From Auran's point of view the NDA has gone away as it is all released, from our perspective we have an amount of code written which has not been used. This was all designed when I went to Auran and spent three dayz there discussing the direction.
Well it is the place it started from, our initial new play system was going to be online, when we had that going it was going to be a small real time map where two drivers would use the map with an automated controller (from the RBR system) the final startup phase was to get a human to be the dispatcher .. from there it was well keep coding Larry we want more.
The interface has been tested, we actually had switches changing in real time and so forth. Will it ever be usable for real? Ask GE at Auran not us there are really only two obstacles to starting one (primary) is that the final interface code has never been delivered and (second) that without reliable sound it can be truly impossible. I have tried doing a dispatcher run without sound without the warnings (like BING BING BING when the signals are wrong) it is impossible to know you have screwed the pooch. There are only so many visual indicators you can use and have the person playing take note especially when you already have them busy controlling about 20 trains over a busy track, my fav is the Sydney Olympic dispatcher scenario when there is an event on and trains everywhere you end up sweating and shaking after a shift and it would be totally impossible without the alarms telling you that a train is .. well .. ahem .. going the wrong way, blocking the XPT from Melbourne or any number of other things that you can stuff up.
As a more direct example in our Activities (Scenario in T4, Session in T6) we have that dreaded DVS/Deadman system .. it has a clear visual indication
and an alert tone which varies depending on how long you ignore it. Drivers complained us to death because they miss the visual alert but never Larry's patented annoying DVS sounds