C Correction, 1 post showing a difference of opinion based on years of PC gaming and 1 calling you out for being over sensitive. If you think I'm unfriendly that's fine, I'm not your friend, just stop quoting me into your posts. Smiley to make you feel all warm and fuzzy >
Improvement idea, Make it possible to save more than one quick drive. Or in case that is already possible, make it more clear how to do that.
Another nice to have (at least for me) request . . . . . Display in the settings menus which Grapics Card and Sound Card are being used. Because these days many systems, mine included, have multiple of those.
I am not a builder at all. But does that mean you just listed another improvement idea. better way to generate red signals ?
If i understood your question correct then no, there is no other way in quick drives. It has always been possible to generate red (even randomize them) signals in quick drives. I am just the only scenario creator who actually build such scenarios. To my knowledge anyway. The only exception is APs signal enhancement pack. It has triggers that will do the job, but they will only work on english routes, and i do German, Austrian, Swiss and Italian routes. But i guess a kind of “block the route and then unblock it” spawnpoint might make it easier than the way i do it. I even have a pretty good idea on how it could be implemented. DTG Jamie : All you have to do is ask me, my idea will greatly enhance the realism of TSC. WoodlandTracks See a bit of this video. At 8:30. This is a quick drive. The way i’ve set it up is that there is a possibility to hit a red at nearly all main signal. That also means that the permutations are often in the millions. In reality the scenario is new everytime you run it. Add to that, all AI/parked stock is random too. And with AP cloud enhancements and triggers there is random showers as well. But back to the reds. Would be nice with an easier way to generate random reds.
Kim, I have seen your posts on this in the past but have had no success myself. If I try to put a spawn point in front of my loco path then it kills the scenario as it states that my rtain's path is blocked. Have far ahead are you doing these?
Hi there. What you need to do is put the spawn point after the Main signal. (About 100m after). Then set in a scenario portal at the end of the block before the next main signal, and route the “blocking AI train” to that. When the block ai train dissapears, the dispatcher will see the block as empty, and the signal will clear to green. If the block is very long, you might want to set the portal earlier, otherwise you will have to wait unnaturally long untill the line clears.
Hi all, but mainly TrainSim-Steve, not sure it can be called an improvement, but still - make locos use their own Inputmapper stated in engine blueprint. So far it works this way - if you create a consist of two (or more locos) of different types and start a QD scenario, game will load only leading vehicle´s inputmapper and will continue to use it for the whole scenario. So if you switch locos during it (logically there´s no reason, but for example for me as a loco author QD is the easiest way to test them and I switch between them a lot), the second will use inputmapper from the first loco, and if they are not totally compatible (every author usually have his own inputmapper ideas), you won´t be able to control it via keys, only via mouse. Some levers, buttons, etc. may work (if they are controlled by the same key in both locos), but some may not. Would it be possible to make that work??
Quicker loading of the initial game would be nice... Do we really need it to check the "Scenario Database" whatever or wherever that is every time the game starts? Surely once a day or if a change to content e.g. some new DLC acquired would be sufficient.
Less than a minute... That is to get into the main menus. Fully accept a long route with scripted traction might take longer to load. But staring at "Updating Scenario Database" for two or three minutes gets tedious.
I see, yep, that is relatively long. When I have steam already running it takes me about max. 15 seconds to start TSC2023-Beta.
Mind I’m not running off a SSD drive so that probably slows things a bit, just seems an odd runtime to check the database every time if nothing has materially changed.
In case it is really harddrive related I doubt Dovetail will invest resources to improve this specific issue. But dang, one minute is kind if looooooong How long does the startup take when you run TSC without the database check ?
I assume it can not check the database when you disable the interweb. At least for me the startup is a bit faster when not online.
I don't want to exaggerate but mine is about a minute to load. First I get the logo screen which didn't show on Win8 (it was already full screen, otherwise black empty), then comes the full screen loading page. Although I have 478 DLC, about 450 installed and I assume around 400 with scenarios, plus about 270 workshop. This loading screen is a lesser concern to me, as it means the game will show me all installed scenarios, and remove all missing ones. (I don't install scenarios, only workshop does, which is in game, plus of course Build.) I can start the game and walk around a bit. What matters to me is the Drive menu, which also takes about 30 seconds to populate (another 10 to switch to Standard).
