johndibben wrote:Not working as we would would wish isn't a flaw but the lack of something we would wish for.
It all depends upon the definition of the term 'we'.
If "something we would wish for" is realistic simulation of railway operations, and the thing that lacks it is a product that purports realistically to simulate railways, then "broken" is a fair comment, even if not everybody is bothered by the fact that the bits that are broken are, indeed, broken.
Broken things, however, can be fixed, and, since RSDL has promised to support the product in the long-term, there is hope yet.
RSDerek wrote:Posts read James, I'll attempt to clear the waters on a clear head.
regards
Derek
Think it may be time for another glenmorangie
The reply is very much appreciated

I certainly understand that posting detailed replies to complicated things at eleven something in the evening is not conducive to making a great deal of sense
I hope that you and the rest of the team appreciate that much of our frustration at the things that haven't been got right (yet) is in large part due to the fact that much of the game is very well designed and shows very great potential: I love the graphics and the lovingly recreated routes and the delightfully modelled assets, and the sounds and physics (which, although not perfect, are better by far than any other railway simulator of which I know), and very much hope that I will be able not just to drive trains up and down, but participate in a realistic set of simulated railway operations with a full timetable and realistic signalling one day using the generally rather good game engine that you have all been designing for the past two years or so. I daresay that I am not alone in that view.
I also appreciate that commercial pressures mean that you have not had as much time as you would like to produce the game as you would like it, and that you are (in the circumstances, very sensibly: rather a troubled product now which is fixed in time than no product at all) trying to compensate by building on the product post-release, with the input of the community. Although some of us wonder whether, even given the limited time, some aspects of signalling could have been done better, ultimately, as long as it is all made to work properly in the end, one way or another (where "the end" is not many years from now), I, at least, will be happy.
Incidentally, one aspect of the operational side that you all have got right (unlike, I think, all other railway simulations, unless Trainz has it and I didn't realise) is portals: although they don't currently work for player driven trains, when fully implemented, they will go a long way towards maximising the realism of operations over a slice of a larger network.
Enjoy your glenmorangie, and I shall look forward to any new information
