Already possible. When selecting a loco, a box on the right hand side appears, and it contains a section where you can enter a number.kieranhardy wrote:Just thought of another one.
Unless i havent seen it, but a way of choosing a particular numbered loco instead of it being random? Would help with activities that are set on preserved railways.
What would you like to see in a Rail Simulator upgrade?
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- UpsideDownBox
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Re: What would you like to see in a Rail Simulator upgrade??????
"Home 8. Dined and worked. Planning conquest of Iceland for next week. Shall probably be too late! Saw several broods of ducklings." Alexander Cadogan, end of diary entry for May 4, 1940.
Re: What would you like to see in a Rail Simulator upgrade??????
For myself it would have to be
1. Cabs that go dark in tunnels with correct dialand button illuminations.
2. Super Elevation
3. Cab wobbles
4. 2 Tone Horns
5. A better wheel sound instead of the clunk
6. Addition of Adams new weather http://forums.uktrainsim.com/viewtopic. ... 54&t=80976
7. better cloud formations.
8. that lovely sound effect as wheels pass over the points in BVE.
9. Lens glow on signals
No doubt i will think of other things later on.
Tazman
1. Cabs that go dark in tunnels with correct dialand button illuminations.
2. Super Elevation
3. Cab wobbles
4. 2 Tone Horns
5. A better wheel sound instead of the clunk
6. Addition of Adams new weather http://forums.uktrainsim.com/viewtopic. ... 54&t=80976
7. better cloud formations.
8. that lovely sound effect as wheels pass over the points in BVE.
9. Lens glow on signals
No doubt i will think of other things later on.
Tazman
Last edited by TheTazman on Wed Jun 25, 2008 3:29 pm, edited 4 times in total.
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mearle73
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Re: What would you like to see in a Rail Simulator upgrade??????
How about slack screw couplings with the buffers moving in and out
- exshunter
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Re: What would you like to see in a Rail Simulator upgrade??????
That would be fantastic and realistic, and we need clag relative to throttle response for diesels as well!kieranhardy wrote:I would personally like to see the steam locos upgraded.
I'd like to see steam and smoke being chucked out of the chimney in a realistic manner when the loco is working hard, and hardly any steam when its coasting. It's been mentioned before but steam for the whistle and cylinder cocks. And perhaps steam shooting out when the loco "blows off" with the sound effects to match
Another thing id like to see is slipping, in wet conditions id like to see the loco struggling to get its feet.
Think those are the main things i'd like to see
Re: What would you like to see in a Rail Simulator upgrade??????
Point is why dont RS get working on these things.
Then thay can charge us for the upgrade just like thay did with the class 66s?
Suppose it really dose go on who would buy the upgrades?
Then thay can charge us for the upgrade just like thay did with the class 66s?
Suppose it really dose go on who would buy the upgrades?
- MrAnge1o
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Re: What would you like to see in a Rail Simulator upgrade??????
My very simple idea is "Dependence of External Animation from BrakeCylinderPressure", and other physic values.
Read more here: http://forums.uktrainsim.com/viewtopic. ... 15&t=84076
Read more here: http://forums.uktrainsim.com/viewtopic. ... 15&t=84076
Re: What would you like to see in a Rail Simulator upgrade??????
What makes you think we're not? I would be amazed if anyone though we were sitting around twindling our thumbs waiting for things to do!overmarze wrote:Point is why dont RS get working on these things.
- smarty2
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Re: What would you like to see in a Rail Simulator upgrade??????
I am sure Adam that nobody thinks that you are twiddling your thumbs but actually dunking your biscuits instead
Just thought of another, scenario creation, instead of having the destinations pop up in the right hand flyout why not make it intergral with the dropdown box, so you dont have to keep going back and forth or even flying to the destination, that way you can flit about without having to come out of the necessaries like passenger and stop instructions all the time which imo makes it very tedious as is.
Regards
Mart
Just thought of another, scenario creation, instead of having the destinations pop up in the right hand flyout why not make it intergral with the dropdown box, so you dont have to keep going back and forth or even flying to the destination, that way you can flit about without having to come out of the necessaries like passenger and stop instructions all the time which imo makes it very tedious as is.
Regards
Mart
Re: What would you like to see in a Rail Simulator upgrade??????
NA i dont think that i thought you would be working on the next money makeing operationRSAdam wrote:What makes you think we're not? I would be amazed if anyone though we were sitting around twindling our thumbs waiting for things to do!overmarze wrote:Point is why dont RS get working on these things.
Who wants to see Msts cancel msts2 lol
Last edited by overmarze on Wed Jun 25, 2008 4:50 pm, edited 1 time in total.
Re: What would you like to see in a Rail Simulator upgrade??????
online Multiplayer 
Re: What would you like to see in a Rail Simulator upgrade??????
Thats been discussed along time ago and probably would never work.
Tazman
Tazman
- sjbaker34
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Re: What would you like to see in a Rail Simulator upgrade??????
I would like to see the stutters fixed
MSTS & RS.COM, NUFF SAID.
