What would you like to see in a Rail Simulator upgrade?

General discussion about Rail Simulator that doesn't really fit in to any specific category. A good place to start if you're not sure what category it should fit in to as well.

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smarty2
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Re: What would you like to see in a Rail Simulator upgrade?

Post by smarty2 »

GavNormandale wrote:better transition between gradients, smoother rather than the angled butt joint we have now, sorry if already mentioned

cheers

Gav
Hi, you already have this in RS, it is just sad that RSDL didn't use it when making their initial routes, but i think they have implemented it in the IOW route?

Mart
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Re: What would you like to see in a Rail Simulator upgrade?

Post by Acorncomputer »

Hi

You can make gradients smoother simply by adding a few extra gradient points at the transition and gradually increasing or decreasing the gradients of the short sections until you reach the final gradient you want.
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longbow
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Re: What would you like to see in a Rail Simulator upgrade?

Post by longbow »

Indeed, the lack of smooth gradient transitions in the default RS routes is a tracklaying issue not a problem with the sim itself. But it does require a little maths to acheive a smooth transition.

I use a small spreadsheet and some simple trigonometry to calculate the number and gradient of transition track sections. Having looked in vain for data on prototype practice, I have settled for making each transition track section 10m long and offset by 0.1 degrees in gradient from the adjacent section, which gives good visual results without needing unduly long transition sections. Thus to go from a gradient of 1 in 100 up to a gradient of 1 in 100 down - quite an extreme example - requires 11 intermediate transition sections totalling 110m in length.

If anyone knows better do let me know.
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Re: What would you like to see in a Rail Simulator upgrade?

Post by theokus »

Acorncomputer wrote:Hi

You can make gradients smoother simply by adding a few extra gradient points at the transition and gradually increasing or decreasing the gradients of the short sections until you reach the final gradient you want.
I do not agree about "the final gradient you want."
It has to be the gradient of the real track.

It' s not a big problem if you made a virtual route.
It doesn't matter that much in this case.
Ubi bene, ibi patria.
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Acorncomputer
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Re: What would you like to see in a Rail Simulator upgrade?

Post by Acorncomputer »

Hi theokus

Is just a matter of starting off with a straightforward butt joint at the transition from one gradient to another (the gradient you want to achieve or need to achieve) and then add intermediate gradients between the two, much as longbow has described.
Geoff Potter
Now working on my Bluebell Railway route for TS2022
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220389
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Re: What would you like to see in a Rail Simulator upgrade?

Post by 220389 »

Being able to place Steam Locomotives as "Dead" objects.

as i would like this as i've got a jinty on a bit of track outside a pub on the route im making.
Rising Storm -Name is in the credits :D - To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
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TheTazman
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Re: What would you like to see in a Rail Simulator upgrade?

Post by TheTazman »

You mean with out smoke coming out of it?

Tazman
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220389
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Re: What would you like to see in a Rail Simulator upgrade?

Post by 220389 »

Yes, and by avoiding adding a player thing to it.
Rising Storm -Name is in the credits :D - To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
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TheTazman
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Re: What would you like to see in a Rail Simulator upgrade?

Post by TheTazman »

Yes thats something I would like to see fixed.

Tazman
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Re: What would you like to see in a Rail Simulator upgrade?

Post by AndiS »

It would be easy for engine creators to supply a wagon version of their model, i.e., one that is a wagon in KRS. It would not have exhausts, and still you could place it in consists and move it around if you like.

If you know about blueprints, you can even change the .bin file yourself, but it is a bit of work and you need to know what you are doing or you end up with a corrupted XML file.
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Re: What would you like to see in a Rail Simulator upgrade?

Post by 3DTrains »

AndiS wrote:It would be easy for engine creators to supply a wagon version of their model, i.e., one that is a wagon in KRS. It would not have exhausts, and still you could place it in consists and move it around if you like.
Dead on a siding or in a yard...Your idea sounds good to me, Andi, and shouldn't be too difficult to set up.
Cheers!
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Re: What would you like to see in a Rail Simulator upgrade?

Post by Sly401 »

To make a dead copy of any engine.. hope I got this right :D

In ASSETS\Developer\Addon\RailVehicles\Steam\....\default\engine

Drag and Drop a copy of the .bin File.

Rename to Dead_Black5_Engine.Bin or Similar

Use RS_Tools from Mike Simpson and use the open railsimfile to open your Dead_Loco.Bin

Near the top there is a Name and several language variations.. Add Dead_in front of these.

Scroll Down to near the Bottom and you will find a section that says <Children>

Delete everything between <Children> AND </Children> (note the < and </)

Then save Railsim File from the menu.


Here is an exerpt from The Black % ... here I only show the data for one child element there are probably about a Dozen different elements but the <Children> and <\Children> only appear once each.

<Children>
<cEntityContainerBlueprint-sChild d:id="21417320">
<ChildName d:type="cDeltaString">Main Smoke Stack</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Particles\Engine_SmokeStack01.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000011441040" d:precision="string">4.0665</e>
<e d:type="sFloat32" d:alt_encoding="0000008051341340" d:precision="string">4.8011</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
</Children>

Cheers Sly
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TheTazman
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Re: What would you like to see in a Rail Simulator upgrade?

Post by TheTazman »

I would love to see more track clutter. The various boxes, buildings, cables etc.

Tazman
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Re: What would you like to see in a Rail Simulator upgrade?

Post by RSAdam »

Instead of making engines into wagons and then being unable to use them at all other than in tow, or hacking sections out of XML files, why not just make two versions - One that is ON by default and one that is OFF by default. Seeing as particles do not emit from a train that is OFF, then you have the best of both worlds.

As noted in several places, here are the control settings for where the engine is ON or OFF:

To use the Engine Start/Stop functionality you need the following controls under the Control Container Component section.

Startup - Determines if the Engine ON/OFF function is present
EngineStart - For the ON/OFF button (or for the start button if the functionality is seperate)
EngineStop - Optional if a seperate stop button is present.

Settings used on the default stock for these controls are:
  • Startup
    • Minimum: -1 (OFF)
    • Maximum: 1 (ON)
    • Default: 1 (ON)
    • Interior Interface: Interior Push Button (usually)
      • Element Name: N/A
      • Difficulty Type: Intermediate
  • EngineStart
    • Minimum: 0 (inactive)
    • Maximum: 1 (active)
    • Default: 0 (EngineStart is active)
    • Interior Interface: Interior Push Button (usually)
      • Element Name: EngineStart
      • Difficulty Type: Intermediate
      • Movement Type: Push Button (usually)
    • Interior Interface: Exterior Animation (this is where you can tie in roof fans and such)
      • Difficulty Type: Intermediate
      • Animation ID: This is a reference to the animation specified in the Render Component >> Anim Set section.
      • Animation Style: Continuous (In the case of the roof fans - play the animation repeatedly until the engine is stopped)
  • EngineStop (if the start/stop functionality is seperate)
    • Minimum: 0 (inactive)
    • Maximum: 1 (active)
    • Default: 0 (EngineStop is inactive)
    • Interior Interface: Interior Push Button (usually)
      • Element Name: EngineStop
      • Difficulty Type: Intermediate
      • Movement Type: Push Button (usually)
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overmarze
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Re: What would you like to see in a Rail Simulator upgrade?

Post by overmarze »

Any news of when we will be getting MK2?
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