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Project Status (21st April 2019)
Welcome to the Railsimroutes.net Blog, where I'll be posting progress updates, work-in-progress screenshots, information about the progress I'm making with active projects, as well as anything else I feel is worth mentioning. Hopefully more frequent updates here will make the wait for upcoming releases more bearable! News from 2008, all the way back to 2001, can be found in the News Archive.

Railsimroutes.net YouTube Channel My openBVE videos and other comments from users and myself can also be found via my YouTube channel.



Blog and Progress Updates


Railsimroutes returns – work resuming on projects, new website design, content updates including updated openBVE help guide and computing section, new UKTrainSys bugfix release

Posted by admin on April 10, 2019 at 11:58 pm

Railsimroutes returns – new site design, work resuming on projects

Railsimroutes LogoWell it’s been an incredibly long time since the last update here at Railsimroutes… In the intervening years I’ve been very busy, and many things have changed with real life taking precedence. I studied for a Foundatation Degree in Railway Engineering and embarked on a career with the real railway, which as you can imagine didn’t leave much spare time to devote to the simulated world of openBVE.

However I now feel able to return to the hobby and I would really like to get my projects released. I intend to finish off some of the tasks I started working on back in 2014, make the add-ons usable, and aim to get at least something released. These releases won’t be as polished as previous versions, but given that all material will be released as open source and placed into the public domain, it can always be improved upon further down the line (pun intended!).

Given how openBVE has developed lately, I also want to release the UK Railway Infrastructure Object Library soon to give the project a boost and provide a nice graphical upgrade for developers or users who wish to use its objects and textures.

 

UkTrainSys plugin update – bugfix release v0.3.2.0

Railsimroutes LogoThanks to Chris Lees, I was notified (a long time ago!) of a bug in the Train Protection and Warning System (TPWS) simulation where an incorrect variable in the ArmTss() method was reset upon passing an opposite-direction TSS f5 frequency. This was caused by a typo which Chris spotted in my code! Please head over to the UkTrainSys Plugin page for the updated version. I have also updated the Class 323 3D Cab Add-on with the updated UKTrainSys.

 

New website design and content updates

Railsimroutes LogoI wanted to learn HTML5 and revamp the design of Railsimroutes with a more modern format, using the latest web standards with a focus on current standards compliant browsers. So today sees the launch of the fifth incarnation of Railsimroutes, with a theme known as “Glass”. I hope you like the new design. It is aimed primarily at desktop PC and tablet users, but does employ responsive design for use on smartphones, which may be further enhanced in future.

  • The new site design has been hand coded from the ground up to be fully HTML5 and CSS Level 3 compliant, and now fills a greater width of the browser window. Both a Light and a Dark theme variation are provided to suit your taste, with the Dark theme being the default.
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  • I have updated the openBVE Help and Installation Guides to reflect Chris Lees’ ongoing developments with openBVE. The new guide gives step-by-step instructions for installing openBVE 1.4.5.x in Windows 10 “Creator’s Update”, and now also includes a guide for macOS Mojave users (I am now a Mac user as well as die-hard PC enthusiast!).
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  • The About the Site and History section has been updated, and the previous “Clarity” theme can be seen in the Railsimoutes.net Archive.
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  • The Links page has been updated although this is still a work in progress. There are also many more non-railsim related links included near the bottom of the page.
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  • The PC Specs section of the site has now been significantly expanded, and renamed Development PC(s) and Network with a new URL. This section covers my long standing interest in computing, from my earliest PCs to my present day machines, including my office/development studio and networking setup, software choices, and so-on.
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  • Railsimroutes now has an SSL certificate installed, so the site can also be accessed via https://railsimroutes.net.
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  • I have also set up a mirror of the Railsimroutes website, which is also SSL enabled, at https://railsimroutes.com. This is hosted on my own server; feel free to use whichever you find more responsive.

Lastly…

Railsimroutes LogoMore updates shall follow soon! I am working on the AWS/TPWS implementation in Watford Junction to Rugby next, and also the UK Railway Infrastructure Object Library. I’m working on these projects as and when I get the odd hour spare between my day job and other real-life stuff which has to come first, but I shall try and do more regular updates even if they’re not all that exciting!

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Posted in openBVE, Site News | 14 Comments »



openBVE v1.2.10 released, Cross-City South v1.31.11 update, and UkTrainSys v0.3.1.9 now available, with enhanced AWS and TPWS simulation, diesel multiple unit support, and various improvements

Posted by admin on December 25, 2010 at 11:15 pm

openBVE v1.2.10 released

openBVE LogoopenBVE has now reached v1.2.10, which marks the first stable release to feature cross-platform .NET support. This is great news for non-Windows users, who can benefit from the extended functionality, system simulation, and the AI support feature which new .NET plugins can provide. Please head over to the official openBVE homepage to download the latest stable release, as well as to read about the latest developments. Also, don’t forget to read the changelog, for a summary of various other changes which have taken place since v1.2.8.2.

openBVE users who also use my Cross-City South v1.31 route, should also note that the route is now updated for the new version of openBVE, and it also requires the latest version of the new UkTrainSys plugin for full simulation the class 323’s safety systems to be available, because I’ve now altered the route’s .Beacon commands to take full advantage of the enhanced realism of the new UkTrainSys AWS and TPWS implementation. More details can be found below…

UkTrainSys v0.3.1.9 now available, with enhanced TPWS and AWS simulation, diesel multiple unit support, and a few other enhancements

Railsimroutes LogoI’ve just released the next version of the UkTrainSys cross-platform plugin, which is now up to version 0.3.1.9. This latest release includes initial support for diesel multiple units. Other new features include the Vigilance Device reduced cycle time, far more realistic AWS and TPWS simulation, and several other improvements. Here follows some more information about the various features:

Diesel engine support:

UkTrainSys now has diesel engine support, which means that the plugin can be used with trains which rely on Simon Gathercole’s UKSpt.dll, such as Sprinters or the class 170 (although diesel locomotives are supported too, apart from ammeters and wheelslip protection – I’ll add these later). I’ve decided to recreate much of Simon’s complex diesel engine model, rather than the simple model. This means that UkTrainSys includes the requirement to hold the engine starter button down until the engines are running, as well as simulating the starter motor, and a percentage likelihood that the engine will stall on starting. I’ve also adapted the AI Support feature, so that the AI driver can start the diesel engine, even if it stalls, as well as restart the engine if it is shut down at any point.

Vigilance device with reduced cycle time:

It’s now possible to set an option within the UkTrainSys.cfg file, which enables the Vigilance Device reduced cycle time of 45 seconds, when the power notch is 6 or 7.

Miscellaneous changes:

Firstly, I’ve now implemented a solution for the infamous anomalous multiple-arm phenomenon, which a few people have commented on, when openBVE’s AI driver is enabled for the first time in a driving session. You shouldn’t see any weird, freaky stuff going on in the cab any more, provided that you don’t look over your shoulder, at least. 😉

Secondly, when traction power is not meant to be available, openBVE’s internal reverser position is now set to neutral, whereas previously, only the power handle was set to zero. This means that regenerative braking is disabled when passing through a neutral section, for example.

Thirdly, I’ve also expanded the range of optional Data values which can be recognised via .Beacon 50 commands. UkTrainSys can now be informed of an upcoming terminal station, and this instructs the UkTrainSys AI Support implementation to leave the reverser alone after stopping, so that UkTrainSys and openBVE aren’t continually squabbling over their respective desires where the reverser handle position is concerned. .Beacon 50 can now also be used to instruct the AI Support to lower the pantograph or stop the diesel engine upon the next station stop, after the doors have opened. .Beacon 50 can also be used to inform UkTrainSys of an upcoming neutral section, now. As UkTrainSys will implement a tap changer in future, and a tap changer can take over 30 seconds to run down to notch 0, this beacon can be placed quite some distance ahead of a neutral section. When this neutral section beacon instruction is encountered, UkTrainSys begins monitoring the train’s speed, along with the distance to the neutral section, and decides when exactly to return the power handle to notch 0. UkTrainSys also checks to see if the tap changer is enabled or not, and if it is, the time taken to run down the tap changer is taken into account.

Lastly, the AI guard and related beacons, have been expanded to accommodate multiple stopping points at a station, and UkTrainSys selects which beacon to act upon, depending upon how many cars the player’s train has.

Train Protection and Warning System (TPWS):

For this release, I’ve also significantly increased the realism of the Train Protection and Warning System (TPWS) implementation. With Simon’s previous generation of plugins written for BVE 4, the TPWS simulation seemed to be realistic to the end user, but it didn’t always work in a way which truly reflects how the real TPWS works. Thanks to openBVE, as well as openBVE’s API and documentation, I’ve been able to create a TPWS simulation which works just like the real thing, while also being backwards compatible with routes which were written with Simon’s BVE 4 plugins in mind.

For example, the implementation of the Overspeed Sensor System in Simon’s plugin, was a simplification of how the real OSS works. Simon’s plugin recognises the optional Data parameter of a single .Beacon 44002 or .Beacon 44003 command, as a maximum permissible speed. If the train’s speed exceeds the set speed which is encoded in the .Beacon command’s Data parameter, then the TPWS issues an OSS brake demand. This simplified system works well enough, however it doesn’t take acceleration or deceleration curves into account, for example, and it’s not how the real system works. My OSS implementation, works exactly like the real system.

UkTrainSys recognises a track mounted OSS as comprised of a pair of induction loops (beacons) – the arming loop, and the trigger loop. Where Simon’s plugin expects to read a set speed from only the trigger beacon, UkTrainSys can read a unique frequency from each beacon’s optional Data parameter instead. The permissible OSS set speed, is now determined by the distance between the induction loops, just like in reality. Furthermore, UkTrainSys implements a pair of on-board OSS timers, and the OSS timeout period can be set in the UkTrainSys.cfg file, to suit a passenger or freight train – there is no need to edit a route file to accommodate both types of train. Each timer acts independently of the other, being armed by different arming frequencies, and this allows for realistic nesting and interleaving of induction loops, as well as realistic system behaviour when travelling backwards over induction loops.

