I think it all needs to be put in to perspective really!
Rail Simulator scenarios can essentially do most of what an MSTS scenario could do, with the bonus that it's a lot easier to write said scenario.
There seem to be pathing bugs, but i'm confident they'll be fixed at some point. Fundamentally at the simple level it works well enough, and for even more complex scenarios you can see the building blocks are there, they just don't work yet.
I would heartily agree with Mike10 that the session capability in Trainz far outstrips anything else out there. On the one level you have the icon-based system which was introduced in TRS2004. Unfortunately in 2004 it didn't really come with many icons so it wasn't really capable of doing much (IMHO). The Trainz community then wrote loads of them, which Auran then bundled with TRS2006 and the result is an extremely rich set of tools for writing complex scripted sessions with lots of advanced interactions - not just AI shunting but AI trains interacting with the player train and more. Get beyond a simple script however and things get very difficult to manage requiring lots of pen and paper help remembering what is where, when and why; since there's no way to advance time to a particular point and essentially you are just dealing with a bunch of square icons. Capability-wise, however, it's really good. On the other level, you've got their fantastic scripting language - purely the domain of the software engineers out there - but for those who could get the hang of it (and it really wasn't that hard) the possibilities were endless. I wrote an AI signalling system for despatching trains from various entry points in to the next available, and suitable, platform depending on what was going on at the time, for example.
Getting back to Rail Simulator...
I think the first implementation is "good enough" for the first cut. I'd like to see the bugs fixed so that it works reliably - I've yet to complete my first scenario that's any more interesting than the rather tedious ones that RS comes with - but it's basically, and fundamentally, good enough.
If they can get the other stuff working in a patch that'll be outstanding however and there are only a few things that really make a big difference to what is possible - definitely more than the sum of its parts if done correctly.
Let's chill out a bit, the point has been made. They'll either understand it or they won't, they'll prioritise it or they won't. Let's leave it until the patch comes out and see what is fixed and what they plan to do after that. Complaining incessantly won't speed things up.
The fact that there are no released scenarios yet tells me that something isn't quite right, by now I would have expected one or two even if simple ones.
In short ,the majority of people who will buy KRS dont give a monkeys about accuracy as long as they can drive trains.
Most of what growler37 says in his post is fairly accurate tbh, in our experience we've found that the community makes up for about 30% of the total users of the sim, at best. It makes up a disproportionately high level of the higher level enthusiast with a lot fewer casual users than the other 70%. Of all the CD's we sell (commercial and community) modern thrash always outsells highly detailed classical steam. Detail just has to be "good enough" and for the majority of the 70%, it's more than good enough.
Still, while it's true to say that the vast majority of your market place is in the casual user, it's also very important for vendors and developers to remember that the enthusiast in the 30% bracket is the person driving the product forwards, producing new content that the 70% bracket will enjoy. Most of your transient users are in the 70% bracket, where as most of your hard core loyal users are in the 30% bracket. So while there is less commercial market and viability in the 30% who are a smaller and harder to please bracket, they are also the ones that keep you going in to version 2 and feed that 70% bracket.
The 30% bracket just have to be realistic and realise that's what they are sometimes though, but then it doesn't hurt to be demanding
Matt.
Matt.