you say, that you do not want the route to stop where it does not make sense, but then you are alright with a run that stop in the middle of nowhere for a crew change, crew change would only happened where there is a crew station, or most likely at yard, where the off-going crew would wait to get the next train going back to where they were from to begin with
in that case why not make 2 complimentary route, like one from Barstow to Hysteria, and one from San Bernardino to the summit, that way you still have the whole package and only run the one you prefer, and both can be done in the time span that meet most people, and the route can be done from one end to the other, I see this as a win-win for everyone [
I read on this forum that there is no editor, and will not be one since an editor is require to create scenario, I do not see how you have a scenario editor without the editor
Further, you can download scenarios others have made right from within the game using the Creators Club section. Tens of thousands of things to download now
There is a scenario creator. You choose a locomotive, pick the type of service, and set the start and end points, and stops along the way. Lets you make those end to end services. Also has Off The Rails mode which allows stuff like EMUs on non-electrified tracks, etc.
I would never use not official download in a game, most of the time when you do this, it requires extra download, and all are complicated install, and by the time you get it all done, well you do not want to do it anymore because it is past or almost past game time (plus the risk of making the game extremely unstable and crashing)
Be happy you got an answer from matt directly. Maybe you get the point if you read the entire chat again.
Could have done with that on the marathon Clinchfield scenario, break it up with a bit of London Commuter or NTP. The problem being (which I assume is still there) even if you complete a run in one session on another route with a save elsewhere in abeyance, it deletes the save game.
That is not a scenario editor, it is only to create a single train run :-( the last and only time I tried to use it it took me hours to create the run and I never even use it, and after I delete the run from my HDD, I then had to remove the game completely and re-install it as the game was crashing
Scenarios created in the ingame editor are exactly the same as any official scenario. The game only allows what is there ingame. It cannot make the game unstable in any way. It works exactly as the official timetables work. Installing is all handled in the game's backend and installs are basically instant. It's downloading kilobytes of data.
I have learned long ago that same game never works in a simulator, as there are too many thing to save, and I was even told that is some case entire function or such are create on the fly according to what is going on, and since such function are create on the fly it can not be save properly, and the restore is not really good as the parameter that was needed to create and use the function are not there and it cause crashes (the last part is at least valid in flight simulators, and maybe not so in a trainsimulator)
a scenario implies more than one train, and some situation that may happened, this is a run creator for single train, and nothing hapening
Well it worked for me on Clinchfield, several times, but then this was a shunting scenario with no complex signalling scripts or AI to worry about. Anyhow I'm not knocking the save function. As a community we had to work very hard to get it put back in and without the feature scenarios like the one I mentioned on Clinchfield could not have been done when you only have a limited time to play. However we are probably straying from the OP a bit here - the fact is now the save game is back, DTG should look at putting in some through runs from San Bernardino to Barstow and vv without artificially breaking the journey at Victorville, unless the train has a booked layover there.
You can't really make generalisations like that, as different simulations will be saving different parameters to utilise differently in restoring a game state. It all depends how you designed your simulation to cope with loading data in, and how you choose to make your saves work. Technically in theory you could get a perfect save every time if you allocated several gigabytes to each save file and took a RAM image like XBox Quick Resume does. But it's not the most practical solution and more reaosnably you want a small file which has enough parameters that your game can load them in and record positions, velocities, time of day, weather, etc. and construct a reasonable facsimile of the state at the point you saved it. With TSW, and how it specifically was built, this also means basically restoring the default state of the route at the start of the run, and re-doing all the physics calculations for AI trains, running through all the signalling, etc. for the elapsed amount of time, simulating where they all ought to be at the time of the save, which is where the problems that can occasionally be seen with the save system apparently arise, from what devs have explained.
A scenario implies a sequence of events. That can be as simple and one dimensional as moving from point A to point B Would it be nice to throw in more things? Sure. But the original point still stands that it is absolutely possible to create a run where you go from one end of a long route to the other, uninterrupted.
