RW Feature Update

General discussion about Rail Simulator that doesn't really fit in to any specific category. A good place to start if you're not sure what category it should fit in to as well.

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exshunter
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Re: RW Feature Update

Post by exshunter »

Dynamic smoke! The list sounds very promising! I am looking forward to this. :D Thanks for the Heads Up.
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Re: RW Feature Update

Post by buckbeak »

exshunter wrote:Dynamic smoke! The list sounds very promising! I am looking forward to this. :D Thanks for the Heads Up.
What is dynamic smoke may I ask? Is it to do with smoke coming out when a certain thing is actived ie the whistle?
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Re: RW Feature Update

Post by exshunter »

Smoke linked to the throttle. So instead of a constant stream of smoke from the chimney, we should hopefully see more realistic 'chuffs' :o
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Re: RW Feature Update

Post by buckbeak »

exshunter wrote:Smoke linked to the throttle. So instead of a constant stream of smoke from the chimney, we should hopefully see more realistic 'chuffs' :o
Oh thanks for that! Yes I would love to see that.
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Re: RW Feature Update

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Dear Rail Simulator Enthusiasts

As we approach the RailWorks release on 12th June a number of you have been asking what the key features are that make it stand out against previous simulators.

Well the first thing to say is that we have set out with an entirely new idea about what it is to be a “Simulator”. The team have worked hard to integrate our technology into Steam. Some of you will have first hand experience of Steam already, some of you won’t. Essentially Steam provides a secure mechanism for both delivering and updating our software as well as a wealth of other features. It already has over 20 million customers and the enhancements in technology are considerable (for more information about visit About Steam ). Steam was selected because it is well suited to our long-term strategy for RailWorks. Unlike most other software, RailWorks will not be a static piece of software with an add-on every now and then, as we have been used to in the past, but a dynamic, constantly improving platform that will keep everyone in the world up to date and in sync with one another. In other words, your copy of RailWorks will have identical core features to everyone else’s. Over time we have a rolling and flexible program of advancements and new features planned that we expect to be delivering over the coming months and years. I say flexible because whilst we have our own ideas about what the platform can do, we will be receptive to what our customers are asking for and what new technologies allow us to deliver.

In addition to the features available in Rail Simulator, RailWorks includes but is not limited to:

* The Dispatcher has been improved with added functionality including error reporting for problematic scenarios and further enhanced AI traffic handling.
* The physics engine of RailWorks includes detailed modelling of coupling slack and absorption between rail vehicles. Experience the jolting of unbraked freight and take care to manage the motion of your train through crests and dips to ensure the ensuing dynamic forces don’t break couplings!
* The first stage of dynamic steam effects have been achieved in RailWorks. Smoke effects have been tied in with the motion of the locomotive to realistically blast steam as the train accelerates.
* The ability to manually input the number of your choice onto rolling stock*. Not only this, but new locomotives also features the ability to define head codes, and destination boards and even nameplates.
* The German signalling system provided with RailWorks has been completed re-written from scratch with much greater extensibility for future expansion. New features include accurate block signalling on plain line sections, correctly measured spacing, marker signage warning of approaching equipment and also shunting aspects to allow great scenario and operational diversity.
We have included graphical advancements both to our technology and the routes that make the simulated world much richer, more exciting and smoother.
* New routes and content that we have included in the core simulator. Each of the new routes has been especially designed to not only provide a new take on the gaming experience but also exhibit particular aspects of our new software.
* We have spent considerable time and effort in creating an in game WIKI with literally hundreds of pages of manuals, working guides etc to allow you to really bring out the best in the simulation and tools.

*The number input must be in the context of the vehicle being edited.

Finally I want to tell you a little about our vision for the RailWorks platform going forward. This year we are building a new driver interface option that we believe will deliver significant improvements to the realism of the driving experience. We are looking to continue the graphical advances to such things as lighting/lights and the sky dome, whilst further increasing the practical draw distances we have already made. Information outputs will be moved on with plans for schedule prints and video outputting. Further thinking is also going into how, and how far an element of economic and commerce simulation might be desirable and also online play capabilities.

