A few items we're working on...
Posted 22 January 2009 - 06:40 AM
(tweaked version of one of Rich Garber's routes)
Posted 22 January 2009 - 04:55 PM
Posted 26 January 2009 - 12:12 PM
Thank You for good news in those sad days. Few weeks back I decided to throw RS away and wait few months for upcoming MSTS2, but....
I'd better go and find where is my DVD with RS and install it again.
Posted 26 January 2009 - 06:16 PM
RS has made scale rail come to life
Posted 26 January 2009 - 06:20 PM
Posted 27 January 2009 - 07:05 AM
For those who haven't purchased RS, forget the online demo - it's a poor indicator of the finished product. You can pick up a copy of RS for under $10 at Amazon or eBay.
My personal favorite thing about RS has to be, and unlike MSTS, that there's nothing to blow up when editing a route! You can do change after change, and then just go driving about to test your work. Building's a breeze in RS, and also there's no worry of memory leaks - at least, none that I've found. Plus it runs 10-times better than MSTS with 10-times the amount of scenery.
For example, a tile in MSTS is approximately 2000 x 2000 meters (2048 x 2048, to be exact), whereas a tile in RS is 1000 x 1000 meters. Even with MSTS Bin, you're limited to around 1700~2000 objects per tile. I loded 8,000 trees into a single tile in RS, and my FPS was around 24~30, and the trees contain alpha channels, and is 16-times the amount I could ever hope to squeeze into a tile in MSTS before worrying about blowing things up (8,000 x 4 = 32,000). Although it was taxing to have so many objects present, RS kept chugging away without complaining one bit.
The physics aren't 100% accurate in RS, but neither are they in MSTS - each have their pluses and minuses. It would be interesting to get an unbiased opinion from a real trainman on what's good and bad about both, and like MSTS, perhaps some of these physic values can be changed...
There's also quite a bit to tinker with under the RS hood than in MSTS (graphics, displays, etc.). And if anyone's familiar with Microsoft's XNA Game Studio platform (basically C#), you'll be glad to know that many of the in-game shaders are open to edits and recompiling. There's also a curve utility available on one of the XNA sites where you might be able to tweak the physics in RS (I don't know - I haven't tried).
Posted 23 July 2009 - 04:10 PM
Marc, your work continues to be a revelation and a revolution rolled into one! Looking forward to the release of this product.