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FAQ Questions: Suggestions wanted
Posted: Fri Sep 15, 2006 8:03 am
by steampsi
Now that a good deal of the questions in the FAQ are getting some answers, I thought it was time to expand with more questions on what everybody wants to know about KRS.
The more specific the better. Fire at will.
Re: FAQ Questions: Suggestions wanted
Posted: Fri Sep 15, 2006 8:43 am
by TheTazman
Are we talking what we would like to see in KRS?
Regards
TheTazman
steampsi wrote:Now that a good deal of the questions in the FAQ are getting some answers, I thought it was time to expand with more questions on what everybody wants to know about KRS.
The more specific the better. Fire at will.
Posted: Fri Sep 15, 2006 8:52 am
by steampsi
Not really after feature suggestions, but rather specific questions about how it works, what it contains, etc.
Will it contain feature 'A' or 'B' would be fine, but not dream sheets.
Posted: Fri Sep 15, 2006 9:00 am
by DarrenCarter
I have a question. Now i'm getting more and more into cab modelling will the needles on dials and gauges be modelled and animated in the 3d drawing package giving us shadows on dial faces instead of adding bitmaps to the finished product.
Darren.
Posted: Fri Sep 15, 2006 9:16 am
by 31466
Will the simulator feature all the UK safety systems like AWS, TPWS, DRA and the Drivers Vigilance device like on BVE4.
Posted: Fri Sep 15, 2006 9:44 am
by 3DTrains
I believe these questions have popped-up before, but I don't recall seeing them answered.
- Does commercial development require a paid license?
- If a paid commercial license is required, is it per title, or a blanket applied to the developing company?
- If a paid commercial license is required, is a royalty to be paid on top of this?
- If a paid commercial license is required, are there any added benefits to having one?
- How much would the commercial license initially cost?
Cheers!
Marc - 3DTrains
http://www.3dtrains.com
a quick one
Posted: Fri Sep 15, 2006 10:08 am
by TheTazman
What will happen after KRS is released. Will kuju continue developing the first routes (ie making general improvements). Will we see new rolling stock what if any locos are planned for modelling after rail sims release.
PS Hopefully there will be a news update today. :
Thanks Chaps!
TheTazman
steampsi wrote:Not really after feature suggestions, but rather specific questions about how it works, what it contains, etc.
Will it contain feature 'A' or 'B' would be fine, but not dream sheets.
Posted: Fri Sep 15, 2006 10:10 am
by CaptainBazza
Modelling protocols (ie naming of parts that are dynamic)?
Managing loco/stock physics?
Thanks.
Cheers Bazza
Posted: Fri Sep 15, 2006 10:11 am
by phill70
31466 wrote:Will the simulator feature all the UK safety systems like AWS, TPWS, DRA and the Drivers Vigilance device like on BVE4.
I would imagine that AWS, TPWS, and DVD will be there, but as someone who used to be a driver upto the early 1990's, what is DRA ?
Glyn
Posted: Fri Sep 15, 2006 10:19 am
by steampsi
what is DRA
I'm not a driver or British

, but this might help: (The) “Driver Reminder Applianceâ€
Posted: Fri Sep 15, 2006 10:24 am
by phill70
steampsi wrote:what is DRA
I'm not a driver or British

, but this might help: (The) “Driver Reminder Applianceâ€
Posted: Fri Sep 15, 2006 11:27 am
by KlausM
Hi,
first, I'd like to suggest to clean up the thread. Most of the additional postings can be either removed or moved to another thread (including this one).
An issue where I am interested in is
scripting. Kuju/Sabrina has told us that signals will be scriptable via the "Lua" scripting languages (see
here). Details are missing, but she mentioned that they will be announced at a later point in time. However, it is still open whether other objects will allow scripting, too. Examples are locomotives (where it is likely quite important), level crossings, movable bridges, loading machinery (like cranes, filling, loading and unloading stations), turntables (if need be), car traffic control/traffic lights (if supported to this extent).
Klaus
Posted: Fri Sep 15, 2006 1:54 pm
by danielw2599
steampsi wrote:what is DRA
I'm not a driver or British

, but this might help: (The) “Driver Reminder Applianceâ€
Posted: Fri Sep 15, 2006 4:02 pm
by GenmaSaotome
(1) What kind of mesh is used for terrain (e.g., triangles) and what is its smallest poly size?
(2) Is the method of projecting terrain into the sim about the same same as was used in MSTS -- a diamond shaped area of DEM data twisted into squares?
(3) Is the visual display of water a constant across an entire route (as was done in MSTS) or can the developer vary the appearance in some way, such as tile by tile or perhaps by contiguous water area?
(4) Is KRS optimised to take special advantage of either dual core cpu's or SLI mode graphics cards (some new games do, some don't)?
(5) At what distance does a large object first appear?
(6) Can the developer change the appearance of the ground from one season to another and if so for all 4 seasons?
(7) Will there be any central registry required for new objects to formally assign a unique identifier (either at Kujo or within KRS itself -- think MSTS TSection.dat)?
(8 ) With the placement of objects does the designer have the ability to position anything with greater precision than where he/she points the mouse (e.g., parallel to object x, offset by 5m vs. mouse click over there).
Posted: Fri Sep 15, 2006 4:53 pm
by AndiS
- Seasons: Will they be but four or will we specify arbitrary periods for each of the appearances (e.g., blooming in May instead of blooming in spring)?
- Plants: What will I be able to modify in the plant which come with KRS without a separate licence (skew, ratio of branching, length of branches; or only height and width)?
How much would a licence to do more and what will it allow me to do?
Side question: what is the brand name of the plants - SpeedTree or something else?
Will there be different shapes for different seasons or only different textures? (A corn field is 2m hight at times but flat in winter. Trees bend under the fruit.)
Will there still be "traditional", i.e., non-procedural plants? Will they have seasonal textures and/or shape, too?
- What else will be procedurally modeled (besides track and plants)? (Mileposts etc., bridges, walls, roads, buildings)?
- Object references: How will we refer to objects not included in the pack (be it freeware or payware)? Will it be filenames, other names, or unique IDs (managed by whom and how)?
- What will the Kuju server do? Serve out packages (i.e., routes) for download? Or individual objects?
Will it be the only one? If not, what will be the conditions for other servers?
Will it be for freeware and/or for payware?
- Will we be able to script the behaviour of the passengers ourselves?
- Will there be (other) figures with scriptable behaviour such as guards, switchers?
- Will there be a way to modify the shape of the passengers (not only the texture)?
If so, will I be able to freely distribute the modified ones (freeware/payware)?
If not, what are the tools to make your own figures for KRS and how much do they cost?
- What will the physics coprocessor actually do? Manage the appearance of steam and leaves only, or calculate the behaviour of the vehicles too? (There was a note about wheel slip somewhere, what about steam production and employment, coupler physics, etc.?)
- [overlapping with other's questions] How will we program/configure the physics of waggons and engines?
Will their weight differ over time, due to loading and fuel/water consumption?
(And generally, tell us everything about scripting, physics, and organisational/legal sides of object sharing, but that has been asked before.

)