Can you find that post on the forum and link to it? As I have written above, any such assertion would be manifestly contrary to the clear and unequivocal pre-release statements as to the nature of the thing that was being made, as well as to what might be described as the feature stubs already present in the game.anand99 wrote:jamespetts
I have already raised this issue many times before. even before RS was released. I think the response RSAdam gave me a while back on the railsimulator forums was along the lines of RS was never intended to be this type of simulator. their focus apparently was on driving. Although I must say I wonder how many posts you have to make before RSDerek responds directly to your questions. I feel sorry for you man. Keep trying though.
If there are to be timetabled scenarios in which (1) players can jump to any train, which would otherwise be driven by the AI; (2) those trains have realistic operations (so realistic that the player driving badly will realistically disrupt other trains and make them late); and (3) the whole thing can run for "hours", (the three things expressly stated as features of timetabled scenarios), then it necessarily follows that the AI trains must be able to have realistic operations, certainly realistic enough to have locomotive hauled trains turning around in terminus stations as described in my original post on this thread, otherwise those things would simply not be possible.
It is not, after all, as if the features that I describe are inherently difficult to implement: as I have written elsewhere, it is just a matter of some relatively straightforward logic. Any modification to a game such as this would not be a trivial exercise, but certainly far easier than, for example, physics or graphics or sound (which are the things that require particularly specialist programming skills: note the use of a third party physics engine, for example).