Please Give Loco Change Feature in Scenario for making Scenario more Realistic. and please also give Change Signal Feather feature in Script Scenario according time table. Thank You
Setting SetCurveTowardGround() set to True within the SilverLinning game coding could massivly would massivly improve the look of the 3D weather due to how quickly the clouds fade out/cull from the camera and how flat they are. Generally the old Silverlining.override makes the clouds look worse than the default settings provided by the plugin.
Focusing on the sky was the wrong area to improve IMO, those of us who love our train sim/who are serious simmers will have already got the AP sky enhancements, in other words money can buy a decent sky. What should be done is core improvements to utilize the latest technology (multi core CPU etc) so the sim runs silky smooth, this game should not stutter on a modern system nor should it get OOM errors.
I’d love to be able to do the following; - Hide routes from the menu - I have a number of routes installed for their assets with no intention of really ever playing them. I’d love for them not to be cluttering the menu - I’d like to be able to delete career scenarios (or even the whole career option) from the menu Also, paulc, the improvements to the dynamic lighting and skies should allow AP to further improve their product. It’s a win win for everyone.
Ah ok as long as that`s the case & it does not break the AP packs that`s great I still think the focus should be core performance improvements & sorting the dreaded OOM.
I agree with this comment. Why is DTG messing about with the weather instead of much more important things like tile loading, OOM's and FPS improvement? Btw, Armstrong Powerhouse Sky and weather EP is a must for all TSC players.
I disagree. The 3D weather improvement was probably an easy win, so let's have it soon. I'm enjoying it. I just need to test how RW Enhancer works with it. Not all TSC players want (or can afford) to buy the AP Sky and Weather pack, which is more expensive than the base game! It get's even more expensive if you want the extra clouds. For me the number 1 improvement would be better shadow pop-in, both giving it a fade in and an adjustable distance at which it pops in, with a much greater pop-in distance for those with machines that can manage it. Different players, different playing styles.
Apart from my bugbear (page 2 freeze in qd ai spawnpoints bug) i wish for the following two scenery related improvements; 1; Attaching sattelite images to distant scenery. Specially in mountainous/hilly areas, it just looks strange that they have no features intill you are a km or less away. The new version of MSFS looks so much nicer and realistic for distant scenery. 2; scalable loading distance of assets. If we get fps improvements in the new core, i’d seriously would want to trade these for having the scenery load at a greater distance. A tree popping up 300m before the playertrain is just an immersion killer. This could be implemented in the same way as the scenery quality slider, or the scenery density slider. Have a loading distance slider where 100% is ehat you have now. Let it go to (just an example) 500%. Yes i know, 500% would make the current game into a slide show, but computers get better and better.
I have to disagree. Just because you think it's not needed, others may use SL weather. Simply because AP weather's sun is a static path, only valid for 4 days of the year and only a specific latitude (53 degrees north +-). It will not give you a high standing sun at noon on Cajon for example - and the summer sun is setting much earlier than in Europe, nor will it give you white nights in the north. SL weather does, it's an out-of-the-box working environment that automatically adjusts to the location you're in. I am strongly for improving it, and it does not take resources away from other work as it is a 3rd party middleware - DTG only needs to adjust and tweak the config and default weather blueprints for it. Probably it has not been really explored, but you can create SL weather blueprints defining coud layer height, cloud type and thickness. B&O Kingwood branch for example comes with a lot of different 3D weather blueprints - but most scenarios unfortunately use the subpar 2D weather that comes with the route. Please don't dismiss features or try to speak for all players.
Please add a more user friendly editing system. Creating new routes is far too challenging for many users. A system similar to planet coaster with say a basic editor version and an advanced editor as an option if you desire the current iteration would be great to have. Having it be more intuitive would be great. Implementing AI into it would allow for much less leg work and errors on user sides and enable more people to actively participate in creations bringing further engagement and thus higher revenues.
Sounds to me that DTG is completing with NV3 Games, look how Trainz has evolved over the years. HD Terrain, PBR Textures a fresh new look to the Trainz surveyor editor includes to allow users to switch between old and new. You know where I've thrown my money at! And guess what?... NO Out Of Memory issues!!
So as all of the above are questioning why the SilverLining plugin has been updated, I've brought them all together to address. Firstly, the existing plugin was around 8 years old, had some critical drawbacks in terms of performance as well as a number of other bugs such as the sun being in the wrong position, and would hamper our efforts to improve performance down the line. Adding things like multithreading/parallelism could not be achieved without updating it. Secondly, and probably most importantly, was to bring the plugin up-to-date to align with the other plugins that are used - this is more to do with future proofing the software. Our next one, and the final one to tackle, will be PhysX which is the most complicated one to deal with. So, on the question, why are we not focusing on core performance and error handling - well, we are and that's what this update is all about. Best, Steve
The "Doppler Effect" does not work when we use "Stereo Sound" in the external engine sounds of trains. The Doppler effect only works in "Mono Sound". The game would be more enjoyable if this feature works on stereo sounds. Because stereo sounds give a better quality feeling.
