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Re: Frequently asked questions (Read before starting new topic!)

Posted: 29 Oct 2017, 22:05
by senjer
I've no idea who requested to remove the file, when I deleted the post on the forums here the links where dead already. I was questioning the purpose because they are on the wiki for download but I don't earn any money with it so sharing on other places isn't a big deal in my opinion.

On the wiki they are here:
http://sim.bemined.nl/wiki/Readme

Re: Frequently asked questions (Read before starting new topic!)

Posted: 29 Oct 2017, 22:49
by MetroSimGermany
Oh thanks, I totally missed that they have been on the wiki the whole time, will add to the post

Re: Frequently asked questions (Read before starting new topic!)

Posted: 14 Jan 2018, 13:55
by MetroSimGermany
I've seen people having the Direct X problem again the last few days, so lets push the post up again... :)

Re: Frequently asked questions (Read before starting new topic!)

Posted: 12 Feb 2018, 15:37
by luka23
Was there a way to spawn the 2200 in explore mode? I tried adding it in the consist section in an existing activity but it doesn't show up.

Re: Frequently asked questions (Read before starting new topic!)

Posted: 12 Feb 2018, 15:42
by Jim2016
luka23 wrote: ↑12 Feb 2018, 15:37 Was there a way to spawn the 2200 in explore mode? I tried adding it in the consist section in an existing activity but it doesn't show up.
No, it’s not possible. You can only spawn it in an activity.

Re: Frequently asked questions (Read before starting new topic!)

Posted: 21 May 2018, 18:11
by Mr.ALN663
Hi, I'm new.
I downloaded the game is unfortunately not part ... I put the default settings of the game, after which I opened the game, and I saw a gray screen for about a minute, after the game ended with an error, you could help me ?

Re: Frequently asked questions (Read before starting new topic!)

Posted: 21 May 2018, 18:23
by MetroSimGermany
Have you installed the direct X compatability package? https://www.microsoft.com/en-us/downloa ... px?id=8109

Re: Frequently asked questions (Read before starting new topic!)

Posted: 10 Aug 2018, 09:35
by zbx1425
Where are the assets (pictures, map datas etc.) of the game stored? In the Beta39.000 file?
If they are, how to extract them(for it doesn't seem like a normal archive)? I want to do some research on it...

Re: Frequently asked questions (Read before starting new topic!)

Posted: 10 Aug 2018, 10:48
by Sjoerd
zbx1425 wrote: ↑10 Aug 2018, 09:35 Where are the assets (pictures, map datas etc.) of the game stored? In the Beta39.000 file?
If they are, how to extract them(for it doesn't seem like a normal archive)? I want to do some research on it...
It's all in the 000-file.
And no; it isn't extractable. It is in essence a read-only file for the simulator.
Some people have managed to get some information out of it, but un-compressing it into the original folders and files is not possible.
If there is anything specific you'd like to know, just ask ;)

Re: Frequently asked questions (Read before starting new topic!)

Posted: 15 Aug 2018, 08:35
by zbx1425
Sjoerd wrote: ↑10 Aug 2018, 10:48 If there is anything specific you'd like to know, just ask ;)
Ah, thanks! I'd like to know how the map data are stored, and how the rails and switches are defined.
For example, I have ever played and developed for a game called BVE Trainsim, which locates all the objects in the game according to a Main Rail(id:0) which the player's train can only travel on, and the decoration objects are placed in a way like this. The route format is like:
At 100m Start the first station
At 140m Place the platform at 1.5m to the left
At 180m Place the stop marker
At 200m Curve to the right with a radius of 400m
At 800m Stop Curving (according to C=pi*d that would be about 90 degrees)
At 1000m Start another decorative rail at 3m to the right
......
That's it. That means that game doesn't support switching at all because the definition of rails are constant. But another advantage of this system is that the game can easily judge if the object is visible or not - It simply unloads objects at a track position that player has already passed and loads objects at a certain distance ahead of player's track position, which makes it have a high performance on most computers.
But the MetroSim appearantly uses a more complex system. I also think the game maybe uses an absolute coordinate system to locate the objects. I want to know how exactly the game defines the rails, blocking sections, and switches.