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Thread: Trainz and "Gameplay" - Feedback thread

  1. #31

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    Quote Originally Posted by robd View Post
    Hmm, one can't help thinking that there's some hidden agenda in this type of thread topic - what it is in this case, I just can't put my finger on!

    Sorry, TH, if that's not something you want to hear (read). I sit back and wait for the flak from the N3V sycophants!

    Rob,
    Tony has been playing Train Sim World...

    With regard to multiplayer, maybe I'm just an anti social misfit but I just don't see how it is of value in a train sim environment. Even Run8 which initially sold itself on multiplayer has waned a bit. The MMO element consists of one person being relegated to despatcher while interaction with other players is limited to a virtual "wave" as you pass another train.

    The only way multiplayer might work is if you had an environment similar to Elite Dangerous, where its route and structured timetable operated in a persistent online world. Players coming into the world would bid for or otherwise takeover trains on the network. These would have to run with AI or bots if no-one else about, of course. There would also need to be protection from "gankers" or seal clubbers, whose sole purpose would be to make mischief by ramming another player or otherwise disrupting normal play. Presumably the concept of "rebuy" insurance would not apply to such an online version of Trainz.

    Further to another comment above, I too sometimes like to just take a virtual ride through the route on the "cushions" as it were, rather than actually driving.
    Digging away in MSTS & TANE...

  2. #32
    Join Date
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    Being fairly new to this game [less than 18 months I think], and not a veteran from the dark ages I have only ever experienced T:ANE and its various builds over that time period.

    With invaluable assistance from some of those vets my joy is in creating routes. Both Australian and British. This means I spend a lot of time in surveyor and on the DLS.
    Hardly ever run sessions/routes other than a few others whose creations I admire. Mostly my own. However, that's usually for testing before uploading to the DLS.
    I have uploaded one session that has navigations points, and one other without. No particular preference either way. The AWS rule is probably my most common but now having master EIT's future sessions will include both.
    CMTM sounds and looks complicated ...so No.
    Always use commodities, what's the point without them!
    Multiplayer...No.
    AI traffic is mostly used when making a session..good to see other rail traffic on a route whether stationary or moving.
    Any other points: YES...I simply cannot read dark text on dark backgrounds in Rules. I cannot for the life of me understand why anyone would configure in this manner..its TOTALLY illogical.
    Where the hell is that fountain of youth

  3. #33
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    I only have TS12 so I will only be talking about TS12.

    1: I like the Mojave Subdivision, who doesn't? Jointed Rail made it instead and it came out amazing. Also all their sessions are awesome.

    2: I would have to say no to that one only because I never download any sessions. I would only if I want to play multiplayer with someone. Even then you can just make your own.

    3: I use the AI heavily on most routes I operate on. Whether it is to do automated switching so I can do something else, like more switching, lol. I also use it to run mainline trains. I mainly have operated on the Mojave Subdivision and what I would do is put a consist together and then send it either North or South depending on its origin. I also have AI consists come from the portals to supply new rolling stock as well as locos to the route.

    4: I go from consist to consist pretty frequently, either to see where an AI one currently is or maybe to operate it myself if I want. I do operate trains myself, especially when I know the AI will have a siezure trying to do some things. The one thing I did notice is the pathfinding is crap in TS12 in yards. Oh sure it can do mainlines fine, but that is a HUGE NO on switching. I used add-on commands to make switching work, a whole lot more programming of the loco but it works then.

    5: I would if it didn't assign cars to only 1 industry forever or does it not do that? Can you change the assigned industry in Driver is what I am asking. I prefer a car card system to almost anything. I usually just pick cars at random.

    6: Not many, I usually do freeroam sessions where I only have a couple of rules to make it easier to do some things for me in Surveyor.

    7: Like commodities! How else would I use em? I take the loads or empties from industries and replace them with the appropriate rolling stock as needed. So yes I do use the commodities and I love the realism they add to the game.

    8: Yes, so I can switch between Cab or DCC modes and in TS12 only, to place new consists on the route if necessary.

    9: I honestly don't care how many AI trains I have. I just want cars to get where I want them to so I can fill the Waybill, which I do use by the way.

    10: No I have not tried multiplayer and I wish I could have.

    11: I don't really have anything else to say but the road traffic needs to be improved at some point. Doesn't have to be in this version of the game but I, with many others, would like to see improvements to the moving road traffic.
    Last edited by MTH_ELECTRIC_TRAINS; August 3rd, 2018 at 08:39 AM.
    Got T:ANE! Also volunteer on the Colebrookdale Railroad.

