"Trainz On Line"

Actually TRS2006 can do multiplayer .. that was one of the things that we were working on with Henk/Chris .. all of the major bits are there, we actually started buying rights to a 'dispatcher' simulator that was going to be hooked into it all as well.

Driver #1 "Mr Controller I am sitting here waiting for you to release me at Lewisham"


CTC "Sorry there is a log train already inbound, you will be released when he is clear"

Seeya
Now I would really like to get more detail on that :confused:
If its not NDA stuff, please tell us how ;)
I guess it is not as easy as that, because Razorback is just the place that this would be started from, in fact it would be perfect, and yet it was never done.
Cheers
Rod
 
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If its not NDA stuff, please tell us how ;)

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.

I guess it is not as easy as that, because Razorback is just the place that this would be started from, in fact it would be perfect, and yet it was never done.
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 :)
 
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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 :)

Hi Larry ....

Quite interesting .... :D

Ishie
 
Hi Larry ....

Quite interesting .... :D

Ishie
Yes very!!
So my wild guess that Classics took on line trainz place was not too far from the truth.
And it seems that engine sounds are not all that is stuffed in 2006. I guess I would not notice if a coyotee failed to howl as I dragged up through Dry Gulch, where as the silences when an engine should be roaring its exhaust right off and missing horns etc, are very noticeable.
It never ceases to amaze me that something so important to the sim, can just be put aside in the too hard basket.
The majority of people would have gladly given the thing that broke sound away (sanding or wheel slip or both ??), I'm positive, just to get back to the little we had in 2004 (well I guess so many failed to support 2006, and went back to 2004 just for that reason)
So it would seem that the code is in 2006, but we cannot use it,because the sound is in 2004. (too simple??)
I am not holding my breath for a sound fix in Classics either, although no doubt it could be an "Easter egg" But my experience with Auran suggests they would be yelling it from the roof tops by now, as Classics enters final testing
Cheers
Rod
 
Hi,

I did post quite a large post on the subject of Multiplayer Trainz on the old forums that has now long gone, I would not be able to remember the entire post for the life of me.

But I do know that I had the idea of a 'dispatcher' calling the shots, if VoiP could be done then 'he/she' could be in communication with all trains on the layout (you could press 'V' to speak). A driver could radio in, "request clearance, approaching signal/junction (name)", the dispatcher could then check the map to see if its clear, change the junction (dispatcher would be in control of junctions to stop unwanted meetings.. :)).

There could be 'yards' setup around the layout, if a driver has been driving/playing for sometime and wants a break they could just drive to a yard, leave the train for another player to continue on.

You could even have the dispatcher in control of something like the 'emit train now' rule that he could request a consist for a certain job that needs doing.

But as I said before, it would take a lot of work, everyone would have to have the layout and all dependencies installed, it would have to be hosted on a server, its a nice idea but be hard to implement though.



Off Topic: Comtrain, if you are ever on the internode servers, look for me... :)
 
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