Kuji Rail sim release date Friday 5th October 2007

I love seeing people walking up to the train and seeing shadows move inside train. I just wish trainz can do that two. I think graphics are better then msts they look like real time. I find map editer is easier then msts.
I found some bugs and it seems crashes to blue screen error on winxp home with my geforce 8600 gts. However it works great on winvista with no crashes. I also found some tracks that were missing switches.Hope they make patch to fix some bugs. anyways I find its still fund to play.
 
I love seeing people walking up to the train and seeing shadows move inside train. I just wish trainz can do that two. I think graphics are better then msts they look like real time. I find map editer is easier then msts.
I found some bugs and it seems crashes to blue screen error on winxp home with my geforce 8600 gts. However it works great on winvista with no crashes. I also found some tracks that were missing switches.Hope they make patch to fix some bugs. anyways I find its still fund to play.


The missing switches arent really missing. Ther is two ways to put down switches when creating a layout. 1 manual switches which will show up and you can see them, and 2 automatic switches which dont show. So it looks like there is no switch when infact there is. As far as map editing you cannot beat Trainz in that area. Yes the passengers walk around on the platforms the trees and the grass seem to move as they would if there were any wind. There is no DCC mode for those who like to just watch the trains. It is a great Simulator for those who like driving trains and wish to leave the creating side for someone else.

Compudoc
 
Well you Trainz people, my mom bought the US version of Kuju. When I get back to Colorado I get to test it. And later this year MSTS2 is coming out.

You guys have some compitition coming your way.
 
Really guys this isn't the train olympics.

The other sims do their thing and Trainz does their thing. I'm sure there are those that like some or all of them.

Cheers

AJ
 
Isn't the simplest of the three driving mode options very similar to DCC? It is in the demo of KRS.

John
F4 will give you a 'Simple HUD' at the bottom of the screen. Speed, Throttle, Reverser and Train Brake.
F5 will give you a 'Technical HUD' at the top left hand side of the screen with more information.
A (Speed Up),S (Change Direction) and D (Slow Down) are the controls for 'Simple Controls'
'Intermediate Controls':
A/D for Increase/Decrease Throttle
W/S for Increase/Decrease Reverser
'/; Increase/Decrease Train Brake
]/[ Increase/Decrease Locomotive Brake
Backspace is for Emergency Brakes
 
No it isnt, because there is no drive to command or load command ect. ect. its nothing like DCC mode at all.

Compudoc
DCC isn't about the drive to or load commands....it's about simple controls...go forward...reverse...speed control...stop...:cool:
 
Why is this here?

Why is this being discussed on the Auran TRS forums using their bandwidth? in the "prototype" heading? 37 pages! Isn't there a KUJU forum?
 
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Why is this being discussed on the Auran TRS forums using their bandwidth? in the "prototype" heading? 37 pages! Isn't there a KUJU forum?

This thread was started on August 20th 2007. We are now on the 37th page of the discussion. Seems to me people want to talk about it here.

Perchpole
 
Yes, my friends, this thread had its momentum at the very time of RS release. It showed that RS has no real interest for most of us, trainzers, but everybody's liking was respected and accepted.

After three months, nightmares for RS users (me myself) haven't disappeared at all and this fact is making many of us think if we really wasted our money. Credit for the RS team seems to be decreasing as time goes by.

The official Kujuan RS Forum is everything but a kind friendly place to go, and that's the dull situation I see (of course, IMHO).

Alberte :wave:
 
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Why is this being discussed on the Auran TRS forums using their bandwidth? in the "prototype" heading? 37 pages! Isn't there a KUJU forum?


Maybe because people are getting tired discussing whether Auran will go down or not. This kind of gives it a new subject to talk about. Besides it must be interesting reading cause you are here.

Compudoc
 
Hello

It seems the Kujuan's (nickname by Alberte) are releasing their first patch tommrow.:eek:

Their might be a huge rush of Trainzers coming back to Auran's Trainz in the next 48 hours.:Y: :clap:

Regards

Ahsan:)
North American Trainz Team
 
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Hello

ok just installed their patch, here's the release notes, I'll carry on with Trainz.

NEW FEATURES
*************
• Implemented Language selection from the initial options screen.
• Implemented the ability to customise procedural flora on a route-by-route basis.
• Implemented the ability to delete routes, using the Delete key, from the main route menu.
• Implemented the ability to delete scenarios, using the Delete key, from the route/scenario menu.
• Added the use of display options in the 2D Map while in cab view.
• The 2D Map now remembers the previous position when it is reloaded, and it is possible to centre the 2D Map on the player train.
• Implemented the ability to pick scenario destinations via the 2D Map.
• Added the ability to show visual wheel slipping to the physics engine.
• Added support for the RailDriver hardware with associated software from PI Engineering.