  4. #34
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    • Is there a particular built-in session that you like? (and what makes this one special?) I never use built-in Routes / Sessions. I may look at some to get ideas.
    • Is there a session on the DLS that you enjoy? N/A
    • If you create your own sessions, what is a typical set-up? (e.g. do you use navigation points?)Almost exclusively my own Routes and Sessions. The only exception is the Kauai Route which I used as a starting point. Every Route has one Session that I continually add to (until I get bored and start a new one). I typically run 10 -20 trains and a few planes. For me it's: Build a partial Route, add some functional industries, add some trains, tell the drivers where to go and what to do, test run in Quick Drive to make sure everything works. Then add more track, more industries, more trains. Rinse and repeat.
    • Do you only ever drive a single train or do you like to jump from one to another? I never drive trains. I will jump from following one to another in Quick Drive.
    • Do you use CMTM (Car Movement and Traffic Management System) ? Or perhaps model railroad card systems? Not yet.
    • Are there certain rules that you use when making your own gameplay? I use a lot of rules and a lot of driver commands. I wish there was a better way to organize them eg. the Driver Commands list should show alphabetically, not in order in which the Commands were added. I also think the method of setting/adding/changing Commands needs to be improved.
    • How do you use commodities in your sessions? Extensively.
    • Do you only use Quickdrive? (and why?) Only QuickDrive. I have no interest in driving a train. I tried it once on a built-in Route/Session and was bored in ten minutes. I find it much more fun and challenging to instruct the AI Drivers to keep things moving (after all - I pay them a good salary).
    • How much AI traffic do you like in your sessions? As mentioned above, I typically run 10 - 20 trains.
    • Have you tried multiplayer? (What did you like/dislike?) My only interest would be in collaborating and building a Route or Session - not in driving in one.
    • Anything else you'd like to throw in to the discussion. Maybe off topic, but we need improved UI across the board.

  5. #35
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    I'm probably gunna seem like an odd user here, but I almost exclusively use AI for everything. One of my favorite things to do in Tane is find a massive area like Kings Cross, and just send a ton of AI through it, a train for every platform + freight trains running around. I really enjoy watching the AI figure out what to do, where to go.

    It does show it's flaws pretty quickly when I do this, but it also lets me appreciate the AI better in each new edition, the step up in AI skill from 12 to tane was fantastic, they get confused alot less frequently now.

  6. #36

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    With his permission, I'm gonna use the method of ecco to respond the questions, as this make it more clear.



    • Is there a particular built-in session that you like? (and what makes this one special?) I do played all the sessions built in in the TANE and payware routes, I only wish there were more as there are so few and when you purchase a route it comes of help a few sessions to know the route.
    • Is there a session on the DLS that you enjoy? There are not many sessions on the DLS, I wish there were more like scenarios to play all the magnificant routes that there out there. Many of the routes are really good but because there are no sessions, I don't really use them. I don't like to do a lot of effort, I basically like to purchase or download a route and have it all done, drive trains, make some screenshots and things like that, I don't like to search for trains and place it on the tracks and all that stuff.
    • If you create your own sessions, what is a typical set-up? (e.g. do you use navigation points?) I don't create my own sessions, I don't know how the creator of session works yet.
    • Do you only ever drive a single train or do you like to jump from one to another? I prefer to drive a single train.
    • Do you use CMTM (Car Movement and Traffic Management System) ? Or perhaps model railroad card systems? Don't know what that is.
    • Are there certain rules that you use when making your own gameplay? I don't use rules, except when sending some trains, so I do use wait, navigate to, unload, load and things like that. I prefer to have it all done in a scenario.
    • How do you use commodities in your sessions? The basic things.
    • Do you only use Quickdrive? (and why?) No, even though I use it to free drive and change time and weather.
    • How much AI traffic do you like in your sessions? I prefer to have a lot of traffic, but also prototipically.
    • Have you tried multiplayer? (What did you like/dislike?) I have tried it but I don't like it.
    Last edited by charlie3577; August 3rd, 2018 at 09:35 AM.

  7. #37
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    Hello Tony, sir

    For me, 50/50 -- I use T12 for all building creations, and then when any content is done, I place that in TANE -- Basically working in surveyor, like 95% --- With that said, I have two of your questions!


    • Do you use CMTM (Car Movement and Traffic Management System) ? Or perhaps model railroad card systems?
    • Are there certain rules that you use when making your own gameplay?


