Any news from the show in Dortmund ?

The Rail Simulator forum was very busy leading up to the UK release on October 12th 2007, this is a read-only copy of those discussions for historic and review purposes.

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g0fthick
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Post by g0fthick »

jamesinbolton wrote:I and I'm sure I'm not the only one, am getting bored with the whole thing now.
Good, maybe you'll shut up until the damn thing is released, when you actually have something to evaluate and criticise.

How would you like it if you were painting a picture and half way through someone comes along and tells you it's looking awful. It'd make you question why you'd put so much work into it upto that point. Maybe you could come along and give tips on improvement, but telling them it's rubbish or not worth doing would be downright horrible.

I'm sick of some of the people on this forum, only two or three people have played this game to my knowledge, myself included. Your knowledge is a collection of other people's reports and PR releases.

At the end of the day this is a game. Game developers rarely produce any kind of details, when they do it's for the following reasons:

-To incite interest
-To sell the product

Kuju have constantly disclosed information that has incited interest, this is evident as UKTS has a board for it. Yet they have no product to sell just yet, so perhaps you should wait until it's closer to completion for those final bits of information.

I only occasionally read this forum, and i see the same things being asked for over and over and over and over again. If i can spot this, Kuju's staff can spot this. If they are going to put your requested features in, they will have started work on adding them, if they aren't going to put them in, no amount of moaning will change that.

Afterall it's just a game.
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Post by Timcourt1 »

"But what's really missing is superelevation / cant - especially if you think about the phys(x)ics system on KUJUs flags. For me, better physics in a rail simulator of course implies superelevation"

Superelevation is not Physics in a train sim, How the train interacts with the cant/angle is :)
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CaptainBazza
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Post by CaptainBazza »

Whatever the sim, the screenshot is interesting from the terrain mesh perspective. :o

For those who claim (now) they 'are losing interest' ~ I wonder if that statement will hold true on the day of release? 8)

Let's be realistic about what's coming in the new box.....why not regard it as a 'starter SDK' and look forward to improvements and additions in future versions. Six years has been a long wait and everyone is getting a tad crabby and uptight over what they want immediately in the new sim.

Chill out. :lol:

Cheers Bazza
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Post by MaxFreak »

g0fthick wrote: .....
How would you like it if you were painting a picture and half way through someone comes along and tells you it's looking awful. It'd make you question why you'd put so much work into it upto that point. Maybe you could come along and give tips on improvement, .....
To give tips on improvement I must first see the painting . If I wait until the painting is finished and for sale is it not then impossible to repair any errors ?

With respect

~A~
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Post by MaxFreak »

CaptainBazza wrote:
Let's be realistic about what's coming in the new box.....why not regard it as a 'starter SDK' and look forward to improvements and additions in future versions.

Cheers Bazza
Hmmm ...

keber posted ( from translation ?? )

"Catenary won't be in zig-zag style because of performance issues."

Performance related only for this route ??

Is this the same as saying that Catenary in KRS cannot have zigzag ?? Perhaps we can add better ??

~A~
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TheTazman
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Post by TheTazman »

Yes I agree, we really do need this. this is really bring KRS to life.

Tazman
Timcourt1 wrote:"But what's really missing is superelevation / cant - especially if you think about the phys(x)ics system on KUJUs flags. For me, better physics in a rail simulator of course implies superelevation"

Superelevation is not Physics in a train sim, How the train interacts with the cant/angle is :)
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AndiS
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Post by AndiS »

Only when KRS and Zusi3 both are out, one can decide whether join the community effort to make Zusi3 look as good as KRS regarding "eye candy" besides catenary and switches; or join the community effort to make KRS as realistic as Zusi3 regarding simulation quality. I would not want to bet on either of them to be the better/nearer to perfection, etc.

Clearly, Kuju are aiming at features which are important "to the masses", which is normal for commercial projects. To me, the only question is "is their kernel good enough so you can build your thing on it, or not?". For things like cab sway or cant you will be short of luck in trying to implement them through third-party improvements. For other things there is more hope.

With the availability of Zusi3, it will be less of a one horse race compared to KRS alone with MSTS X somewhere in the far distance.

Those who ask themselves whether KRS is any improvement over MSTS 1 need to look at the list of KRS features which we already take as granted, like (without particular ordering) 3D cab, animated 3D people, better signals, better physics (not talking about the co-processor, just better ".eng-files"), working turntables and front couplers, better performance/less stutter, better vegetation).
This does not mean that I was brainwashed by Kuju or something, I just think that in order to place serious critics you need to stay in touch with reality.
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tads1970
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Post by tads1970 »

Whatever KUJU decide to include in the sim,im sure it will be a improvement in some aspects on whats available by todays standards.Im just glad that its a new sim thats on the way...be thankfull.

As regards to superelevation/cant if it is not included in KRS it won't bother me as much as it does others,i dont think i was expecting it to be there in the first place,would be nice thou after seeing that picture Keber posted :)

I assume most of the work or mods will come from the community,once KRS has been released and we can judge on the final product on whats needed to make KRS better than we are playing now.