IMPROVEMENTS
*************
• Improved the gizmo handles on Water/Decal assets making them easier to control.
• Remove the limitation on track gauge values to allow custom gauges to be created.
• Reduced the minimum curvature for track down from 100m to 5m.
• Added support for passengers on platforms with gradients.
• Improved collision detection between platform characters and platform scenery.
• Increased the draw distance on track selection gizmos so they can be used from further away.
• Increased the size of the track selection gizmos to aid visibility.
• Increased the draw distance of shunt signals to improve visibility.
• Changed the slide position of the Long/Lat box so it goes almost totally out of view.
• Added the ability to train jump via the alerts, from within the cab view.
• Improved collision ray detection with scaled objects, causes issues with the corner points on boxes.
• Improved y-axis rotation editing to include slow rotation if holding SHIFT, and Snap to angle rotation while holding CTRL.
• Manual junctions will now be forced open if the player crosses against them, rather than causing a derailment (derailments still occur on manual slip junctions).
• Increased the maximum zoom distance in the follow camera mode from 30 metres to 100 metres.
• Changed the Asset Editor so that it always opens in Windowed Mode.
• Changed the occupation count for signalling regions to take account of consists which are dropped off or picked up.
• Improved the bogie audio to take into account the RPM of the wheels.
• Made a number of performance enhancements to the road traffic manager.
• Improved the ability to couple vehicles on varying gradients.
• Implemented crash prevention in the file loader when "bad tile data" is encountered.
• Removed the need to move the mouse before the track guide reappeared laying a previous piece.
• Made improvements to the front end list boxes containing scenario and route names.
• Added a grid to the 2D map for better interpretation of movement and orientation.

• Updates to the Oxford to Paddington Route
• Corrected spelling of Basingstoke outside Reading Station.
• Substantial rebuilding of most station platforms along the route to stop clipping of trains.
• Adjustment of line side trees so they don’t encroach the track and trains.
• Addition of more speed warning boards throughout the route.
• Correct Speed limit on junction at northern end of Hinksey Yard.
• Correct Speed limit of Oxford platform loop junctions.
• Correct Speed limit passing Old Oak Common on the Down Mainline.
• Removed erroneous speed changes through Hayes & Harlington Station
• Removed erroneous speed changes Leaving Paddington on the Down Mainline.
• Removed erroneous speed changes through Twyford Station
• Removal of track kink in Didcot Power Station loop.
• Correction of junctions at neck of Didcot Power Station Loop.
• Addition of ramp track up to Didcot Coal Drop in Didcot Railway Centre.
• Removal of OHE from Platforms 1 & 2 at Paddington Station.
• Add OHE to junctions missing it in the Paddington Area.
• Extensive rebuilding of Sonning Cutting between Twyford & Reading.
• Fixed junction outside Didcot platform 4.
• Added missing AWS ramps between Oxford & Didcot.
• Fixed directionality issues in Oxford Yard.
• Rebuilt Kensal Green Flyover.
• Fixed signal issues between Oxford & Didcot.
• Vastly reduced flying bird scenery throughout the route.
• Updates to the Newcastle to York Route
• Corrected duplicate Portals at Chester-Le-Street.
• Corrected Directionality issues on Consett Branch.
• Corrected various Line Type issues along the route.
• Removed manual junctions on Stockton Branch.
• Corrected duplicate Portals at Darlington. & Ferryhill.
• Fixed missing junction rails at Darlington & York.
• Corrected duplicate Portals at Chester-Le-Street
• Updates to the Bath to Templecombe Route
• Corrected duplicate portals leading to Bristol
RSDEVTOOLS
***********
• Fixed a bug which occurred after installing versions 1.0 and 1.0.1 of the RSDevTools which meant that signals would disappear when moving the links.
• Fixed corruption in the "Coals to Newcastle" scenario files which could cause elements of the RSDevTools to crash.