    First, never head of CMTM -- I am curious now --- And it seems most of us posting doesn't know what that is -- Perhaps a brief note on this!

    Secondly, the CPC rule is great -- I know it's use for trainz, but I use it for airplanes, and it allows me to config planes landing/taking off, proceeding to terminals. Etc!

    So not much driving here --- But still you never know!

    Take Care
    Ish

  8. #38
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    Tony

    My favourite way to use TS12 was playing CC&LE using the CMTM3 session 1 week of operations. I had modified the original route using the beautiful payware speedtrees from Mcquirel and always played using autumn colours. It was stunning but didn't play too smoothly due to 32 bit/single thread limitations of TS12. It would take me almost a month to finish the session playing an hour or two each day. I finished the whole session 3 times before a usable version of T:ANE came along and I removed TS12 because of the annoying waits for asset verification each time I started up.

    The route/session worked in the initial versions of T:ANE until you "optimized" the graphics and introduced a severely shortened timeout which prevents the CMTM3 program from completing the setup of new trains exiting from portals. I just tried it again in the latest SP3 build and the route looks beautiful, cruising around the route in 64 bit/multi threads is a breeze but once again the consists exit the portal flawlessly but the driver gets no commands due to the (((@@!! timeout. The CMTM author has moved on to a newer version of his system and so this wonderful creation is orphaned.

    Recent sessions by Scratchy and Hiawathamr for payware routes work very well and are good for a single playthrough but the navigation icon implementation is too rigid. The CMTM system tells you what needs to be done and provides time limits but the choice of task ordering is left up to the user. Unfortunately setting up new CMTM sessions is not for the faint hearted.

    Creating linear structured sessions is very difficult not really because of complexity (if you can learn 3D modelling you can figure out session building) but because of the time required to debug in real time. There needs to be tools developed to allow fast-forwarding of a session in debug mode to a given break point. This would allow debugging of an error that appears at the 45 minute mark to be accomplished without long coffee/tea breaks or access to multiple computers.

    I know that the vocal majority of users are content creators not drivers (including Tony and at least 2 Pioneer Council members), but N3V already has a stranglehold on this subgroup of train simulator users. T:ANE and the new TRS19 are also the best all around simulators for creating/running sessions. N3V just need to modify their business model slightly to hold on the greatly appreciated content creators but also attract new users who just want to drive. This could include an add-on subscription model for routes/sessions or creating better tools/assets for freeware session creation.

    Glenn

  9. #39
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    Quote Originally Posted by PharmboyNorth View Post
    Tony

    My favourite way to use TS12 was playing CC&LE using the CMTM3 session 1 week of operations. I had modified the original route using the beautiful payware speedtrees from Mcquirel and always played using autumn colours. It was stunning but didn't play too smoothly due to 32 bit/single thread limitations of TS12. It would take me almost a month to finish the session playing an hour or two each day. I finished the whole session 3 times before a usable version of T:ANE came along and I removed TS12 because of the annoying waits for asset verification each time I started up.

    The route/session worked in the initial versions of T:ANE until you "optimized" the graphics and introduced a severely shortened timeout which prevents the CMTM3 program from completing the setup of new trains exiting from portals. I just tried it again in the latest SP3 build and the route looks beautiful, cruising around the route in 64 bit/multi threads is a breeze but once again the consists exit the portal flawlessly but the driver gets no commands due to the (((@@!! timeout. The CMTM author has moved on to a newer version of his system and so this wonderful creation is orphaned.
    Still run CC&LE on TS12. Long Island Western also is good.

    Updated CC&LE and Long Island Western to CMTM4 and still have a timeout problem in all versions of TANE.

    There is Fairmont and Kelley Shortline that has a multiplayer CMTM4 session that can be reconfigured to single player.

    <kuid2:439008:100202:2> Fairmont and Kelly Shortline MP Session CMTMS4

    Harold

  10. #40

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    I can't answer the topics in the original post, mainly because I don't use any version of Trainz for driving as such, but I will mention a couple of points.

    I spend 99% of the time route building as that is the strongest and best feature of Trainz and probably the one feature that has kept me interested in the program all these years. The only time I do drive is to test some section of a route or to fine tune a screenshot set up. If surveyor is the biggest selling point of Trainz for me, driving is one of the worst. It's totally unrealistic and while graphical improvements have been excellent over the years, neither physics or sounds have moved on much over the same period which is a great shame. I've attempted to remedy some of the failings by using the e-spec editor, but it is not intuitive. Perhaps I lack the relevant understanding to even attempt this?

