18, 2011 8:43 pm

RSAdam wrote: Dark Territories are a fascinating concept for us British !**duh*!! but essentially I understand it as effectively the same as air traffic control.
Regards
Adam


HI Adam,
Train Orders in Dark Territory are not really that complicated until you throw in a time table which can estable different classes of trains. If all trains are run as extras, this simplifies the train orders. To setup a meet lets say we have a East/West Railroad from point "A" to point "B". Now lets say half way between "A" and "B" is "Halfway Siding" We have one train running east with engine number 10 and one train running West with engine number 11. Here is the Order

To C&E of Eng 10 at Point "A" and Eng 11 at Point "B"

Eng 10 run extra from Point "A" to Point "B"
Eng 11 run extra from Point "B" to Point "A"

Extra 10 hold the main track and meet extra 11 at Halfway siding.
Extra 11 take siding and meet extra 10 at Halfway siding.

So basically this order says both trains have to meet at Halfway siding, so if extra 11 reaches halfway siding first it must sit there until train 10 arrives, it doesn't matter if this wating period is 10 minutes or 10 years :) What does all of this really mean? Well in my limited computer programming experence I would think it would be possible and maybe along the same logic that is used to choose locations to pickup or setout freight cars, to choose locations for a meet. If the AI train arrives at this location first, it would wait until after the player train has passed. Now on the other hand if the player arrives and passes the meet point, it should be treated the same as passing a absolute stop signal. Just something for the crew at RSC to kick around :) Keep up the great work guys this update sounds fantastic and by the way, does the new route being released with Rail Works 3 happen to go around Horse Shoe Curve?

Regards,
Rich S.
Cheers,
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