karma99 wrote:
I do love hearing how awesome MSTS2 was going to be. Just the same way RS was perfect before it got released, the Silent Hunter games have been perfect before they got released, FSX was perfect before it got released and MS Flight is still currently perfect... until it's released

World of Rails was always going to be a nightmare, because the track was inevitably going to be close but not exact. The scenery would be highly generic and with non-exact placement. I bet my house you'd have spent most of the time route building tearing up existing track to lay it down "right" and deleting default scenery. And what about modelling different eras? Was that ever thought about.. maybe I missed how that was going to work.
I do love hearing people put words into other people's mouths, unless of course you were referring to someone else who referenced MSTS2 and described it as awesomely perfect and beyond reproach. I presume you must have been, because what words did I use? "I thought it was very promising."
Slight difference there.
karma99 wrote:But all utterly irrelevant anyway.
MSTS 2 will forever be the dream sim, perfect in every way.. because it's all in your mind and you'll never get to play it. It's as useful to a discussion as the fictional holo-suite in my head where I'm working a prairie in 1930's Wales, with all the sights, sounds and smells of the real thing - it doesn't exist!
Of course we will never know what MSTS2 would really have been like - you appear to have missed my point. My point was that MSTS2 (or rather, it's absence) fundamentally shifted the landscape of the train simming marketplace and gave RSC domination of said market which now affords them the luxury of selling DLC whilst core improvements are rare and minor. How that can be considered insignificant to the discussion of RW's development and position in the marketplace is baffling to me.
karma99 wrote:Revisionist history is always good for arguements. Go back and play RS, then play RW2 and pop back with some facts.
The functionality might not be what YOU want, but it's there none the less.
So I bring out my age old question..
If you think RW is a lost cause, cannot (or will not) be improved and offers nothing you're happy with.. what are you doing here??

Exactly what functionality or core improvements have been brought about now that we are in the era of RW2? I'm genuinely curious. I guess we have different perceptions of what is
significant. When I look back to RS, the DNA and
design logic is still quite clearly all intact in RW2. AI pathing, signalling and despatching? Physics, field diverts and hydraulic transmissions that bear some relation to reality? Rubber banding, stuttering, and shaking cabs? CPU-bound game engine architecture and graphics rendering that only uses one core and was pretty much obsolete when RS was released?
If it sounds like I'm knocking on RW for fun or argument then that's not the case. I'm here because, as I alluded to in my previous post, RW is dominant in the market currently due to a lack of competition, and there's not much else to turn to. I'm not a die-hard train-simmer/spotter/foamer or whatever label is applied to it these days, but I do enjoy and continue to enjoy mucking about with trains, or planes, or cars on the computer (and cars in real life, since they're a little more afforable than trains and planes!

). However there are so many times when I play RW2 that I just think... this could be so much more if the underlying core was developed with the same drive & enthusiasm as the DLC is produced.
So sometimes I post about it in the hope that it comes ot the attention of the wider community and RSC, which makes it more likely something, someday, might be done about it.
Retro wrote:Because we care this is why things sometimes get heated. I don't really see this Topic as people banging on. It has in fact been an interesting Topic to read.
My sentiments also.
Merlin75 wrote:they were building it with the game engine from FSX and that from what i've read was a single core engine so it may well of had all the same problems that RW has now.
I'm not 100% confident on this but I was always under the impression that FSX made very good use of multi-core. I'm sure I remember reading that changing from a dual-core to a quad-core processor yielded significant performance improvements in FSX. Maybe it was one of the expansion packs that introduced the multi-core code. You've got me intrigued now, I'll have to go and check!
johnmckenzie wrote:Some people seem very happy to complain about RW2 but to be honest I think we are losing sight of a few things about it
1) It works
2) It looks right
3) It will never be real because it isn't real; it's only software allowing us anoraks to play trains. As such it feels far more realistic than, say, a model railway which is where I have always considered a rail simulator's real competition lies - and if you're comparing it with a model railway then you have to say the physics etc. albeit a touch flawed are far more realistic than 57000bhp, 300mph capable (electric sounding) class 08 shunters in N gauge!!
Hmm, I think you've just described a very valid point regarding expectations of RW2. Yourself, and no doubt others, are looking at it as an alternative to model railways, compared to which RW2 is obviously infinitely more realistic, versatile, and cheaper too. Yet others (and I include myself in this group) are not model railroaders or even train-heads, and are assessing RW2 in the context of a simulation title compared to the other simulation titles available in other genres. To the former group, RW2 is probably a godsend and by far the best option for indulging in their passion for trains. To the latter group, RW2 is expected to perform at the same standard as other modern titles, and it's shortcomings are more apparent.
Just all my speculation/opinion, of course.