Summer is not a good time to expect guys to spend much leisure time in front of their computers, like I do.
Is the team making any progress nevertheless ?
Take care, O t t o.
Hello,
Yes, the OR team is making great progress with OR. Since the last public release, the team has implemented the following new features to the developers' version of the software:
- More realistic braking with new air brake retainer and pipe pressure gradient features.
- Improved TDBTRaveller capability, meaning that trains no longer pop up and down in the ground.
- Freeroam or "Explore World" scenarios
- Proper alignment of switches for paths.
In time, the team will add these features to the public release version of the software.
I know you're not real organized yet (boss goes on vacation and leaves that PANDA BEAR in charge?!! ) but do you guys have any kind of outline or game plan on paper you could post? Like for instance;
Fix the cigarette lighter - 1 to 2 months
Raildriver support - 6 to 24 months
Lighted signals - 6 to 12 months
3D cabviews - 8 to 10 years
Animated panda bears in all western pacific locos - PRIORITY, tomorrow.
Yes, the Open Rails team has both a "To Do" list and road map at http://openrails.org/Roadmap.htm with plenty of topics for programmers to work on that suit their fancy and time.
Okay, any chance you could post that? I don't think anyone will hold you to it, just add a disclaimer that some stuff might not be implemented on schedule, if at all. It IS freeware, nobody has anything they can honestly kick about.
EDIT: You're posting when I'm posting, thanks for the linky!
Last edited by sniper297; 07-07-2010, 12:28.
Reason: It's a compulsion, HELP I'M EDITING MY POST AND I CAN'T STOP!
Rest assured... there will be no animated Panda Bears (great idea tho -- thanks Jim!).
I've been posting for years now of the value of a community supported sim -- specifically in terms of community side taking care of the railroad technology portion of it and leaving the UI and PC technology stuff, like threads and display driver stuff to the Pro's). Now that I am fortunate enough to have a hand in doing something just like that, I've no intention of screwing it up with silly stuff -- I reserve that activity for postings, especially when I can beep Jim or Otto's nose in the process.
It's a good group of fellows doing this work, all of whom want this to come out well.
Dave Nelson
sigpic
Seldom visiting, posting less often that that.
I'm still hacking away at learning this programming thing-a-gummy. I really want to make sound scripting the most advanced for all railroad simulators.. It has potential, and if we can really exploit the .SMS file style scripting, and even allow it to read more scripts such as "engine load" and such we can add much more realism to a simulator.
The team have made some great strides since the release of 124, the current version is around 183. At this time the XTrack problem seems to have been solved, so that's a huge plus for those of us interested in 3ft narrow gauge routes.
Test runs on the CTRR (Cumbres & Toltec RR) from Chama to Cumbres Summit have proved very good physics because the locomotive hauls a prototypical load in the prototypical timeframe (approx one hour). The test consist is the K35* (standing in for the K37, but with the K37 specs) five tank cars plus a short bogie caboose.
There is extended braking parameters, too, but I've not tested these on a down hill section.....I always prefer going up, to going down.
(Congratulations for that XT fix, I say.)
*For those of you with alarm bells going off and muttering to yourselves, "What's that? A K35, there's no such beast!" News Flash: there is now. ;-)
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