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Microsoft Train Simulator 2

Signalling and gameplay possibilities for MSTS2

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Reading Topic #275

Member since Jan-29-04 · 2 posts

Personally the 2 biggest shortfalls in MSTS 1 is signalling and gameplay. Lets take these 1 at a time:Signalling*I am not a routebuilder, but from what I gather it is one of their biggest headaches. Get one signal wrong and the route won't work (?). *Many signal types are not currently possible, thus truly realistic signalling is not always possible.Game Play*Very much related to the above topic, as many real life activity scenarios just don't work because the signalling wont play ball (eg. overtaking, assigning priority, etc)*You have to create all AI traffic yourself, and try and get them to "dance in step". If it doesn't, then your activity can be stuffed.*You can only spawn AI traffic based on time, and NOT LOCATION.
Why can't game play be a little more like MSFS? AI traffic spawned, paths created for you, etc?I propose a "quick A to B activity" option where lets say you decide:
Start point and finish point(from drop-down menu)
Consist (drop-down menu)
Train priority (lets say, from a scale of 1 to 10)
Max. waiting time at a red signal (in minutes)
Weather and hazardsPerhaps you could even select where you wish to pass conflicting traffic from a menu of sidings/passing loops the computer calculates are between the A and B you selected.Come on Microsoft. You have shown us what you can do with FS, now take it up one notch with TS.

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