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23.4.01
A New Approach to Timescales ....

Our estimates for a demo release date have been misleading to
say the least.
After lengthy discussion, and also the kind advice of several
individuals on Verns Forum (see the links page) we have decided
to bite the bullet and say that the demo will be 'ready when its
ready'.
I cannot emphasise enough how much we appreciate the kind comments,
and continued encouragement of the rail community, despite our
continually misleading time estimates.
We hope you understand this 'sea change' and, with luck, perhaps
the freedom of not applying self induced pressure will speed the
job up!
Please check back regularly, it shouldn't be too long before
the demo is available(!)
Offers of Help
....

We would also like to take this opportunity to thank all of the
people who have kindly offered their time and effort towards helping
with the project. We will be in touch with you individually
and intend taking you up on your offers.
This should make the final program a Rail Simulation by
enthusiasts for enthusiasts.
Thank-you for sticking with us, and a huge thank-you to Vern and
Barney for their never flinching support and coverage (even when
'no news' is 'some news'!)
Mark Judd
On target for April
(we could do with a fourteen month calendar!) ....

Another two week wait between updates - don't panic everything
is still progressing!
Just to let you know it's still looking good for the demo to be
available on or around the first weekend in April as mentioned
before.
Development has continued at pace, and we have been lucky enough
to gain the help of an ex - Class 5 driver with over 35 years
experience to act as our 'test pilot'.
It would seem our first efforts at modelling the loco's responses
were a bit too 'keen', and as a result of further discussions
the simulation has been slowed down in all areas.
(By this we mean the acceleration, braking and steam pressure
calculations were all working too fast, so we have slowed these
to give a more accurate feel.)
Also, just to let you know, look out for a (dare we say it) non-steam
powered locomotive in the demo version of the program, just to
illustrate the flexibility of the Black 5 package when it comes
to adding rolling stock.
Anyway, back to the coding, hope you enjoy the final product.
Demo delayed slightly
....

Sorry for the long wait between site updates, we've been busy
people!
With regret it would seem that the demonstration copy of Black
5 will not be ready as soon as we would like. At the moment we
are hoping to have it complete for around three weeks time (weekend
7th/8th of April).
This is for a number of reasons:-
1. Further testing has revealed a couple of bugs in the code which
had slipped past our initial look,
the worst of which is the tendancy of the locomotive to 'wander'
from the rails on very long, large radius, shallow curves. We've
found a solution to the problem and are busy coding the corrected
program.
2.At present the sound effects within the game are 'generic' (i.e.
not those of a class 5 steam locomotive!) but, unexpectedly, a
local heritage site is taking delivery of a running Black 5 in
the next fews days, so we hope to gain
footplate access to record some actual, accurate, sounds.
This of course will take a week or so to sort out, i.e. to implement
the new sounds within the game, so we felt a slight delay was
worth the improvement in the final product. Hopefully you'll feel
the wait was worthwhile when you see (and hear!) the finished
demo. Thank you for your continued patience.
New partnership
....

We're pleased to say that, after some discussion, we have managed
to secure the help and experience of the guys from '3DTrainstuff'
during the production of Black 5.
They specialise in top quality 3D models, suitable for use in
a number of programs.
We hope that
the collaboration will benefit both of us in the long run, and
the quality results will be easy to see in the Black 5 game itself!
You can take a look at their excellent site by clicking the link
below.

Web site updated
....

You've probably noticed (or at least we hope you have !) that
we've had a long overdue tidy up of the web site.
Essentially there are now separate pages for all of the sections
as well as a new FAQ section which should address some of the
issues raised recently.
We'd also like to take this opportunity to thank everyone for
their messages of encouragement. They are all gratefully accepted
and spur us on despite reading how good it seems MSTS is going
to be!
Smoke and mirrors
....

One aspect which was causing some problems to us was the realistic
representation of the locomotives smoke. Pleasingly, we seem to
have cracked it and, as is usually the case the solution was surprisingly
straightforward. Check out the images section for some gratuitous
smoke shots.
Verns report on MSTS
....

