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.
That makes sense, now you've explained it.
I have extended the track to Ventor, so now an O2 is sorely needed!
Also, well done the team, on the quality of the IOW track. With 3d sleepers and chairs, and better textures, it is a big improvement on previous offerings. Now I'm tempted to rip up the track on my Stockton on Tees route and and use the IOW track instead.
RSderek wrote:Hiya,
The invincible was picked by the steam railway there and the other locos were not running this season so no reference material could have been gathered. We also know that there are a number of locos on the way that will sit nicely on the IOW.
Thanks for that link. Those will be really usefull engines indeed.
Acorncomputer wrote:Hi
I think the rolling stock chosen for the IOW route was meant to reflect the situation as it is today. This seems partly due to the desire to record authentic sounds which could only be taken from locos actually running today.
willburton wrote:Now I'm tempted to rip up the track on my Stockton on Tees route and and use the IOW track instead.
It's definatly worth the effort trust me, every time you relay a junction/station you will astound yourself at the difference, and it really does showcase the undercarriage of locos much better than the original rather flat looking track, and on top of all its just much more enjoyable to drive a train over, im even tempted to relay the S&D route when i get a spare day
Yes, it is all a balancing act, the extra sleepers add draw calls, the default routes were not built or designed for the 3D sleeper and the more detailed track.
If the track on the IOW route was changed to the lower poly version (default sim track) you would get an even better frame rate.
There is code in place that groups lower poly assets together to create one draw call along a loft, for example the fence posts along a loft get grouped into a pack of 15 (I am not sure of the number as it does depend on the number of polys that are in the asset, the more polys tper asset he less get grouped) You can see this in the lods if you look close enough.
Key things to keep in mind when building and creating, which has been discussed a number of times but worth saying again.
* - number of individual assets per tile, the lower the better. (It is better to have a row of houses modelled as one object than one house placed 10 times making a row)
* - number of texture per assets (If a house has 3 textures then the sim breaks it into 3 assets, If an asset has 3 textures and 3 different materials/Shaders then that one asset could potentially get broken up into 9 assets depending on how the materials and textures were placed on the polygons.)
* - Size/number of textures - Obviously smaller and less is better than larger and more.
When building a scene the temptation is to throw as much at it as possible to make it look as busy and real as possible. A controlled and selective approach is needed and just because you can place every asset down does not mean that you should place every asset down.
It is not my place to tell or restrict users on how they should build their routes, but it is worth understanding the consequences.
There is much to discuss on this subject and a few lines from me does not cover everything. I do not have exact figures as I have not produced controlled test cases that prove what I say, I only have my experience to go on.
I am happy for someone to start a new thread where this subject can be discussed further.
I have already worked out the way in which assets affect the frame rates and RSDL in particular are producing a great deal of new and efficient stock items which are just wizzo. You have also given much good advice in the past on this subject as well.
Not being a 3D modeller, however, it is not easy for me to work out just how many textures an item has so my only guide is 1 house = 1 asset or 1 group of houses = 1 asset but that's as far as I can get. Is there any way I could work out the relative graphical load of each item and grade it such as 1 house = 2 GLU's (Graphical Load Units) or perhaps 1 group of houses = 5 GLU's. Perhaps, (drifting off into another day dream again) a small program can be devised that will run through all available assets counting the relevant texture and other files and automatically give that asset a GLU rating.
Just an idea.
Geoff Potter Now working on my Bluebell Railway route for TS2022 RISC OS - Now Open Source
hi, yes you have a good point with the default stock, some of which was made over 3 years ago and was done before my time.
I will be doing a review of any items that could do with a trip to the 'doctors'
Some of the changes will have to come from us, but the advice I was giving was for asset creators, but I do see how this information needs to be available to the route creators.
Maybe a readme file listing out all major assets and there texture numbers and sizes.I will give it more thought.
Hello yes about the class 02 loco and carriages i asked rob and tom who were running pacificseven for trainz stock to make me these about two years ago which they did after a bit of a wait but finally got there.
I believe the persons mentioned above are running digitaltractions so they may convert these for railsimulator.
Aso it would be very nice if someone can make the whole island line as it was in 1950,at that time there were 23 class 02 locos running and 4 class E1 tank locos mainly used for hauling coal.
I think rsdl should of made the class 02 and bogie coaches
I would like to see this done because it was a great little railway.
I have track plans and lots of colour photos for this railway
My interest in this is because my father who was born on the island in ventnor,and I visited my auntie in ventnor as a boy
The IOW route has been set up in such a way that it is relatively easy to add your own track and rebuild it any way you wish so why not have a go yourself.
Take a copy of the route (as described in a number of places by cloning) so that you preserve the original route and then set to work on your cloned copy. If you need help to get going, then read the articles on this forum, see the tutorials at the official Rail Simulator site, read the developer documents and ask for help on the forum with anything you are not sure of.
Geoff Potter Now working on my Bluebell Railway route for TS2022 RISC OS - Now Open Source
Derek may say im wrong, but I am doubtful we will be doing anything more with the Isle of Wight. Our next projects beyond enhancements to Rail Simulator will be in other areas of great interest in the train simming hobby. I know alot of people are itching for us to do something outside the UK. There are alot of very talented users in the UK and we dont want to put them off by appearing to dominate the area.
The O2 is being updated to reflect the greater level of detail allowed by the new sim, as are the coaches we did with it. They'll both be appearing sooner or later (The O2 is on my desk at the moment as I animate the inside motion, much fun). As for the IoW in 1950...I agree, it would be nice, and feasible...I won't say any more, though.
Tor-k
Last of the Regent Princes - First of the Chimaeras.
Hello kingsgate so I take it you work for digital tracktions ?,doe's tom and rob work for them they are the one's who made the 02 and coaches for me for trainz
but they did not finish the job there was a full brake coach they were going to make and some more numbers and names for the 02 I think the reason was because railsimulator came along and they were working on that,I would still like them to finish the stock for trainz as it is more playable than railsimulator.
Here is a web site which some of you may not know about,which has closed stations and lines plenty on here about the isle of wight railway anyone up for making this please ?.http://www.subbrit.org.uk/sb-sites/stations/index.shtml
Tornadoes, I am Tom. Technically I also own Digital Traction, but we'll not go into that here. We did, indeed, break off due to the release of Rail Simulator. Unfortunately, we won't be making any more releases for Trainz, due to the lower detail level in that simulator. All the IoW stock we made for you, plus extras, will, in the fullness of time, appear in Rail Simulator. I can't tell you any more than that,
Tor-K
Last of the Regent Princes - First of the Chimaeras.