Firstly, I would like to applaud you for considering the amount of msts content that is available and one cannot just easily switch while discarding all that great content available
. My current issues is with FRP as OTTODAD mentioned about, at game start he has 1-2FPR as well as constantly low FPR and stutters, but when I run msts the FRP are much better and a bit smoother. With the primary objective is for those more into train operations than eye candy I have a couple of suggestions.
DPU operations:
Train simulator does allow you to mimic locotrol operations but not the way you can do it in the RW. For instance, I have a 135-loaded coal train where the head end is already making use of dynamos downhill and the DPUs are still pushing hard on the rear uphill. In train simulator, you can only do one operation at a time, meaning you have your DPUs in dynamos instead of pushing. I would like to believe in the RW you would most probably break the train apart when you do something like that. The other thing is with power settings of the head end and the DPUs. Instead of having, the same power applied on both ends, it should be possible for one to coordinate the power on both ends as in RW.
Slack Action:
In train simulator, by making use of many physics updates available I have noted a great deal of change in how slack action is now visible. I have a long manifest and preparing to depart, I need to pick up all cars slowly before increasing power to avoid breaking the train apart. With msts bin, I notice that the head end at times can be doing 2-3mph before the rear is in motion. This happens after I bulk the train up together, after setting out a few bad order cars. Freight durability limits need to be the outcome of you improperly handling your train not some fault node on a switch, which cause your cars to twitch when the pass that switch (making freight durability’s in msts useless).
Breaking:
Still making use of the same physics updates, I have also noted a great deal of change in how different consists respond to break application. I took, stack train down a reasonable grade and I observed that I managed to control the speed by just using dynamos with no air brakes. I took a coal drag on the same grade and observed that I needed to keep the speed under control using both dynamos and air brakes. Common sense comes to play, the heavier the dead weight the more rolling force it poses down grade and proofs to be a challenge to keep under control, whereas the light weight stack train is easier to keep under control (stack train had 3 d-9s with 1 on the rear and 120 5 pack well cars with a few singles. Coal train had three ES44AC with 135 loaded bethgons, with one unit on the rear). The same applies when you apply brakes accordingly for you to come to a stop, with a coal train you need to the break application a bit earlier as compared to the stack train. Both car and loco physics where updated using Bob`s physics.
In conclusion, I do like msts due to the number of the content available and I hope that the above-mentioned will assist to make Open Rails a true-life simulator.
Keep up the good work and thumbs up
*Intel Pentium Dual-Core T4300 @ 2.10 GHz.
. My current issues is with FRP as OTTODAD mentioned about, at game start he has 1-2FPR as well as constantly low FPR and stutters, but when I run msts the FRP are much better and a bit smoother. With the primary objective is for those more into train operations than eye candy I have a couple of suggestions. DPU operations:
Train simulator does allow you to mimic locotrol operations but not the way you can do it in the RW. For instance, I have a 135-loaded coal train where the head end is already making use of dynamos downhill and the DPUs are still pushing hard on the rear uphill. In train simulator, you can only do one operation at a time, meaning you have your DPUs in dynamos instead of pushing. I would like to believe in the RW you would most probably break the train apart when you do something like that. The other thing is with power settings of the head end and the DPUs. Instead of having, the same power applied on both ends, it should be possible for one to coordinate the power on both ends as in RW.
Slack Action:
In train simulator, by making use of many physics updates available I have noted a great deal of change in how slack action is now visible. I have a long manifest and preparing to depart, I need to pick up all cars slowly before increasing power to avoid breaking the train apart. With msts bin, I notice that the head end at times can be doing 2-3mph before the rear is in motion. This happens after I bulk the train up together, after setting out a few bad order cars. Freight durability limits need to be the outcome of you improperly handling your train not some fault node on a switch, which cause your cars to twitch when the pass that switch (making freight durability’s in msts useless).
Breaking:
Still making use of the same physics updates, I have also noted a great deal of change in how different consists respond to break application. I took, stack train down a reasonable grade and I observed that I managed to control the speed by just using dynamos with no air brakes. I took a coal drag on the same grade and observed that I needed to keep the speed under control using both dynamos and air brakes. Common sense comes to play, the heavier the dead weight the more rolling force it poses down grade and proofs to be a challenge to keep under control, whereas the light weight stack train is easier to keep under control (stack train had 3 d-9s with 1 on the rear and 120 5 pack well cars with a few singles. Coal train had three ES44AC with 135 loaded bethgons, with one unit on the rear). The same applies when you apply brakes accordingly for you to come to a stop, with a coal train you need to the break application a bit earlier as compared to the stack train. Both car and loco physics where updated using Bob`s physics.
In conclusion, I do like msts due to the number of the content available and I hope that the above-mentioned will assist to make Open Rails a true-life simulator.
Keep up the good work and thumbs up

*Intel Pentium Dual-Core T4300 @ 2.10 GHz.





. @ muskokaandtahoe thanks for the come back however, for my Train Sim i use game booster to close all other unwanted programs same applies for Open Rails. But then in Open Rails the FPS are just too low that i end up going back to Train Sim where they are better and the game doesn`t stagger a lot. Hopefully, a fix will come out in the future of, which i think i came across a post mentioning an update is underway on improving FPS across many different types of hardware, like mine




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