Reason for long scenarios being split into several parts?

Discussion about RailWorks scenario creation.

Reason for long scenarios being split into several parts?

Unread postby Nicolás » Tue Mar 12, 2019 4:55 pm

I have a different question this time. I'm still a novice in TS, still haven't reached 50 hours of gameplay after buying the game a bit more than two weeks ago. I already noticed that long scenarios, those that usually tour an entire route, are split between different parts. What is the reason for this? Some kind of limitation? Could I make my scenario tour an entire route without any issues?
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Re: Reason for long scenarios being split into several parts?

Unread postby ssbobz » Tue Mar 12, 2019 5:10 pm

Some of the Donner Pass scenarios are very long. It comes down to preference really, not limitations of the sim, after an hour (if I can even get that much time) of point to point operation I'm ready for something else.
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Re: Reason for long scenarios being split into several parts?

Unread postby ChrisOnline » Tue Mar 12, 2019 8:05 pm

Historically before 64-bit was introduced last September, long scenarios could build up cached data and end up crashing through lack of memory. Saving, exiting and continuing from the saved point could help but sometimes that also causes problems especially where a scenario is heavily scripted.

It's not so much of a problem with 64-bit (for those running it), but it's still unlikely that many would run say a 3 hour scenario continuously with a break, so little virtue in creating such a long scenario and restricting its practical use by many users.
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Re: Reason for long scenarios being split into several parts?

Unread postby charliechan » Tue Mar 12, 2019 10:10 pm

Good morning:

I have always thought that making shorter scenarios was a good way to set up AI traffic. I don't think anyone runs the same speed and the AI trains can get very mixed up.
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Re: Reason for long scenarios being split into several parts?

Unread postby Nicolás » Thu Mar 21, 2019 8:24 am

Well, I think now I realize why long scenarios are split. Not only they are more time-convenient, it's also way easier to manage AI trains that way.

From my little experience with the editor I can already tell that AI trains can turn into a mess real quickly, and if you make the scenario longer and more complex, it will be harder to fix any errors. Especially on single track routes.
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Re: Reason for long scenarios being split into several parts?

Unread postby BoostedFridge » Sun Apr 14, 2019 4:45 pm

Nicolás wrote:Well, I think now I realize why long scenarios are split. Not only they are more time-convenient, it's also way easier to manage AI trains that way.

From my little experience with the editor I can already tell that AI trains can turn into a mess real quickly, and if you make the scenario longer and more complex, it will be harder to fix any errors. Especially on single track routes.


For long scenarios, especially on single track lines, I like to use the AI traffic to regulate how quick the players train can get over the line. Arranging a meet with a higher priority train forces the 'fast' players to wait, and would allow the 'slower' players to catch up and get back on the same timeline.
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Re: Reason for long scenarios being split into several parts?

Unread postby Dakota » Mon Jul 22, 2019 10:54 pm

It seems that the scenario chaining introduced in TS 2014 is not being used or at least rarely.
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Re: Reason for long scenarios being split into several parts?

Unread postby DanSSG » Tue Jul 23, 2019 12:33 am

Dakota wrote:It seems that the scenario chaining introduced in TS 2014 is not being used or at least rarely.


That's because this function was withdrawn some years ago *!sad!*
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Re: Reason for long scenarios being split into several parts?

Unread postby Dakota » Tue Jul 23, 2019 1:56 am

Ha ha ha :-) Well OK...
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Re: Reason for long scenarios being split into several parts?

Unread postby TheTeenageFoamer » Fri Sep 13, 2019 9:18 am

The reason for split scenarios is mostly because of the attention span of players. After about 45 minutes to an hour, myself and most other players are done, and even at that I find myself tabbing out frequently.
Last edited by TheTeenageFoamer on Fri Sep 13, 2019 1:10 pm, edited 1 time in total.
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Re: Reason for long scenarios being split into several parts?

Unread postby Chacal » Fri Sep 13, 2019 11:11 am

30 minutes is the longest time my son will let me use the computer on my own...

Split scenarios are a better idea than having to complete one long scenario in multiple sessions, because saving your progress doesn't always work well, and there is a risk you won't remember that you have unfinished scenarios.
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Re: Reason for long scenarios being split into several parts?

Unread postby gtrtroger » Fri Sep 13, 2019 12:49 pm

There ARE argument(s) to be made for the exact opposite.....

Some routes “should” be run as “Yard to Yard”, or “Yard out and back” to maintain continuity with what you are doing or attempting to accomplish. I would categorize these as “Ironman” scenarios, yes, but they do rightfully have a place.
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Re: Reason for long scenarios being split into several parts?

Unread postby awaken1977 » Sun Apr 12, 2020 2:40 am

Multiple reasons:
-For scenario developer, debugging 4 hour scenario is boring and tedious. imagine you have a bug in the end of scenario, and you need to play it over and over again, to reach that place. I spent many hours to test only 1-hour scenario.
-For gaming user, playing continuously 4 hours without having a break also can be hard
-Save and restore with traffic over single track line, often doesn't work. After restore, some traffic trains may freeze at the point, where it was saved.

I usually limit my scenarios to 60-70 min
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