If you are making most of your earnings from other than desktop devices ,you would be absolutly silly not to invest heavely that side of things. Absolutley silly not to, and for that reason it will drive develoipment.
Agreed, if that were the case.
So some of what is done for these devices is detrimental for the desktop version you can't deny that,it has to.
I can and do deny that. There are two ways of looking at your remark, and I disagree with both:
1. That we're spending money on the mobile version that could be spent on the desktop edition, and thus the desktop edition will suffer. This suggestion ignores the fact that the overall pool of money is larger, and that some of the work can be shared between versions. With this in mind, the more successful editions of the product we have, the more that each individual edition will benefit. (Eg. instead of spending 100% of the PC edition income improving the PC edition, we can now spend 100% of the PC edition income PLUS 30% shared development with the Mobile edition.)
2. That the act of improving one edition actively hurts other editions. This is only true if we choose to make it true, and I'm not clear what you think we'd achieve by doing that. It's up to us to determine what code and content is shared between the editions, and what isn't. If we think that a change benefits one platform but is detrimental to another, why would we include it in both. By this flawed logic, My First Trainz Set would clearly hurt TS12 immensely, since they both based on the Trainz engine and yet cater to entirely different markets.
It does mean you are unlikely to devote huge funds to a rewrite of the Graphics side of the program (it needs sooner than later), for smaller screens its not needed, so probably not gonna happen, you are probably not going to fully multicore the program, havn't heard of a multlicore cell phone/ipad yet so probably not gonna happen, you are proably not going make Trainz 64bit (I'm on shaky ground here I dunno if these new devices are 64bit my guess is they are not) so thats not likely to happen.
* The current-gen iPad has a higher screen resolution than the vast majority of PCs. (2048x1536)
* The current-gen iPad has a substantially faster and more capable GPU than existed on PCs at the time the Trainz engine was developed.
* All current-gen mobile devices have at least two CPU cores, and we're much more likely to see mobile devices scale up the number of cores than the speed of each core.
* You're right that there's no need for 64-bit in the mobile space as yet, although that looks to be coming over the next few years. Likewise, a large number of our Windows customers don't fully support 64-bit at this time either, so you can't really argue that mobile is holding us up here.
You need to do some reading on what the mobile platforms are capable of before making technical arguments. They're a lot more capable than you'd expect.
1. Moving the Camera Buttons to the menu to change view and look at all the marvelous stuff in TS12 now takes 2 clicks instead of one, its a real pain. Its my most used control in Trains
Point taken, although this doesn't really relate to the mobile devices. You do realise that there are keyboard shortcuts for this, if input-efficiency is a concern?
2. The Padlocks, you maybe happy but they make he game look ridiculous. I've been here for 10 & 1/2 years and I've never heard mention that it was a problem as you have talked of, never, its one thing u learn in trains real quick, don't derail the train, you could have a least provided an option to turn them off, ( and no not the button that turns the points arrows off ) you may be happy with them for me its a step back and its arcadish.
People swear at the AI frequently, and this is one of the reasons. There are other reasons, but "you didn't fix everything" is not a good argument for fixing nothing. Arguing that various HUD elements should be able to be hidden is reasonable, and at the end of the day it's a case-by-case decision which things should hide and which should stay. On one hand, we want to ensure that the visuals are as clean as possible. On the other hand, we want the game to be understandable to users without them having to guess at why things are happening. That doesn't mean it's arcady, just that we recognise that it's a simulation and that certain real-life limitations don't make a lot of sense. Likewise, we don't make the cursor invisible. (Yeah, that's over-exaggerating your comment, but hopefully you'll understand my point..)
3. Small driving consolue, I hate it you can't tell me thats not for the small screens. Lucky I've been able to perseude someone to make a decent HUD for the desktop as an improvement.
We're trying to avoid cluttering the screen, and that's only partly because of the mobile devices. Even our lowest-resolution mobile devices at the current time have the same screen resolution as some common PCs. As you note, the HUDs are also user-replaceable. This is something that we're working to improve on.
4. Its still my opinion that kick up to satilite view id for the benefit of smaller devices never like that, again no reason why an option could not be given to turn this feature off.
I don't understand what you're saying here, but I can say that satellite view is a TS12-only feature and has nothing to do with mobile devices.
5. You are gradully converting more items in the menu above trains, a menu makes everything 2 clicks away, you make the perfect device the the dosappering bar at the top move your mouse up and hey presto everything could be one click away on the beatiful little bar, but again its probably not the best for smaller screens.
I'm not entirely sure what you're saying here, but it seems like you're repeating point #1.
Yes I agree its a steep learning curve, all good things are unfortunatly, but its detrimental to the mass market.
I'm a mac user at heart, so I don't agree that all good things have steep learning curves :-D You're right that steep learning curves are bad for the mass market.
I think we've got a bright future ahead of us.
cheers,
chris