Not sure what you're referring to here but having just tested this, the Doppler Effect does work in stereo, and, although not technically supported, even in 3D Surround. Perhaps you could elaborate on what it is you're expecting to hear? Best, Steve
First of all, thank you. There is a locomotive I added to the game. I used mono sound for the engine sound of the locomotive. Doppler works fine. But when I make the engine sound stereo, the doppler doesn't work. Would it be possible to update the Doppler effect to work with stereo sounds? I didn't know that the Doppler effect works in 3D Surround, I'll try that.
Might need some extra specifics. For example, since the current public update, the ICE 1 door sounds are not audible from the cab, and I reported earlier that lots of ambience cuts out abruptly at very near distances (e.g. there is a silent gap between the platforms on many München-Garmisch stops). (The latter is not a new problem but a few years since some OpenAL update. Or, he could also mean that the engine sounds themselves are stereo.
May be a problem with the audio sample you're using. As far as I'm aware, all the samples we use are stereo. I imagine we would have heard about this long before now if it was a problem since the audio engine is the same as it has been for years and we've not changed anything with it for the Beta. Best, Steve
I would like to see the menu updated 1. Be able to change the route and loco names and thumbnail pics in the menu. 2. Swap out loco's in scenarios when in the menu instead of using TS-Tools. 3. Update the look of the menu as it look outdated.
Why not adopt a similar approach to TSW regarding scenario selection? Currently you have to choose between Quick Drive / Career / Workshop / Standard / Free roam before selecting which train or route you want to drive. Choose the wrong scenario type and you may find neither the desired train or route so you need to go back and choose another scenario type. I'd prefer to pick the train or route at the outset and then decide which scenario to drive. Adding a filter at that point to narrow down the choice of scenario type would be useful as well.
thank you for updating the 3d clouds and weather system. it look good. question is updating the sliverlineing system once every so many years thing or do you pan on updating the sliver lining system when sundog software releases new version like version 7 etc...
Good to see the effort that is taken to bring TS to the future! My idea is if it would be possible to have graphic settings per route. Some routes can have full high settings while other are demanding and need lower settings. If you could set this per route, one does not have to make changes program wide for a certain route.
As far as we're aware, Sundog aren't planning any more versions of SilverLining for Dx9 as they are now currently working on a Vulkan port of the plugin. It is likely, when we review Dx12 that we will likely switch over to Vulkan and therefore implement the Vulkan version of the plugin when ready. However, some of our developers and players have asked for some improvements to the core TOD and weather system so we'll likely not put any more effort into SilverLining and instead look at what we can take on board for those improvements. I think the main crux of the problem you're seeing is that TS currently cannot take full advantage of your PC's resources and that's why you're looking at needing route-based settings to get best performance. There's nothing overly demanding about what TS does, particularly in comparison to many modern games, and there really should be no need to be constantly adjusting settings with a modern PC, unless of course you've a PC that falls well under the minimum spec required for the game. What you might find is that as we move forward and start to unlock the ability for TS to take full advantage of your PCs resources, that a lot of the problems you're seeing may just go away entirely. It would be interesting to hear from you in 6-months time when we've done the work to improve performance and see whether you still feel you need route-based settings. Best, Steve
Said this before, but i’ll say it again. The openness from the dev team, and the effort that is now being put into tsc is much appreciated.
1. An exporter for more recent version of 3ds max and support for plugin to export geometry and animation from blender. 2. New version of Lua.
What I would like to see in the Future of Train Simulator Classic is by right clicking on each Train that is placed on the Route And showing the Name of the place it should go because you can only handle one And the others, which are the IA can't be controlled It would be Fantastic if when Passing Through a place on the Route you see a Train passing by because it has been told to pass through that place by Right Clicking on it several Times. that is the Railway Traffic that I don't see in The Simulator Many people will love the Simulator more with that update. All the Trains are there but the Traffic to see them pass several times is not there. It is what would give more Realism to the Train Traffic.
The UI needs to be completely redone. Borrow TSW’s design maybe, it’s not perfect but it’s far better than what we have. Third party content including workshop scenarios are still breaking the menu. Merge career and standard scenarios into the same list. Allow for multiple stops on quick drives. Stop crashing all the time..
I would agree but it can only happen after improving performance of that list (which was possible, with the first 64 bit version). Currently it gets slower with every scenario, merging the two lists could make it intolerably slow (30+ seconds in my case).
This game needs mutlicore support for our new cpu´s hope it didnt take so long this would be the best update ever
Sorry, disagree. The growing number of scenarios was exactly the reason to split them into their categories from TS2013 to TS2014.
That's why I would like the railway traffic to be controlled by right clicking on another train and telling it where to go and the scenarios would be eliminated and the Simulator would have more life because you could see the trains passing several times, which is what it doesn't have. the simulator We would have more hours of entertainment with the simulator
Good luck getting all the modders to fix their mods then as 99% of ooms are down to third party freeware not core or DTG payware, let us know how you get on with that.
I have to agree with this. I can't remember the last time I had an OOM when only using Steam provided payware and the 64 bit core.
I honestly can’t remember the last time I had an OOM and I use ALOT of 3rd party as well as reshade and RWE etc. my sim is pretty reliable and stable.
