Feature Rewind Feature

Discussion in 'Suggestions' started by Baeraqi95, Jun 17, 2025.

  1. Baeraqi95

    Baeraqi95 New Member

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    I’d like to suggest adding a rewind feature to Train Sim World .


    Why It’s Needed:


    • Sometimes we miss a signal, overspeed, or overshoot a platform, which can ruin an entire long run.
    • TSW is a simulation game, but it’s also about enjoyment and learning. A rewind option would allow players to quickly correct small mistakes without restarting the whole scenario or service. Sometimes fixing some glitches too i remember that i stood up in London Underground service and the driver’s head was stuck in the ceiling.
     
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  2. trpted

    trpted Active Member

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    yes please if possible
     
  3. Princess Entrapta

    Princess Entrapta Well-Known Member

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    That might be quite a tall order with how the physics simulation works, you can't very well just reverse the process. Meaning what you'd more realistically be looking at is some kind of frequent auto-checkpointing system added to the save functionality, but something like that running in the background would add more stuttering to the game. The closest thing we can reasonably expect is autosaves upon completing objectives where the train is stopped at a station and there's already a performance hitch when the objectives update.
     
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  4. SGTDRE

    SGTDRE Well-Known Member

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    A quick or auto-save would work better, but the save game being the way it is is not always reliable and is prone to cause issues. While the idea you have is interesting, it would introduce more complexity to the game; it's already too complex, with route hopping, fast travel, "Photo mode, and it's bugged again".
     
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  5. Baeraqi95

    Baeraqi95 New Member

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    I believe so but i was reaching the penn station after an hour of driving and scenario was failed just because i ran a red light and I didn’t do an auto save. It tore me a part :(. Iwas just heading to the platform though. Maybe a big penalty can be executed instead of throwing me out of the scenario .
     
  6. OldVern

    OldVern Well-Known Member

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    Personally a fast forward 2x or 4x would be more useful, particularly where you have to wait for some reason. (There are a few freight and Railtour scenarios like this). Then again,we don’t know how the processing algorithms would cope with speeded up calculations for all the AI.
     
  7. Calidore266

    Calidore266 Well-Known Member

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    It's a great idea (rewind in Forza Horizon 4 has saved my bacon many times), but the problem here is that the game would have to rewind every single train in the DLC, all the signals and switches, etc. There's a domino effect and scale with trains that auto racing doesn't have to worry about.
     
  8. SGTDRE

    SGTDRE Well-Known Member

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    Actually, a good way to see what could happen and the results of such a speed-up is with the God mode mod I did a video where I needed more daylight, so I changed the time of day, which in turn also moved the AI timetables ahead and I was boxed in with several AI trains which also booxed them selves in. While this was done with a mod, and I had to fuss with the right time and when to change the time of day, Calidore266 reminded me of this, it's been so long ago, But yes, this would require a lot of redoing the code that enables the AI trains every signal and that is if can isolated to just a block or two, or will the entire route have to be redone and that would require a lot of coding hours. Then testing and so on. A year ago, I did this route, and at first it looked like Red Light Bug, "with assistance from my daughter," I take it OldVern, you are referring to, if something like this was done, Yes?
     
  9. OldVern

    OldVern Well-Known Member

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    I was thinking more like Flight Simulator where everything just runs twice as fast, rather than a time skip. Probably only advisable if the player train is stationary.
     
  10. SGTDRE

    SGTDRE Well-Known Member

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    Ah, I see what ya mean, that would be interesting to know if that could be done, and having the player stationary may just work, seeing the AI is handled very differently in the way it's created to run compared to the player. Hmm interesting...
     

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