I miss the feature that when we have the option to continue from the last check point if accidentally failed to stopped behind the red signal or derailed, seems that when Tsw3 comes out we lose thr feature
It disappeared with the save bug. I think I asked DTG Matt a similar question a few months back just after save was reinstated.
Did matt provide any information? I sincerely hope they consider adding this function, it is helpful when you forget to save the progress
I do miss this function myself. It was part of the save feature but unlike the save game, I never actually encountered any bugs when using "resume from last checkpoint" - hopefully it comes back as it was a godsend when you accidentally spad at the end of a 2 hour US freight run because a stop point is too close to a red signal
This question has been raised by me and others, including chieflongshin, but I don't recall seeing any response from DTG. Since it was a feature for PC only it was probably not considered important when the save game was being reinstated. Didn't use it often but it could be a lifesaver if you oopsed on a red some distance into a run.
The amount of times this saved me on the likes of Sand Patch… Only just realised it was missing this whole time! No reason not to reinstate it IMO.
Have chatted to Matt about it and I know it's on his list. No update other than that though at present.
Checked in with Engineering, and it's back in on dev builds - waiting integration to release builds so I will endeavour to make that happen sooner rather than later. Note: Only PC, it was never there on Console and bringing it to console is not just a case of turning it back on (it comes with a serious hitch on consoles currently). Matt.
Excellent news!! I usually hit the save button every 10-15 minutes, but this was a reliable failsafe in case I forgot and ran a red or jumped a switch. ( failsafe n. a secondary or backup system that operates in the event of something going wrong. )
And VERY useful in shunting services, where (1) there are a lot of checkpoints, and (2) I always manage at least once to forget to contact the signaler.....
A lot less useful with the average freight service having only a checkpoint at the start and at the end, but oh well :P
I vaguely recall the existence of the feature that is the object of this thread, but now that the Save feature is again available, is this other recovery system really needed or is it just one more thing for the nay-sayers to moan about?
Well, for console players, we've never had the feature, but i guess that's just "nay-saying" to point it out. Any chance there could be an official explanation as to WHY it's seemingly impossible to implement on console?
For gen8 consoles, which is all there was "back in the day", the auto save feature caused a 2+ second hitch in the game every time it happened, because of the stonkingly slow hard drives in those things. It was unbearable and would have required re-engineering unreal's save system to run concurrently to fix, not a small job. That's not really been re-evaluated in todays SSD world though, where these newer consoles are probably *faster* than many peoples PC in that respect so... i'll see about getting this on the list to re-enable for gen9. Usual "no promise" waffle as expected. Matt.
Absolutely, a resume from last checkpoint feature will be a complete game changer for longer scenarios. I can't play scenarios longer than half an hour without getting bored, so this would allow me to drive some of the longer scenarios. Plus it means messing up at the very end won't matter as much. Even though the Train Simulator save function is much more reliable, a feature like that would also be useful there.