Hi all, I'm back. I joined the forum in the days of the Community Edition.
I'm debating getting back into Trainz (I've spent most of my sim time in the last couple of years in MS Flight Simulator).
I would like to know what's new and better in TS2010 over TS2006? My main areas of interest (out of the box):
1. signaling. Do signals see beyond the first junction, or are we still stuck placing signals between every junction to make them work properly?
2. AI operates signal to signal - in TS2006 the AI operates junction to junction making it impossible to drive a train with AI operating - does the AI drive according to signals?
3. Route setting - in real railways trains are route-set by signal controllers. Is there a means to set the train path in advance?
4. distant signals - do they actually work? In TS2006 distant signals are seen by the AI as home (block) signals.
5. menu system - I found it really hard to find anything in surveyor in TS2006 (TS2004 was easier) - so how is the interface improved?
6. turnouts (points) - is installation of frog and point easier and built in, or is it still only third party add-ons?
7. Speed trees - what is the hit on frame-rates over the standard static scenary?
8. Auranjet - has it been updated and if so, how is that reflected in the game?
9. Does TS2010 take advantage of multi-core processors?
Might be more questions. But I can't find much in the way of screen shots or information on TS2010 that answers these questions? In fact, the information is quite dismal considering we're so close to release.
Would love to get back into Trainz. I've been frustrated by the direction trainz took a while back, but it seems to be going back in the direction of interest to me.
Thanks
I'm debating getting back into Trainz (I've spent most of my sim time in the last couple of years in MS Flight Simulator).
I would like to know what's new and better in TS2010 over TS2006? My main areas of interest (out of the box):
1. signaling. Do signals see beyond the first junction, or are we still stuck placing signals between every junction to make them work properly?
2. AI operates signal to signal - in TS2006 the AI operates junction to junction making it impossible to drive a train with AI operating - does the AI drive according to signals?
3. Route setting - in real railways trains are route-set by signal controllers. Is there a means to set the train path in advance?
4. distant signals - do they actually work? In TS2006 distant signals are seen by the AI as home (block) signals.
5. menu system - I found it really hard to find anything in surveyor in TS2006 (TS2004 was easier) - so how is the interface improved?
6. turnouts (points) - is installation of frog and point easier and built in, or is it still only third party add-ons?
7. Speed trees - what is the hit on frame-rates over the standard static scenary?
8. Auranjet - has it been updated and if so, how is that reflected in the game?
9. Does TS2010 take advantage of multi-core processors?
Might be more questions. But I can't find much in the way of screen shots or information on TS2010 that answers these questions? In fact, the information is quite dismal considering we're so close to release.
Would love to get back into Trainz. I've been frustrated by the direction trainz took a while back, but it seems to be going back in the direction of interest to me.
Thanks