|
Post by survivorsean on Feb 10, 2020 11:47:39 GMT 12
I'm seeing that at least for me there is lots of potential that we can build on the 3 of us. For me personally up to this point I've come on here and there while working on my own projects. But working alone as Scott can mention is not fun. It's to the point where I have come so close to giving up Run8 entirely.
It is currently 6:33pm Eastern on a Sunday night which I believe is 12:33pm Monday in New Zeland and server time as I post this. So from my time zone I often have plenty of flexible time Sunday night, and a fair chunk on Monday evening as well. Tuesday evenings I have about 2 hours potential and Wednesday 2 hours as well a bit earlier. Thursday again another 2 hours.
Sunday nights I tend to like to relax a bit more while I enjoy things so the hump is appealing as can be the case on Monday as well. But I'm still open to run mainlines, regionals, trims, and switchers as needed. The following are some suggestions that might help grow the server. Some of them come from my own observations and questions.
WHAT TRAINS DO WHAT?
I've noticed that there is some organization both here and on the forum of what trains are being built or worked on, but I never get the sense of the total big picture. The only way I see this is by signing in and seeing the industry list and what trains are assigned to them. I'd love to see a comprehensive list of all the trains being used that are operational. I don't think a registry ala RTS is needed but something to give an idea to myself, others, and perhaps new members as to what is available.
DUMMY TRACKS IN SELKIRK
One thing that would be VERY beneficial is DUMMY tracks set up in Selkirk. Any train be it Hump or Trim could carry the same tag called lets say "Selkirk" and dummy industries generally assigned to passenger service (never used) is set up for ALL TRACKS. This includes every receiving, bowl track, and departure track within Selkirk. The power of this tool allows much better management of Selkirk because it can all be downloaded to a spreadsheet. HPT can be calculated for departure, humps know when they will overfill a bowl, trims know when they are needed, etc. Think of it as a yard information system but it all starts with the dummy industries. I have some YouTube videos on how I've set this up in Barstow on my YouTube channel.
SUPPLY TRAINS SPAWNS
Without information I'm never sure what to expect in regards to supply trains. When are they run, how are they run, or should they be run etc. There are 3 ways that this can be done. 1) they are either part of the AI spawns that randomly show up. The issue here is unless they are noticed by someone on the server they never get brought into a yard. Not to mention a yard can easily get overfilled since very few work the server. 2) trains are spawned in by the host when needed on another spawn track. This is ideal if the host has a plan of how they want the server supply to work. 3) trains can be spawned by the clients as needed on a dedicated spawn point. This allows everyone the opportunity to bring in fresh new supply to places like Selkirk without overfilling departure etc.
Anyways that's all I can think of for now. I'm going to be showing up on the server and try to post what I'm doing here on the forum more often since it's being used quite a bit now.
Thanks Sean
|
|
|
Post by survivorsean on Feb 10, 2020 11:58:29 GMT 12
ESCAPE VALVE TRACKS
I knew there was one I forgot. Obviously like every other region in Run8 there is tons of work to do. In order to give time I suggest that all industries set a time turnaround of max value which is close to 7 days (6.5 to encourage a weekly pattern allowing time to turn around for next week). This will encourage all jobs to get run but not guarantee that they all will get run in a week.
To assist jobs from getting done or at least seem like they are getting done, escape valve tracks can be set up as industries. What this is basically is an industry that is set up inside an intermediate or drop off yard point siding. Whatever is used by the regionals or locals to start local switching. Again here another timer as close to 7 days as possible (you can use 6.5 if your trying to encourage a weekly pattern).
So lets say you have a drop off track for a local switching area say the short line I don't know whatever it may be. He potentially can run as AI to a region if there are no takers from Selkirk or Syracuse depending on where he is built. The train shows up and ties down on the track. As soon as he ties down the timer begins. If someone is available to switch it then the industries are switched. If however he can not switch it then they turn over and the track itself becomes the industry. This allows a return to Selkirk or Syracuse. Ideally this works well with more than 1 track or a long enough siding to fit 2 strings. It allows the flow of regional and mainlines to continue and take the pressure off the manpower required to switch all industries thus why I name these escape valves.
