Opdateringer og anden info
Der sker jo altid en del, når der kommer en ny opdatering. Her vil jeg fortælle om lidt af det.
Først er der kommet to nye opdateringer. Den ene er til .NET4 og den anden er til RW3. RS.com anbefaler, at man opdatere cachen, hvis man har problemer bagefter opdateringerne.
Og så var der et større dokument, som jeg havde overset. Det er som altid på engelsk og jeg vil starte med at fremhæve nogle af de nye funktioner, som jeg synes er spændende:
Assets blocks. Bruges til at pynte meget store området ved at udvide blokken. Dobbeltklik på blokken for at få egenskaber frem med flere muligheder.
Favoritter. Man kan dele objekter, materiel og have man ellers har i listerne op i 3 favorit grupper Rød, Grøn og Blå. For at vælge en gruppe, højreklikkes der på objektet 1, 2 eller 3 alt efter hvilken gruppe man vil have dem i. Et tryk mere vil fjerne det fra gruppen igen.
Cab Sway: Det er også blevet muligt, at tilføje svaj til cab og rute. Fra 0 til 100 og jo højere tal, jo større chance er der også for, at man afsporer. Tallet tilføjes i Track Rule og kan også tilføjes i editoren med select tool.
Der er også godt nyt til scenarie byggerne: Nu kan AI hente og stille vogne. Desuden er der tilføjet Stop punkter, så man har endnu mere kontrol over togene. Scenarie byggere har nu også mulighed for at ændre på ruten, uden at ændre i selve ruten. Man kan bla. ændre fartgrænser, retninger og sway (svaj)
Her er hele den engelske tekst:
TS2012 Route Creator Information
This document details some key new features of TR2012 for route and scenario creators. This is written with the presumption that the user will have some familiarity with the existing tools and is not aimed at the novice user.
Bulk Asset Blocks
The asset block is used for populating large areas with asset coverage, primarily for forests and woodland. Objects in the asset block will hug the terrain. The block is located in the foliage/water filter of the object browser list and is called â€œAsset Blockâ€. It is placed like any existing decal. Initially it will be an unpopulated 100×100 square on the terrain with draggable corners allowing for easy resizing.
Double clicking the asset block in the world will bring up a properties window allowing you to specify the following:
Dimensions â€“ This can also be changed by dragging the corners of the object in the world.
Density â€“ This value is in objects per square km and is set to an initial value of 10,000.
Scale â€“ This is a scaling value which will alter the height of random objects in the asset block. For realistic scaling without stretching textures this value should be set between 0 and 1, with 1 meaning some assets in the block will be double the height of others.
Rotation â€“ This mainly applies to 3D objects in the block. Enabling this will add a random rotation to all assets in the block. Unchecking this option will align all the objects in the same way.
Asset â€“ Selects the asset which populates the block. As this tool is primarily for forest creations, any objects which are filtered under foliage/water or clutter in the browser list can be used in the block.
Note: If the terrain height is modified after an asset block has been placed on it then you will need to move the asset block slightly so that it sees the new terrain height and snap to it.
Terrain extraction has been moved away from the T key onto an â€œImportâ€ icon in the world editor toolbox. TS2012 now supports ASTER GDEM data which is higher quality DEM data in addition to existing SRTM data.
The number of 1km square tiles to be extracted at any one time can be selected after clicking the import icon.
There are three new icons in the world editor showing stars on a coloured red, green or blue background. These are three separate favourite lists useful for sorting your most used assets during route creation so they can be grouped in one location.
Right clicking on the name of an object in the browser list will save the object in the first favourites list, twice into the second, three into the third and a fourth click will clear it.
Click the coloured favourite to display all the assets you have flagged as your favourites in this way. To totally clear a favourites list, right click on the icon.
You can now place down markers for where platform characters will spawn to enter and exit platforms. These markers are located in the â€œStationsâ€ filter of the object browser list and are called â€œPlatform Gate Entryâ€, â€œPlatform Gate Exitâ€ and â€œPlatform Gate Entry / Exitâ€ which works as both. These gates are placed by clicking to place the visual icon and a second click to link the location on the platform. Placing these gates will override the locations of the default entry and exit points on platforms.
To enable superelevation, suitable default values must be entered into the track rule blueprint being used on the route. The two values are:
Max cant angle degrees: For Horseshoe Curve this value was set to 4.
Curve to angle percent: For Horseshoe Curve this value was set to 20.
When these values have been entered and the track rule exported you can enable superelevation for track placed in routes which use that track rule. However, track must be laid using easements or there will be sharp transitions between flat and curved sections of track which could cause derailments. Using easements will provide smooth and realistic transitions on the curves.
To flag a section of track as superelevated, use the â€œSelectâ€ tool in the world editor and draw along a section of track. You can then check the superelevation box to toggle superelevation on or off.
Cab Sway / Line Unevenness
The default value for line unevenness is set in the track rule. The default value for Horseshoe Curve which produces a realistic amount of cab sway is 20. This value can be between 0 and 100 with 100 producing very uneven track which could cause derailments when passed over at speed.
After setting a default value in the track rule, the unevenness value can be changed in the world editor using the select tool to change specific areas.
AI engines can now pick up rolling stock as well as drop off. Simply author the instruction on the AI engine the same way as you would for the player. The rolling stock picked up must be in the pick up location at the start of the scenario (i.e. not dropped off in that location by another AI or player during the scenario).
Stopping points allow more precise control over where AI and player trains should stop. This is especially useful on long sidings where previously the trains would stop at the end of the marker.
The stopping point marker is located in the Track Infrastructure filter of the scenario object browser list with the other scenario markers, such as siding and platform markers. It is a track linked item which can be doubled clicked and named in the properties tab. These stopping points show in the simulation as a red arrow on the track profile.
Scenario Specific Track Properties
There is a new square â€œSelectâ€ icon in the scenario editor toolbox (top left panel) which allows you to draw a line along a section of track to select it and bring up its properties. This works in exactly the same way as the world editor version of the select button.
Properties which can be changed for the track properties for a scenario include:
Speed limits â€“ This allows temporary speed restrictions for scenarios.
Directionality â€“ Allowing the dispatcher to path the player or AI trains to locations against the default track directionality.
Line Type â€“ Sets whether the type of track is designated for main line, yard, freight or passenger running. Useful for changing default settings to allow freight stock into previously designated passenger only areas for example.
Line Unevenness â€“ Determines how much cab sway the player will experience. This value also affects the likely chance of derailment; the more uneven the track theÂ more cautious the player will have to drive.