The Trainstop Sensor System (TSS) implementation has also been made more realistic. With Simon’s plugins, a single beacon acts as the TSS installation, but with the real system, a pair of induction loops form the TSS – as with the OSS, there is an arming and trigger loop. UkTrainSys recognises TSS arming and trigger induction loops based upon frequencies specified via the optional Data parameter of the .Beacon commands. When the plugin encounters a TSS arming beacon, one of two TSS detection states is activated, and only if a TSS trigger beacon with a suitable frequency is encountered while the arming beacon is still within “detection range”, will the TSS be functional. If a TSS trigger beacon is encountered without an arming beacon having activated the system, then the trigger beacon is ignored, as with the real system. Again, this means that induction loops can be nested and interleaved, and prototypical reverse direction behaviour can be simulated.

Automatic Warning System (AWS):

I’ve not only improved the realism of the TPWS simulation, but I’ve also implemented a more realistic implementation of the Automatic Warning System (AWS), as well. With Simon’s previous generation of BVE4 plugins, and the routes designed for use with them, a single beacon command is used to represent an AWS magnet. The new UkTrainSys AWS simulation also supports this legacy behaviour, but UkTrainSys can also now respond to an AWS permanent magnet, together with an AWS electromagnet. Both are defined via separate .Beacon commands, with a distinction between the magnetic polarity of the magnets defined via the optional Data parameter. This allows for a fully realistic AWS simulation, using only one beacon type, whether associated with a signal or a speed restriction.

When UkTrainSys encounters an AWS permanent magnet, the AWS is primed, the AWS sunflower instrument goes black, and a timeout period is started. If an energised AWS electromagnet is detected within this timeout period, then an AWS clear is issued (i.e. the bell/bing sound, and the sunflower instrument stays black). If no electromagnet is detected within the timeout period, then an AWS warning is issued when the timeout period expires, just like with the real AWS. This also allows for a slightly more realistic simulation of the AWS when travelling at very low speed over an AWS magnet associated with a signal showing a green aspect. At very low speeds, the AWS can be primed by the detection of the permanent magnet, but the timeout period can expire before the electromagnet is detected, which leads to an AWS warning being issued, even though the signal is green (Simon’s plugins also simulate this). However, with UkTrainSys, if you don’t cancel the AWS warning, it will actually clear itself when the electromagnet is detected, with the overall effect being an AWS warning horn followed by the bell/bing sound (assuming the electromagnet is detected before a brake demand is issued).

UkTrainSys also supports AWS suppression magnets, which are used on bi-directionally signalled lines. By inserting a suppression beacon before or after a permanent magnet beacon, an AWS inductor can be made to work in either a forward only direction, or backwards only direction. Should openBVE support networked tracks and bi-directionally signalled lines in future, this can far more easily allow for a fully realistic simulation of AWS under those circumstances.

A summary of the advantages of the new UkTrainSys TPWS and AWS implementation:

  • Acceleration and deceleration curves are taken into account when traversing a TPWS OSS;
  • TPWS induction loops can be nested or interleaved;
  • Passenger and freight trains can have their own OSS timeout periods set, with no need to edit a route file to accommodate either train type;
  • A single beacon type can be used to represent all kinds of track-mounted AWS installations;
  • By defining the AWS permanent and electromagnets separately, a fully realistic AWS simulation can be achieved;
  • AWS suppression is supported;
  • The above features allow for fully realistic behaviour while travelling forwards or backwards over AWS inductors and TPWS loops;
  • It’s more fun when the simulated systems work in the same way as the real systems, with the same advantages and disadvantages of the real systems;
  • Lastly, it’s more future proof. Should openBVE support networked tracks or bi-directional signalling in future, I think the best way to ensure compatibility or ease of code maintenance, is to make the simulated systems work with the same principles, trigger events, inputs, outputs, and variables, as the real-world systems.

Disadvantages:

  • Placing the TPWS related beacons is a little more difficult, but it’s really no big deal if the documentation is read, and you have a calculator, as well as the ability to type in a few numbers (which any openBVE developer has to be able to do anyway). 😉
  • UkTrainSys can interpret the new frequency-based beacons in new routes, and it can interpret old speed-based beacons in existing routes (UkTrainSys is fully backwards compatible with legacy beacon commands in these routes), but Simon’s BVE 4 plugins won’t recognise the induction loop frequencies (or magnetic polarities) when encountered in new routes designed for openBVE and UkTrainSys.
  • Two beacons now make up an AWS magnet associated with a signal, but it’s only slightly more trouble than using one beacon.

UkTrainSys configuration files for openBVE trains

I’ve also released a set of configuration files which can be used with a variety of DMUs and EMUs available from trainsimcentral. If you are a Linux or Mac user, and want to enjoy some UK diesel traction in openBVE, then you can simply extract the latest UkTrainSys.dll into any of the supported TSC train folders, and then extract the appropriate configuration files into each folder. If you are a Windows user, then you might like to experiment with the new fully realistic AWS and TPWS implementation within the UkTrainSys plugin (on existing routes to test the backwards compatible legacy behaviour, and on either Cross-City South v1.31.11 or the AWS/TPWS test route available below, to test the new simulation). I would certainly appreciate any feedback. Please bear in mind that the guard’s buzzer sounds might play more times than they should – UkTrainSys expects the buzzer sound file to contain only one buzz sound, whereas these trains may contain two buzzes in the relevant sound file.

For more information and the latest downloads, plus complete documentation and example code snippets, please visit the UkTrainSys project page:


Railsimroutes.net - UK Train System Cross-platform .NET Plugin banner

UK Train System (UkTrainSys)
Cross-platform .NET Plugin

[v0.3.1.9 now available]

AWS and TPWS test route for use with UkTrainSys (or any supported train class), and Cross-City South v1.31.11 update

Railsimroutes LogoAs with the enhanced neutral section and Automatic Power Control feature included in the last UkTrainSys release, for this latest version, I’ve prepared a test route so that the new AWS and TPWS implementation can be tested. I’ve also updated Cross-City South to v1.31.11, and the openBVE route files now utilise the realistic AWS and TPWS simulation features of the UkTrainSys plugin.

The AWS and TPWS test route is around 7 km in length, and demonstrates a variety of AWS and TPWS installations. Each signal is held at red until a preset time, and you can either drive safely or commit SPADs to test that AWS and TPWS are working correctly. There is also a signal and a permanent speed restriction located near to each other, which requires the co-location of a TPWS OSS associated with the signal, plus another OSS associated with the permanent speed restriction. The OSS induction loops at this location are interleaved, and you can test how this works when the signal is red or otherwise. You can also practice driving at normal and extremely slow speeds over AWS magnets, to see how the dual magnet detection works, especially when a signal aspect is green. There is also a single track section, which is equipped with AWS suppression magnets, and you can drive forwards and backwards along the route to test this feature, as well.

Screenshot Screenshot

The AWS and TPWS test route. On the left, is an AWS inductor, comprised of a permanent magnet, suppression magnet, electromagnet, and protection ramps for bi-directional running. On the right, is a pair of co-located TPWS OSS installations, with interleaved induction loops. Each OSS arming loop starts one of two independent OSS timers within the UkTrainSys plugin.

Download: AWS and TPWS test route [86 KiB – also includes updated neutral section test route]
Once extracted, the route file can be found here: Railway\Route\rsr_uktrainsys_test\

Screenshot
Note: Requires Cross-City South v1.31.11 (update | full version), along with UkTrainSys v0.3.1.9 installed with a suitable train.The unrefurbished class 323 EMU together with the combined 3D cab and UkTrainSys v0.3.1.9 update is recommended.

Also remember that you need openBVE v1.2.10 in order to use this latest UkTrainSys .NET plugin, and also remember that this is an alpha release of the plugin, so it may have some issues, but they’ll be addressed as development progresses.

Updated AWS inductor screenshots – Cross-City South v2.0 and Watford Junction to Rugby

While coding the latest UkTrainSys updates, I updated the AWS magnet objects which I’m using in my work-in-progress routes. As UkTrainSys now recognises both AWS permanent magnets and electromagnets separately, I thought I’d separate out these parts of the existing AWS magnet into their own respective object files, so they can be easily assigned to beacon or freeobj structure indices, as appropriate. Here are some examples…

In the first screenshot, is an AWS permanent magnet associated with a fixed distant signal, which has a protection ramp on both sides, as this is a stretch of bi-directional line. In the second, the same applies, except an AWS electromagnet beacon is also in place. In the remaining screenshots, are permanent magnets associated with permanent speed restriction advance warning boards, which have only one ramp, as these tracks are uni-directional. These objects will be included in the UK Railway Infrastructure Object Library, however you can actually download and use them now, as they are included with the AWS and TPWS test route (see above).

Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot

Also, here are some examples of full AWS permanent and electromagnet installations on the Watford Junction to Rugby route:

Screenshot Screenshot Screenshot

West Coast Main Line Video

Railsimroutes LogoLastly, anyone with an interest in the real West Coast Main Line, might like to take a look at a video which I uploaded to YouTube recently, which features the Old Linslade and Leighton Buzzard areas – two locations I’m modelling in my representation of the Watford Junction to Rugby section of the WCML. Those of you who noticed or commented on the Train Operated Warning System I demonstrated in my last openBVE video (the rotating orange lights with audible warnings), can now watch the real system in action.

This footage was filmed in October 2004 to assist me with developing this part of the route (only in standard definition unfortunately), but you’ll see a couple of class 87s which were still in service at the time. Also featured, are ubiquitous Pendolinos, class 321 EMUs, as well as classes 58, 60 and 66 diesels, and class 90 and 92 25kV AC electric locos. Don’t forget to change to 480p resolution for the best image quality.

