As we don't yet have a dedicated forum for the forthcoming new iteration of Trainz, thought I would pose a couple of questions to N3V as to whether certain features have or are likely to make it in, this time round?
1. Support for diamond crossings, i.e. the signaling logic will recognize these and protect the leg with a train routed through it, with correct signal placement. Applicable to both standard and procedural track types. This is a long standing omission from the Trainz track and signaling system - diamond crossings have been about since the year dot on the railway, whether as flat crossings between two separate lines or as part of a junction complex. It is high time these were supported without the need to resort to ATLS or similar complex scripting.
2. Support for different braking systems, i.e. vacuum and air brake and in the case of air brakes modern stepped or Westinghouse style braking, not just set and lap. The current system in Trainz is a hangover from the early days and at this point the programme should support all braking types.
3. Ability to work under the terrain. Essential for working on subway routes or where you have tunnels under high mountains.
4. Better more precise digholes for tunnel placement, so these can be confined or sized to just the portal itself.
5. An option to have the AI find the route for a player train to its destination rather than perpetuating the system of setting the route yourself, from the Trainz CE tail chaser days.
If just one of these items could or has been addressed it would provide considerable more incentive to make "Next" a Day 1 purchase, than a bit of hairy grass!
1. Support for diamond crossings, i.e. the signaling logic will recognize these and protect the leg with a train routed through it, with correct signal placement. Applicable to both standard and procedural track types. This is a long standing omission from the Trainz track and signaling system - diamond crossings have been about since the year dot on the railway, whether as flat crossings between two separate lines or as part of a junction complex. It is high time these were supported without the need to resort to ATLS or similar complex scripting.
2. Support for different braking systems, i.e. vacuum and air brake and in the case of air brakes modern stepped or Westinghouse style braking, not just set and lap. The current system in Trainz is a hangover from the early days and at this point the programme should support all braking types.
3. Ability to work under the terrain. Essential for working on subway routes or where you have tunnels under high mountains.
4. Better more precise digholes for tunnel placement, so these can be confined or sized to just the portal itself.
5. An option to have the AI find the route for a player train to its destination rather than perpetuating the system of setting the route yourself, from the Trainz CE tail chaser days.
If just one of these items could or has been addressed it would provide considerable more incentive to make "Next" a Day 1 purchase, than a bit of hairy grass!