Hi Guys:
Great work thus far. I'm getting a few errors here and there (as to be expected) but what I got working is spectacular.
I was a little hesitant in becoming a team member for two main reasons. First I'm not as skilled in C# (despite being good in other languages). Second I really want to see a few other communities have the opportunity to be part of the action. TD3 despite no longer being supported is a very good simulation for dispatching and has the potential to be fully multi-player capable.
As such I'm going to let you guys do what you do best, and concentrate on what I can do now for the current version of MSTS/TD3. I'm still setting up a few things in TD3 but will be coding some time later this summer (if I still am unemployed, and have the time).
I don't want to go into details here. Basically since I've backed out of writing activities, I have had time to think about the current state of virtual rail.
I've updated my multi-player concepts to be a little closer to what is capable today. I'm currently working on a TD3 simulation of the GTA/NC/Bala circa 2000 (with proto-lanced locals and 2010 passenger schedules).
At the very least when I'm complete I will have a TD3 simulation that can be used as a guide in creating activities for GTA/NC/Bala. But my full intentions at this time is to use an RTS server not only to automate the process but include real TD3 dispatchers, and yardmasters along the way to help create automatic activities.
If this goes the way I plan then RTS could create as many as 100 new activities on a daily basis available for the entire MSTS community. If your interested in how I plan on doing this take a look at the article on mygroup below
I believe anyone can read that without becoming a member. I'm holding off all automation activities with my model railroad club (probably not as needed) until I get this done. In closing if Open Rails does become multi-player capable I'm sure I could easily adapt this to a real time multi-player environment.
Thanks
Sean
Great work thus far. I'm getting a few errors here and there (as to be expected) but what I got working is spectacular.
I was a little hesitant in becoming a team member for two main reasons. First I'm not as skilled in C# (despite being good in other languages). Second I really want to see a few other communities have the opportunity to be part of the action. TD3 despite no longer being supported is a very good simulation for dispatching and has the potential to be fully multi-player capable.
As such I'm going to let you guys do what you do best, and concentrate on what I can do now for the current version of MSTS/TD3. I'm still setting up a few things in TD3 but will be coding some time later this summer (if I still am unemployed, and have the time).
I don't want to go into details here. Basically since I've backed out of writing activities, I have had time to think about the current state of virtual rail.
I've updated my multi-player concepts to be a little closer to what is capable today. I'm currently working on a TD3 simulation of the GTA/NC/Bala circa 2000 (with proto-lanced locals and 2010 passenger schedules).
At the very least when I'm complete I will have a TD3 simulation that can be used as a guide in creating activities for GTA/NC/Bala. But my full intentions at this time is to use an RTS server not only to automate the process but include real TD3 dispatchers, and yardmasters along the way to help create automatic activities.
If this goes the way I plan then RTS could create as many as 100 new activities on a daily basis available for the entire MSTS community. If your interested in how I plan on doing this take a look at the article on mygroup below
I believe anyone can read that without becoming a member. I'm holding off all automation activities with my model railroad club (probably not as needed) until I get this done. In closing if Open Rails does become multi-player capable I'm sure I could easily adapt this to a real time multi-player environment.
Thanks
Sean

