Probably best to wait until TSW7 you'll get the same as what you're getting with TSW3.5 but for a higher price lol
Adding another example to the mix of why some of us are annoyed (and should be): TSW has had a save game feature since the first game. It never worked properly. This was a major issue for me. I had to buy TSW3 to get a working save feature so that I could finally play TSW and the DLC I'd bought. A core feature that should have been fixed quickly after the launch of the first TSW. And even when it was fixed it was suddenly turned into a beta mode that you toggle on and off. Note that the new editor feature is a beta. That's how much confidence they have in their own product, and detracts from the notion that TSW4 is a fully working new product ready for release...
True, still doesn't work fully. I'm just thankful that I don't encounter the red light after resuming now, so I can actually finish a run.
Yeah the actual state and implementation of the save game feature is literally defining the current state of DTG and the state of work capability at DTG. UE has integrated saving and loading capabilities using Blueprints and code, it's relatively easy to implement, just extensive depending on how big and how much is required to store to load it correctly later, and what is possible to store. I remember TSW 2 had a relatively basic but functioning save functionality. I was suprised to see it removed at TSW 3 release, but if I remember correctly, tons of users were really angry about it being removed so it got added back again, but ever since, it's been buggy as hell. To the Editor; it's completely reasonable and the right way to release it in Beta; it's huge work to make a internal tool capable for the public, a lot of things have to be changed, some removed, things added; everything that the public should not see or have access to, like anything paired to a version and codebase/project control system like Git(Hub/Lab) or BitBucket or DevOps related. Also anything that can be malicious or misused like functions that expose anything outside of the intended scope of the game, API interfaces, network things, etc. Also almost everything may have to be simplified, made accessable, and be made easy to be used by people that do not have the knowledge and context like people working on it internally, which is also very extensive work, as help like documentation, API docs, in-code help documentations on methods, classes etc that explain what they do, for what they exist, how to be used etc. It's probably a ton especially because of how complicated a open world simulation of trains is, especially physics, details of models, functions of trains, train physics, etc
Maybe with TSW5 we'll get BML (London commuter) finaly be the last of the rush hour routes updated with TSW5 features
I actually hoped that due to Class 700/0 release DTG will update BML to TSW3 standards, but not this time. Well, maybe as you say, next year...
Fortunatly some fanboys will expain you that there is no relevant bugs in TSW franchise and that we should give our money to DTG without questions..
That's the issue here, isn't it: how many more new things will be introduced that don't work properly, that keep getting pushed back with the older things that don't work properly, and promises of future fixes (and promises of slowing down and changing focus to those fixes) locked behind another pay wall. Hopefully everything I have in TSW3 currently works enough to complete runs (not sure about Spirit of Steam at the moment; I was still holding off playing it until I heard it was working properly or close enough, and lost track of whether that's currently the case or not), because I personally see nothing to lure me into TSW4 (the pretentious orchestral introduction to the stream didn't work either )
I guess it would have no issues loading all DLCs on PC since there isnt a strict limit like in PS5 for example. However, you would need a LOVE ton of space thats for sure. Probably around 250-300 GB only for TSW. Just for comparison, the 56 DLCs i own account for 157 GB of only DLCs (i dont have all of them installed, or my SSD would explode lol), and i am still missing a fair bit of routes, for example: Peak Forest, Edinburgh-Glasgow, West Cornwall Local, NY-Trenton, Clinchfield, Hamburg-Lubeck, München-Augsburg, Cane Creek, Horsheshoe Curve, Sherman Hill, Luzern-Sursee, and a few more. So you can imagine if we add all those lines the size of the game would be much bigger. And we dont even count the size of the core game itself. Also, the TSW4 routes may be relatively heavy, i have seen the newest TSW3 routes have been far heavier than the older ones, if the trend continues i wouldnt be surprised. For example, the second heaviest DLC i own is... Niddertalbahn at 8.66 GB. Yeah, a route made with great detail, but a small one anyway. It dwarfs much bigger routes like SEHS, BML and Dresden-Riesa, and another big but outdated map like LIRR is less than half its size. I wonder how much LIRR would weight if it was remade from scratch for TSW4.
Yes more international routes. I’m so tired of all these English routes. Oh wait that’s not what you meant
I speculate TSW 4 core routes will have similar expansion/DLC layers like SEHS. For ECML, I can predict a Doncaster-Sheffield line via the Swinton line. Would add a good deal of commuter traffic plus increase the possibility of Crosscountry DLC.
If they were to do a WCML South I feel it's the most likely place. I can't see them going all the way to Birmingham, and Watford Junction is obviously too short.
Actually, if before starting an ECS move you could walk down the aisle with a disintegrator ray and remove those annoyances......