Posted 07 February 2016 - 06:28 PM
MSTS is a very strange beast. (Background info:) It was developed in the late 90s and early 2000s, being release late '01. The developers, Kuju, did some strange workarounds to get such a complex (for the era) sim to run on PCs of that era. IE, early Pentiums, W95/98 OS, when sys ram was severely limited and video cards were level entry at 4 to 16 MB. No GPUs then and even so, MSTS didn't use any processing power on later generation cards. I stepped up, rapidly, from 16 MB to 32 MB video cards and MSTS, frankly, looked awful. The money trail led, at enormous cost, eventually to 64 MB then, best of all - to a 128 MB video card, which made MSTS really 'pop' out visually.
One early gen trick, being well before MSTS Bin, was to attempt to optimize scenery models in order to populate the burgeoning number of new routes from both amateur and professional route builders. Everything depended on NOT crashing the tricky, wily, spiteful, MSTS Route Editor, a nasty beast even on a good day. One trick was to try and fool the editor by cutting back on the number (there were limits imposed that you never found out about until the RE trashed your latest build) of models in the scenery, per tile, etc. This trick was to build a 'batch' model, where several objects were built as a single model. The best example would be - say - group housing. You could build individual houses as separate models, but MSTS treated them as a SINGLE unit, thus two individual houses were counted as TWO models. However, if you built two houses as part of a single model, the sim was happy to treat it as a SINGLE unit.
It worked! But MSTS, being willful, could still bite when least expected, but you NEVER advanced the hobby unless you took risks. The rest is history, but the principle is the same. You still need to take risks to advance the Hobby.
Cheers Bazza.
Minor edit.