YouTube video screenshot

And finally…

Lastly, I’d just like to wish visitors a happy and peaceful Christmas, and say thanks for all the interest shown in my work so far. 🙂

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Posted in openBVE, Site News | 28 Comments »



UkTrainSys plugin update; enhanced simulation of neutral sections and Automatic Power Control, neutral section test route released, and new screenshots showing improved Brecknell Willis Highspeed pantograph models and new sunset backdrops

Posted by admin on November 26, 2010 at 9:25 pm

Railsimroutes LogoFirstly, I just wanted to say thank you for the positive reception with which the UkTrainSys cross-platform .NET plugin has been received; this was very nice to see! Based on feedback, I’ve now updated the UkTrainSys plugin, so that the AI driver will operate the Driver Reminder Appliance en-route. I’ve also implemented an enhanced neutral section and Automatic Power Control simulation, but first, a little background information might be in order…

Neutral section (phase break) installations

For those who don’t know, a neutral section (or phase break), isolates different phases of the power supply being fed to the overhead electrification system from each other. This is accomplished by inserting a short length of insulated material into the contact wire, which the pantograph head can still slide across at speed. In the UK, I gather these insulated sections are typically comprised of glass-fibre rods with ceramic collars threaded on to them, with the total length of the neutral section itself, being only around 4 metres.

At either side of the neutral section, are a pair of track mounted magnets, called APC (Automatic Power Control) magnets. Whenever an APC receiver on an electric train detects these magnets, the APC system flips the state of the air-blast/vacuum circuit breaker (ACB/VCB) between the pantograph and the on-train traction equipment, interrupting or connecting the supply from the pantograph and overhead line.

Thus, when a train approaches the first pair of magnets prior to a neutral section, the ACB/VCB is commanded open, such that there is no power being drawn from the overhead line when passing through the neutral section (this prevents the pantograph from drawing an arc and accidentally connecting one of the power supply phases to earth – the neutral section cantilever/support tubes are earthed so that the two separated phases aren’t connected in the event of an arc). When the train passes the second pair of APC magnets after the neutral section, the ACB/VCB is commanded closed again, and power from the overhead line can be taken.

See the illustration to the left, for an overview of the installation. The yellow arrow indicates the direction of travel; the red line indicates which parts of the contact wire are still live, even if the Automatic Power Control system has opened the train’s air-blast/vacuum circuit breaker, and finally, the blue line shows the location of the neutral section itself.

Updated UkTrainSys cross-platform .NET plugin (v0.3.1.3), with enhanced neutral section and APC simulation

Railsimroutes LogoAnyway, an updated version of the UkTrainSys plugin is now available together with the class 323’s 3D cab (version 0.3.1.3 – downloads can be found further down), and I’ve made some improvements to the simulation of electric trains. Firstly, I’ve modified the pantograph behaviour – when the pantograph is rising or lowering, pressing the Up/Reset or Down button has no effect until either operation is completed. Pressing the Up/Reset button when the pantograph is already raised, will just re-close the air-blast/vacuum circuit breaker (ACB/VCB) if it’s open.

Secondly, and more importantly, I’ve significantly improved the simulation of neutral sections, and Automatic Power Control. Now, the APC magnets and the actual neutral section itself can be declared separately. This means that every time the correctly defined APC magnet beacon is passed, it will flip the current state of the train’s ACB/VCB. This however, does not affect the actual availability of line voltage from the contact wire.

What this means, is that if the ACB/VCB is tripped open by an APC magnet, but your train stalls because you weren’t travelling fast enough, you can now manually re-close the ACB/VCB by pressing the pantograph up/reset button. If the train’s pantograph is not within the separately defined 4 metre long neutral section, you can take power from the overhead supply once again, and move the train backwards or forwards as appropriate, so you can try to build up enough speed in order to coast through the neutral section without stalling, this time. If the train’s pantograph does stop within the neutral section, then line voltage is not available, even if you try to re-close the ACB/VCB. In this case, you have to hope that your train is on a gradient, such that if the brakes are released, the train will roll out of the neutral section due to gravity. If this isn’t possible, then you have some explaining to do!

There is a more interesting aspect to this, though – with UkTrainSys, you can now drive backwards through a neutral section, not just forwards, and still have the full simulation experience. On a unit like the 323, (I think) the APC receiver is located on the bogie beneath the pantograph, on the second coach. The beacon receiver on an openBVE train is located at the front of the train, however – where the driver is (thereabouts). If travelling forwards, then when the front of the train passes an APC magnet beacon, this triggers a point-based event, and a check can then be performed, which will only carry out the ACB/VCB operation when the train is so many metres beyond the beacon; i.e the distance between the front of the train, and the location of where the APC receiver is supposed to be. But what happens if the train is travelling backwards? The location where the APC receiver is supposed to be, will pass the APC beacon before what is now the rear of the train (where the driver and openBVE’s beacon receiver are located), will pass the beacon, and hence trigger a beacon related event. This obviously won’t work properly, as the action triggered by the beacon, won’t happen until it’s beneath the driver’s position, which is too late when travelling backwards.

So, the UkTrainSys plugin now includes what I’m calling the “Offset Beacon Receiver Manager” (OBRM). Whenever the UkTrainSys plugin passes an APC magnet beacon while travelling forwards, the plugin stores information about the beacon in an array. The stored information includes the beacon type, it’s location, it’s optional data, and an offset distance which equates to the distance between the front of the train, and the location of where the APC receiver is supposed to be. The OBRM continually checks whether the train is currently travelling forwards or backwards, and whether the APC receiver location has passed the actual beacon location, taking direction of travel into account. When the trigger point occurs, the OBRM issues a command to the APC system, rather than doing this via the SetBeacon() method. The only other thing to mention, is that jumping to a station clears the encountered beacon history, so you actually have to drive forwards over a beacon for it to be stored by the OBRM.

This means that you can drive an EMU like the 323 through a neutral section backwards, but it also means that a Driving Van Trailer (DVT) with an electric loco pushing a rake of coaches from behind, can respond to the APC magnets at the correct time and location, whether travelling forwards or backwards, too.

Download:

Screenshot
Important: Remember that you need openBVE v1.2.9.20 in order to use the new UkTrainSys .NET plugin, and also remember that this is an alpha release of the plugin, so it may have some issues, but they’ll be addressed as development progresses.

Also, the UkTrainSys changelog can be found here: UkTrainSys project page.

Short neutral section test route, for use with UkTrainSys and the class 323 with 3D cab

Railsimroutes LogoI’ve prepared a short test route so that you can try this new feature. The route includes two neutral sections; the first on level track, and the second on an incline. Using the class 323 with the latest version of the 3D cab update and UkTrainSys plugin, you can drive through the neutral sections and play with the new behaviour.

Screenshot Screenshot
The neutral section test route (the white board gives notice of the neutral section)

On the first run, just pass through a neutral section as normal – it should seem pretty much identical to the neutral section experience in Network West Midlands, using Simon Gathercole’s BVE 4 UKMUt plugin.

On the second run, you can do things differently though – approach a neutral section slowly, and let your pantograph (where the APC receiver is located) pass the first pair of APC magnets, such that the VCB is tripped open, and then apply the brakes and come to a halt. You’ll note that the Line Volts indicator extinguishes, the VCB indicator light illuminates, and that you can’t take traction power – your train appears stuck. However, when the 323 has stopped, you can now reset the VCB by placing the reverser to Neutral and pressing the ‘2’ key – you should hear the VCB closing with a thud. Provided your pantograph is in contact with a live section of overhead line, the Line Volts indicator will illuminate again, and the VCB indicator will extinguish. Now you can take traction power. But what happens if your train is so close to the dead section of overhead line, that you can’t accelerate enough to coast through the neutral section, without stalling? You have to go to the external view by pressing ‘F2’, so you can see what side of the neutral section your pantograph is on, and choose whether to move the train forwards or backwards, such that you can take a “run up” at the neutral section, next time.

If you do stop with your pantograph in contact with the neutral section itself, then there is no line voltage, and resetting the VCB or lowering and raising the pantograph won’t change this. If you are on level track, your train is stuck there (you can cheat, and jump to another station, though). If however, you are on a gradient (the second neutral section is on an incline), then you can move the reverser to Neutral, and move the power handle to Off, and then release the brakes. Your train will now begin to roll backwards due to gravity (in reality, you would need permission from the signaller to do this). When your pantograph makes contact with a live section of overhead line again, the Line Volts indicator will light up, and you can take traction power again. If you continue rolling backwards, you’ll pass the APC magnet prior to the neutral section – this will trip open your VCB, despite heading away from the neutral section, and you’ll have to apply the brakes, stop the train, move the reverser to Neutral, and press the ‘2’ key to reset the VCB. Once done, you can take power, and go back as far enough as is required, to build enough speed in the forward direction to successfully coast through the neutral section.

Screenshots showing new sunset backdrops, and improved Brecknell Willis Highspeed pantograph models

Railsimroutes LogoFinally, I’ve been busy taking photos of sunsets again this week, and I just wanted to post a few more screenshots of the latest enhancement to the Cross-City South v2.0 and Watford Junction to Rugby routes. I’ve also, finally, got around to improving the Brecknell Willis Highspeed pantograph model, which now includes a full 3D pantograph head, with textures used throughout:

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I hope you like the latest developments. 🙂

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Posted in openBVE, Site News | 8 Comments »



New cross-platform .NET plugin for UK trains released, class 323 3D cab and Cross-City South v1.31.09 update, openBVE v1.2.9 development branch, .NET plugins and AI support

Posted by admin on November 20, 2010 at 7:30 am
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Updated: 22nd November 2010 @ 00:15 UTC (FEVF railway and steam loco update – see below)

New cross-platform .NET plugin for UK trains (EMUs currently), 323 3D cab / X-City South v1.31.09 updates, and openBVE v1.2.9 AI support

Railsimroutes LogoAfter the latest development branch of openBVE (v1.2.9 series) was released last month, I started work on a new open source, cross-platform plugin written in C#, which I wanted to be a suitable alternative to the plugin currently used by the class 323 EMU. Simon Gathercole’s UKMUt.dll has served me well since BVE Trainsim 4 was released, but after the latest openBVE developments, I knew the time had come to create a new plugin which could be developed to take advantage of the new possibilities which openBVE now provides. I also wanted to create a plugin which could be updated as openBVE develops, either by myself, or with help from other programmers and developers, so that the community doesn’t need to experience plugin-related problems for too long.