Yeah. Its very slow and sluggish. Thats probably due to the amount of content we both have installed.
And one more plea on behalf of route builders everywhere...can the process of assigning objects to one of the three coloured 'quick access' categories be made permanent please? At the moment I have to re-add about 30 common pieces to the access nodes (almost) whenever I go into the editor. If I'm only editing for a short period of time then this eats up valuable time. Pretty please?
A proper search option for assets would also be very useful, ideally with thumbnails. It could run independently if difficult to add to the current menu system, anything to make it easier to find the right looking piece of scenery would be helpful.
Amen to the two posts above. A search function and permanent lists would be a great help as would a "picker" so you can click on an asset and it will be clearly identified plus take you to it in the placement list. Basically DTG should be looking at how Trainz Surveyor does and borrowing ideas from that. Also worth repeating here, the terrain texturing needs an overhaul both in terms of technique (again look at Surveyor) and being able to copy and paste (including rotation) a blend of texture to another section of the route. Painting terrain is probably the single most time consuming element of route building in TSC as there are literally no shortcuts and the tools and settings are so painful to use. Oh and one more worth repeating (two actually). When laying track with easements make the initial lines easier to see and enable a wireframe mode to see under the terrain, too.
So here’s an annoying one. When the ai spawnpoint flyout is active and pinned, it dissapears when you have to set a missing destinationmarker on the tracks. Very very annoying behaviour.
Think this is another QOL which I’ve posted before. Please add a button or icon to resume your last saved run on the main menu page (similar to how TSW does it) to save having to trawl through and remember endless scenario lists in the route section.
Fix the "locos not generating amps with brakes applied" issue. More info in this post . . . https://forums.dovetailgames.com/threads/saluda-grade-locomotives-wont-load.75512/#post-741817
One major annoyance for me is that the fly-outs of spawn points (both the player train and the AI traffic spawnpoint fly-outs) dissapear if you need to add a destination while laying the route for a train. This means that if you need to add a destination, you nead to go back to the spawn point, double click to get the flyout, and then go back to whereever you were in the route, to continue pathing. Makes no difference if the fly-out is pinned or not. So here is the improvement: Pinned should mean pinned, if you drag an item from the track and signalling infrastructure menu.
Agree and why not just be able to select the scenario from a clearly defined list rather than the icon in the world which, if you haven’t moved it or the others, ends up stacked against all the rest at that origin point.
Two quirks, illustrated. The first is something I'd love to get fixed / improved: the zoom. Of course the zoom photographically needed (telephoto if I know the term correctly). I never tested the field of view slider, however when using the mouse, it doesn't actually change what is drawn. In some ways it can be beneficial (clear textures, lack of shadow), but there are two problematic aspects: distant scenery (lack thereof, plus really low detail ground textures), and of course, distant optimisation: With a bit of creativity you can also photograph hovercraft: The second is probably just a route specific quirk, but thought I'd mention it anyway. There are two scenarios where you can see it on Horseshoe Curve, at the curve: the 6th where you drive side by side, and the 7th which is the first ever rail fan scenario, the free roam Horseshoe Curve Observer. I noticed how on track 4 and 3 (the longer, outside ones) trains move at an uneven pace. I wonder if that's because the mileposts are fixed and as an early version / workaround of "inside is shorter", the outer rails are configured funny, so that they have the same official length as the inside ones. Obviously false - different radius, same circumference... Anyway, here is how it looks like:
On this classic Marias Pass route the bridge seems from plexiglass. The light ts shining right through it. The bridge seems solid. In case this is a general problem I think it is highly desirable to get if fixed.
It's simple really, it's most likely a non shadow casting light, so the only way to fix that would be to turn on shadow casting lights which would affect the FPS and can upset a lot of people . (so the light is working as it should - it can't see objects because of the above )
Would the FPS issue be resolved when multi-threaded processing is enabled? Something I assume is part of a future update.