We will have more to say before the twelfth, but hopefully that is a reasonable summation of where we are at today.

Warm regards
Paul Jackson - CEO RailSimulator.com
Last edited by CaptScarlet on Fri May 29, 2009 5:41 pm, edited 1 time in total.
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bab7000
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Re: RW Feature Update

Post by bab7000 »

We are looking to continue the graphical advances to such things as lighting/lights and the sky dome
:D

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Valenta17
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Re: RW Feature Update

Post by Valenta17 »

Sounds good, like the sound of dynamic steam, also liking the sound of headcodes, destination boards and namplates on locos! :D
I would be even happier if they did dynamic clag and sorting out the rear HST powercar sound issue. :D
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Re: RW Feature Update

Post by exshunter »

This has cheered me up anyways! Roll on 12th june, so i can give the 37 a damn good thrashing. :o
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Re: RW Feature Update

Post by karma99 »

I'm so happy I could cry! :D
Was really hoping for some kind of dynamic smoke and they seem to have made a good start.. my guess would be that it's just chimney smoke for now, with the other particle generators hopefully to follow. I'd kind of written it off being part of the inital release based on the screen shots we've seen so far, but who knows when they've been taken.

Seems the AI has been a priority as well (notice it's the first thing in the list!), and as those who don't look for things to complain about have rightly guessed, RW is not just a grab for money but a new start for a develping platform.

So, is it June yet? :)
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Re: RW Feature Update

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karma99 wrote:I'm so happy I could cry! :D
Was really hoping for some kind of dynamic smoke and they seem to have made a good start.. my guess would be that it's just chimney smoke for now, with the other particle generators hopefully to follow. I'd kind of written it off being part of the inital release based on the screen shots we've seen so far, but who knows when they've been taken.

Seems the AI has been a priority as well (notice it's the first thing in the list!), and as those who don't look for things to complain about have rightly guessed, RW is not just a grab for money but a new start for a develping platform.

So, is it June yet? :)
Yes I agree, and if you read it all it might make some users happier as well.

eg We have included graphical advancements both to our technology and the routes that make the simulated world much richer, more exciting and smoother ( my emphasis ).


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SaMa1
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Re: RW Feature Update

Post by SaMa1 »

The best feature of all with AI is the improved documentation, I hope LUA will have better tutorials in the wiki(Is it open yet, if so, where?) :)

I hope this also means that there is PZB or LZB coming in future patches: The German signalling system provided with RailWorks has been completed re-written from scratch with much greater extensibility for future expansion. New features include accurate block signalling on plain line sections, correctly measured spacing, marker signage warning of approaching equipment and also shunting aspects to allow great scenario and operational diversity.
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Re: RW Feature Update

Post by g0fthick »

Looks like an impressive feature update, coupled with the content fixes and additions and the reduced price for existing customers, it looks like a done deal for me. :)
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Re: RW Feature Update

Post by TheTazman »

Some one please send a supply of biscuits to Paul Jackson!!!

This is a lovely set of features that we have alll long anticipated. So FULL STEAM AHEAD!
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Re: RW Feature Update

Post by theokus »

TheTazman wrote:Some one please send a supply of biscuits to Paul Jackson!!!

This is a lovely set of features that we have alll long anticipated. So FULL STEAM AHEAD!
Indeed and some of "our" questions are solved not? :)
And don't forget the new platform to build on, now and for the future.
Last edited by theokus on Fri May 29, 2009 7:23 pm, edited 1 time in total.
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Re: RW Feature Update

Post by CaptScarlet »

theokus wrote:
Indeed and some of "our" questions are solved not? :)
Nah, there are always more questions :wink:, you just wait and see :o

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