This new plugin is called UkTrainSys (short for UK Train System of course); it is modular in design, and aims to simulate a variety of systems that trains which run on the UK’s rail network may be equipped with. Initially, I’m working to recreate as much of the functionality found in Simon Gathercole’s range of BVE 4 plugins as necessary, although some new features are included as well. So far, the plugin features the following:

  • Automatic Warning System (AWS);
  • Train Protection and Warning System (TPWS);
  • Driver Reminder Appliance (DRA);
  • Vigilance Device;
  • Traction and brake interlocks;
  • Battery which can be discharged, recharged and overloaded;
  • Overhead supply;
  • Pantograph and vacuum circuit breaker;
  • Automatic Power Control;
  • Power supply and electrical system circuit breakers (more for future use);
  • In-cab blower;
  • Head and tail lights;
  • AI guard for station stop monitoring and buzzer codes;
  • AI Support which assists openBVE’s AI human driver in handling systems simulated by the plugin automatically
      (including support for visible in-cab driver’s hands and arms).

Note: Wipers, windscreen rain effects and diesel engine simulation are yet to be started. I’m also planning for various other systems to be inlcuded in future, such as TPWS+ (TPWS Plus), RETB, ERTMS, random failures, and a tap changer.

Users of trains which include plugins developed for BVE 4, will likely know that when openBVE’s AI human driver is enabled, the AI driver may not always be able to operate a plugin enabled train correctly, simply because openBVE has no way of knowing what systems are simulated by a plugin, and even if openBVE did know what systems were simulated, it still wouldn’t know what to do with them. Hence, the new UkTrainSys plugin uses openBVE v1.2.9’s AI Support feature, which lets the plugin assist openBVE’s AI human driver with operating the systems which are simulated by the plugin.

When you start a route, and enable openBVE’s AI human driver by pressing Ctrl+A, while using the latest release of the class 323’s 3D cab in combination with the UkTrainSys plugin (see below for the download), you will see the AI driver’s arms and hands reach out for the controls, and interact with them whenever necessary. The AI human driver will run through the startup and self-test procedure for you, pressing the AWS reset button, raising the pantograph if required, and setting the taillights and headlights. The plugin takes the time-of-day into account, so the correct headlight setting is chosen based upon the in-game time (and updated as the day goes on). The AI driver will deactivate the DRA before departure, respond to the guard’s buzzer signal with a buzzer response, cancel AWS warnings as they occur, respond to TPWS brake demands, re-raise the pantograph if it is lowered mid-journey, and so-on. The UkTrainSys plugin’s AI Support will also respond to a new beacon type, which instructs the AI driver to blow the horn at certain locations.

Screenshot
Note: Both the 323 3D cab and UkTrainSys plugin were updated on 21st November 2010 @ 01:30 UTC
Issues with TPWS Isolation, and the driver’s arms remaining visible after turning off openBVE’s AI driver, are hopefully resolved…
Inset image

I’ve updated the class 323’s 3D cab with new animations which require the UkTrainSys plugin (now included in the download), and I’ve also equipped Cross-City South v1.31 with the aforementioned new beacon type, so the AI driver can sound the horn automatically.

  • The updated 323 3D cab and pre-configured UkTrainSys plugin can be downloaded here [2.3 MiB]
    (The unrefurbished class 323 from Trainsimcentral is required first – the 3D cab and plugin update should OVERWRITE any existing files in the “Cl323 Unrefurb_openbve” folder).
  • If you are already using Cross-City South v1.31.071, you can download a small update to v1.31.09 link out of date [95 KiB]

If you don’t already have the route, aren’t sure which release of Cross-City South v1.31 you already have, or want to see details about the latest changes, please download the full version and visit the Cross-City South v1.31 project page instead.

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Important: Remember that you need openBVE v1.2.9.15 in order to use the new UkTrainSys .NET plugin with AI support, and to enjoy the new 3D cab features! Also remember that this is an early alpha release of the plugin, so it has some issues, but they’ll be addressed as development progresses.

The UkTrainSys plugin also has it’s own project homepage, where just the plugin, source code, current and planned feature list, changelog and documentation can be found. Train developers with an interest is using the UkTrainSys plugin, now or in future, may wish to visit the following page and read the documentation.

Note: If you have downloaded the updated class 323’s 3D cab with the pre-configured UkTrainSys plugin, remember that you should not overwrite the UkTrainSys.cfg file included with the class 323 3D cab update!


Railsimroutes.net - UK Train System Cross-platform .NET Plugin banner

UK Train System (UkTrainSys)
Cross-platform .NET Plugin

[Alpha release now available]

I’ve also been working on some new backdrops for both Cross-City South v2.0 and Watford Junction to Rugby. I was happy with the daytime backdrops which you’ve all seen already, but the sky portions of the last set of sunset and sunrise backdrops were entirely hand-made (replacing low resolution BVE4-era images), and I wanted to replace these with photographic textures of a similar quality to the daytime backdrops instead. Fortunately, there as been some favourable weather during the past few days, so I was able to take some nice photographs. Here are the new sunrise and sunset scenes, shown with the 323’s latest 3D cab update, and the openBVE v1.2.9 / UkTrainSys plugin enabled AI support feature in use:

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Recent openBVE v1.2.9 development branch updates

openBVE LogoTowards the beginning of the November, openBVE v1.2.9.11 was released (now up to v1.2.9.15), and Michelle introduced a new set of experimental preprocessing directives. These take the form of $if(), $else() and $endif(), and obviously, these allow for conditional parsing of blocks of code within a route file. This can be an alternative means of achieving what can be accomplished with the $Include directive, which is handy when only a small block of code needs to be conditional.

Personally, I’m finding this very handy for such features as temporary speed restrictions (TSRs). In this scenario, I can randomly introduce TSRs at different locations, so routes can be rather more fun to drive. At the start of the file, we can declare a variable $Sub(0), which has a random number assigned from within a certain range, and then use the value stored in $Sub(0) as a condition which is used by $if() directives. If the value held by $Sub(0) is zero, then the code within any $if() block which depends upon this variable is not used, but if the value is greater than zero, then it is. By using the $else() directive, we can show something else if the TSR is not to be included, such as discarded sections of old rail, left there by the track workers after they made their repairs and removed the TSR. Spate indicators could be handled in a similar way.

For example:

; Declare a variable which stores a randomly generated number…
$Sub(100) = $Rnd(0;1)

With Structure
.FreeObj(0) tsr_warn_20mph.csv
.FreeObj(1) tsr_20mph.csv
.FreeObj(2) tsr_terminate.csv
.FreeObj(3) discarded_rail_sections.csv
.FreeObj(4) track_workers.csv

.Beacon(0) portable_aws_magnet.csv

With Route

; Enclose the route commands related to a TSR within $if()/$else()/$endif() directives…
$if($Sub(100))
    3000, .Beacon 44001;0,    ; portable AWS magnet
$endif()

$if($Sub(100))
    3183, .Freeobj 0;0,    ; 20 mph TSR advanced warning board
$endif()

$if($Sub(100))
    4200, .Freeobj 0;1, .Limit 33;0,  ; commencement of 20 mph TSR
$else()
    4305, .Freeobj 0;3;5,    ; no TSR so show discarded old rails instead
$endif()

$if($Sub(100))
    4400, .Freeobj 0;2, .Limit 97;0,    ; termination of TSR
$endif()

It’s also possible to use these new preprocessing directives elsewhere in the route file. For example, a different object could be assigned to a free object index, depending upon a condition being true. You can also nest these new preprocessing directives; i.e. place $if/$else()/$endif() selection statements within other selection statements, for example:

; a nested $if()/$else()/$endif() selection statement
$if($Sub(100))
    4200, .Freeobj 0;1, .Limit 33;0,  ; commencement of 20 mph TSR
    $if($Sub(101))
        4205, .Freeobj 0;4;-4,  ; track workers shown based upon another $Sub variable but only if the TSR is shown
    $endif()
$else()
    4305, .Freeobj 0;3;5,    ; no TSR so show discarded old rails instead
$endif()

Support for these new preprocessor directives is still experimental, and not guaranteed to be included in the next stable release of openBVE, however I’ve not encountered a problem with the feature thus far, at least with regard to the things I’d like to use the feature for, and it’s really very easy to use. Some more testing would be beneficial, but I hope the feature stays, and I’ll certainly be making use of it if it does.

Other news – Chashinai .NET plugin updated with AI support, new Network West Midlands video, and FEVF railway updates

Information IconIn case you weren’t aware, the new cross-platform .NET plugin which is used by the trains which run on the Chashinai Railway, was updated earlier this month to include AI support, which is a lot of fun, especially with the Chashinai 9000 series train complete with ATS-Sn, ATS-P, ATC and TASC. As with the new UkTrainSys plugin, the updated Chashinai Railway plugin’s AI support assists openBVE’s AI human driver in operating the safety systems, so you can enable the AI human driver and even watch the startup procedures handled by the AI driver. The plugin source code is available as well, of course.

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Chashinai Railway Takahagi Line (9000 series train, ATS-P, AI driver enabled)

I also wanted to quickly mention that Steve Green has posted a short YouTube video of the upcoming Network West Midlands 2010 update, demonstrating animated level crossing barriers interlocked with the signalling, together with updated objects such as a new AWS magnet, which I thought looked really good:

Several other videos of the upcoming NWM release can also be found on Steve’s YouTube channel, and screenshots can be found on the Network West Midlands website.

