PC [app] - Tsw Route Annotations

Discussion in 'TSW General Discussion' started by Winzarten, Aug 8, 2025.

  1. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    0.39 in is in snow cover, but that is barely any snow at all (less than 1cm). To put it in perspective, this is Corviglia from Switzerland today:
    upload_2025-10-29_16-42-19.png

    which currently has 17 cm (6.6inches) snow reported on openmeteo... and still the ground is not fully covered. I have the feeling people trully underestimate how much reported snow cover you need to have before it starts to look like winter wonderland... Especially if the snow had time to thaw away.

    You weather is also showing cloudy, with no precipitation.. so it might have snowed, but the weather no longer states that it should.
     
    • Like Like x 1
  2. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    pegeka, thanks, that worked.
     
  3. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    13,621
    Likes Received:
    20,650
    Load the route first, then the Import button will become functional. The app needs to know which rote the file is attached to.
     
    • Helpful Helpful x 1
  4. haskell99

    haskell99 Member

    Joined:
    Jul 5, 2024
    Messages:
    48
    Likes Received:
    42
    Great mod! I am using it to add crossings to routes that don't have whistle posts. However, when I hit the radius I get the overlay but it only stays on a couple of seconds. Is there a way to make it persistent, like it is with stations? Am I missing a setting?

    Also... LOVE the Live Weather function! Thanks for all your work on this!
     
    • Like Like x 1
  5. Train Sim Society

    Train Sim Society Well-Known Member

    Joined:
    Aug 22, 2021
    Messages:
    584
    Likes Received:
    1,204
    I’ve noticed an odd overlay behavior. Sometimes the weather code status and icons disappear, and the overlay shifts out of the position I set. It usually returns after a minute or two, or as soon as the weather code updates, but I wanted to flag it. It feels like the data isn’t being drawn, or the icons fail to load, or something similar. Not sure which it is, just wanted to report that. :)

    [​IMG]
     
  6. simulator fan

    simulator fan Active Member

    Joined:
    Jan 5, 2018
    Messages:
    117
    Likes Received:
    115
    . I hate the way DTG have linked rain and visibility. There are lots of instances in real life where heavy rain does not affect visibility to this extent. Although lighting (TOD4) is pretty good the weather effects are both limiting and often poor. I thing DTG should either do a weather update or get someone with weather designing skills (eg Armstrong Powerhouse) to do this for them. Your program is great but DTG's weather effects sometimes limit its proper implementation. Still its 100% better than the rediculous weather extremes introduced by DTG's dynamic weather!
     
    • Like Like x 4
  7. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Currently not. Most points type have a simple logic. If they are composed only of one coordinate, they will be shown only for the minimal time. If they are composed of two or more coordinates, they will be shown until player gets from one point to another.

    But I think it makes sense to have it changed, so for the one point, it will stay shown the minimal time + while the player is in the points radius. So, in the next update it should be possible.

    Thanks for the report, I found an error with few of the icons, that might cause them not being visible in certain conditions. Hopefully it is that. :)
     
    • Like Like x 3
  8. fakenham

    fakenham Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    873
    Likes Received:
    1,281
    Just to say again that this app in amazing, just had a great run in real time with real weather with 1F45, Crewe route, and the cloud cover (almost overcast) with that level of ground wetness was superb, looked real at times. Autumn in this sim seems to be great with almost overcast skies, the lighting just works. This sim really does shine with the right conditions.
    Thanks again.
     
    • Like Like x 3
  9. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    I am running this route, and your work is amazing. You put the names on everything, and it is nice. Thank you for the work.
     
    • Like Like x 1
  10. Train Sim Society

    Train Sim Society Well-Known Member

    Joined:
    Aug 22, 2021
    Messages:
    584
    Likes Received:
    1,204
    It really is phenomenal… I did a run with the new Fife Circle Sprinter timetable in live conditions this morning, and watching the clouds and fog roll in as I approached the Forth Bridge was just incredible!

    Screenshot 2025-10-30 114534.png Screenshot 2025-10-30 114555.png
     
    • Like Like x 5
  11. pauliesc

    pauliesc Well-Known Member

    Joined:
    May 25, 2024
    Messages:
    245
    Likes Received:
    661
    Really superb. Presently running a same head code service across multiple routes (Paignton to Manchester service) and using this and choose the same date to run the service, I've had what would have been the real weather across the whole route for that date.
     
    • Like Like x 2
  12. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    And all it took is to move the few sliders in reasonable manner, not yank them from one extreme to another in 15 seconds. ;) The lighting engine in TSW is quite good, too bad DTG never trully managed to show it properly.

    I just had a february morning run from Carlisle towards Preston, overcast, damp ground. As I climbed towards Shap, snow started to slowly appear on the ground, snow cover increasing as the altitude increased. Then a little bit of snow started to fall... trully tranquil winter morning...
    And as I descended towards Lancaster, the snow dissapeared once again, and snowing turned into rain...

    Geography of a route finally affects something more than incline..
     
    • Like Like x 11
  13. pauliesc

    pauliesc Well-Known Member

    Joined:
    May 25, 2024
    Messages:
    245
    Likes Received:
    661
    We need to start a list of "great weather routes" to play and what the date was.
     
    • Like Like x 8
  14. Train Sim Society

    Train Sim Society Well-Known Member

    Joined:
    Aug 22, 2021
    Messages:
    584
    Likes Received:
    1,204
    Second this! Having an Excel sheet like the one from the "Great TSW Runs" thread, and possibly adding it to the OP of this thread, would make it easily accessible. I have so many additions to add straight off the bat! :)
     
    • Like Like x 1
  15. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    I also plan to add a 'weather finder' feature in the app. The app currently has over 800 annotated stations, with world coordinates...