I have a demonstration of what these do on my YouTube channel in the Sanford Sub videos as these have always been ideal yards for me to use escape valves on.
thanks Sean
|
|
|
Post by Martin on Feb 10, 2020 15:16:22 GMT 12
DUMMY TRACKS IN SELKIRKOne thing that would be VERY beneficial is DUMMY tracks set up in Selkirk. Any train be it Hump or Trim could carry the same tag called lets say "Selkirk" and dummy industries generally assigned to passenger service (never used) is set up for ALL TRACKS. This includes every receiving, bowl track, and departure track within Selkirk. The power of this tool allows much better management of Selkirk because it can all be downloaded to a spreadsheet. HPT can be calculated for departure, humps know when they will overfill a bowl, trims know when they are needed, etc. Think of it as a yard information system but it all starts with the dummy industries. I have some YouTube videos on how I've set this up in Barstow on my YouTube channel. Box ticked - Was bored one night did a Config.ind for above-mentioned but told the CEO he must first run it in single player, if he's happy he can import the dummy file into the server config. One thing less to do off his list Download Link
|
|
|
Post by Smiley-(CEO) on Feb 11, 2020 12:49:00 GMT 12
Dummy tracks etc will be coming to FTRS , Keep up the good work Just scraping up funds and parts to retrofit hardware, in the meantime lets keep thinking up those brilliant ideas.. Smiley
|
|
|
Post by survivorsean on Feb 12, 2020 5:19:36 GMT 12
Actually that is what I was looking for Martin. Disregard the other request.
I'll start working on getting some Barstow matrix level reporting in place soon.
Thanks
Sean
|
|
|
Post by SMRY on Feb 12, 2020 15:49:09 GMT 12
I too have my Safety-Valves in SMRY. You folks call them Dummy. Where the trks are setup to generate a report by setting up using passenger car. Also trks setup to except several industries at once saving spotting industry when manpower is low. Be warned though if lots of them esp. in the Selkirk areas when you turn on the industry tags it will slow your pc (mine with 8-cores) to a crawl & look very jumbled. Here's shot see the FPS & having no rollingstock nor activity within, using ExtraBoard.
|
|
|
Post by survivorsean on Feb 17, 2020 13:39:06 GMT 12
You know I wonder if this became one of my issues at Waycross? I had a reporting system in place for all the bowl tracks and found I had my fair share of error humps. Others have said they have not had as many issues. So I'm wondering if we are coming up to a resource wall here when it comes to AI (which is part of the hump) and it's limitations?
Thanks
Sean
|
|
|
Post by Martin on Feb 19, 2020 21:59:17 GMT 12
You know I wonder if this became one of my issues at Waycross? I had a reporting system in place for all the bowl tracks and found I had my fair share of error humps. Others have said they have not had as many issues. So I'm wondering if we are coming up to a resource wall here when it comes to AI (which is part of the hump) and it's limitations? Thanks Sean Unfortunately I haven't purchase waycross yet, but a good idea will be when I get it that you share your saved world and config file then me, Scott and Smiley can run it in single player and see if we get the same issues call it a "RTS beta run" with all the same R8 world and config. We all can also pick the same string to hump via your live stream.....
|
|
|
Post by SMRY on Feb 19, 2020 22:48:01 GMT 12
You know I wonder if this became one of my issues at Waycross? I had a reporting system in place for all the bowl tracks and found I had my fair share of error humps. Others have said they have not had as many issues. So I'm wondering if we are coming up to a resource wall here when it comes to AI (which is part of the hump) and it's limitations? Thanks Sean Morning Sean, Just now catching latest Stream. Yes, I believe some of your issues while humping may indeed be due to many Dummy-Tags being activated while operating the hump, also, moving your view/avatar/camera around while hump activated may also play a roll in miss humps, cars hanging upon release down the shoot. Perhaps try keeping Dummies off, set your avatar/camera one place, don't move around while hump activated, see what ya get in comparison. I find not always perfect regardless, but, few & far between, if at all.
