Hi
I was playing and developing for this game since railworks 1 was released,
and watching forums like uktrainsim, but i've never heard about this theory.
Blueprint.pak files are meant to cache the frequently used information of
blueprints (type, name), so the game don't need to read the real blueprint
files, if it's not necessary, other parts of the file are seem to be just
junk, remained from the early stages of development (there are a lot of
unimplemented features have traces in the blueprints).
When you load a package in scenario editor, only the content of the
blueprint.pak is loaded (which is just few mbytes/kbytes for each package
that doesn't matters todays when the pcs have gbytes of memory). Other,
bigger parts(3d model, textures) loaded only when you actually place the
the object in the game world. But that would happen anyway in every game
engine, even if those are in seperate packages.
That blueprint filtering is only a cosmetic thing, to make the object lists
less populated, by not displaying those packages in the lists, which are
not selected.
Loading times are mostly depending on the complexity and quantity of the
objects, that are actually placed in the game work, not by the quantity of
the loaded packages or the objects in it, same true for the memory usage.
So i just tried this, by loading a lots of things in scenario (Kuju
contents, Kuju US content, munich augsburg, SAD contents, WCML north,
sherman hill, etc. about 9 gbytes of addons). The loading times were a bit
higher (because the game needs to check these loaded packages if anything
changed), but just twice as long(on a bigger route it wouldn't be so
noticeable, as the most of the loading time would taken by loading the
textures and models, only a small part would be to check the blueprint),
and it would be the same(or more) if these were in more but smaller
packages.
But the memory usage was exactly the same as when only Kuju contents were
loaded.
By the way, the Kuju/RailSimulator package which is used in Hagen-Siegen,
Seebergbahn, Newcastle-York, GWML and other old routes, have nearly 9
mbytes sized blueprints.pak file.
Seeing other blueprint.paks, that 2mbytes is actually an average sized pak
I've seen those RSitalia problems, and SBHHs, but all of them were caused
by missing files, and by the changed file structure policy of RSC which
also caused missing file errors, because the repaints referenced an old
file, which is not there anymore where it was.
That's why making different packages for repaints, wouldn't solve anything,
as the problem lies somewhere else. Moreover it would increase the memory
usage, as now in same package the common textures (bogie texture, glass
texture, light textures, and some of the blueprints, and script files too),
are loaded only once and shared between all of the locos. In different
packages, each of these textures should be supplied again and again, and
the game would load these multiple times, if the locos that are using these
are placed in the game world.
At scenario editing all of the crashes are caused by the general
instability of the game. Some of them because of the scenario is restarted
too many times, without restarting the whole game, but the most of the
crashes caused by the dispatcher ai, which is usually makes the game crash
if it can't solve a traffic situation