Re: What would you like to see in a Rail Simulator upgrade??????
My personal preferences would be for
Dynamic smoke effects, relative to effort
Whistle, sander, Cyl Cocks , injector and safety valve emissions affected by control settings.
more detailed controled external animations (independant as discussed)
Visual wheel slip and brake locking.
Coupling / buffer slack
AI consist operations (unlikely)
Undockable editor panes
Multiple view windows ?
Despatcher is secondary to signalling in terms of decision making for AI
New type of loft... where instead of spline there is straight sections (maybe not possible)
Turntable Traverser ? Tippler track sections are not out of bounds for the AI and can be used with markers
A wait Instruction in the scenario editor
Random Consists (from a defined selection)
Random grime levels (appreciate this would mean more models) but say I had ex works , clean and 1968 versions and which one you got was random (like the dynamic numbers)
I guess I'm upto upgrade 44 now lol
Sly
Dynamic smoke effects, relative to effort
Whistle, sander, Cyl Cocks , injector and safety valve emissions affected by control settings.
more detailed controled external animations (independant as discussed)
Visual wheel slip and brake locking.
Coupling / buffer slack
AI consist operations (unlikely)
Undockable editor panes
Multiple view windows ?
Despatcher is secondary to signalling in terms of decision making for AI
New type of loft... where instead of spline there is straight sections (maybe not possible)
Turntable Traverser ? Tippler track sections are not out of bounds for the AI and can be used with markers
A wait Instruction in the scenario editor
Random Consists (from a defined selection)
Random grime levels (appreciate this would mean more models) but say I had ex works , clean and 1968 versions and which one you got was random (like the dynamic numbers)
I guess I'm upto upgrade 44 now lol
Sly
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fgrsimon
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Re: What would you like to see in a Rail Simulator upgrade??????
Dynamic Smoke/Exhaust/Steam
Timetabled Scenarios
Distant Mountains - I want Swiss routes
Working Level Crossings
All of which MSTS does
Timetabled Scenarios
Distant Mountains - I want Swiss routes
Working Level Crossings
All of which MSTS does
Forest Green Rovers - The Little Club on Top of the Hill
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Re: What would you like to see in a Rail Simulator upgrade??????
I know, I said it before, but please fix the AI. Once that is done, the effort to get the "disabled" or so timetabled scenarios working, and to keep the fast forward from crashing, must be relatively small. Then amateurs and operation freaks will cheer alike.
Then, could we please have exhaust that matches the inner condition of the engine at a given moment. Maybe linking animated parts like valve gear to parameters is feasible, too, but the exhaust from stack, cylinder cocks, and safety valves is much more important.
Then, there is this incorrect rendering of the rails in junctions. Once that is fixed, an additional fool-proof guide to track laying would be great, to spell out all the mysteries of track rules and the musts and must-nots would get us a step forward. It should include a detailed guideline how to implement switches with predefined geometry (e.g., 1:9, 190m radius, 1:9 300m, 1:12 500m, 1:14 500m). Creating one master with care and copy-pasting it around is a good start, but not perfect for merging tracks. Most likely, all it needs here is some clever thought plus persistence on the side of the tracklayer, but without first fixing the drawing bug and second providing clear guidance, this persistence will not (re)surface.
Moving buffers and coupler slack would have been great, but I am afraid this will be a feature of KRS 2.
Having a loft which connects the repeated items by straights, not curves would for a basis for a wide range of community solutions.
And, please, can you come back to that vague promise to look into publishing the data format of all the XML files. There are many open questions there, and with clear information (and the above bugs fixed), there should be a new wave of 3rd party tools.
Oh, and please give the US boys their dynamic brake, so they can start enjoying the Cajon pass.
Then, could we please have exhaust that matches the inner condition of the engine at a given moment. Maybe linking animated parts like valve gear to parameters is feasible, too, but the exhaust from stack, cylinder cocks, and safety valves is much more important.
Then, there is this incorrect rendering of the rails in junctions. Once that is fixed, an additional fool-proof guide to track laying would be great, to spell out all the mysteries of track rules and the musts and must-nots would get us a step forward. It should include a detailed guideline how to implement switches with predefined geometry (e.g., 1:9, 190m radius, 1:9 300m, 1:12 500m, 1:14 500m). Creating one master with care and copy-pasting it around is a good start, but not perfect for merging tracks. Most likely, all it needs here is some clever thought plus persistence on the side of the tracklayer, but without first fixing the drawing bug and second providing clear guidance, this persistence will not (re)surface.
Moving buffers and coupler slack would have been great, but I am afraid this will be a feature of KRS 2.
Having a loft which connects the repeated items by straights, not curves would for a basis for a wide range of community solutions.
And, please, can you come back to that vague promise to look into publishing the data format of all the XML files. There are many open questions there, and with clear information (and the above bugs fixed), there should be a new wave of 3rd party tools.
Oh, and please give the US boys their dynamic brake, so they can start enjoying the Cajon pass.