|
|
|
Post by Smiley-(CEO) on Feb 20, 2020 9:48:31 GMT 12
You know I wonder if this became one of my issues at Waycross? I had a reporting system in place for all the bowl tracks and found I had my fair share of error humps. Others have said they have not had as many issues. So I'm wondering if we are coming up to a resource wall here when it comes to AI (which is part of the hump) and it's limitations? Thanks Sean Gidday Sean , As per Martins suggestion if you are willing to email me your saved word and Ind config I will try it in single player on my Waycross and see it we get the same issue. Be aware tho my machine not exactly the slowest if you guys are interested LOL let me know and I'll tell !!!
|
|
|
Post by SMRY on Feb 20, 2020 16:14:01 GMT 12
I'm already seeing a hit FPS wise now that Martins file has been installed FTRS. When all those trk tags activated sim takes a big hit. That's why at SMRY I got rid of many of my own Safety-Valves, Dummy-Industries, etc., since I already have most locations burned into mem banks anyways. Looks much neater / cleaner, when, momentarily activated.
I'll admit miss using the passenger-car to give trk report, but, a quick ultra-flight to locations out of my view work fine.
I don't believe my system too awful slow, AMD-8370-8-cores, W10-64bit, 32GB-Ram, 6GB-Graphics-2-cards, 3-SSDs-1.5TB each, 3-HDDs-1MB each, 1500W-PWR-Supply, dedicated sound card. not sure any machine be enough, believe slowdowns, glitches, to be in Run8 & internet.
|
|
|
Post by Martin on Feb 20, 2020 20:33:57 GMT 12
You know I wonder if this became one of my issues at Waycross? I had a reporting system in place for all the bowl tracks and found I had my fair share of error humps. Others have said they have not had as many issues. So I'm wondering if we are coming up to a resource wall here when it comes to AI (which is part of the hump) and it's limitations? Thanks Sean Gidday Sean , As per Martins suggestion if you are willing to email me your saved word and Ind config I will try it in single player on my Waycross and see it we get the same issue. Be aware tho my machine not exactly the slowest if you guys are interested LOL let me know and I'll tell !!! Here's my two cents' worth: on Sean Latest Stream (Keep in mind English not my first lang) Sean your remark of the R8 game engine hit the nail on his head , the programming language is to old and as far as I can remember not supported any more. Coming from the flight sim environment where I and other few developers had extensively build scenery for South Africa "Aeroworx" I ran in the same issues with FSX as we doing now with R8 (Same language) the animations the scenery the AI all gets better and better by every update up until a stage were the language that was developed for 4gb ram and X amount of graphic ram just can't handle it anymore no matter what you do believe me I spend thousands $ on upgrading nothing helped.....except for FSX a SSD drive worked because it was so massive programme it uploaded the game faster to the ram and faster MHZ ram the rest was a wasted money. I left FSX behind in 2013 because there was no update to the FSX Engine in the foreseen future and MS sold the rights.... With R8 I think the Programming Language limitations with Major routes has being reached may be a small branch line here and there and a Expand on selkirk can be handled, but already now if you jump from one side of a route to a other side of a route and there is traffic and cars on that route it takes a few sec to load because of the limitations . So what do I think and this is my own opinion, that they are busy reprogramming the whole Sim "V3" on a new (call it) Engine "software lang" and that's why it is taking so long, maybe UE although its free there is fees to be paid when publishing games where UE4 is used. I think we are going to be surprised with V3, if not then I will be the first to admit my mistake Few things I picked up with R8 My honest opinion is that all the small little nagging things is because of the capability of the programming language and pressing it to its limits, to do what is wasn't intend to do and small little things that causes errors and "hits" The so called "dummies" is still industry and programming them will have no influence its a line reading data little processing power needed you can check on the whole SOCAL I think it's