Even then Shadow casting lights should be used sparingly (even in major games they are limited too), they affect frame rate a lot (even in TSW as well )
To be fair it's really just headlights (+ditch, step). The rest is usually fine, or just assuming an extra light source (bulb) somewhere. Headlights don't just pierce bridges and buildings but other trains, which can look really awkward. If it can be fixed, either from code or by updating 1318 DLC, it would be welcome. That number is a bit less as some may be fine (shadow casting or else), also many DLC has weak headlights, it's only a problem with those like the Donner Pass GP9 or CP ES44AC (if even, just know that's strong, too). While at it, I'm also voting on reworking headlight CL intensity calculation. Turning literal black pixels into completely white ones isn't fine, nor is anything significant during daytime.
Being able to put a marker to indicate rear of train, similar to the driver icon. Allow crossing scripts to recognize this to keep cars from driving through the train and crossing gates from raising too soon.
Distant Terrain: At the latest after you have been driving in a scenario for 1/2 hour, the previous TS mixes up the tiles of the Distant terrain. I suspect this is the reason why many routes have Distant terrain, but without textures. It seems to me that there is a fundamental error in the interpretation of the coordinate system of the tiles in Terrain\Testures\. The next annoying behavior concerns the rendering of distant mountains that are at the limit of visibility: The horizon flickers so much that you have to be pretty tough to put up with it. Here it would be better for the algorithm not to display the horizon as it has just calculated it, but to sum up for a short time (perhaps 1/2 second) what has been calculated on the horizon and then display this until the next update.
Hi there One thing: Make super-elevation possible without easements. Not sure if this is possible, but it would be great. Greetings
Not sure this one would be possible - the easements are needed because of how you need to curve into a curve, other wise your super elevation would have bad "jumps" when you transition into the curve (i.e. it would be straight then curve (=train jolting to the left or right), not a transition from straight into curve (that's why the easements are needed)
Yeah, this may not be possible without lots of reprogramming, but it would be so cool. I'm working on a route where someone else lied the tracks, and sadly he used just barely the easement feature. It's very frustrating for me...
The creation of a "replace start of curve" easement tool would be a great addition, i.e. select the two ends of track and the tool calculates the correct track easement to connect them and replace the "bad" start of curve. it would be perfect for installing the correct easements on track that has already been laid.
I have some more Ideas for Improvement. - Make it possible that Asset-Block can be a Global Object. Also, Irregular Asset-Block, of course. I use them for Forests, and it would look much nicer if they don't pop in. - It would be also very useful if you could copy the Attributes of an Asset-Block to another. - If possible, add more different objects to an Asset-block. Maybe four instead of two. I sometimes use two at the same place. - It would be very useful if we had an Asset-Block where the objects snap to assets and not only the terrain. For example grass on embankments which are made of an Asset or a Loft. - Make a save feature for the positions of the Objects in the Asset-Block. - Make a proper gizmo for the objects in the Asset-Block. - Proper Favorites for the Asset browser. - Search-function for the Asset browser. - Different View-Distances for Terrain, Objects and Shadows. - Softer shadow edge: I mean in between where the shadows are rendered and not. - Higher Terrain Resolution would be very nice. - Terrain Texture brushes. - not quite sure how to describe but better lofts, roads and also tracks if somehow possible. More like a spline? Hmm, or that we could move points not only in the y-axis? Make it more flexible. - There are a lot of blueprints without a proper documentation or at least I can't find any, so please document more. - Lock only tracks and not roads and lofts in the editor with the lock feature. - Possibility of changing LOD Distances of objects in the Editor on the fly. - Expose more LUA-Functions for consists and update the Lua Version. - It would be also very cool if we had a tool or something for making displays for Train-Cabins. It's possible to do everything with Models and animations, but that's very annoying. Hope you understand what I mean. - And of course better Performance Greetings Simon
Hide the mouse pointer when not being used. It makes the place look untidy and I'm always having to move it off screen!
YES! Or even vertical monitor. Also costumise what elements being shown. Some may only know the distance to the next new speed restriction. Another hud could be like a simplified ebula.