> comprise the way the train will operate. > together and their collective physics attributes > can tell you this much, though - each car is a > where we dial these systems in so that they "feel" > to support diesel propulsion, air brakes, dynamic > physics developer is building out the core systems > the video is the "basic" system without any Horseshoe Curve will have a similar number > signal types/configurations for that one route > haven't said where yet), we have over 25 different > signals at each control point and intermediate > familiar with what our two US routes have for > on the signal specifications lately, so I'm pretty
> the position light signals in addition to the > So, this means for Horseshoe Curve, you will see > include the appropriate signals for a given route. > who care) that we used to test the ABS system > we had around (GRS searchlight signal, for those > The searchlight signal shown in the video is only > will also make sounds as well - each truck, > sounds, in relation to throttle position. > version, each unit will emit the appropriate > in-game is not far enough along to be fully > Sound was dubbed for this video - the sound system > community, and the physics appeared to be > - How are the physics comparable to MSTS 1? I > the Safetrans style (or better yet - PRR > will this hold true for the final release, or > - The signal appeared to be a searchlight style In the final form of the product, if you notched the throttle to RUN-8 as shown in the video, you'll most likely break a knuckle somewhere in the train. Cars will be able to be set to loaded or empty, too - a big deal in terms of how a unit coal or grain train operates. We model in-train forces (buff and draft force) as well. Couple them together and their collective physics attributes comprise the way the train will operate. I can tell you this much, though - each car is a physics object, as is each locomotive. The tuning work is where we dial these systems in so that they "feel" right.
More specifically, this means that our physics developer is building out the core systems to support diesel propulsion, air brakes, dynamic brakes, steam, and so forth. What is seen in the video is the "basic" system without any tuning. Horseshoe Curve will have a similar number of discrete signal objects as well. For our "other" US route (BNSF, but we haven't said where yet), we have over 25 different signal types/configurations for that one route alone. I've been working on the signal specifications lately, so I'm pretty familiar with what our two US routes have for signals at each control point and intermediate location. We will model what's appropriate for each location. So, this means for Horseshoe Curve, you will see the position light signals in addition to the newer SafeTrans units. The final version of the routes will include the appropriate signals for a given route. It is an art object we had around (GRS searchlight signal, for those who care) that we used to test the ABS system logic. The searchlight signal shown in the video is only what we term a "test signal". Cars will also make sounds as well - each truck, actually. But to your point, in the final version, each unit will emit the appropriate sounds, in relation to throttle position. Sound was dubbed for this video - the sound system in-game is not far enough along to be fully functional. > to those of MSTS 1 (the quick braking and quick > community, and the physics appeared to be similar > there was a lot of anguish over this from the > - How are the physics comparable to MSTS 1? I know > the Safetrans style (or better yet - PRR position > will this hold true for the final release, or will > - The signal appeared to be a searchlight style. > locomotive was in the throttle, and the others > video released made it sound like the first > appropriate sounds for the trailing units? The > this mean that the final release will have