got close by 500 Ind lines comparison with selkirk and Waycross in saying that here is where things go wrong with the "Game Engine" processing the data: If you programme 2 Ind with different names and that Line connect with another line example at a switch but you didn't noticed it while configuring it the sim will read one line for 2 Ind and now its confused with the data output the same apply for programming Ind over each other - (Once I did use the same piece of track configuring all my outgoing trains " CHI,KCK and BEL worked for a while the you will get that that surprise of R8 closing down "unexpectedly" and every 2 day server down game closed) ,but you can connect many lines together but keep them as one Ind name and one local.. R8 (Lang) don't like the use of "~ (), "in the config file or Locos its part of the programming (data) "," only to be used where asked for tag separation All the rolling stock (new Cars) that has being built over the years must be processed adding more strain AI or any active Loco and loco lights pull resources - this is active data that must be processed , I tied on SOCAL to to run 3/4 max AI and with all the Ind spawned (12000 cars) went nowhere with a so called gaming PC. Server thingsIm hiring a commercial server with 2 x the min requirements of R8 There is now way in hell I can load more than 8000 cars at Industries and run no more than 40 AI on SOCAL, because of the data strain put on the whole network you will then see cars disappearing and reappearing, hump cars run into each over not fast enough registering the coupler possion. The bottom line is AI and if you have a enormous amount of cars loaded on the server this is whole lot of processing especially on big routes. How to overcome the situation is mostly to make the config file available to other users of your server thereby reducing the the amount of data requested by the client, especially on the big routes. Server graphics settings can be set to all min requirements things like shadows , buildings ect ect the only thing the client PC is requesting is the train data the rest is on his PC. I did many more test like you and can mention other things as well, but as you said the bottom line is the Game Eng was fine for V1 but is now maxed out, with all the add ons (Shadows, rain, AI, More Cars and Locos and routes) In Offline play all the above mustn't have any influence with your R8 there is nothing to be sent anywhere with everything set to max (so waycross is a puzzle) qwote from Waycross Dev "When we were finishing up our Waycross expansion we did a test with 3000 cars in the bowl and I think I was getting about 16 fps but that was with a GTX970" My personal Wish list is smallI would like if R8 do some cross border routes into Canada (change of Ops you can do just so much CSX and BNSF/UP) I think the R8 need something like this biarrirail.com/boss-service-planning/Then I totally agree with you on revamping the AI on all the aspect you touched on over the years. You mentioned something about External Disp the source prog file can be found here : gitlab.com/Hawk777/iecc8Lastly my connection to F&T is working like a bomb no issues. Regards southafricamts@gmail.com
|
|
|
Post by SMRY on Feb 21, 2020 0:20:41 GMT 12
Simple Form: Pretty much reached its limits for the most part with present platform.
|
|
|
Post by survivorsean on Mar 3, 2020 11:06:55 GMT 12
Hi guys:
Sorry it's been a while. I know about a week ago I ran into some minor health issues, and didn't really get back into the swing of things.
I see the server is down for some upgrades.
Run8servers.com btw as Scott mentioned to me recently appears to be gone now. So there is no external advertising for this server any place that I'm aware of.
I've been looking at getting back to my own projects, or possibly taking another break from Run8.
I'll try and keep in touch.
Thanks
Sean
|
|
|
Post by Smiley-(CEO) on Mar 3, 2020 23:59:54 GMT 12
Well now that makes things awkward with the Run8servers.com is now offline . Wander how people are going to find any servers nowadays.
Yes my server is offline , due to doing upgrades have now upgraded to a AMD processor so hopefully all goes well, The delay now is waiting for a new license from Highball since its a new Motherboard an processor .. Hopeing it wont be too long in arriving..
Woppy License arrived and all up and running..
|
|