    One thing I would like to see is perhaps a little more DLC for UK content, notably, something like professionally created cab interiors, which could easily be used on existing freeware items and which would go someway to improving the in cab atmosphere and allow anyone not wanting DLC to still use the original freeware. The class 55 cab is absolutely superb and some more additions like this would be welcome in my opinion.

  11. #41
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    My answers may sound like a boilerplate cutout from many of the others already posted. I'm mostly a Surveyor user, but will venture on more than one occasion to the other side and spend time in Driver, mostly to enjoy the fruits of my hard earned labor as I've built, merged, and reworked the routes, and to seek out and note where there are glaring mistakes that need repairs.

    Recently I've done more merging than actual building. It's a challenging not only in getting things lined up realistically, but also blending scenery so there's little difference between the sections. I have a couple of extensive merged routes with one topping out at nearly 200 miles with the other at around 100 miles.

    Is there a particular built-in session that you like? (and what makes this one special?)

    None in particular. I've used them to see how things are done, but that's about it. The fact that we can't modify the routes to improve them, or use them as merger candidates, makes them very limited with what we can do with them. KSC is to me a testing route to test new locomotives and for beta testing.


    Is there a session on the DLS that you enjoy?

    Very few if any. If I have downloaded routes, I've mostly eyed them for merger and acquisition reasons or to see how something is done.

    For routes and sessions, I prefer those I've created or purchased from Jointed Rail. Scratchy's latest creations truly set the standard that others should follow.

    If you create your own sessions, what is a typical set-up? (e.g. do you use navigation points?)

    I make extensive use of the Schedule Library and Copy Commands from to keep my AI scheduled commands organized. I wish there was a better interface for adding commands to the command bar because clicking and adding commands and track marks becomes tedious especially on extensive routes.

    For commands, I use the bog standard: Drive To/Navigate To/ Drive to Trackmark/Navigate to Trackmark, Load, Instant Load, Instant Load Locomotives, Max Speed if needed (This makes big coal drags realistically slow), wait until, and a few others. I never use Navigation points because they’re difficult, clumsy perhaps is a better word, to setup, and they remind me of a game like Mario Brothers where the player has to collect coins for points.

    Do you only ever drive a single train or do you like to jump from one to another?

    My routes are setup with up to 25 AI drivers plus others visiting from time to time via portals. These through trains represent the line traffic with the setup AI running commuter trains, and other feeder traffic.

    With the AI running, I'll do the local switching with the aim to keep the switcher and the local train out of the way of through traffic. When I'm done switching in one of the yards, I'll take over one of the through freights, uncouple the locomotives and send the AI drivers to the engine house for servicing while I switch out the freight wagons from the train. When I'm done, I have the AI driver couple to his newer consist, and continue on the way to the destination portal. There are times when I'll tag along for a ride and enjoy the scenery. It's great seeing the scenery and enjoying the ride, and other times when it’s necessary to take over an AI train to untangle a mess they’ve made.

    Do you use CMTM (Car Movement and Traffic Management System) ? Or perhaps model railroad card systems?

    I have used it, but need to delve into it a bit more.

    Are there certain rules that you use when making your own gameplay?
    Schedule Library
    Trackview Rule
    Quick Drive Rule (So I can set the time, and add consists, add drivers, etc. as needed)

    and a few others I can't think of at the moment.

    I believe in KISS

    How do you use commodities in your sessions?

    Yes. I use them to add weight to the trains but nothing in particular for any industries most of the time except for coal coming out of mines, which I either send off somewhere via the portals, or to the local power plants. Most of the tank cars and boxcars on my routes carry “stuff” which has no particular destination. I’ll spot hoppers on a siding near a grain elevator, or near a brewery, but they may or may not contain any commodities.


    Do you only use Quickdrive? (and why?)

    Not quick drive, I exit to the menu and enter Driver. This is perhaps an old habit from the TRS2004 days because I found QD to be very unstable. As it is now, I find it awkward and clumsy to use and missing the rules and commands I've added to my driver's sessions, and also because the full driver's session already has all my consists setup throughout the route and I don't need to add stuff all over again.

    How much AI traffic do you like in your sessions?

    As I mentioned above, I have up to 25 AI drivers running on the larger routes. The smaller ones may have about 6 or 8 AI drivers active with me doing some driving and switching. I have noticed that the additional drivers do begin to bog things down and then they become stupid, as if the AI are actually intelligent, and start running signals, ignoring track marks, and doing other idiot things, which ruing the operations.