Just by introducing changing weather and HDR lighting effects is a big thing for me,may not be to everyones tastes or not that important to some,its a step in the right direction imo,bearing in mind most people will prob have this turned off for performance reasons or need to tweak the graphics settings to suit there setup/card.

Anyway whatever we get off KUJU will be a big step from what your playing now,be prepared to upgrade for the pleasure,although i bet you will still get people spitting there dummy out because of frame rate,you cant expect to run tommorows games on last years equipment-thats speaking from experiance :)
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Post by steampsi »

As a management call I'll bet loss of cant won't hurt sales. Non trivial to implement either I'd say, especially with respect to the editor. But I'd still like to see it.

I like the track monitor & especially the different displays. Semi or completely transparant background & resizeable box would be good.

Superb distant scenery, forests etc.

No loading pauses - now that should please the pundits. A good job for a multi-core processor !
IGA ...they rely on the ability to disable this (opt-out)
During the install I trust.

Still like some proper screenshots tho. Lead artist please take 20 minutes out of your 26 hour day... :-?
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Post by bigvern »

The fixed rumbling along the track in MSTS with no superelevation in curves, nil bouncing and jostling on rough track or over points and crossings remains one of the key things that makes it seem so sterile.

I think you'll find there are more than a few people who will take a look at KRS and if indeed these features have been dropped say no thank you. You wouldn't release a flight sim without modelling the effects of turbulence and the plane pitching and yawing from side to side as it manoevres nor would you release a driving game without modelling the effects of the suspension. Unless KRS is after all only being aimed at the Hornby Virtual Railway market, it must implement what are after all basic principles of railway engineering and physics of motion. I could probably just about live with curved catenary (though I'm sure even Trainz allows the user to create a zigzag effect) but no amount of interactive passengers or dynamic weather will compensate for core missing features.
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Post by KlausM »

bigvern wrote:I could probably just about live with curved catenary (though I'm sure even Trainz allows the user to create a zigzag effect)
Proud that I was the first who brought this to Trainz ;-) -- although the community thanked me by bashing me more than once for the complexity to place it and the poor performance :lol:. However, it needs to be noted that in my humble opinion the performance problem was not related to the zig-zag at such, nor to the number of objects that needed to be placed, but to the extensive use of alpha-blended textures for the wires (which produced a nice fade-away effect for wires with larger distances). So I think that the performance is not a legal reason for not implementing zig-zag wires. Again, Carsten Hölscher has found a nice compromise for his Zusi3 -- it supports automatic placement of poles, cross spans and wires where the complexity of the algorithms is reasonable and relies on the user in other cases.

Regarding superelevation, I think it is rather a no-brainer compared to other problems of track placement and vehicle physics, especially if one would disallow special cases like junctions in superelevated tracks (as a first step towards full support in a later version).

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tads1970
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Post by tads1970 »

Kuju may have a totally differant idea of what CORE features means,for example they could translate that into,prototypical running,the way the train handles,weather,timetables or braking.

On the other hand,the die hard elemant of this community may translate that into Cab sway,superelevation/cant,movemant or differant sounds over selected track?

They will try and please the biggest percentage of the target sales-about 90% will be happy with what they put out-its only the remainder that will want more,giving the way for community mods/addons.

KRS could come on 100 3.5 inch floppys for all i care,ill still buy it no matter what is and isn't included in the sim :wink:
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Post by captaincooke »

tads1970 wrote:KRS could come on 100 3.5 inch floppys for all i care,ill still buy it no matter what is and isn't included in the sim :wink:
From Kuju's point of view that would make you an ideal customer! :wink:
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Post by g0fthick »

captaincooke wrote:
tads1970 wrote:KRS could come on 100 3.5 inch floppys for all i care,ill still buy it no matter what is and isn't included in the sim :wink:
From Kuju's point of view that would make you an ideal customer! :wink:
Does anyone still own a floppy drive? :lol:

My computer thinks it has one, like hell i'd install one, cheeky hardware.
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Post by CaptScarlet »

tads1970 wrote:Kuju may have a totally differant idea of what CORE features means,for example they could translate that into,prototypical running,the way the train handles,weather,timetables or braking.

On the other hand,the die hard elemant of this community may translate that into Cab sway,superelevation/cant,movemant or differant sounds over selected track?

They will try and please the biggest percentage of the target sales-about 90% will be happy with what they put out-its only the remainder that will want more,giving the way for community mods/addons.
I agree totally with this. To me those extras are nice to haves rather than "core" features and Msts had a "sterile" feel to it for a lot more reasons than just the lack of those missing features. As long as Kuju are able to bring out a game that improves upon the "experience"of both msts and trainz then it should be a worthy addition to the rail sim genre and whether or not the catanery zig zags or not is not any where near the most important thing to get right in my opinion.

John
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