(cont next post)

Regards

Ahsan
NAT Team
 
(Cont from previous post)

*****
• Fixed a crash which can occur after editing area markers and then exiting and reloading a route.
• Fixed a crash which can occur when deleting a section of track longer than 2km using area selection.
• Fixed the 2D Map so it now displays the names of fuel points.
• Fixed the inability to add default Rail Simulator content into a new route using the Asset Filter.
• Fixed Platform characters disappearing in some control modes
• Removed some Train to Track physics, which resulted in the train wobbling unconvincingly.
• Fixed the collision detection on the Class166 start button which meant it was difficult to select.
• Removed OSS functionality from TPWS as only TSS is utilised.
• Fixed an issue which could result in the weather ambient audio disappearing on reloading a route.
• Fixed a bug in the audio for junction switching which could cause the sound to malfunction.
• Fixed an issue with the graphics post-processing which could result in loss of post-processing effects, or potentially a crash, after application switching.
• Fixed a bug when adding a length of track with 'Snap to Terrain' enabled it could cause preceding track to lose gradient information.
• Fixed all bogies Rail Vehicles that didn't have any form of animation and resulted in rotation issues.
• Fixed the 2D Map button shortcut ("9") becoming non-functional after entering cab view.
• Fixed an issue which meant the properties dialog could not be closed if the player entered cab view.
• Fixed a bug that caused the consist to vanish when entering or leaving the cab from coupling view.
• Removed “Kuju” and “Rail Simulator” from being added to platform blueprint IDs.
• Removed the ability to lay track using the offset tool.
• Corrected spelling mistake - "York" referred to as "Tork" in ‘Up for the Cup’ scenarios.
• Removed the ability for passengers to get into the Mk1 Brake Coaches.
• Removed the articulated lorry from the road traffic.
• Fixed the issue of duplicate rail vehicles when reloading a scenario.
• Fixed a bug where trains entering a portal would cause the trailing signal to stay at Red.
• Fixed freight loading points that use particle emitters so they only flow when activated.
• Fixed a crash which occurred on startup with graphics cards that do not have hardware transform and light functionality.
• Fixed a crash which occurred when "Train Jumping Alerts" are turned off in the options, and a "Reverse point approaching" message gets displayed.
• Fixed a bug which occurred on US and Canadian keyboards where the brakes are activated with the backquote instead of the apostrophe.
• Fixed a bug in the Delivery Day scenario, whereby the player is unable to re-couple on first attempt at Evercreech junction 2 without hitting the wagons first.
• Fixed a bug which meant that the player was unable to complete the scenarios perfectly, even though all tasks were completed successfully and no minor operational errors had been committed.
• Fixed a bug where an AI with a physics model entered into a portal, the physics model remained.
• Fixed when derailing a long train causes 100% CPU usage and the PC hangs.
• Fixed a crash which could occur if the user pressed "9" to bring up the 2D map immediately on entering into freeplay.
• Fixed a crash which could occur when couplings are broken at speed.
• Fixed a memory leak which could result in the game crashing after loading the same scenario eleven consecutive times.
• Fixed a bug which meant that removing siding markers in the scenario editor may lead to a crash the next time that scenario was loaded.
• Fixed a bug which meant that a number of signal lights were not being displayed.
• Fixed a bug which could result in the loss of mouse functionality when bringing up the 'Quit Menu' dialog while passing through a tunnel.
• Fixed a bug which could result in the breaking of coupling in AI consists, resulting in AI collisions.
• Fixed a bug which could result in crashes when loading a previous saved game after editing a route - save games are now invalidated and removed after editing infrastructure.
• Fixed a number of bugs which would result in the user getting the operation error "Consist missing required elements" even if they arrived with all elements of the consist.
• Fixed issue with the collision geometry of the 7F front coupler.
• Fixed an application crash which could occur after derailment.
• Fixed a bug that could mean upon pressing <CTRL+T> the user would lose keyboard functionality until they restarted RailSim.
• Fixed a bug which could result in AI train derailments after saving and re-loading a scenario.
• Fixed a bug which could result in the AI jumping a signal after re-loading from a saved game.
• Fixed an AI bug which could occur if user saves upon reaching a destination, continuing would result in an AI collision with non-user trains.
• Fixed the saving of lofted objects if they are moved within a tile.
• Fixed the ability to cab switch consistantly when changing ends of the train and switching to external cameras.
• Fixed the coupler positions on the Class 166 vehicles.
• Removed the ability to go off-path while entering Paddington Station in Return Ticket Scenario.
• Removed the ability to go off-path while entering Tyne Yard in Coals to Newcastle Scenario.
• Removed the saving of objects that were attached to the mouse if the user quit before cancelling the placement tool.
• Fixed the saving of the Scenario Gizmo without requiring other changes to be made.
• Fix potential issues where the camera position or some objects remain even when entering a different route.
• Fixed a crash which could occur if the user re-entered the game too quickly after derailing.

For me its back to Trainz.
 
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Hello

ok just installed their patch, here's the release notes, I'll carry on with Trainz.

Regards

Ahsan
NAT Team

Well it certainly shows they are working for a living, and by the way, if it wearn't for you Ashan, and Alberte too, much earlier on in this thread, I would never have gone to RS. And I'm very pleased I did. The scope of this sim is vast.

Chris
 
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