Hello all,
starting a timetable can sometimes take a lot of time, depending on start time of the selected train, the total number of trains preceding this, and the size of the route.
At present, the user must wait during this process and react immediately when the program starts otherwise he may delay the start of the train. This can be a bit of a nuisance and a waste of time.
I would therefor like to propose to start the timetable in paused mode. So when started, the program will wait for the user to activate the actual running. The normal 'pause/quite/save' window will pop up on start.
Regards,
Rob Roeterdink
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Start timetable in 'paused' mode
#2
Posted 06 February 2019 - 12:28 AM
I agree, and think the same could be applicable to activity mode. There are activities which require quite much time to be loaded (I'm thinking e.g. at some MEP activities). By the way this suggests the player to save the game at game start, therefore sparing much time if he plays the activity again (if the save remains valid).
#3
Posted 06 February 2019 - 01:10 AM
Hi Rob!
This proposal would be very welcome. Thank you for continuing to develop timetables.
I expect you have already also considered a fast forward for the player. I mention this because my historical timetable has long pauses quaintly named "engine requirements". You can`t speed up OR (+ -) because the AI lags behind. So it would be helpful to run the AI up to the next event in the player timetable.
thanks, rick
This proposal would be very welcome. Thank you for continuing to develop timetables.
I expect you have already also considered a fast forward for the player. I mention this because my historical timetable has long pauses quaintly named "engine requirements". You can`t speed up OR (+ -) because the AI lags behind. So it would be helpful to run the AI up to the next event in the player timetable.
thanks, rick
#4
Posted 06 February 2019 - 09:35 AM
Csantucci, on 06 February 2019 - 12:28 AM, said:
I agree, and think the same could be applicable to activity mode. There are activities which require quite much time to be loaded (I'm thinking e.g. at some MEP activities). By the way this suggests the player to save the game at game start, therefore sparing much time if he plays the activity again (if the save remains valid).
No problem to set this up for activities as well, it's the same method call with just 'true' or 'false' as parameter.
Regards,
Rob Roeterdink
#5
Posted 06 February 2019 - 01:32 PM
roeter, on 05 February 2019 - 01:17 PM, said:
starting a timetable can sometimes take a lot of time, depending on start time of the selected train, the total number of trains preceding this, and the size of the route.
At present, the user must wait during this process and react immediately when the program starts otherwise he may delay the start of the train. This can be a bit of a nuisance and a waste of time.
I would therefor like to propose to start the timetable in paused mode. So when started, the program will wait for the user to activate the actual running. The normal 'pause/quite/save' window will pop up on start.
At present, the user must wait during this process and react immediately when the program starts otherwise he may delay the start of the train. This can be a bit of a nuisance and a waste of time.
I would therefor like to propose to start the timetable in paused mode. So when started, the program will wait for the user to activate the actual running. The normal 'pause/quite/save' window will pop up on start.
Seems like a sensible idea, and in fact I'd suggest we do it for all modes (explore, activity, timetable) although perhaps with an option to turn off. MSTS starts activities paused with the briefing open, so that could also be integrated if people agree (obviously only applies to activities).
#6
Posted 07 February 2019 - 10:50 AM
What about resume? Should that start in paused state as well?
Regards,
Rob Roeterdink
Regards,
Rob Roeterdink
#7
Posted 07 February 2019 - 02:58 PM
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