This speed will reduce the traveling time from Thiruvananthapuram to Kasaragod. The objective of this railway project is to achieve 200km/h top speed. Keeping this in mind, the Kerala Rail Development Corporation started the Silverline project. Which was a solution to the growth rate of Kerala. It used to take more than 12 hours to cover a distance of 560 km. Due to which this system was not time efficient. There was a railway system in Kerala but its speed was 45km/h. What is K-Rail? Social, Economic & Environmental Benefits of K Rail This is a third of the existing railway timing as of now.Īccording to the demand of modern times, we have to develop this type of transport system, which is energy efficient as well as environment friendly and comfortable. Unfortunately, our small dev team doesn't have the resources to monitor more locations where bugs could be reported.2.1 Stations at K Rail Line K-rail Silver Line Project Route Map PDF DownloadĪfter the completion of this project, now the distance between these two areas will be completed in just 4 hours. By having a direct line of communication with our players, we can work together to ensure that the game runs as smoothly as possible and that any issues are addressed quickly and efficiently. It lets us obtain all the necessary details to diagnose and resolve the problem effectively. This is because we need direct chat contact with players who report issues. Joining our Discord community is critical for players who wish to report any issues they encounter while playtesting Rail Route. Your feedback is extremely valuable in helping us ensure that Rail Route is the best train dispatcher game it can be. We highly encourage players to join our beta test by becoming a part of our Discord community. Typically, the version sits on the Unstable Branch for a week or two while we monitor any reported issues and make necessary adjustments. This allows us to gather even more feedback and insights from our dedicated player base before we prepare the release for the Main Branch. After the Staging Branch has been thoroughly tested and all critical and regression issues have been addressed, we release the latest version to the Unstable Branch. Our Unstable Branch is available for all members of our Discord community. We understand that it's not always possible to catch every single bug, but we make every effort to minimize the possibility of issues occurring. We aim to cover most problems reported with automated tests so the issue doesn't resurface. That means they are slower but cover many more possible issues. They try to simulate actual player behavior and run in full graphical mode. Integration tests, on the other hand, cover real player scenarios and the issues we've encountered in the past. The most significant benefit of these tests is they run blazingly fast in a split of seconds for more than two hundred of these tests. Here's an example of a test that tests whether an arrival sensor is correctly activated for a simple scenario. They are primarily used on the core game logic - train movement, sensor activations, modification to the rail network, etc. Unit tests allow us to test small, internal code fragments to ensure their correctness. Our tests include both unit and integration tests. So, how do we test the game? We write our automated tests as a part of the development process! Although we have a small development team, we are committed to ensuring that our developers don't have to rely on external QA teams to catch issues with the game. Before I dive into our next stage of an Update lifecycle, the Unstable Branch, let's jump onto a different topic.
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