Originally posted by westerngy
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If a Run8 V4 Wish list what would it look like
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Originally posted by haverfordwest View PostBack on topic please boys. How can i follow an example, you are not setting
Just on the Depot forum, i saw a doods avatar of an F7.
So please F7's in the game and older era rolling stock packs.
Mike.
Kind regards,
DaveAvidly simming on the rails:
Currently operating Run 8 and TSW4
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I just use the Railroadradio.net feeds when I'm in Run 8. Never used the in-game radio loop. The experience of cab radio wore out real fast, thanks to DTG; they introduced a short loop of cab radio blather in Horse Shoe Curve route eons ago and it was grating. Maybe the devs of Run 8 figured a lot of players use the real life feeds instead- makes things dynamic and it's not on a constant repeat loop.
Kind regards,
DaveAvidly simming on the rails:
Currently operating Run 8 and TSW4
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I do the same thing and that is use Railroadradio.net or on Broadcastify there are streams for the SE. There is also a program being made something separate from Run8 and you can have cab chatter running in a separate window which is pretty good idea that way Brian isn't always being called for or found.
The download packs for Run8 In Cab Chatter are here. https://www.dispatcherdotnet.com/PublicDownload
for Mike...Dale..lol this time only.Last edited by westerngy; 04-26-2023, 21:51.Work Safe play hard
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I would like to see something similar to external dispatcher open up on another port for controling enemy trains. I think that it the term John uses for any consist that is not player controlled.
One thing for me I've noticed is it's very difficult to create 3D models, and it's esepcially hard to get a program anywhere close to what Run8 has developed.
The only thing I'm confident at is data structure, logic, input/output, which is anything that doesn't go as far as graphics. The RTS beta that I developed back for V1 allowed building trains with loads and tags before Run8 had developed it for V2 and beyond. It's unfortunate we don't have that access (though probably something most people don't think of unless they're thinking outside of the box).
If I had access to control any enemy train, that would allow me the opportunity to create a program for AI switching. The indicators that Run8 could feed on that channel is consist, and updated location data. The commands that something like an external train controller could do is go through the waybills, switch the yard accordingly, while you as the player can pick and choose what you want to do.
It's hard to explain in words. Perhaps I'll do a live stream tonight if anyone is intersted. Should post to my channel.
Thanks
Sean
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Originally posted by SurvivorSean View PostOne thing for me I've noticed is it's very difficult to create 3D models
My first 3D models done in GMax, Sketchup and now Blender were somewhat difficult. The next 2,000+ not so much, but admittedly I don't know what Run8 is using for a shape standard.If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!
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Yes indeed for them it's not that difficult. Like riding a bike. The one that is confusing for me is Blender. There is tutorials out for it but my brain can't handle it. But yeah once you get past it then build hundreds more it's all second nature from there.
I'm not sure what Run8 uses but most model formats are used by most game engines. I'd imagine most of them are all compatible.
Thanks
Sean
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One thing I think might be fun is when these updates come through every few months or whatever, if there are plans to expand or change trackage or yards around to add structures, more tracks, whatever...new sidings, change roadways etc. down the road on a major update I think it'd be fun to see them add MoW vehicles, heavy equipment etc. to these areas that are being constructed. Update with a bit more here and there until the major update with new layouts or whatever. I don't know if that's too much work but I think it'd kinda be fun and exciting to have something to look forward too on future route updates, changes, expansions etc. It would also allow us to operate with a bit more realism of MoW "capital projects" on whatever system you're running.
Then when the update happens, remove the MoW stuff. Again, I know nothing about coding so I have no idea if this is a waste of time as in too much work kinda of thing.
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Originally posted by coopers1 View PostOne thing I think might be fun is when these updates come through every few months or whatever, if there are plans to expand or change trackage or yards around to add structures, more tracks, whatever...new sidings, change roadways etc. down the road on a major update I think it'd be fun to see them add MoW vehicles, heavy equipment etc. to these areas that are being constructed. Update with a bit more here and there until the major update with new layouts or whatever. I don't know if that's too much work but I think it'd kinda be fun and exciting to have something to look forward too on future route updates, changes, expansions etc. It would also allow us to operate with a bit more realism of MoW "capital projects" on whatever system you're running.
Then when the update happens, remove the MoW stuff. Again, I know nothing about coding so I have no idea if this is a waste of time as in too much work kinda of thing.
Kind regards,
DaveAvidly simming on the rails:
Currently operating Run 8 and TSW4
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Another random thought… Industry progress should elapse according to actual player time in game, not the world clock. That way if you want to change seasons or skip forward to daylight it doesn’t complete or move forward (or back) cars at industry locations. Well at least have it as an option…Vern.
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I like that option as I've been thinking about that quite a bit lately regarding time.
Another option I would like to see is a blocking field option for mainline trains. Recently there was an update that mixed things up a bit from the basic cookie cutter loads on the front and empties on the back. This used to mean you may have blocks but you often had to switch about 2 blocks. Right now I do like how it mixes things up a bit as that is protypical. However not having any kind of blocking makes it difficult for a mainline to work a yard like Altoona for example. Never really bothered me before because I didn't do this often.
Perhaps having a blocking list beside the filter for these fictious trains for example
Train1 - Block 1
Train2 - Block 1
Train3 - Block 1
Through1 - Block 2
Through2 - Block 3
Through3 - Block 4
In that example Train1, 2, and 3 whatever the actual symbol is would have a field next to it if you wanted to set a block. The various through traffic could have their own blocks. You could also just set it all to 2. What this means is the head end block would have a setoff for the yard it was approaching or at the very least stay together which is prototypical.
Hard to explain it any better than that. Again just an option and if you didn't want this just don't enter a block for example and it would ignore it and do what it already does.
Thanks
Sean
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