Screenshot
Update: 22nd November 2010 @ 00:15 UTC

Lastly, I wanted to show something a little bit different – Roberto Benini, developer of the FEVF (Ferrovia Elettrica Val di Fiemme) railway, has released an animated Mallet Henschel & Sohn 6036 steam loco for openBVE, which is well worth a look, and I noticed that the FEVF Railway itself now has some moving trains at Cavalese station too. The route and train can be downloaded here:

Roberto Benini has also posted a YouTube video of the new loco:

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openBVE v1.2.8 and increased rendering speed, openBVE v1.2.9 development branch with cross-platform .NET plugin support, Cross-City South v2.0 update, and openBVE performance with budget versus high-end CPUs, and discrete versus on-board graphics

Posted by admin on October 14, 2010 at 12:20 am
Screenshot
Updated: 16th October 2010 @ 22:50 UTC

openBVE v1.2.8 released, with significant rendering speed improvements

openBVE Logo openBVE v1.2.8 was released recently, which includes a reorganised renderer which can provide significantly higher framerates than the old renderer found in v1.2.7.4. This is achieved by rendering opaque faces (i.e. faces without alpha), using OpenGL display lists. There are two ways to enjoy the performance increase; if you currently have low framerates, then the boost could make routes more enjoyable, however if you already have high framerates, then you can increase the viewing distance significantly so that you can see much further away from the train, whilst maintaining similar framerates to those you are already used to seeing. You can visit the Official openBVE Homepage for the download and to read the changelog, as well as read this thread on the openBVE forum for more information.

Here are some framerate and image quality comparisons which I conducted on my main development PC (Core 2 Quad Q9650 / GeForce GTX 260), showing some notable improvements:

On the left is openBVE v1.2.7.4, and on the right, the new v1.2.8:

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openBVE’s default viewing distance is 600 metres, however, here are some screenshots showing what the upcoming Watford Junction to Rugby route looks like with an increased viewing distance of 2000m. This particularly benefits the straight sections of this route, allowing you to see more than one upcoming signal at the same time. Thanks to the new renderer, it’ s possible to significantly increase the viewing distance, while still having very playable framerates on a good computer with reasonably detailed exterior car objects:

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Most people are reporting better performance with the new renderer, however if you notice any previously unseen stuttering with the new renderer and detailed routes, I’d really appreciate it if you could contact me with some information about your computer’s specifications and the route being used, as it might be useful for me to know, when I draw up recommended system requirements and openBVE settings, particularly for the upcoming Watford Junction to Rugby project. Thanks.

openBVE v1.2.9 development branch released, enabling support for cross-platform .NET train plugins

openBVE Logo The latest version 1.2.9 development branch of openBVE, includes support for .NET assemblies (plugins), which enables cross-platform plugin compatibility, just as with openBVE itself. With previous versions of openBVE, and of course BVE Trainsim, only Win32 C++ plugins were supported, which limited their use to the Microsoft Windows platform, leaving Linux and Mac users to rely on openBVE’s built-in safety systems only, with a great deal of functionality found in plugin enabled trains unavailable. With .NET assemblies, these can be written in a variety of languages which target the .NET framework, such as C# or Visual Basic .NET, and users of non-Windows operating systems can also enjoy enhanced train functionality once new .NET plugins start to appear.

Anyone with at least some programming experience can visit the .NET assembly train plugin section on the official openBVE website, to download template projects to help you get started. If you’ve already developed a Win32 C++ plugin previously, you might prefer to look at the “C# project files (for updating from Win32 plugins)” download specifically. Anyone interested in making general comments can do so in this thread on the openBVE forum, while anyone wanting to help improve the design of the plugin API by making suggestions, can visit this thread instead.

I’ve started writing a replacement .NET plugin for the class 323, although I’ll design it such that it could be used with other trains too. I’ll release the new .NET assembly and publish the source code when there’s something worth showing, unless someone else writes a plugin which is sufficiently good enough, before me.

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Edit (16th October): I forgot to mention that some .NET assemblies are already available; the plugins for the 1000, 2000 and 9000 series trains used by the Chashinai Railway have been ported to C# by odakyufan, and you can download them here (at the bottom of the page). These might be helpful if you’d like to see some example source code and structure, although bear in mind that openBVE .NET plugin support is still experimental at this stage, so you may need to check for both openBVE and plugin updates in future.

Of course, if you’re a more advanced non-Windows user and just want to enjoy driving trains, then you too can now experience some of the best in-cab system functionality available for openBVE. Here’s the openBVE v1.2.9.2 development release, with Chashinai Railway’s Misaki Line, and the 9000 series train with fully functional .NET plugin enabled safety systems, running in Ubuntu 10.04 32-bit Linux (itself running within a virtual machine under Windows 7 64-bit, in this case):

Screenshot
Chashinai Railway Misaki Line, and 9000 series train
with .NET plugin enabled safety systems, used
with openBVE v1.2.9.2 in Linux

Birmingham Cross-City South v2.0 update

Railsimroutes LogoIf you’ve been keeping an eye on the news infobox at the top left of the blog (or my Projects page), you’ll have noticed that I’ve been continuing work on the pointwork along the Cross-City South route, and I’ve also been working on updating the pointwork on the approach to Birmingham New Street as well. All pointwork between Alvechurch and Five Ways is now finished, and ready for animation to be applied prior to release. The pointwork on the approach to Birmingham New Street is a rather difficult task though. At this location, there are single and double slips, switched diamond crossings and three-way points, all crammed into a rather small space, and all located on quite a sharp curve. There are also a variety of point machines, including electric, hydraulic clamp-lock, and Westinghouse electro-pneumatic types, as well as cast manganese steel and conventional frogs. I like to model these kinds of details, so I’ve spent quite some time working on this area – I’m not finished yet, but will be shortly. Cross-City South was originally designed with a 25 metre block length in mind, however the pointwork doesn’t fit neatly, so much of the pointwork is contained in two large set-piece objects instead. I always felt that this task was going to be the hardest part of the Cross-City South v2.0 upgrade, as it’s rather tedious and difficult (and indeed I was right), however for me, the route wouldn’t be complete without it, as I want Cross-City South v2.0 to be of the same standard as Watford Junction to Rugby, so I’ll endure the pain.

Here’s a screenshot of one of the Birmingham New Street pointwork objects:

Screenshot

At first glance it doesn’t look like much, but on closer inspection, it’s actually rather detailed and intricate. This object features 4076 vertices, and loads 9 textures. Each rail is carefully texture mapped, to ensure that the Pandrol rail fasteners are as closely lined up with the underlying sleepers as possible, and that the inside of the railhead as depicted in the texture, matches the mapping on the object. Depending upon the location of a rail within the point assembly, different kinds of rail fasteners are depicted. If you examine the existing equivalent object in Cross-City South v1.31, you’ll notice that that old object is afflicted with z-fighting issues; I’ve taken special care to ensure that this doesn’t happen with the new version. In the case of the cast manganese steel frogs, these feature a combination of 3D geometry and use of a photographic texture of the prototype, to create the desired 3D effect:

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Each fishplate is also modelled in 3D, and these are also responsible for much of the vertex count, incidentally – this also means that they can be easily removed to create a lower detail object, however. Each point blade has a texture depicting baseplates beneath it, and where the tie bar assemblies will go, oil-stained ballast is featured. The object has also been designed in such a way, that animating any of the point blades is very easy to do in future. I’ll post a screenshot of the object within the route, once I’ve finished the second of these pointwork objects, improved the appearance of New Street station a bit, and finished some other things.

Prior to starting on the New Street pointwork updates, I also spent some time working on the Kings Norton area. In the existing Cross-City South v1.31, I didn’t lay any track in the sidings to the west of the station, and instead, I included a simple texture depicting a pair of tracks on a flat surface to the right of the loop siding. Cross-City South v1.31 was designed for BVE Trainsim 2 and 4 with their cab-only view and lower resolution, of course, so there wasn’t much point in modelling the extra tracks. With openBVE, it’s well worth adding them, however:

Screenshot

Here are some screenshots of the updated pointwork and track geometry at Kings Norton (I’ll replace these points with the more recently installed concrete sleeper versions soon):

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You might have noticed that scenery has been improved a little in those previous three screenshots; I’m currrently adding the embankment/tree alpha shadow technique I developed for Watford Junction to Rugby, throughout the Cross-City South route as well. Here are a few more screenshots showing the latest scenery enhancements I’ve been working on, as well as little things like extended length sleepers beneath electric point machines, and disused trackbeds:

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Budget versus high-end CPUs, discrete graphics cards versus on-board graphics, and openBVE/Watford Junction to Rugby performance

Information IconSometimes I see people talking about poor framerates or image quality in 3D games which they use, such as openBVE, or others. Upon finding out about the system specifications in use, the cause of the low performance, in the case of Windows 7 and Vista, is often due to inferior graphics drivers being used (i.e. those bundled with Windows by default or obtained via Windows Update, rather than from the graphics card manufacturer). However, the other frequent cause of unsatisfactory performance, is a slow graphics card, and sometimes, a slow CPU.

Personally, I’ve used less-than-stellar graphics cards in my desktop PCs for use with openBVE, but being a geek, I’ve never used on-board graphics solutions (integrated on the motherboard) in a desktop PC before, as I’ve always dismissed them as not being up to much. It occurred to me that perhaps I was being too hasty in writing integrated graphics off, as I’ve never actually tried to play games on such a solution in a desktop PC myself. The same goes for budget CPUs, such as those in Intel’s Celeron or AMD’s Sempron lines – I’ve never been interested in them as I’ve always viewed them as merely cut-down versions of “real” fully-featured CPUs, such as those in Intel’s Pentium and Core product lines, or AMD’s Athlon and Phenom lines.

So, I thought I’d test openBVE on a contemporary budget PC to find out what it was capable of, with the cheapest of Intel’s newer CPUs that I could find – a socket LGA 775 based Celeron E3300 with the Wolfdale-3M core (the same core used in Core 2 E7xxx and Pentium Dual Core E5/6xxx processors), which runs at 2.5 GHz with 1MB of Level 2 cache. This CPU is combined with the cheapest of all graphics solutions – on-board graphics integrated onto the motherboard – in the form of Intel’s “Graphics Media Accelerator” X4500, which is a part of the G41 Express “Eaglelake” chipset. I was also curious to find something out – if a choice has to be made between a better CPU or a better graphics card, which is the best to go for where openBVE is concerned?

