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Yard Limits

All Movement To Be Made At Restricted Speed
December 20

Holiday Surprise...

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OK, maybe not a surprise per se, but we do have some new rolling stock renders for you to look at. You can see them here:
 
 
You'll note there are some new items here that we haven't yet announced, including our first Norfolk Southern locomotive.
 
And while I know many of you are eager to see the European rolling stock we are working on, it's not quite ready yet. We want to be sure we have it done well, and correctly, before we show images. We are getting close.
 
With that, I'm signing off for the holidays. It's time for a bit of vacation. We'll chat more next year...  :-)
 
-Rick
October 16

More New Eye Candy

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It’s been a few weeks since we released the last batch of information on Microsoft Train Simulator 2. Since that time, we have been busy preparing the product for a senior management review. Long days have turned into long nights, and after a while, the discussions and tasks start blending together into a continual, ongoing discussion about what’s right for the product -- foreshadowing the coming year, perhaps?

 

But one of the bright spots in this effort is that we have put enough of the product pieces together to thoroughly validate that FSX is a suitable platform on which to develop this new version of Train Simulator. To support our management meeting, we took a few miles of the Norfolk Southern’s Horseshoe Curve route and “built it out” with the necessary landmark objects, trackside details, vegetation, and high-detailed textures. We’re far from done, but the overall effect turned out quite nice, and it's representative of what we can expect in the final product, minus a few of the rough edges which I call out below. It’s satisfying to see the hours of hard work materialize in tangible results.

 

But, I’m sure you’re eager to see what we have, so without further adieu, lets get to the screen shots! (By the way, they're about 450K each, so let this serve as a warning to those of you on a dial-up connection....) EDIT: This blog service resized the pics. You can see full-size images here: http://www.pbase.com/rselby/train_simulator.

 

Image #1 shows a train heading under the signal bridge as the train moves east from the Comenaugh area of Johnstown. In the background you can see a number of scenery objects including some auto-generated items. We have more to add here, but the overall effect is pleasing.

 

Image_1_Blog_Oct16

 

Image #2 shows an ATSF autorack car in a train. This gives a good sense of how the rolling stock objects will look in game. You can also see the 3D ties under the rail. We still have some work to do on the items in this scene; for example, the bump map on this car renders the rivets too large, and the track level-of-detail system (LOD) needs some fine-tuning. Also, the entire track network still needs an art pass to make the components look realistic.

 

Image_2_Blog_Oct16

 

Image 3 shows a different view of the autorack model and Centerbeam car, as well as a view up the right-of-way to the east towards South Fork and Altoona. I love the view here, which reveals a distant look at the East Comnaugh Main St. bridge, which you can see in my previous blog posting below. Some may notice the “hash marks” on the locomotive windshield - these have already been fixed in a subsequent build.

 

Image_3_Blog_Oct16

 

Image #4 shows two new pieces of rolling stock that we have not yet announced – an 89-foot intermodal flat car, or “piggyback car”, and a 60-foot Gunderson double-plug door boxcar. We’re still doing some texture work on these models, so you’ll see more of them in the near future.

 

Image_4_Blog_Oct16

 

Image #5 shows an “AI Train” passing our player train as we run the route. The artificial intelligence (AI) system has developed enough to control the spawning and operation of trains to help support the concept of a living world. Also note the weeds and trackside vegetation, as well as the high-detail ground texture alongside the wall.

 

Image_5_Blog_Oct16

 

There's a lot more, but this should do for now. If feedback is strong, I might post more in the next few days - let me know what you think.

 

So, that’s where we’re at. I hope you enjoyed this little peek at our progress. We’ll spend the next week or two wrapping up the management presentation, and then we’ll be back to the keyboard to continue work on more features, content, and rolling stock.

 

And by the way, I know many of you are wondering about our plans for European equipment since we’ve yet to show any samples. Rest assured we’re working on it and hope to announce more details in the coming weeks.

 

So long from rainy Redmond....

 

-Rick

October 09

California Bound....

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Last Friday I left work a bit early so I could fly down to San Diego to play with trains for the weekend. I thought I would share a few photos from the festivities.

 

Saturday was the Western Prototype Modelers show where attendees bring samples of their model work for display. You can see photos of this event here, courtesy of some of the other event attendees:

 

http://www.pbase.com/tracktime/wpm2007&page=all

 

http://www.pbase.com/mrmrl/wpm2007&page=all

 

On Sunday, I was fortunate to be a guest operator on the HO scale La Mesa Model Railroad Club layout in San Diego’s Balboa Park. This layout is huge – it models California’s Tehachapi Route between Bakersfield and Mojave to a very high level of accuracy. It has an operating signal system (ABS with CTC control points) and features a digital command control (DCC) system that allows operators to walk around with their trains. You can see pictures of this layout here:

 

http://www.pbase.com/dh30973/lamesa2&page=all

 

http://www.pbase.com/tgcostello/la_mesa_club_ops_2406&page=all

 

As noted, this model railroad is absolutely enormous. It's impossible to capture the size of this thing in a single photograph. I got to operate  a "loaner" coal train (thanks, Tim!) from about 10:00 AM thru 4:00 PM, and during this time I made it around the layout only twice. All the while, I was meeting other trains along the way and waiting for traffic to clear ahead - just like the real thing. Meanwhile a dozen or so other operators ran their trains elsewhere on the layout.

 

What does this have to do with Train Simulator? Well, nothing. But it sure was fun.

 

If you ever find yourself in San Diego, make a point to check out this and the other model railroad layouts at the San Diego Model Railroad Museum. It's worth the trip.

 

-Rick

October 04

Acceleration Pack Buzz

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Our Flight Sim friends down the hallway just put the wraps on the Acceleration Pack for FSX, including support for DX10. You can check out some of the sample images here:
 
 
Of course, you can also find more information on the FSInsider site, located here: www.fsinsider.com.
 
Enjoy.
 
-Rick
October 02

Another Trains Team Member Hits The Blogs

Just wanted to drop a quick note to let you know that we have another Train Simulator team member who has started blogging. His name is Mike Porter and he is our vehicle lead on this version of the product. Put another way, he's the one in charge of making the rolling stock models look as realistic as possible.
 
Mike is posting lots of great tips and tricks for how he builds art objects. I've leared a lot already while reading his posts, and in the future he'll be talking a lot more specifically about how we are buildiing the rolling stock objects for the new TrainSim. You content develpers out there might want to check it out.
 
 
-Rick
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Playing With Trains
Here's a few web sites I like to visit on a regular basis.