    Have you tried multiplayer? (What did you like/dislike?)

    Never tried it. I'm not interested in this and would rather "play" by myself and not deal with others buggering me.


    Anything else you'd like to throw in to the discussion.

    The inability, or at least I'm unaware of how, to setup an actual driver schedule based on time is a big detriment driving, and having this as a goal-seeking thing is not what I'm interested in either. I hate the goal-seeking scenarios because that reminds me of the old cartridge games for the Atari 800. The same with navigation points, which remind me of little coins floating in space to grab as we whiz along. (Nothing personal and I hope I don't offend those session creators that use them). I will say they are useful for learning a route or session operations and tutorials, but for regular operations, it's annoying, and for that reason I turn them off after I've learned the route and operations on routes that use them.

    Having drivers moving about as if they're moving at will, is not how real railroads operate. What we need is something where we can add in consists, and simply assign a start time and destination stations. The distance to the destination stations, determines the arrival time and everything else fits in between that. If there is more than one driver, these additional drivers will automatically be offset behind the first so that they don't conflict. What happens when other non-scheduled traffic, such as a manifest freight that runs as needed, is introduced is another story and that can bring up a whole different operations variable.

    Related to this is drivers switching their own junction levers as the drivers approach them is also not how real railroads work with exceptions of switching lines, small branch line operations, and tram lines where manual switching is used.
    Great strides have been made with interlocking towers, which require an advanced CS degree to configure, however, all said and done, the true answer is the ability to configure a real dispatcher operation with a secondary panel open showing the track setup as a dispatcher panel would for a section or division of a route.

    In driver I hate it when I click on an AI driver and end up in space floating above the AI consist and always facing the back end of the locomotive. Instead we should face the locomotive, but at an angle we've chosen. Let's say for example, we have an AI driver moving along. We have a close, but not on top of view of the train moving along. If we click on that train, we should remain at that viewing angle and distance instead of being sent off to space above. This viewing is critical to such things such as switching and coupling operations. Related to this is changing the camera to a tracking or trackside camera? If we're in free roaming mode, we should remain in free roaming camera regardless of what consist we click on. This is critical too for the same reasons mentioned as well as untangling multiple drivers if that situation occurs.

    T:ANE has come a long way and in many cases is light years ahead of where Trainz was in the TRS2004 days, yet in many ways even with all the improvements, we're still running the same program from 14 years or more ago.
    John
    Trainz User Since: 12-2003
    Trainz User ID: 124863
    T:ANE Build: 94829
    TRS2019: 98592

  12. #42
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    To keep this short:

    Build large complex routes (for example Cleveland Ohio and vicinity) and set up AI trains, as many as 50-60 (or more when an upgraded computer permits),
    Then ride trains (cab or coach) or lurk trackside; I don't manually drive them.
    Never use DLS or built-in routes or sessions; prefer to create my own.
    Don't use CMTM or any other commodity utilities; in fact I delete these from rolling stock config files whenever encountered as they just seem to cause problems down the road and seem to be a waste of processor time.
    Use Quickdrive to modify time of day and weather; otherwise pretty much leave it alone.
    Don't use multiplayer.
    Don't make "gameplay."

    Regarding "Anything else you'd like to throw in to the discussion," please consider giving users the option to completely turn off the red/green arrows that flash when junctions are accessed. Even in daytime these shatter illusion of reality when trackside trainwatching; at night the effect is horrifying (giant flaming arrows appearing in the sky? What is this, Armageddon?)

    --Lamont

  13. #43
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    Default With hope of reaching certain goals ...

    Hi Tony!