I ran the hardware in a few configurations, and tested openBVE’s performance with my upcoming Watford Junction to Rugby route. Here are the results, and in all cases, the best image quality that each graphics solution is capable of was selected, and in all except the last test (number 4), the following constants apply:

CPU: Intel Celeron E3300 @ 2.5 GHz
RAM: 2 GB PC-6400 DDR2 SDRAM (dual-channel configuration)
Operating System: Windows XP Home Edition (32-bit)
openBVE version: 1.2.8 (Sharp transparency, 1920×1200 fullscreen, 600m viewing distance)

Two locations were used for measuring framerates: Watford Junction, and Bourne End Junction.

Test setup 1:

Graphics: Intel GMA X4500 (G41 Express Chipset, 128MB shared video memory) [Antialisasing: n/a, Anisotropic Filtering: 2x]

Framerates (fps)
Watford Junction 12
Bourne End Junction 9

Test setup 2:

Graphics: AMD/ATI Radeon HD 2600 Pro (256MB DDR2) [Antialisasing: 8x, Anisotropic Filtering: 16x]

Framerates (fps)
Watford Junction 34
Bourne End Junction 24

Test setup 3:

Graphics: NVIDIA GeForce GTX 260 (896 MB GDDR3) [Antialisasing: 16xQ, Anisotropic Filtering: 16x]

Framerates (fps)
Watford Junction 118
Bourne End Junction 101

Test setup 4:

Lastly for comparison purposes, here’s what we get when the GeForce GTX 260 is paired with a faster and more powerful quad-core CPU:

CPU: Intel Core 2 Quad Q9650 @ 3 GHz
Graphics: NVIDIA GeForce GTX 260 (896 MB GDDR3) [Antialisasing: 16xQ, Anisotropic Filtering: 16x]
RAM: 4 GB PC-6400 DDR2 SDRAM (dual-channel configuration)

Framerates (fps)
Watford Junction 179
Bourne End Junction 160

From these results, we can see that the budget Celeron E3300 is actually a rather nice CPU (which isn’t too surprising I suppose, given the architecture in use), and more than good enough for highly detailed routes such as Watford Junction to Rugby when paired with a decent graphics card. By comparing the two GeForce GTX 260 results, we can see that the speed of the CPU matters, however performance is also very clearly determined by the graphics hardware, and I would say that it’s the more important factor when it comes to openBVE performance. While I didn’t test the Core 2 Quad CPU with Intel’s GMA X4500 integrated graphics, I think it’s highly unlikely that framerates would have been much higher with this combination (overclocking the Celeron E3300 from 2.5GHz to 2.92GHz, made a difference of only around 1 fps when the integrated GMA X4500 was used). Intel’s on-board graphics is simply too slow, and the image quality is a bit poorer too, as there is no antialiasing, and the anistropic filtering level is rather limited (compare this screenshot using Intel’s GMA X4500, and a screenshot using the GeForce GTX 260). Intel’s driver control panel claims to support 16x anisotropic filtering, although openBVE/OpenGL reports that 2x is the maximum supported. The framerates don’t tell the entire story either though, as the much faster GeForce GTX 260 graphics card also gives more fluid and stutter-free performance than the budget Radeon HD 2600 Pro does. This is especially true when large textures, animated objects and higher levels of antialiasing and anisotropic filtering are used, as well.

So, if anyone is thinking of upgrading their computer soon and would like to run something like Watford Junction to Rugby, and money is tight, then my advice would be to bias your budget in favour of getting the best graphics card possible, while trying to keep some balance between the CPU and GPU in terms of what each is capable of. For the energy conscious amongst you, also bear in mind that newer generation graphics hardware tends to be more power efficient for a given level of performance. While quad core CPUs are nice to have, dual core CPUs are just fine, too. Indeed, running openBVE on only two of the four cores of the C2Q Q9650 CPU, by setting the affinity for the OpenBve.exe process accordingly, makes only a small difference to performance. Running openBVE on only a single core, even at 3 GHz, does result in performance being halved though, therefore I can’t recommend a single core CPU any more, when dual core CPUs are so common now. Of course, if you can live without the rich graphics or geometrical complexity of the latest openBVE routes, and only want to run less demanding examples, or those previously designed for BVE Trainsim, then even the cheapest contemporary hardware including on-board graphics, may suit your needs just fine where openBVE is concerned, if you don’t mind losing a little image quality and have realistic expectations.
For example: [ Uchibo – Intel GMA X4500 | X-City South v1.31 – Intel GMA X4500 | Saijou Line – Intel GMA X4500 ]

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Posted in openBVE | 4 Comments »



Transition curves and superelevated track created using the Object Bender tool, and Cross-City South v2.0 progress update

Posted by admin on September 5, 2010 at 7:30 am

Railsimroutes LogoI’ve been doing some more work on Cross-City South v2.0 during the past couple of weeks or so, and I’ve been making good use of odakyufan’s new Object Bender tool, where incidentally, the code was so well written and the functionality comprehensive enough, that Object Bender has been made into an official openBVE tool. Please see the new Object Bender section on the official openBVE homepage for more information: Developing for openBVE: Object Bender.

The output from the tool is such, that I’ve decided to replace all the curved track objects used in the Cross-City South route with new objects generated by Object Bender (from a set of “template” objects which form the intial segment in each type of track – please see here for an example of what I mean), and later I’ll do the same with Watford Junction to Rugby, too. I had already manually created a full range of suitable UK style track objects incorporating cant, as well as objects to be used in transition curves, however these objects had one rail lowered and the other raised in height, to suit the cant model used in older versions of openBVE (therefore enabling the wheels to be visibly touching the rails at all times in earlier versions). openBVE v1.2.7.3 features an improved superelevation model however, where one rail is raised above the other (which remains at the same level), so the existing objects were no longer so suitable.

I had started to make some progress in manually modifying my existing objects, however Object Bender has now saved me many days of work, possibly weeks, thereby preserving my sanity and enabling me to easily generate a much more comprehensive range of superelevated track and transition curve objects to create some very nice results, even better than what I’ve shown in Watford Junction to Rugby for a long time now. The slight downside is that the generated objects have a larger filesize compared to the objects I’d entirely hand-written, however Object Bender’s command line arguments also let me automate and recreate many hundreds of track objects, from a handful of source objects, with great ease via shell scripts. This benefit is simply too good to pass up – if I decide that I want to improve or alter my depiction of track in future, all I have to do is edit the handful of template objects and I can recreate the entire library of track objects with just a double-click. An example batch file for Windows users, based on the one which I’ve written for myself, can be found below, along with a sample shell script for Linux users too.

Here’s a selection of screenshots to demonstrate what nice results can be gained quickly, thanks to Object Bender and a little object building skill:

Screenshot Screenshot Screenshot Screenshot Screenshot
Birmingham Cross-City South v2.0 with superelevated track and transition curves, created via
odakyufan’s Object Bender tool. Also note the embankment (dike) with curved cable trough
in the last screenshot, with the vegetation handled via Object Bender’s /a command-line
argument (please see the Object Bender documention for a tutorial).

One problem I have encountered during the latest Cross-City South superlevated track upgrade so far, is how to accomodate pointwork (switches) on superelevated curves. There are examples of this at Longbridge, between Northfield and Kings Norton, and just after Kings Norton, too. On Watford Junction to Rugby, I took the easy option and handled such situations by transitioning back to uncanted track on either side of points (only with the visual representation of the track – the cant applied via the .Curve command remained constant throughout the points). With Cross-City South v2.0, I’ve decided to gradually alter the height of the other tracks leading towards and away from crossovers connecting superelevated tracks instead, while also rotating the point objects around the Z-axis. This way, the crossover itself is superelevated to the same degree as the tracks being crossed between, which looks better visually, and I presume it’s also more prototypically accurate. Here’s an example between Northfield and Kings Norton, with some new custom pointwork objects I’ve been working on for this location (amongst others):

Screenshot Screenshot Screenshot
Birmingham Cross-City South v2.0 with superelevated track and custom-built crossovers.
Note the clamp-lock point machines, too.
Note: For those of you familiar with the real Cross-City South, please be aware that these screenshots depict the line prior to the recent track renewals on the real-life route. I’ll work on the renewed track (plus such changes as the upgraded 70mph / 112km/h sections beteween Redditch and Northfield), once I’ve sorted out a few more remaining tasks along the route, such as realigning overhead wire objects due to altered curve radii, improving the stations, and finishing the remaining scenery objects which need to be updated with new textures, 3D trees and vegetation.

Object Bender has most definitely made route building easier and more enjoyable for me, however one problem which needed to be solved, was that when a track object is superelevated, the terminating height of the ballast shoulders on either side of the sleepers is also altered. In a route, and depending upon the design of the track objects, this can lead to gaps appearing between tracks running side-by-side, and between the ballast portion of the track objects and dikes (i.e. the embankment beneath the track):

Screenshot
Depending on the design of track objects, gaps can appear
between the ballast shoulder and dike, or a parallel track,
when superelevation is applied via Object Bender.

I’ve solved this problem, by expanding the ballast shoulder in the track object to include two faces at increasing angles, such that at the maximum level of visible cant I’ll ever apply in my routes (160mm in my case), no gaps appear and the cable trough isn’t obscured, while I can continue to use only one template object for creating the full range of curved track pieces, at differing degrees of superelevation, via Object Bender. The ballast portions of the dike objects are also extended. This solution does lead to more faces being rendered, but hopefully it’s not too much of an issue, performance wise. Here’s a screenshot:

Screenshot
Extended ballast shoulders in both the track and dike objects,
to remove visible gaps when cant is applied via Object Bender.

Screenshot Screenshot
Screenshot Screenshot
On the left, are the original objects, and on the right, the new versions. Note the custom vertex normals
applied to the ballast shoulders in the last screenshot, to help remove the angled appearance
which might otherwise be visible with certain lighting parameters.

Object Bender supports some markup which can be applied to template objects before they’re processed, for example, to determine the desired texture coordinate shifting in generated segments (please see the Object Bender documention on the openBVE homepage for more information – I think the tutorial is clear enough that I don’t need to explain it further). I was originally going to suggest expanding the supported markup a little, so that Object Bender could be instructed to leave the X and/or Y coordinates of any vertex as it is in the original template object, which would for example, solve the ballast shoulder issue above in an easier way for the object creator. However, I quite like the appearance of the solution I came up with, so I don’t think such a change to Object Bender is too important, but might be nice to have, nevertheless.

