Multiplayer mode for MSTS2?

General MSTS related discussion that doesn't really fit into any of the other specific forums.

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longbow
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Multiplayer mode for MSTS2?

Post by longbow »

No inside track here, just wishful thinking, but .... MSTS isn't the most exciting Sim around when it comes to gameplay. And that's a problem if it's going to sustain the broad appeal it needs to keep Microsoft interested in long-term development.

I'm not suggesting combat or deathmatch modes, or dumbing it down, but how about for MSTS2:

More realistic loco performance. MSTS seems to lag well behind leading flight or driving Simulators here. 'Nuff said elsewhere on this.

Career mode. Based on driver performance - including fuel economy - progress from apprentice to top-link driver, with access to a wider choice of locos and duties.

Multiplayer mode. Join other players to drive a train, or act as despatcher, signalman, passenger or trainspotter. AI handles empty seats.

Despatcher mode. Schedule train movements to meet predicted passenger/freight requirements.

Signalbox mode. Control trains from your 3D signal box interior complete with working leverframe, authentic interlocking, bell codes and trackside view. AI handles vacant boxes. Something like PCrail's sims - see

http://www.pcrail.co.uk/index.php

Trainspotter/passenger mode - choose a good spot/comfy seat and watch the trains/scenery go by.
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ogwilliam
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Post by ogwilliam »

now then - deathmatch msts.... there's an idea deltic vs western etc etc.

only being daft
had a similar thought the other day - no reason why players with their own pc's and the same routes installed shouldn't be able to choose a consist and a route they want to drive, and then a central server to "signal" all these services so that they behave somewhat like a real railway. That would be much closer to a "real" Virtual Railway - North West Trains eat your heart out.

Biggest problems I could see would be that MSTS 2 would have to have a common set of consists, or find some way of making sure that players had all the same locos / rolling stock installed, otherwise obvious problems in compatibility.

Who knows what they will come up with? MSTS 2 is still only a rumour to my knowledge, although it seems pretty likely there will be a new one, given the lack of updates and bugfixes on the first - as has been mentioned elsewhere on these forums, MSTS 1 shows classic signs of being put together quite quickly and quite cheaply compared to some games/simulations, perhaps as a way of Microsoft testing the water for the market so to speak. I can only hope they have been pleasantly surprised, though I have no knowledge of what sort of sales they have had. Anyone any ideas?
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martinhodgson
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Post by martinhodgson »

It occured to me last night that IF the MSTS series is going to do the alternate release years like flight sim, then MSTS SHOULD be out later this year, yet nothing concrete has been heard, unlike MSTS1 which was announced abiout 10 months beforehand!
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Post by lwaxl00 »

[quote="ogwilliam"]
Biggest problems I could see would be that MSTS 2 would have to have a common set of consists, or find some way of making sure that players had all the same locos / rolling stock installed, otherwise obvious problems in compatibility.

It could be done the same way as online flight sims like IL2 which uses Hyperlobby. The person hosting would choose a scenario/activity and provide all rolling stock and consists, people wishing to participate would fill a slot in the waiting area. When all slots are filled the host then starts the activity. this will take you to anther screen where all the services are listed for that activity, they then choose what they want to drive, when this has been done the host starts the actual activity.


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Post by LucaZone »

People dont need all the same loco's and consists. Check FlightSim online. U just join and fly with what u want. Provided its in line with what the hosting person has in mind. So u cant fly a jumbo jet in a acrobat game.

All MS games are the same online. U join a lobby where people are hosting games, with a small description and u join the one u want to.

Multiplayer MSTS will simply be a more active version of the Virtual TOC's that operate now. Other members on this forum are already doing the priliminary research into this. How to operate a 24/7 timetable server so u dont need someone to host it all the time.U can just join the server and run the route ur timetabled to.

About the only thing that would have to be consistant throughout would be the routes everyone would be running on.

Do some searches on the forums with the word multiplayer. Im sure u'l come up with many other topics about this same subject.
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Post by Grudz »

the multiplayer would seem simple for example:
Create an activity as normal but have it so that you could jump into any of the created services and the AI takes over the services that arnt being used by the player. You can do this for one player anyway. Look at the ECML Activity Pack (i think that is what it is called).

