Western Rail Corridor v.3
Posted: Mon Mar 29, 2010 6:00 pm
Irishrail123 ...
Kudos, man. This is a terrific route -- ideal in my opinion. Small enough to get around it all, yet large and complex enough to create some fun passenger and freight scenarios. The detail in populated areas is totally immersive. Electrification is a real plus for users who like to roll fast in the 380s and 390s (thanks for fixing the breaks in the E-lines). The expansion of the route in version 3 is also very welcomed. Just a beautiful route with lots of possibilities. Amazing work and with the big plus that it's very frame rate friendly
.
The only disappointment for me is that there are no Portals. Scenario designers can use these to get AI traffic off the map after interaction with the player train is completed. This frees up resources and, IMHO, contributes to better sim performance. If I was a route designer I'd litter them with Portals -- i.e., one at every station, several in each yard, and one about every 5-10 miles on main lines and at pull-outs on the mains. I don't understand why route designers don't do this.
My biggest wish aside from fixing the SBHH errors is that the RW guys add Scenario-based Portals to the design capabilities in RW like they did with Destination Markers. This would mean that Portals don't have to be route based, so scenario designers could create their own Portals, and scenarios could survive across many versions of a route (unless of course the route designer significantly modifies or removes the track were these scenario-based portals are located). The lack of scenario-based Portals is the main reason why I've never contributed any of my scenarios here, although I am currently developing one for N-Y Modern in which I've limited myself to using the few Portals that Darren included in his route. Quite a challenge.
- Jev
Kudos, man. This is a terrific route -- ideal in my opinion. Small enough to get around it all, yet large and complex enough to create some fun passenger and freight scenarios. The detail in populated areas is totally immersive. Electrification is a real plus for users who like to roll fast in the 380s and 390s (thanks for fixing the breaks in the E-lines). The expansion of the route in version 3 is also very welcomed. Just a beautiful route with lots of possibilities. Amazing work and with the big plus that it's very frame rate friendly
The only disappointment for me is that there are no Portals. Scenario designers can use these to get AI traffic off the map after interaction with the player train is completed. This frees up resources and, IMHO, contributes to better sim performance. If I was a route designer I'd litter them with Portals -- i.e., one at every station, several in each yard, and one about every 5-10 miles on main lines and at pull-outs on the mains. I don't understand why route designers don't do this.
My biggest wish aside from fixing the SBHH errors is that the RW guys add Scenario-based Portals to the design capabilities in RW like they did with Destination Markers. This would mean that Portals don't have to be route based, so scenario designers could create their own Portals, and scenarios could survive across many versions of a route (unless of course the route designer significantly modifies or removes the track were these scenario-based portals are located). The lack of scenario-based Portals is the main reason why I've never contributed any of my scenarios here, although I am currently developing one for N-Y Modern in which I've limited myself to using the few Portals that Darren included in his route. Quite a challenge.
- Jev












