by OldProf » Sun Mar 18, 2012 8:00 pm
There are few things that really anger and aggravate me about RW3. One of them involves speed limit changes that occur before the spot identified for them in the F4 HUD ribbon, especially those that result in a SPAD-forced stop. There I am, driving along, carefully decelerating to meet the speed reduction ahead of me and ... POOF! the limit changes well before its indicator in the ribbon and I'm turned into a poor driver. Another is an AI crash, path error, or derailment that occurs during the last minute or so of a very long scenario. I'm slowing down to stop correctly at the scenario's final destination. I've stuck with this scenario for 50, 60, even 100 of more minutes and just before I reach a successful ending ... POOF! an AI disaster tosses my achievement out the window.
I simply fail to understand why speed limits change before (or, in some cases, after their markers. As for the AI crashes, I know from my scenario writing experiences that they are sometimes random. Yes! They occur on one run of a scenario, but not on another ... completely unpredictably, as far as I can tell. This is especially true of "AI train +++++ has left the path" errors.
I'm not by any means saying that I would prefer scenarios without AI traffic which, among other things, makes some of those absurdly long scenarios bearable. As anyone who has played one of my own scenarios knows, I build in as much AI traffic as ... well ... as the traffic will bear. Then I test, retest, test again, ask fellow scenario writers to test, and, finally, test two more times to make sure, to the extent possible, that no AI train will crash the scenario. Do other scenario writers do this? I know of at least one who does, and many, including those who charge for their scenarios, RSC among them, who obviously do not.
Why not?
{Just in case someone is moved to ask, yes, I have sent this message to RSC support.}
Tom Pallen (Old Prof)
{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}