    1) I like the “Niddertalbahn” route because I take from it the assets that do not offer problems with TANE. But I prefer to play on my own routes.
    2)
    No.
    3) I do not use navigation points. Only use AI and manual operation of multiple simultaneous trains.
    4) I jump to any train (AI or manually operated).
    5) I do not know CMTM or other systems, but I would like to find a practical guide to be able to use them and expand the possibilities of my routes. I prefer to create new scenarios or new routes. Then I watch them (in AI operation) to assess how realistic the created scenario is, and correct any operational problems. For that reason I need to know the systems of additional rules, so that the trains behave like the real ones.
    6) I only use the rules for AI that appear in the driver and ruler editor.
    7) I use commodities according to how I am setting up my route. They are usually used by AI trains; but from time to time, I also use manually some of those trains.
    8) On very few occasions I used Quickdrive. Normally I do not use it at all.
    9) The more AI trains are circulating on my route, the better! This gives the route much more realism, making it more satisfying. For that reason I need to know the systems of additional rules, to allow greater interaction between AI trains and that also allows me to operate them manually when I want.
    10) I do not use Multiplayer because I do not speak English or German, and the trains that I like are those of Germany. Then I should use some of those languages that I do not master with agility (for a German it would become boring to play with me. I am preparing this list of answers with Google Translate and I am transcribing the sentences into a Word page to verify that what I want to say is correctly expressed...). But anyway I usually play alone with multiple AI trains.
    11) There is a problem that has been unresolved in Trainz for a long time. It is the incompatibility of assets of a certain "age" that - although it is approved to appear in the DLS - cause problems of operation, especially in large routes or with many elements together in it. I have no way to identify those assets, except for their age. But the funny thing is that there are assets of Build Version 2.9 and even 1.3 that even today work perfectly within TANE and within large routes! That's why I use the Built-In routes to extract the assets that do not have errors.


    It can be deduced that by the way I use Trainz, a powerful PC is necessary. Now I have it (Intel i7 8700k, GeForce 1080 Ti Gaming X 11 GB, Optane 32 GB, Samsung 960 Pro M.2 500 GB, etc.), and that's why I want to be able to exploit that power to do what I always wanted to achieve with Trainz: a great realism with views of distances of up to 10,000 or 12,000 meters!

    Best regards!

    John Charles
    John

  14. #44
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    Quote Originally Posted by Tony_Hilliam View Post
    Some things to discuss include:
    • Is there a particular built-in session that you like? (and what makes this one special?)
    • Is there a session on the DLS that you enjoy?
    • If you create your own sessions, what is a typical set-up? (e.g. do you use navigation points?)
    • Do you only ever drive a single train or do you like to jump from one to another?
    • Do you use CMTM (Car Movement and Traffic Management System) ? Or perhaps model railroad card systems?
    • Are there certain rules that you use when making your own gameplay?
    • How do you use commodities in your sessions?
    • Do you only use Quickdrive? (and why?)
    • How much AI traffic do you like in your sessions?
    • Have you tried multiplayer? (What did you like/dislike?)
    • Anything else you'd like to throw in to the discussion.


    Answered in order of the questions:

    1. At the moment, I don't have a favourite built-in session, as I also want to love the route. If I love the route, then there might be a chance I'll love the sessions
    2. No; again, it depends on the route part as well
    3. My sessions, I use navigation points to help guide the user as people doesn't seem to be able to read anymore like the older days..
    4. I like to drive one train and let the AI drive the rest, as again, would like to try to make them interactive, and realistic as much as possible
    5. Never used this before, or any card system. I do plan to someday give it a try
    6. I use the navigation points, objectives, message popups, consist check, trigger rule and a few more that I find useful.
    7. If I can manage to squeeze this in, I always try to as it adds more fun to the session.
    8. No, I don't use quick drive at all.
    9. AI traffic depends on the route size really. IT can be anywhere from 1 - 25, maybe more.
    10. I done multiplayer a few times, but I'm not a fan of it as it takes up time from my route / session development. I usually go AFK if I have to join one as I have other things to take care of than play Kickstart County all the time...
    11. Hmmm, good question. Don't have anything here to add


    Hiawathamr

    NARM's site^

    My personal site: https://hiawathamr.weebly.com/​

  15. #45
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    Quote Originally Posted by JCitron View Post

    How much AI traffic do you like in your sessions?

    As I mentioned above, I have up to 25 AI drivers running on the larger routes. The smaller ones may have about 6 or 8 AI drivers active with me doing some driving and switching. I have noticed that the additional drivers do begin to bog things down and then they become stupid, as if the AI are actually intelligent, and start running signals, ignoring track marks, and doing other idiot things, which ruing the operations.



    Anything else you'd like to throw in to the discussion.


    Great strides have been made with interlocking towers, which require an advanced CS degree to configure, however, all said and done, the true answer is the ability to configure a real dispatcher operation with a secondary panel open showing the track setup as a dispatcher panel would for a section or division of a route.



    T:ANE has come a long way and in many cases is light years ahead of where Trainz was in the TRS2004 days, yet in many ways even with all the improvements, we're still running the same program from 14 years or more ago.

    Hi John!

    I fully agree with what is stated here.

    Best regards.
    John

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