by Kali » Sun Dec 04, 2011 1:02 pm
Heh yes, I hadn't even got into the logistics of it. There are ways around that - not least just plain ignoring sections of existing blueprints in favour of new ones - but well, so much room for unwanted behaviour. At some point though you just have to bite the bullet, upgrade the core and attempt to minimise the impact, or there will never be any progress.
It's possible - Openrails is doing it for MSTS. Once you've got baseline physics for vehicles then they're all pretty similar, it's not like trying to make a submarine from an aircraft. Once someone wrote a simple porting tool where you could just pull down a template and fill a couple of boxes in for unique data like weight and so on, you could port wagons over very fast. Aside from doing cab interfaces and so on, engines are all very similar too, and if you got your physics model right you don't have to do much tweaking to get everything realistic, because the real world has already done it for you. That last reason is why I get so annoyed when people make random figures up to get one area of behaviour - you will get random results out again in others and screw other people's work up. There are reasons for standards.
However of course - most people would have to wait for stock to become re-available, and people who do have the ability to port will get monstrously fed up with porting everything in sight. I would suggest not releasing something like that until there are easy to use tools, but we still don't have any dev docs for RW2, let alone RW3. I see stuff in the post RW3 content that didn't used to do anything at all, which now might or might not be necessary... and I see one or two things I'm not sure of the function of. And I'm sick of having to work it all out.