Take a look on Verns Rail Pages (link below, in links section)
for his in-depth preview of Microsoft's Train Simulator, due out
late spring of this year.
Our interests are obviously torn, on the one hand very excited
about this upcoming package, on the other, struggling for motivation
in light of just how good it sounds!
However we feel there is space for a Freeware effort such as ours,
and who knows, maybe the work we are putting into our models will
not all be in vain, since they may be of use in the Microsoft
package. Here's hoping ! ........
Demo work continues
....

Just to let you know we are still going!
The work towards the demo is progressing well, the maths for the
loco steam model is more or less complete (subject to testing).
Some world objects have been created to test the placement code
(see bridge in screenshot below, and in new screenshots in section
below) and two sample scenarios have been set up, an easy one
and a tough one, to give a taste of the variety of possible playing
styles.
Should have a playable version ready in about 3 weeks time .........
Junction control screen
update ....

After some consultation (thanks Vern!) its been decided that for
the time being there will be no junction control screen, rather
the points and so on will be controlled by a 'virtual signalman',
and the user will simply have a choice of in built pre-programmed
routes or scenarios. You could choose for example a long route,
with steep gradients, poor coal quality and a heavy train for
a challenge, or perhaps a shorter, flatter route with a couple
of passenger cars.
Fine tuning locomotive
responses ....

Sorry there are no new screenshots to look at this update, but
much of our time has been spent poring over equations and the
like in an effort to get the locomotive to behave as accurately
as possible. We're sure you'll let us know if we've got it right
when the demo is released in about 4 weeks time!
Junction control
screen ....

The subject of junctions has been at the forefront recently, the
problem being how to manage them from within the game.
At the moment we are looking at introducing a second 'Signal Box'
type screen (which you will be able to toggle to from the driving
views).
This second screen will mimic the line layout diagram to be found
in signal boxes, and it is proposed to use the mouse to click
and change the junctions shown.
This is still very much at the 'try it and see' stage, so let
us know what YOU think.
Black 5 goes Widescreen
...

After some experimentation, a new widescreen format has been introduced
for the external camera views. This seems to nicely show off the
more detailed models and gives some added variation.
Sine and Cosine
...

Currently work is progressing on a number of fronts, one of which
is the accurate movement of the running gear.
External
model ....

Thanks to some excellent technical info. from Alan, the dimensionally
accurate external wireframe model is coming on. We are using a
combination of AutoCAD and 3DStudio MAX to create the models for
the rolling stock and scenery, so future additions (either by
ourselves or by third parties) should be quite simple.
Real
world textures ....

To try and get as realistic a look as possible we have started
using a package called 'Terragen' to generate the textures for
the landscape and horizons.
With a minimum of effort you can achieve quite amazing results.
The landscape textures are all stored as bitmaps, so again plenty
of scope for customization!
Black 5 added to
enthusiast sites ....

Very kindly both Barney's Crotrainz and Verns Rail Pages have
added details of the Black 5 project to their respective web-sites.
Links to their pages can be found below.
If you know of any steam enthusiast sites that might be interested
in being associated with the project please let us know.
Coding work continues
......

The majority of train behaviour programming is complete i.e
following the track, behaving correctly at switches, accelerating
and braking properly.
The
software now uses a text based file to create the track and place
scenery objects and textures automatically.
This should make
life easier when we come to create the stand alone track and scenery
editor.
The next job is to fine tune the control responses and to place
and test the 'virtual controls'.
3D Modelling Progresses
.........

Currently work is concentrating on the 3D model of the loco itself.
There are two copies of the model, a high detail version used
to produce the pre-rendered textures which are in turn applied
to the second, low detail model.
This (hopefully!) will give the impression that the loco is very
detailed, whilst maintaining a high frame rate and compatibility
with lower specification computers.
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