I hope this made sence

But it would give the frame rates a ravaging

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Post by ChrisEllis »

hmmm, when using Galtic Battle grounds it send scenario programs to each user, if Microsoft found a way to cut down file sizes then they could be sent quickly and shortly, Are we forgetting that Microsoft already has the ability to assign roles in multiplayer games, look at CFS3 there is the choice in a bomber to be the tail gunner or pilot, the system metioned above would work on the same principle.
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Post by kevarc »

I think is a bunch of hooey. Who has six hours to kill? It will not be like a 20 minute firefight, it will be running a marathon.

I want to be the dispatcher. "Flamed my post the other day, you are in the hole for the next twenty trains." :evil:

Also who will set up the activities? Not I. Same for who gets what train - imagine the fights over this - WAH WAH WAH - I don't want to run the local\shunter, I want the big passenger train.

This is so much different than a flight sim there is no way to compare them.
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Post by martinhodgson »

My idea was that you select a train and starting point. MSTS ensures no trains are in the signalling block, and places you in position. You set a route before hand, and the signaller simply controls you for that route (or 'diverts' you if neccesary!). If no signaller is online, you have the route set beforehand by yourself in an AE style route interface. Before you sign on you also set a priority for your train, so that the signaller/MSTS knows which trains are more important.

Also, in the case where anothe player has a different train, MSTS searches it's .sd and .s files for locos with similar shapes and simply substitutes them in.

Just an idea :wink:
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Post by Goingnorth »

I think I've put this idea forward a few times. Anyway, this is the way I would do it:

Hopefully in MSTS 2 the signalling will be much upgraded, and hopefully there will be something like a special signalling interlocking generator (SIG). Part of the route production process. It would know the location of trains, state of signals, points, level crossings etc.

You would distribute the interlocking with the route to run on a standard computer, or upload it to a web server where others could log in and drive a chosen service, as part of the activity. You could have the computer controlling all of the signalling or part of the signalling. So in effect the signaller (dispatcher) could take part of a signalling panel - which would be defined by the route builder in the SIG. Or you could have serveral on-line signallers.

Reason being something like London - York is reality is controlled by 11 signallers and a large number of crossing keepers. So one person doing the lot would be impossible if you were to run a full service.

The other, more simple option is just to run activities as now, with full AI and users opt to become drivers on selected services.
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Post by Goingnorth »

kevarc wrote:
I want to be the dispatcher. "Flamed my post the other day, you are in the hole for the next twenty trains." :evil:
Just like real life then...
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Post by pgmetcalf »

I think most people are missing the point here. I thought the whole idea of multiplayer was that people can roam wherever they want to and interact with each other. On MSTS you may not see another engine for ages and the signalling will not allow close following. The only way it would be remotely possible is for everyone to have the same routes which may need to be at least 4 rails wide. I just don't think it would be a suitable multiplayer game.

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Post by n863dwt »

if im picking this idea up correctly then you could meet up with friends running the same route but with perhaps mk3's instead of the mk1's you are pulling you could exchange (in theory) or change your passenger cars for someone elses freight cars allowing a never ending sim...
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Post by n863dwt »

...infact it could allow you to complete one starting activity and then collect a new consist of coaches then deliver them to say york from newcastle and another player would take them to dawlish.....!
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Goingnorth
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Post by Goingnorth »

pgmetcalf wrote:I think most people are missing the point here. I thought the whole idea of multiplayer was that people can roam wherever they want to and interact with each other. On MSTS you may not see another engine for ages and the signalling will not allow close following. The only way it would be remotely possible is for everyone to have the same routes which may need to be at least 4 rails wide. I just don't think it would be a suitable multiplayer game.

Paul
I couldn't disagree more. Much rather have the other trains as real people, rather than computer driven. You could intelligently set routes and run the timetable. And cope with regulating freight and re-platform at terminals.

Image the joy of riding the ECML at 125, passing Basil at Grantham, JD on a warship through rural Lincolnshire and overtaking Thin lizzy on a swt 170 at claypole! All routes set live in Croydon by Jolly! :D :D :D
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