Nimby rails12/20/2023 For this reason snapping is not an option. When the player lays a track in blueprint mode they can come back and move it any way they desire. But NIMBY Rails is built around the idea of a track editor. By making track laying a single step process, it becomes possible to use snapping (and other often requested features, like seamless tracks without control points). I’ve studied other modern games which are also based on freeform curves and lines, and realized they sidestep this issue by featuring track creators rather than track editors. Parallel track constraint systemĪ major issue with the single track project is the usability of laying parallel track. This may invalidate line paths, but even blueprinted platforms should remain in the line stop listing, even if they cannot have trains pathing into them. The tracks then become blueprints and you are free to move them in any way. Just select one or more built tracks in the track editor and press Insert. It’s expected that players will want to do many tweaks to imported v1.1 maps, so the game now supports marking built tracks as blueprints. This is because a head-tail train collision is not considered a collision in NIMBY Rails, and it will eventually evolve into a virtual block system like ETCS Level 3. It is not necessary to add block signals every X meters in normal (non branched, non intersected, non station) tracks, as it is in other games and most real world track networks. Block balises enable NIMBY Rails to support signal track blocks only in the areas where they are important, like stations and switches, and avoid them in the bulk of the track network. Its function is to be able to close a block of tracks without introducing another block of tracks, as it would be the case if only the regular block signals were used. Block baliseĪ block balise delimits a block of tracks, but it is not capable of stopping trains. This means that trains won’t take branches to avoid red block signals. This signal DOES NOT contribute to train pathfinding in any way. While scanning tracks every branch is considered (including those that have the opposite direction), and every diamond intersection. The track scanning stops when another simple block signal is found, or when a block balise is found. Every track behind the signal (up to 10km) is scanned for trains, and if any train is present, the signal is red and blocks incoming trains. The simple block signal delimits a simple exclusive block of tracks, and it is capable of stopping trains. This is useful if the platform includes for example a branch trains may need to take, to force them to stop before the branching point. The platform stop signal is a hint for the train AI to stop the train at the signal point in station platforms. The one way signal forces the train pathfinder to only consider crossing over the signal point in the signal direction. Here’s an introduction to the initial v1.2 signals: One way Others are important and have gameplay influence, like facing direction. Some are cosmetic, like the side of the track (the game is completely agnostic about track side). The edit signal mode allows to select signals and shows a panel editor for their properties. The new signal mode (button icons are pending) shows a signal palette and allows users to place signals by clicking anywhere on a track, automatically snapping to a valid position. The track editor now has two new modes, edit signal and new signal. Signals and signal editorĪ full set of user controllable signals and a signal editor were implemented. This way v1.2 has already been tested with the most complex maps v1.1 has ever seen. Apart from the obvious advantage for v1.1 players, it has also proven to be a very useful feature in bringing up all the v1.2 systems, by using player contributed saves as real test cases. Roughly half of the past month development was invested into the v1.1 importer, to carry over v1.1 saved games into v1.2 as fully featured as possible. Switch your Steam branch to “beta” (no password required) if you want to try it, and keep in mind it’s early days for the v1.2 series. It has been a massive amount of work to overhaul all the game systems so single track it not just possible (the easy part) but actually functional (the hard part) and playable (the hardest part). NIMBY Rails devblog 2021-05 27 May, 2021 NIMBY Rails Version 1.2 beta is launching todayĪfter two months of work the new major version of NIMBY Rails is ready for testing.
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