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Re: Quick drive

Posted: Thu Jul 26, 2012 4:26 pm
by Darpor
whiterider wrote: I do wonder what this will mean for people like me who create Scenario Packs and I do hope that it won't affect them as people don't want to spend money buying scenarios when the game automatically does it for them for free - it already does but it is daunting at first and some people will give up or look at it and go 'No, I ain't touching any of this'.
Not really sure that commercial concerns are really for a public discussion board, thats for you and your publisher to try and find out what side effects there may be. I cannot really see it being a replacement for scenario packs, there will still be a market for them and nothing should change in that respect.

Re: Quick drive

Posted: Thu Jul 26, 2012 4:35 pm
by FoggyMorning
As long as the quality is there I think there will still be a market for scenario packs.

I think this is a rather different fish to the current free roams as well, so I don't see them being replaced wholesale

Re: Quick drive

Posted: Thu Jul 26, 2012 4:47 pm
by OrpheusRocker
Two things spring to mind.
First, I think it's generally accepted that the "dispatcher" is already a bit flaky, so generating working AI on-the-fly seems like a tall order.
Secondly, I see there is random function included. If your generated, on-the-fly QuickDrive fails, how do you get support if it includes third party locos and/or stock?
Otherwise, it seems like a good idea :)

Re: Quick drive

Posted: Thu Jul 26, 2012 4:48 pm
by whiterider
Darpor wrote:I cannot really see it being a replacement for scenario packs, there will still be a market for them and nothing should change in that respect.
FoggyMorning wrote:As long as the quality is there I think there will still be a market for scenario packs.
I never thought about it like that. Especially as I doubt the game would be able to have lots of differing AI etc. For example on the WCML I doubt the game would put Class 66 with coal hoppers along the route and also have them doing things like getting pushed into passing loops etc. I also think that AI would just be the opposite direction so you wouldn't have much of a challenge and it would be just passing AI.

Re: Quick drive

Posted: Thu Jul 26, 2012 4:50 pm
by malcolmfhill
Yes please! Gimme Gimme Gimme!

Re: Quick drive

Posted: Thu Jul 26, 2012 4:52 pm
by davejc64
They will have to seriously improve the AI signalman/dispatcher otherwise on a complicated route there would be chaos with AI collisions and pathing issues! :crazyeyes:

Re: Quick drive

Posted: Thu Jul 26, 2012 4:57 pm
by scorpion71
An excellent (and overdue) addition from MSTS days, I do hope we're also able to make the loco computer driven as well because I always liked to go into passenger view mode and just watch the scenary go by, when I do this in RW3, 95% of the time I hit the AWS ramp as I completely forget about it whilst enjoying the views :oops:

Re: Quick drive

Posted: Thu Jul 26, 2012 5:01 pm
by 1S811985
I can see some use for this, checking out a newly purchased route for example, or for those ocassions when you just want to go for a spin. Just like the facility MSTS had.

For myself, I cant see it replacing the scenario editor though. Half the fun of doing scenario's is in setting up interaction with AI, passing moves, junctions etc.

So long as its going to sit alongside, and not in anyway replace, the existing access that we have to the scenario editor then I dont have a problem with it.

1S81

Re: Quick drive

Posted: Thu Jul 26, 2012 5:23 pm
by pilot37
Like the fact that interesting new developments are under way whatever they are. Like her voice too :-O

Re: Quick drive

Posted: Thu Jul 26, 2012 5:25 pm
by Oldpufferspotter
A lot of users simply download absolutely everything they like and just want to drive or be a passenger on a train. This will be ideal for those people, choose any loco you have and run it on any route you have, choose the weather and season and it's all done for you. I cannot see that it will be good enough for those users who want to reproduce real life activities and timetables in their scenarios though.
There's nothing like doing it yourself to your own satisfaction!
regards Ted.

Re: Quick drive

Posted: Thu Jul 26, 2012 5:31 pm
by crumplezone
I doubt its intended to replace the scenario editor or scenario packs, nore should it, unless RSC have spent a bucketload of time and money into developing this part of the tech, which I doubt they have, it won't be beyond giving a user a basic populated route with trains which will just go point A to B and do not run to any kind of realistic working timetable, which is actually fine since that is what a "quick drive" should be about.

Sadly can't see from the video, but I was hoping to see a AI consists section to the quick drive bit where you can tick box consists you want ot appear on the route. e.g. you could make a number of consists which consist of period accurate locomotives/freight/passenger rolling stock and they will pass you while you drive.

I have to question what is new technology about it though, its more of a needed feature rather than any kind of new technology and has been present in other simulators for awhile, feels more like Railworks is catching up and adding it rather than it being anything technologically new to the trainsim, as people already noted it was available in MSTS already.

Welcome feature, just hope its robust enough and customisable enough to allow for period accurate rolling stock, be abit odd for example if you picked Oxford-Paddington and it populated the route with all rolling stock which can run on Ox-Pad which would include steamers and so forth.

Now all we need is a easy method to swap rolling stock in scenarios from within the core program with a drag and drop interface.

Re: Quick drive

Posted: Thu Jul 26, 2012 5:39 pm
by msey0002
Great idea. Looking forward to this and steam workshop

Re: Quick drive

Posted: Thu Jul 26, 2012 5:57 pm
by Kariban
Given the Steam Workshop implementation was for the distribution of scenarios, the next "New Technology" is hardly going to be something that makes it obsolete.

Going to be interesting to see how and if this works with "unregistered" third party assets.

Re: Quick drive

Posted: Thu Jul 26, 2012 6:58 pm
by TransportSteve
Quick Drive, but, we've already got it, it's called freeroam, what's the difference??

And good grief, look at the new utility, we laughed at the Fisher Price HUD, now we've got the sunshine bursts of a new weather pattern from the Little Cherubs Boutique, is this for the kiddies on Facebook...... :lol:

Cheerz. Transport Steve.

Re: Quick drive

Posted: Thu Jul 26, 2012 7:10 pm
by darkdj
TransportSteve wrote:Quick Drive, but, we've already got it, it's called freeroam, what's the difference??
With normal "Free Roams", you still need to use the Scenario Creator to make them.

With Quick Drive, it looks like you dont need the scenario editor, the game creates a scenario for you. I think.