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31 January

Platforms are for Standing... and Building

From our January 19 announcement:

...this version will be an all-new product built on the Flight Simulator X platform, the culmination of 25 years of product development and technology.

Sounds great, but what does it mean?

 

"all-new"

By "all-new" we mean that we've started from scratch with our Train Sim development.  We're not using any code, art, route data, world data, textures, cabs, rolling stock, etc. from Train Simulator 1.  It's not that we don't love TS1 or think that it's a great product.  We do love it and it is a great product.  Just look at the passionate community still active these many years later.  It's a testament to the great team that built TS1 (not to mention the great customers who bought it!). 

But the computer gaming world has changed a lot since then.  For a little perspective, at the time TS1 launched:

  • The Pentium 4 was the newest advance in processor technology. Forget Hyper-threading, let alone Dual Core.
  • Windows 98 and Windows ME were still the dominant versions.  XP hadn't yet launched.
  • DirectX was at version 8 (with Vista we're now at 10)
  • NVIDIA launched the GeForce 3.  Huge advances in GPU technology have evolved in the generations since.

It just didn't make sense to try to update TS1 when so much had changed.  We're also not using the code from the original MSTS2 that was eventually cancelled.

 

"built on the Flight Simulator X platform"

As we strived to bring back the Train Sim franchise, we looked back to understand what caused us to let down TS in the first place.  One factor, though not the only one, was that the Aces studio found itself in a position of having to maintain three separate sets of code-- Flight Sim, Train Sim, and Combat Flight Sim.  There was little to no sharing of the code between these three products, and that turned out to be a big problem for us.

The reason is that every chunk of code does not stand alone.  It needs to be tested.  It needs to be localized.  It needs to undergo security and Trustworthy Computing reviews.  It needs to be tuned for performance.  In short it needs to be cared for.  That takes time and people, and we didn't have enough time or people to tend to all three (completely disjoint) sets of code, especially when much of the code was just different ways of doing the same thing ("redundant" in dev-lingo).

So we made the painful decision to let go of two (CFS and TS) so that we could focus 100% of our attention on making the remaining one (Flight Sim) as magnificient as possible.

 

"the culmination of 25 years of product development and technology"

Even when that decision was made, we knew that we didn't want to be a one product studio.  Everyone involved believed that in Flight Simulator we had something very special.  How many games can you think of that have been in successful development and release for 25 years?  You won't need more than one hand to count them on.

Because of the way Flight Sim had been designed and built, we knew it had the potential to become the foundation upon which we could build any simulation we want.  With Flight Simulator X that potential can now be realized.

Shawn Firminger, our studio manager, deserves most of the credit for crafting a strategy around turning the Flight Simulator application into a generalized Sim Platform.  His message was simple and powerful-- if we take this 25 years of sim technology that's in Flight Simulator and refactor it to make it easy to build new simulation experiences on a common base of functionality (e.g. object rendering, scenery, buildings, autogen data, landclass data, AI, animation), then we can have our cake and eat it too-- we can build lots of cool games and we can care for them without having to greatly expand the size of the studio.

With this strategy in place, bringing back Trains was a slam-dunk (easy for me to say-- I wasn't here at the time).

 

When is "all-new" not all new?

So, yes.  The new version of Train Sim is "all-new," but at the same time it's not.  It's got the DNA (and much of the actual code) of one of the most successful, enduring franchises in the computer gaming history-- Flight Sim.  That's why we're totally thrilled to be rolling on Train Sim once again.

 

回應 (8)

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TSEngineer 已關閉此頁上的回應。
11 月 20 日
10 月 7 日
沒有名稱撰寫:
Hi One thing that would be neat, is that I am from Canada about 2 hours north of Toronto. I know as a kid growing up we would love standing at a grade crossing and watch the thunderous engines go by, and I do mean THUNDEROUS!!!! It would be nice to see a view point from grade crossings and more realistic engine sounds, if you want ideas visit our friends at MapleLeafTracks.com

9 月 10 日
匿名 的圖片
jody 撰寫:
hey wanna know something that would be cool to have in the new train sim were you have to get out of the loco to pull a switch to change track make it as real as you guys can i work for cn rail in edmonton ablerta canada if theres anything you wanna know feel free to e mail me i would just like to see something more for a guy my age lol i have rail driver to playing the game will be fun i dont wanna sound mean lol but i wanna be able to hit cars in the game with damage and everything to the train the car like real life things that could happen on the rails like wild life real looking cars people towns citys new liteing in cab would be nice more moving parts like the fans on top of the loco wipers with sound make it so you have to stop and pick people up like real trips gps would be cool 2 way control chatter in the back round more real sounds better cab veiws with windows and maby a 360 veiw make it so our gas could run low then you would have to refuel have a story mode free mode were you can just drive and do what ever make it so you can turn the loco on and off maby add a via rail there newer trains and there ones for like 5 years ago to just go train watching what you see in real life make it real in the game
8 月 20 日
匿名 的圖片
Me 撰寫:
HeHe ALL NEW TrainSim...
Hope it will have some subway routes...
Like : N-Y, Los Angeles, Montreal, Toronto, Paris and London
:-p
6 月 25 日
匿名 的圖片
Thomas de Cadimain) 撰寫:
Hi I'm 59 y/o and part of your Flight sim community but growing up with HO scale train sets I have always had a passing interest in trains.
Someone (whose name escapes me) had put a train in some Australian addon scenery for fs2004. I'm wondering if at some point in the future with this merging of base that we may have more of this. or perhaps put a plane up in the MSTS* ?
 
Also as Bill Lyons has provided cars & boats for some of his addons to drive around the scenery could a touring sim be far fetched? One could also perfect the people of FSX to walk around in and out of buildings and so on. Perhaps these are somethings the addon community might be better to work on but has any of it cropped up in your discussions.
 
Whatever; All the best in your endevours and I will be following your progress as I strive to upgrade for my eventual entry into the world of FSX.
 
Yours sincerely
Tom C.
 
Ps CFS3 isn't dead. Have you checked out the "Over Flanders Fields" Development addon?
2 月 7 日
TSEngineer撰寫:
Yeah, the missing bailing was definitely a disappointment.  An even bigger disappointment is that adding additional locomotives to the consist didn't really improve the tractive power of the train.  Ever try going up Stevens Pass with a long train in MSTS1?  Pretty much impossible.  Good news is that the Flight Sim platform is designed to support MUCH more realism than MSTS1 ever did.
 
2 月 4 日
沒有名稱撰寫:
I am a csx engineer, I was very disapointed in the first trainmaster! I hope you guys can do better this time around! The worst thing was it was just not real at all,The biggest thing was that you didnt even have to bail the independent brake off! I would make sure that was in there this time around! Need any help, drop me a line I can set you straight!
2 月 2 日

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