What surprise me, in this conversation, is that some people seem to be fine with a run that is completely happening in the yard only, which last for much longer than a run from one end to the other or like what Matt was saying that he like going down to San Bernardino, I am fine with it, but when you have to get up and use the emergency brake, and then wait for 3hrs to attempt to get the brake working again, which they never come back to life, as they are stuck at 89.5, and they need to be at 90+ to work (ps most of the time even with the locomotive brake at full, the train start to move again and is accelerating unless you use the emergency brake again)
There's no point in that honestly. Not trying to be mean or anything. But that's just extra steps the user has to take. After we're done with 1 route, we would have to exit to the menu, select the route, the train and the service. If it's just 1 route that has everything, I don't care if there are a lot of full runs, you just have to select return to timetable mode and then select whatever route you want. Just create the whole route anyway without having to select 2 different routes, etc
You don't need to use emergency braking. That's not how it's done irl. You use dynamic braking with automatic and bail off independent when you apply both. Also you aren't supposed to go line speed or you have a runaway train
The problem there is getting into a position where you were going fast enough to need the emergency brake. Let me guess, you were running at the line speed limit, rather than keeping the train to something like 25 or so? On those heavy US freight trains that's a recipe for disaster, especially on stuff like this or Sherman Hill. The Dynamic brakes are your best friend here but only work to a point, and you need to keep your speed below that point. I think we all make this mistake our first time.
I read many time, and it was very well explained here, and I am trying to keep to less than 30km like explained before, but at some point you need to apply more and more train brake as the dynamique brakes can not cope on their own and the train just keep going faster, and when you are at full train brake and dynamique brake and the train is not slowing, the only thing left to do is to use the emergency brake. And then it is when the extremely long wait is to get the train brake back and in working order, but they never get back to working order as they never get back to 90+ (on the display on the left side of the driver and way high), so that mean from there, there is no more train brake only dynamique brake, so it begin a weird driving as the dynamique are at full, and when the train get faster than 30 you have to use the emergency brake and begin again, making it even longer than the normal attention span of 30-45 minutes
I have done the entire Sherman hill, and was never able to not use the emergency brake, as with the dynamique brake at full and the train brake at full it was still going way past 30km I can not remember on Sheman hill if the train brake get back to 90+, but all I know is at least once on every run the emergency brake had to be used
Laramie to Cheyenne, 14,000 tons, 6 locos, in one hit, no emergency brakes, no overspeeding. Train Sim World 2 - Sherman Hill - YouTube Matt.
Sorry Matt, but I can not afford to use YouTube, it cost two arms, and many more legs in over-charge for using it
maybe it is me that is too stupid to be able to to do a run like this the way you did it, but I never was able to keep any of those downhill either Sherman hill a or Cajon Pass below 30KM, and once the train is going faster than that, the only way to recover seem to use the emergency brake :-\
I find the best approach is to make a minimum or suitable train brake reduction then play around with the dynamics to maintain a constant speed, depending how the gradient fluctuates. That's how I do it in Run 8 too and never had a runaway yet descending Tehachapi or Cajon (either side) and that method seems to cross over quite well to TSW. Probably helps on Tehachapi that the linespeed is low so you never really get to the point where you are going too fast for the dynamics to be effective. Where it can get tricky is where the descent is broken, for example I'm currently doing the Fremont Descent on Clinchfield and right in the middle of the bank, you get a sudden 1% rise so it is quite fine judgement when you come out of dynamics and put the power on.
Well on Cajon, as the Sherman hill was too long ago, when I get to track 2 I apply dynamique brake, which in no time are at full because the train is over 30KM, then I apply the first setting of the rain brake (with the bail out of the locomotive brake), and once again the train still accelerating, and when it gets to 40KM, I use the emergency brake to stop and "recover" the train, and then it is a few hours for the train brake to get to 89.5, which is still not good enough to be working, but it does not go any higher (I left it yesterday running while I went shopping and 3hrs later it was still at 89.5) as it need to be at 90+ to be working, as it is not in working order, the only brake available is the dynamique, which will fail in no time, so then it is emergency brake, wait to get at 89.5, etc... Again showing that I must be beyond stupid to use the brake
What does that have to do with your actual topic? You've read and understood that you should use the dynamic brakes with the Independent Brakes - NOT the Train(Auto) Brakes? Because then it cancels out. 1. The scenario planner is rudimentary but it does what it's supposed to! So also from A > B. It takes 5 minutes, not an hour, and nothing crashes. You need no extra Editor for it- its in the game! 2. There are now many scenarios created by users to activate in the Creator Club IN game. It's just one click, nothing else! It's not a mod, it doesn't mess anything up either, you can choose and play under the respective route in the scenario planner. 3. These are NOT MODS, NOT anything strange!!! It's just what users IN TSW have created and share IN TSW. Nothing else. Just click, nothing else. OK? 4. Anything you want can already be in the game. This has now been explained to you countless times. Nobody sees a point in doing it differently. Nobody wants a DLC Cajon Pass Part 1 (23 Bucks) and a Cajon Pass Part 2 (23 Bucks) - without the emergency brake sections of course. One track, all in, you can ride it how you want. Do it!