Lastly, for more advanced users, or beginners feeling more adventurous, here’s a sample batch file for Windows users, and a bash script for Linux users, which you can adapt and expand if you want to automatically create a range of curved objects using Object Bender’s command line interface, rather than the GUI. There is a simple example of a suitable batch file included in the Object Bender documention, however rather more can be done with batch files/shell scripts. These following example scripts use variables to reduce the amount of duplicated text that you might otherwise need to type, and they also create a logfile which you can read, which is handy if you’re generating a large number of objects, to more easily check for any errors which might have occured during a lengthy object bending batch process.

For the Windows batch file, you need to give it a .bat extension. The text highlighted in red (including the less/greater than characters), should be replaced by any paths or filenames which are appropriate for your purposes. Where <Your_File_To_Append> is concerned, this object file could contain fishplates for example, or overhead wires, which are appended to the object generated in the previous line (please see here for more information). You can see fishplates added to my curved wooden sleeper based track objects in the above Cross-City South v2.0 screenshots – this is how they were appended to the files generated via Object Bender.

Sample batch file using Object Bender to automate curved object creation (Windows users):

@echo off

rem Set variables (paths and extension for all files)
set objectbender_path=<Path_To_Folder_Containing_ObjectBender>\
set exe=ObjectBender.exe
set obj_source=<Path_To_Your_Source_Object_Folder>\
set obj_final=<Path_To_Your_Route_Object_Folder>\

rem Clear the screen and ask user for confirmation
cls
echo Proceed with object creation? This will overwrite any existing files.
echo Press Ctrl+C to cancel, or any other key to proceed . . .
pause > nul

echo.
echo.
echo Processing files and creating log. Please wait . . .

rem Create a new log file with time stamp
echo ___________________________________ > %objectbender_path%objectbender_log.txt
echo New log [%date% at %time%] >> %objectbender_path%objectbender_log.txt
echo. >> %objectbender_path%objectbender_log.txt

rem Use Object Bender to create finished objects from templates

rem 500m right curve
%objectbender_path%%exe% %obj_source%<Your_Source_File> %obj_final%<Your_500m_Right_Track_Object> /n=5 /s=5 /b=25 /r=500 /g=1435 /u=80 /v=80 >> %objectbender_path%objectbender_log.txt
%objectbender_path%%exe% %obj_source%<Your_File_To_Append> %obj_final%<Your_500m_Right_Track_Object> /a /n=1 /s=25 /b=25 /r=500 /g=1435 /u=80 /v=80 >> %objectbender_path%objectbender_log.txt

rem 600m right curve
%objectbender_path%%exe% %obj_source%<Your_Source_File> %obj_final%<Your_600m_Right_Track_Object> /n=5 /s=5 /b=25 /r=600 /g=1435 /u=80 /v=80 >> %objectbender_path%objectbender_log.txt
%objectbender_path%%exe% %obj_source%<Your_File_To_Append> %obj_final%<Your_600m_Right_Track_Object> /a /n=1 /s=25 /b=25 /r=600 /g=1435 /u=80 /v=80 >> %objectbender_path%objectbender_log.txt

rem 700m right curve, etc. . .

Linux users can adapt the following shell script to make use of Object Bender for automating the creation of multiple files. Your script should be given a .sh file extension, and be made executable (for example: chmod +x myscript.sh). The script can be executed from the Terminal prompt by typing, for example: ./myscript.sh). Don’t forget that Object Bender requires Mono to be installed, too.

Screenshot
Important note: Object Bender determines whether a command line argument is a pathname, or another command line argument, based upon whether or not the argument string begins with a ‘/’ character. In Unix based operating systems, this character is the directory separator character, so if you supply a path which begins with ‘/’ (such as /home/username/etc), it will be interpreted as a command line argument which is other than a pathname, and the tool won’t work as expected. You can get around this by supplying relative pathnames (i.e. ../yourfolder/etc), or by using the following modified version of the tool, in which I’ve altered the program to intepret the ‘-‘ character as a non-path command line argument instead (the recompiled executable is temporarily available here, with source code modifications here as well (also requires the official Object Bender source code from the openBVE homepage). The following script assumes the modified executable is being used:
Sample shell script using Object Bender to automate curved object creation (Linux users):

#!/bin/bash

# Set variables (paths and extension for all files)
objectbender_path=<Path_To_Folder_Containing_ObjectBender>/
exe=ObjectBender.exe
obj_source=<Path_To_Your_Source_Object_Folder>
obj_final=<Path_To_Your_Route_Object_Folder>

# Clear the screen and ask user for confirmation
clear
echo "Proceed with object creation? This will overwrite any existing files."
read -s -n 1 -p "Press Ctrl+C to cancel, or any other key to continue . . ."
echo
echo
echo "Processing files and creating log. Please wait . . ."

# Create a new log file with time stamp
echo _____________________________________ > $objectbender_path/objectbender_log
echo New log [$(date)] >> $objectbender_path/objectbender_log
echo >> $objectbender_path/objectbender_log

# Use Object Bender to create finished objects from templates

# 500m right curve
mono $objectbender_path/$exe $obj_source/<Your_Source_File> $obj_final/<Your_500m_Right_Track_Object> -n=5 -s=5 -b=25 -r=500 -g=1435 -u=80 -v=80 >> $objectbender_path/objectbender_log
mono $objectbender_path/$exe $obj_source/<Your_File_To_Append> $obj_final/<Your_500m_Right_Track_Object> -a -n=1 -s=25 -b=25 -r=500 -g=1435 -u=80 -v=80 >> $objectbender_path/objectbender_log

# 600m right curve
mono $objectbender_path/$exe $obj_source/<Your_Source_File> $obj_final/<Your_600m_Right_Track_Object> -n=5 -s=5 -b=25 -r=600 -g=1435 -u=80 -v=80 >> $objectbender_path/objectbender_log
mono $objectbender_path/$exe $obj_source/<Your_File_To_Append> $obj_final/<Your_600m_Right_Track_Object> -a -n=1 -s=25 -b=25 -r=600 -g=1435 -u=80 -v=80 >> $objectbender_path/objectbender_log

# 700m right curve, etc. . .

exit 0

If you need any help with using Object Bender or writing scripts to automate curved object creation, please feel free to ask. 🙂

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Updated openBVE developer tools and openBVE v1.2.6.1, upcoming Network West Midlands updates, upcoming Taipei Metro route for openBVE, and server upgrade

Posted by admin on April 7, 2010 at 6:00 am

openBVE v1.2.6.1 and updated openBVE developer tools

openBVE LogoopenBVE v1.2.6.1 has been released, which includes a bugfix relating to the Options.UnitOfSpeed command, which could for example, involve an incorrect speed limit being determined when the Route.Limit command is used. Please » download the latest release « if this issue affects you.

Also, when I posted my last blog entry, I forgot to mention that the » openBVE Route Viewer « has been updated. When your route is loaded, you can now simply type in a distance via the main number keys (not the numberpad keys), and hit Enter — the camera will then be moved directly to the location you just entered. This is an immensely useful time-saver.


openBVE RouteViewer v1.2.6.0 with Jump to Track Position feature--click to enlarge

openBVE Route Viewer screenshot — click to enlarge

Also, when you pass a CSV format route or object file as a command line parameter to either Route Viewer or Object Viewer, the tools will now auto-detect whether the CSV file is a route or an object, and load the appropriate tool automatically. Please see the Tools section within the » Developing for openBVE « pages for more information. For developers who haven’t used the command line for opening routes or objects before, it can be done as follows (obviously replace the path and file names according to your own setup):

RouteViewer.exe “<YourDrive>:\YourPath\FileName.ext”
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Network West Midlands openBVE updates

Information IconThe » Network West Midlands « (NWM) team have announced some promising updates for the first 2010 release of the route network, which should make some good use of openBVE’s capabilities and features. We can look forward to such delights as random moving traffic on overbridges, moving passing trains similar to what I’ve demonstrated in one of my early YouTube videos, various points of interest, multiple eras, random routing/weather conditions/other features thanks to openBVE’s » $Include directives «, 3D signals, trees and lamp posts similar to those I’ve shown previously, along with the addition of catenary based on my own high detailed Cross-City South OHLE objects throughout the routes, where a very nice job has been done with their implementation. Some excellent new track textures have also been prepared for the route.

Screenshot Screenshot
openBVE / Network West Midlands screenshots — click to visit the NWM news page

Please visit the » NWM website « for more information and screenshots.

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Upcoming Taipei Metro route for openBVE

Information IconI noticed some new screenshots of the Taipei Metro Xinbeitou Branch Line, being developed for openBVE by » BVETRT «, and I wanted to mention them as I think they look superb. There’s richly coloured scenery, the detailing of the stations and near-track areas looks fantastic, and the railway infrastructure is very well modelled and convincing. Also take a look at this » YouTube video « of the line as well.

Screenshot Screenshot
Taipei Metro Xinbeitou Branch Line for openBVE — click to read developer’s blog entry
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Server upgrade

Railsimroutes LogoLastly, my webhost kindly migrated Railsimroutes to a new, high performance shared server recently, and they also installed the Nginx reverse proxy webserver in conjunction with Apache, which I’ve noticed has increased the responsiveness of the site along with page loading times. The migration went smoothly, but if anyone has had any issues with the site during the last three weeks, please let me know.

