
Screwing around with the new big yard on PO&N6 to see how filling up every other yard track effected framerates, I finally decided to assemble the whole mess and drag it someplace. Turns out there were 133 cars and 4 engines in the yard, so that's what I got for a train. With AI traffic coming thru the crossovers in both directions every six minutes (hey, I'm worst-case scenario testing here ) it took about 2 hours to assemble everything on the center 4 tracks for departure. 
As I'm assembling the final 4 cuts I look to see where the head is, what happened to the scenery? 
Oh, THERE it is, even with 768 megs of PC-2100 DDR RAM and a GEFORCE 4 Ti-4400 128mb AGP video card, the way trainsim processes info it takes it a few seconds to load. Returning to the back view is even worse, the program is retaining the data in memory for all those cars in the middle of the train you can't even see, so it takes long enough to load the stuff behind that I was able to get a sequence of screenshots spanning almost a full minute.







Anyhoo, switching views from the front #2 view to the rear #3 view always produced that effect, so I guess 100+ car trains ain't a good idea. Had a few neat effects tho, going around loops and seeing the front and back of the train at the same time:

Still pulling like hell crossing Tinkers Dam, the front of the train is over the summit and starting on the downhill into 77, but the back of the train is still on the upgrade from the double deck bridge. Wasn't til I was almost into 77 I cut the throttle and had to get on the dynamic brakes, and rode the brakes down the South Pass until I derailed at the bottom. Stupid me, I saved the activity in several places, but noticed I was missing an interlocking signal entering PonyShoe Curve, and added it in the route editor. That makes all save games invalid, so I gotta start again. Think I'll keep it down to 75 cars or so, see if that gives the same slow loading scenery.
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RE: Long trains and video pains, BNSF4723, Sep-30-02, 00:51 AM, (1) RE: Long trains and video pains, markhyams, Sep-30-02, 01:05 AM, (2) RE: Long trains and video pains, nw_fan, Sep-30-02, 07:39 AM, (3) RE: Long trains and video pains, LooseCannon17, Sep-30-02, 09:49 AM, (4) RE: Long trains and video pains, robertreedy, Sep-30-02, 10:04 AM, (5) RE: Long trains and video pains, sniper297, Sep-30-02, 01:42 PM, (6) RE: Long trains and video pains, OTTODAD, Sep-30-02, 02:36 PM, (7) RE: Long trains and video pains, KngtRider, Sep-30-02, 04:06 PM, (8) RE: Long trains and video pains, OTTODAD, Sep-30-02, 05:33 PM, (9) RE: Long trains and video pains, sniper297, Oct-01-02, 00:19 AM, (10) RE: Long trains and video pains, OTTODAD, Oct-01-02, 06:13 AM, (11) RE: Long trains and video pains, sniper297, Oct-01-02, 02:39 PM, (12) RE: Long trains and video pains, OTTODAD, Oct-01-02, 04:34 PM, (13) RAMDRIVE?, markhyams, Oct-01-02, 05:50 PM, (14) RE: Long trains and video pains, edwardk, Oct-01-02, 06:00 PM, (15) RE: Long trains and video pains, sniper297, Oct-01-02, 07:45 PM, (16) RE: Long trains and video pains, OTTODAD, Oct-01-02, 08:22 PM, (17)
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I'd still prefer MSTS 2 to be totally incompatible with this version, even if we all have to make everything all over again from scratch it will be worth it to be rid of this Krappy KUJU Klown Koding.



