TrabantDeLuxe wrote:Let's get rid of the Electric/Diesel/Steam subcategories. There's so many seperate systems out there, that this cookie cutter approach to physics is needlessly restricting to creativity and realism. Having full control over tractive effort would certainly be best. You, the developer, come up with a physical model using 100 year old books, that spits out a tractive effort value, sets the animations (in case of wheelslip/skid), and thats it. DTG's job would be to make sure that the resources a locomotive uses (diesel, oil, water, coal) are standardised so that a loco made by Alice works together with a tender made by Bob - and can get refueled at a coal depot modelled by Charlie. The only real downside is in terms of the development cylce - it will take longer but I'm confident that some of us are willing to share basic simulations.
Obviously, this would be more difficult when systems are spread over multiple vehicles, such as continuous braking systems, MU, and the lot. Thats where we need clearly defined standards and I hope DTG will take the lead there.
I partially agree... however that means every creator needs to have the time and knowledge to build their own system - I would estimate that this would put off 95% of people of ever making anything. As it is lots of people who can 3D model give up with TS as they don't understand how to get anything into the game using the blueprint system. Others do get that far and putting some numbers in gives them a moving loco - if they had to have a degree in physics/engineering to even make it move the add-on market would be VERY limited.
The way to do it is allow the default behaviour to be replaced by making it modular. DTG can provide the "standard" modules for Diesel, Electric and Steam where punching in some values will give a close rendition of the engines performance. For someone like yourself, if you want to write an entire module from scratch that calculates every microscopic part of every aspect of the "power plant" then you can do that.
The singular output from that module could just be tractive effort and braking force if that's all it needs, but there need to be some default modules for the 3 basic types of power to make it accessible.
SamYeager270 wrote:I have to say your logic sounds quite reasonable.
Obviously the other prerequisite will be how the editor(s)/SDK work. On Wednesday night's stream Matt mentioned that just giving people the tools DTG uses would mean giving access to their source code. Naturally that isn't going to happen and this is why I wondered if the editor(s) will be more like a SDK. The scenario editor might be a tailored SDK tool for instance.
Yes, some kind of SDK would make a lot of sense. Knowing Matt, I'm sure it'll be built with developers in mind