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High resolution openBVE screenshots and updates

Posted by admin on October 12, 2009 at 7:39 am

Thankfully I have more time available now, so I should be able to pick up where I left off and resume development for openBVE. I recently upgraded my computer, and I’m rather pleased with how openBVE and various routes including my own are running on the new system, so I want to share a few more screenshots of how openBVE, Cross-City South v1.4 and Watford Junction to Rugby can run on higher-end hardware, as well as to show some progress being made. I’m working on adjusting the dawn lighting to produce some nice visuals on Cross-City South v1.4, and I’m also experimenting with some higher resolution catenary textures particularly suited to openBVE’s smooth transparency mode, as well as adding some 3D trees to Watford Junction to Rugby to see how the extra detail is handled. Here are some WUXGA 1920×1200 resolution screenshots from openBVE v1.2.2, with full 16xQ anti-aliasing, 16x anisotropic filtering, and with smooth transparency enabled; there aren’t many animated objects visible in these scenes however, so framerates on equivalent hardware (see below) will be a bit lower in the final releases. Some other openBVE add-ons are presented, as well as my own:

openBVE v1.2.2 and X-City South v1.4--click to enlarge openBVE v1.2.2 and X-City South v1.4--click to enlarge openBVE v1.2.2 and X-City South v1.4--click to enlarge
openBVE v1.2.2 and X-City South v1.4--click to enlarge openBVE v1.2.2 and X-City South v1.4--click to enlarge openBVE v1.2.2 and X-City South v1.4--click to enlarge
» openBVE v1.2.2 «, and Birmingham Cross-City South v1.4 with new class 323 and 3D cab (1920×1200)
(London Midland Class 153 externals by » Steve Thomas «)

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openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge
openBVE v1.2.2, and Watford Junction to Rugby with 2D and 3D trees (1920×1200)

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Amongst the features planned for openBVE 2, are thunder and lightning effects. Early on during the openBVE project I demonstrated rainfall effects and thunder using openBVE 1’s capabilities; while it’s possible to create these effects within a route, I think it would be better to have these effects handled by openBVE rather than the route developer, along with lightning. This is another feature which I’m very much looking forward to, but I wanted to see what kinds of effects could be created anyway, so I did a few experiments. The following screenshots show how I envisage lightning might look on a route like Watford Junction to Rugby in future; the textures require a little refinement as this is just a test, but you get the idea (in full motion, the lightning strikes flicker and the effect looks better):

openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge openBVE v1.2.2 and Watford Junction to Rugby--click to enlarge
openBVE v1.2.2, and Watford Junction to Rugby lightning experiment (1920×1200)
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Another openBVE project, the excellent » Chashinai Railway « network, was updated again a few days ago; the 1000 and 2000 series trains now have new plugins catering for ATS-SN as well as ATS-P in the case of the 1000 series train (don’t forget to read the train operation manuals on the website before driving with these safety systems), and both feature photo-realistic 2D/panel2.cfg based cabs with fully working ammeters and slightly dirty windscreens. The rivers found on these routes also demonstrate a good way of implementing moving water, and the new passenger textures, and photo-realistic trees and scenery textures enhance the routes as well. Here are some high resolution screenshots of the routes and 1000/2000 series trains; note the fully working ammeters in the in-cab screenshots (requires » openBVE v1.2.2 «):

openBVE v1.2.2 and Chashinai Railways--click to enlarge openBVE v1.2.2 and Chashinai Railways--click to enlarge openBVE v1.2.2 and Chashinai Railways--click to enlarge
openBVE v1.2.2 and Chashinai Railways--click to enlarge openBVE v1.2.2 and Chashinai Railways--click to enlarge openBVE v1.2.2 and Chashinai Railways--click to enlarge
openBVE v1.2.2, Chashinai Railway (» odakyufan «), and 1000/2000 series trains with working ammeters (1920×1200)
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Also, here are a few high resolution screenshots of the recently released » Saijou Line « for openBVE as well, which include various animated objects, night lighting and great atmosphere:

openBVE v1.2.2 and Saijou Line--click to enlarge openBVE v1.2.2 and Saijou Line--click to enlarge openBVE v1.2.2 and Saijou Line--click to enlarge
openBVE v1.2.2 and Saijou Line--click to enlarge openBVE v1.2.2 and Saijou Line--click to enlarge openBVE v1.2.2 and Saijou Line--click to enlarge
openBVE v1.2.2 and the Saijou Line (» http://tozai.s77.xrea.com «) (1920×1200)
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Watford Junction to Rugby, Performance, and *BVE

All of these screenshots were captured on a system with a Core 2 Quad Q9650 CPU (3 GHz), 2GB DDR2-1066 RAM and a GeForce GTX 260 graphics card, running on a motherboard equipped with the P45 Express chipset, and as you can see, even Watford Junction to Rugby runs nicely here, never dropping below about 40 fps in the external view with the class 87 and a 600m drawing distance (achievable with 2 CPU cores in use rather than 4). It will likely run even better with openBVE 2’s renderer, allowing those with slower computers to enjoy some higher framerates too. It’s also important to note, out of openBVE, BVE 2, BVE 4, and the latest pre-release version of BVE 5 (after the route has been converted to it’s new formats), that at the moment, openBVE remains the only simulator that is capable of loading and/or handling Watford Junction to Rugby with the high level of detail and object count it currently has, and openBVE handles the route on a slower Athlon64 X2 4200+ system with a Radeon HD 2600 Pro as well. Incidentally, I can’t assess whether Cross-City South v1.4 would be suitable for BVE 5 yet, as the route is very unfinished and there’s still a lot left to add; of course you’d certainly lose all the dynamic scenery and animation effects, along with the 323’s 3D cab, exterior and passenger views after such a conversion–hence I can say that my priority will remain openBVE. Naturally with Watford Junction to Rugby, I want to focus on openBVE primarily as well, and as the project is taking a long time to complete, BVE 2 and 4 compatibility and detail reduction will now be a lower priority, and I’ll only start on this task after all the openBVE features are finalised and the project is otherwise completed.

Lastly, I’ve been used to using openBVE with a 17″, 5:4 aspect ratio TFT monitor at a resolution of 1280×1024, but now I’ve seen openBVE running on a 24″ TFT with a 16:10 aspect ratio, routes and trains can look magnificent, and I’m highly impressed by the additional immersion which is offered, especially with the 323’s 3D cab. The higher resolution also makes arranging and working with a text editor and openBVE’s development tools much more enjoyable, and it’s also better for working with something like a C# IDE for example, or image editing software. More updates will follow soon.

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Upgrade to WordPress 2.8

Posted by admin on June 20, 2009 at 12:18 am

I’ve just upgraded from WordPress v2.7.1 to v2.8. Well, actually I backed up the database contents, deleted the previous WordPress installation and MySQL database, and took the opportunity to start again with a fresh installation and then imported the backed up data. As far as I’m aware everything is working fine, but please let me know if you have any problems.

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Jaunty Jackalope and openBVE

Posted by admin on April 25, 2009 at 8:42 am

Ubuntu 9.04 “Jaunty Jackalope” (which is a Linux distribution for any dear readers who may not be particularly au fait with the wonderful world of operating systems…), has just been released. With this version, it’s possible to install a seperately packaged, unofficial version of openBVE maintained by Paul Sladen (currently at v1.0.2.0; the » official openBVE « release is at v1.0.3.0 at the time of writing) via the ‘Applications’ > ‘Add/Remove…’ menu item (I haven’t used Kubuntu in a while and I’ve forgotten what the equivalent in KDE is). A specially prepared, public domain version of the Cross-City South route (v1.31.03) is also installed automatically when openBVE is installed via this method, along with a reduced functionality (plugin DLLs don’t work on non-Windows operating systems), public domain version of the class 323 which Steve over at » trainsimcentral « also kindly donated.

X-City South v1.31.03 is just a cut-down version of the public release available from this site, with the copyright files removed and alternative backdrops added, and fewer route files; I prepared it so that openBVE could be considered for inclusion in Ubuntu’s list of installable open source applications, as for a game engine to be accepted, it requires some equally permissively licenced game data to be supplied with it. Eventually the Ubuntu X-City South package should be identical to the official X-City South v1.4 package once it’s been released, and I hope to send any updates to Paul so the Ubuntu version is kept up-to-date; by implication, X-City South v1.4 will be entirely copyright free as well. Any copyright material, like the Birmingham New Street announcement audio files, will be available as an optional extra only.

After installing the latest ATi Catalyst drivers (and, at last, my Radeon HD 2600 Pro graphics card finally works with Ubuntu), it was nice to see openBVE running in Linux myself, and with decent framerates too. The framerate in the first screenshot of XCS v1.31 was 80 fps (90 fps in Win XP), and in the third screenshot, showing XCS v1.4, 17 fps (20 fps in Win XP). The latter screenshot actually includes more animated trees than will feature in the final XCS v1.4 release though, and in-cab, I was seeing up to 30 fps):

openBVE v1.0.2.0 running in Ubuntu 9.04--click to enlarge openBVE v1.0.2.0 running in Ubuntu 9.04--click to enlarge openBVE v1.0.2.0 running in Ubuntu 9.04--click to enlarge

I admit there was also some momentary fascination after I turned on Ubuntu’s “Extra” visual effects option which enables hardware accelerated graphical effects to be applied to windows, and watched my X-City South v1.4 development route carry on running at 25-30 fps while I distorted and bounced the poor helpless openBVE window around the desktop (sorry I wasn’t able to capture a screenshot, just a low quality video still):

openBVE v1.0.2.0 running in Ubuntu 9.04

I may be finding that framerates are just a bit lower than in Windows XP, but they’re still good and I enjoy using openBVE in Ubuntu instead. The application’s forms all rendered nicely although the loading and error dialogs remained visible once the SDL window was created; I’ll carry on testing it and see if I notice any other issues.

Any Windows users who might be considering trying openBVE on Ubuntu, should remember that plugin DLLs don’t work natively on non-windows operating systems, so various functions in BVE 4 trains like TPWS won’t work. For this functionality to be available in Linux, you’ll need to use openBVE with Wine instead, which isn’t quite as easy to set up (I haven’t personally had time to try it yet, but as shown in this » YouTube video of the Northern Line « for example, if you do go to the trouble, it’s well worth it).

Information Icon Edit (1st May ’09): I have tried and succeeded in getting openBVE v1.4.0.1 running with Wine and Mono 2.4 for Windows in Ubuntu since this entry was published, and it was quite easy after all. See the comments for more. 🙂

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