1) it crashes after I deleted the create run from the HDD 2 - 3 - 4) if it is not official from DTG or one of the 3rd party, then it is not to be use safely As for the brakes, I use the dynamique brake with the train brake, using the bail out of the locomotive brake to keep using the dynamique, as it was explain here on the forum many times, I AM STUPID, BUT I CAN READ and the point is that the wait to get get brake working is much longer than the normal time span of the people here (30-45 minutes)
All custom scenarios created in the ingame editor ARE downloaded from DTG via the CC. They are made within the editor and can only possibly contain a blueprint for a given scenario which exists ENTIRELY within the game's framework and follow its rules. They are functionally IDENTICAL to every other officially created scenario. They can no more interact with your computer outside of that sandbox than say, a child can shoot you with a gun they made of play dough.
Anyway. I'm done. I actually just went and looked at previous posts by this poster they seem to be a troll who shows up now and again to waste forum users and DTG staff's time with joke threads like this one asking very silly questions, throwing in some kind of inflammatory statement that'll ensure engagement, and repeatedly pretending not to understand how anything works even after people patiently take the time to explain over and over. And if it walks, quacks, and floats like a duck, then without evidence to the contrary...
Well one productive result has come out of this thread - I'm revisiting Sherman Hill, after two or three evenings on Clinchfield, probably my least used US route. Time for a refresh!
I do love Clinchfield, and have been doing a run on it pretty much every day this week, but I agree, a bit of Sherman might be a nice change of scenery.
Think whatever you want, you have repeatedly treated me like I am an escapee from a crazy asylum, you made your point Now mine is that there is no point in wasting programmers time in creating long route like Sherman hill on Cajon Pass, if the whole route is not used, which in both cases it is not except for one or two runs in each case. when a full run is split, the second part is always starting far away from the end of the previous one, and it is always in the middle of nowhere which is not like is would be in real life same thing with those in yard run that have you drive miles past the switch that need to be change, and are also runs that take much longer than he normal people time span to complete, but no-one complains about them, but they do complain about the run on the route that is the full route PS Princess, if you do not like what I right, please feel free to keep going past, and stop putting me down, I myself do not pretend to know all about trains and this game like you seem to do, and another thing, no one from DTG was even involved here
This just isn’t true. The second part of every split service starts from the exact place the first part finished. It won’t be the next service in the list but it will have the same name as the first part and be later down the list. The whole route is used multiple times in the timetable.
Matt is basically DTG all on his own. He is the executive producer, how much higher do you need to come on to the thread to answer you?
Well all the employee like JD and Alex, and shown as DTG-JD or DTG-ALEX, Matt is just Matt-trainsim, it is like the other player that is TSW2, maybe he is also working for DTG I apologise to Matt is I did not know that he does work for DTG, but it is not very visible like JD and Alex
you can actually use both dynamic and automatic brakes. When you have both applied, you have to bail off independent so the auto brake doesn't take over and dynamics stop working. Every time you increase auto, bail off indy until bc reaches 0.0
I signed up for my account long before the "DTG-" standardisation was agreed and we agreed on "Trainsim-" standardisation, but the standardisation was changed to a new standardisation so my old standardisation was no longer standard. :-P ... and its not possible rename accounts on here, hence, i'm officially "old" and "non standard" Matt.
Again - they are IN-GAME by users for users! This is nothing from the outside, outside or third parties! It's from the players, straight from TSW! If players create something with the in-game editors, why does DTG have to check it? It's out of the game for the game. Because the emergency brake operates the train brake, which is not necessary or would have been if the other two had been operated correctly.