This is not easy, because the timings calculated for the dispatcher are depending on the selected loco's performance, which can break scenarios when a different loco is used. While tools like LocoSwap are widely used, the proper way to switch your loco is to use the ingame Editor, because it saves its recalculated timings into the scenario.bin - LocoSwap cannot do this. Especially scenarios relying on timings and performance percentage to allow overtakings are likely to be broken when the locos are swapped, without having the editor check the pathing. It might work, it might not - depending on the performance difference between the locos. The only way this currently works is QuickDrive - because the actual scenario (which is a Standard scenario) gets created from the QD template as soon as you hit the Play button.
You included all that's needed imo. The key as you say is that most QD scenarios do not have conflicting AI. A lot of scenarios are effectively the same - track is mine, maybe following, and AI doesn't share track either. Most trivial example is Donner Pass SD45, everything goes into portals. I understand there are much busier places. One of my chief complaints about the DLC system in TSC is how loco DLC is widely underused. Being able to swap in such stock could improve scenarios and coverage. Scenarios like GWD243 or those in packs are a breeze. All things considered, probably I'd want to use LocoSwap to replace any consist in the scenario (e.g. Northeast Corridor, switch those 50 AEM-7 services to EMUs and NJT and more), and maybe it could flip the scenario to a to-be-verified state which would then check upon loading, invoke the editor's calculator. (We discussed a few days ago that many olds scenarios are broken anyway, I also remember Edinburgh-Glasgow stuff being random, sometimes overtake works, sometimes not. So overall this is not a priority on my list.) Exchanging the AEM-7 and ACS-64 is a very practical example. While at it, changing the season, weather and shifting start time could also be nice. I don't just swap trains because I want to see different AI, particularly on routes where I just drive end to end anyway. It's also nice to have morning run, daytime run, evening run, storm run, winter run, spring... It might give sufficient variety and achieve the same root goal.
I would like QD creation more powerful. It already can do stuff you can’t do in standard scenarios. You can have random red signals which can push the permutations of the scenario litterally into the millions so it never seems the same. The AI services can be random generated so they never seem the same. The same with parked stock. Just use spawn points for everything. So why not strengthen QD scenarios by making the following possible; Allow for coupling/uncoupling. Allow for stopping instructions. They can even be timed if time is calculated from the point that the user sets the start to. Like that, QD will be an incredibly powerful experience. It already is when you make them like i first described. Always different from the last time you played it.
I have long dismissed it but only found out thanks to you Kim how powerful a good QD is - imho even beats the TSW timetable mode, because of much more variety.
1. I'd like to see improvements on processing the scenario database, which can take quite some time if you have a large library (20 MB SDBCache.bin here) to actually get to the Drive screen. (I have 300 routes and roughly 4000 scenarios.) 2. QD Consist Editor error catching - skip corrupt assets, report to logmate, but continue to build the RVDCache.bin and not quit out. For many players this Editor is unusable as it just crashes out at some percentage depending on your asset library. Does the RVDCache.bin HAVE to be rebuilt every time you go into QD Consist Editor? Better solutions? A "refresh" button maybe instead of auto rebuild? 3. A slider in the ingame Options menu to adjust global brightness of dynamic light emitters - this would solve the overbright headlights in daylight (I have them turned off, only using them for external screenshots). In reality, you would not see the light cast neither by headlights nor cablights in normal daylight conditions. 4. Reinstate the pre-2019 Bloom shader (train_post_bloom.fx.o) as the current one produces overbright pixelated bloom especially for cab displays at night and is unusable in some situations. I had posted comparisons pictures on some threads a while ago. The old shader was better balanced. A copy of this shader can be found in pre-2019 manifests of the 24009 depot.
It's not. It's asset creation and route building, this has nothing to do with the purpose of this thread. Distinguish code from data
It’s not being difficult. He really is just saying the truth. Floating houses etc is shoddy route building, not a code issue.
Spikee 1975 is right - floating houses and the like is a route building problem as is floating vegetation. Lack of animals is the route builders choice to place or not to place. I had a route which had floating people but I later found out there were some assets missing like a platform and in one case a signalbox (no wonder the man was standing in thin air the signalbox wasn't under his feet poor chap.)
They are very likely looking into this as we speak and working on it. Things like weather and alike are generally quick fixes. The base game engine is all written for non-multithreaded CPUs, we're talking ANCIENT decades old tech, borderline. I'm literally just theorizing but DTG will basically need to either somehow come up with a way to convert the inner-workings/code to make use of the entire CPU or somehow re-write entire parts of the game. It's an insanely large task they face as they need to make sure nothing breaks.
Workshop improvement - Fix the file corruption of ScenarioProperties.xml when inserting the workshop tags after transfer from steamapps\workshop\content\24010\*.zip|.bin Happens when subscribing to multiple scenarios at a time and is very often the cause for "unexplainable" OOMs, because the xml structure is damaged due to random missing characters. Very hard to track down the error for inexperienced users. My workaround has always been to manually transfer the files (TSC not running), avoiding the tagging process, which also saves me from workshop syncing at startup.