The closit door opensNeutronIC wrote:I'm definitely a big fan of the scripting idea. It's one of the aspects I most admire in Trainz (bet nobody thought they would hear that from me).
Ideas and Suggestions for the Attention of Kuju
Moderator: Moderators
- johndibben
- Bletchley Park:home of first programmable computer
- Posts: 14007
- Joined: Mon Dec 03, 2001 12:00 am
- Location: Bletchley
Well, as an example really, I have found situations in some activityies where I am so far ahead of schedule that there are no AI trains or red signals to be found. If a scripting system was used, then AI trains could be added in to slow the player service down, & get them back on to schedule.
I never even considered trains from different periods passing as a problem, as the trains used should be one of the primary parameters of the script. Anyone wanting to see this in action (properly
) should have a look at X2: The Threat, where it is entierly possible to set up a whole system to automatically run itself, with the correct types of ship etc, etc.
Also, to some extents this thread seems to be degenerating into a scrap between the 'purists' and the 'average' user, who really couldn't care less whether something is a few years out of period etc, if the driving experience is good. Therefore, it seems to me that the sim should have a really large set of options, with the ability to turn on & off some features.
Chris Lees
http://www.bvecornwall.co.uk
I never even considered trains from different periods passing as a problem, as the trains used should be one of the primary parameters of the script. Anyone wanting to see this in action (properly
Also, to some extents this thread seems to be degenerating into a scrap between the 'purists' and the 'average' user, who really couldn't care less whether something is a few years out of period etc, if the driving experience is good. Therefore, it seems to me that the sim should have a really large set of options, with the ability to turn on & off some features.
Chris Lees
http://www.bvecornwall.co.uk
-
BeefTorpedo
- New to the Forums
- Posts: 7
- Joined: Wed Nov 19, 2003 11:15 pm
Train Classes
It would be useful if the despatcher subprogramme could make sensible desicions about train priorities. A journey where the player service is offered nothing but greens for the whole journey is just silly (and plain boring) where traffic is theoretically dense. This is especially true when the player is running what is akin to a slow class 6 frieght train and class 1 expresses are held to allow it to pass or overtake This JUST WOULD NOT HAPPEN (or shouldn't!) on the privatised UKrail network. Many activities do attempt to "fool" the desptacher with the use of double reversing markers to change priorities at converging junctions but the player is then required to draw up to the holding signal in the hope that it will eventually clear. A simple and overiding train priorty (classes 1 thru 9) would take care of this. It would add to the realism with late running trains being put behind trains that are "on time" and so being made later!
an added incentive to keep to time.....
an added incentive to keep to time.....
-
ozziedriver
- Been on the forums for a while
- Posts: 297
- Joined: Sat Jul 02, 2005 11:52 pm
- Location: Traralgon,victoria, Australia
It must have a heads up gradient chart, from a train driver with 22 years experience a driver must know were all of his train is positioned in relation to the profile of the terrain
In the real world drivers get an indication by the push pull of the train but that can only be simulated in a full blown 3 dimensional purpose built simulator
MSTS simulated the drag of a train once the boys in the trainsim community worked on the ENG/WAG files , but the pushing effect always seemed to be lacking
The train never seemed to gain speed downhill enough from what I was seeing in the simulation
And Sound should be tied to the cylinder stokes of steam locos and also have rail and point gap sounds
Another nice effect would be the rail head shine at night
Also sparks around the wheels when the brakes are applied, this used to look very spectacular at night under heavy braking
In the real world drivers get an indication by the push pull of the train but that can only be simulated in a full blown 3 dimensional purpose built simulator
MSTS simulated the drag of a train once the boys in the trainsim community worked on the ENG/WAG files , but the pushing effect always seemed to be lacking
The train never seemed to gain speed downhill enough from what I was seeing in the simulation
And Sound should be tied to the cylinder stokes of steam locos and also have rail and point gap sounds
Another nice effect would be the rail head shine at night
Also sparks around the wheels when the brakes are applied, this used to look very spectacular at night under heavy braking
-
NeutronIC
- Atomic Systems Team

- Posts: 11085
- Joined: Fri Oct 05, 2001 12:00 am
- Location: E11, London, England
- Contact:
On a small GWR route that isn't out yet, Highworth Branch, there is a nasty drop just past a siding - at the top there is a sign that instructs ALL trains to stop and pin down brakes along the train before proceeding. Pretty much guarantee that anyone who doesn't do that will have a runaway by the bottom if not a derailment - and it's not a long hill, maybe 10-20 wagons in length.The train never seemed to gain speed downhill enough from what I was seeing in the simulation
Equally, departing highworth and heading back towards Swindon you will often run with no power and just apply brakes for the first few train lengths as it's all down hill and fairly steep - don't apply the brakes (or do so with insufficient strength) and she'll accelerate rapidly.
Perhaps the weights on the wagons you were using weren't set up correctly, and/or the brakes on the loco's were too powerful?
Matt.
- johndibben
- Bletchley Park:home of first programmable computer
- Posts: 14007
- Joined: Mon Dec 03, 2001 12:00 am
- Location: Bletchley
- ianmacmillan
- Very Active Forum Member
- Posts: 9588
- Joined: Fri Feb 28, 2003 12:39 pm
- Location: N. Lanarkshire Scotland
- JonathonAG
- Very Active Forum Member
- Posts: 2133
- Joined: Sat Oct 02, 2004 4:03 pm
- Location: Cowdenbeath, Scotland. The Land Of Great railways
- Contact:
- supergoods
- Very Active Forum Member
- Posts: 2752
- Joined: Fri Jun 07, 2002 12:00 am
- Location: Sugar Land, Texas
- martinhodgson
- Nowt to brag about, but still want to look flashy!
- Posts: 13922
- Joined: Sun Jan 20, 2002 12:00 am
- Location: Manchester
- Contact:
- arabiandisco
- Very Active Forum Member
- Posts: 3496
- Joined: Mon May 10, 2004 9:49 am
- Location: The Church of Noise
- Contact:
- johndibben
- Bletchley Park:home of first programmable computer
- Posts: 14007
- Joined: Mon Dec 03, 2001 12:00 am
- Location: Bletchley
- johndibben
- Bletchley Park:home of first programmable computer
- Posts: 14007
- Joined: Mon Dec 03, 2001 12:00 am
- Location: Bletchley