    So you should be able to i.e. pick NY Penn, and make the app use the open-meteo api to search for all thunderstorms between March 2024 and September 2024... For each occurence you would get a date + ingame time. So all that's left is pick a service at that date time and enjoy the weather. :)
     
    • Like Like x 2
    • Helpful Helpful x 1
  16. JustWentSouth

    JustWentSouth Well-Known Member

    Joined:
    Nov 27, 2019
    Messages:
    1,303
    Likes Received:
    2,439
    That would be fantastic. I would also like to link to it the Awesome Runs thread.
     
    • Like Like x 1
  17. pegeka

    pegeka New Member

    Joined:
    Nov 1, 2021
    Messages:
    2
    Likes Received:
    2
    Speaking of climbing; would it be possible to show elevation above sea level?

    Thanks for a great app, so much more fun to drive a train now... :)
     
    • Like Like x 2
  18. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Hmmm, that's a good idea...
    There looks to be a height infromation in TSW data which looks to be matching the elevation above sea level. I will add it, should be quite easy.
     
    • Like Like x 2
  19. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    upload_2025-10-31_13-56-2.png
    Yep, it was easy :-D
     
    • Like Like x 9
    • Helpful Helpful x 2
  20. Train Sim Society

    Train Sim Society Well-Known Member

    Joined:
    Aug 22, 2021
    Messages:
    584
    Likes Received:
    1,204
    Oh wow, this is really neat! How often would something like this be updated? I’m sure elevation data would be hard to keep fully accurate to the player’s location at the exact time they’re there, especially on routes with higher speeds and/or steep or sudden elevation changes like Kassel to Würzburg, where conditions can shift very quickly. :o
     
  21. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    Next update right?
     
  22. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Thankfuly the data come from TSW, the only limitation is that you have to be driving a train (so the fields are not filled/updated when on foot). But becasue it is TSW own data, it's updated frequently and matches your position. Works also in tunnels - Elephant and Castle on Bakerloo line is 6m below sea level :)

    And it's in the update that just got released :)
    Other importart changes:
    It is now possible to customize how much visible snow there should be for the reported snow precipitation
    upload_2025-10-31_16-55-29.png

    And the app now uses the route local time for open-meteo queries, and relies on open-meteo to assign the correct timezone to the location. This fixes issue with routes, like Köln-Aachen, which have the wrong UTC offset assigned, thus wrong time was used for the queries, causing the weather to not be 100% correct, but shifted by a hour.
     
    • Like Like x 5
    • Helpful Helpful x 2
  23. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    Winzarten your work is, as I have noted before, amazing and I thank you for the ongoing efforts.
     
    • Like Like x 7
  24. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    You could play with the sliders in TSW or God Mode to get this effect, but why, when this app just provides it. This is a run on the 31 October 2012 headed away from Salzburg using historic weather.
    bandicam 2025-10-31 13-34-51-534.jpg
     
    • Like Like x 2
  25. peemik#6734

    peemik#6734 New Member

    Joined:
    Dec 11, 2023
    Messages:
    5
    Likes Received:
    2
    Fantastic app, a couple of further suggestions. Could the new altitude display be made to reflect the local UOM, also on the overlay tab where closest locations are shown could that also reflect the local UOM and could that part of the display be a little wider or perhaps a slider to make it user selectable. But thanks anyway this improves the game so much.
     
  26. Train Sim Society

    Train Sim Society Well-Known Member

    Joined:
    Aug 22, 2021
    Messages:
    584
    Likes Received:
    1,204
    Once again, for what feels like the millionth time lol, thank you for creating something that’s honestly revolutionary. I know that might sound a bit dramatic, but if I somehow had to choose between this and God Mode, I’d pick this without hesitation. It completely elevates the experience beyond anything I’ve ever seen in for this game.

    I’m really happy to be able to cover it again and share it however I can. :) I’ve also packed a lot of smaller tweaks and suggestions into this video (during the second half), things that are probably easier to follow there than if I tried to relay that message with what would have turned into several long paragraphs lol. Hopefully this helps and gives a clear picture of what’s working so well (in my opinion) and where things could (potentially) go next. ;)

     
    • Like Like x 3
  27. simulator fan

    simulator fan Active Member

    Joined:
    Jan 5, 2018
    Messages:
    117
    Likes Received:
    115
    hi again, can you tell me why you did this and is a setting of 4.5 shown in the example your preferred setting?
    also, and i dont know if this is outside the scope of the app, but I have often noticed that in the uk darkness seems to come in about 1 hour early. Is there anyway a (time - 1 hour) switch could be introduced? I am thinking aloud here, it may not be possible, lol
     
  28. igard#9109

    igard#9109 New Member

    Joined:
    Friday
    Messages:
    1
    Likes Received:
    0
    Hi, i have an issue with the app, i copy- paste the api key from tsw 6 and click on "apply" but the api key has not recognized by the app. I am on the Xbox pc version of the game and my app is updated.
     
  29. champier#2613

    champier#2613 Member

    Joined:
    May 31, 2022
    Messages:
    51
    Likes Received:
    15
    Hey Winzarten I have a question about the custom radius for the points...
    When I add annotations I stand in the middle of the track at the beginning and end of the bridge/tunnel or whatever I am adding and I would do that for every single track so if there's 3 tracks I'll end up with 6 points for that one location. How does the custom radius work does it extend the radius around the point for example you stand in the middle of the bridge and set a custom radius and it would cover the entire bridge and tracks?
     
  30. champier#2613

    champier#2613 Member

    Joined:
    May 31, 2022
    Messages:
    51
    Likes Received:
    15
    Back again with a possibly bug.
    I ran a service but as you can see the live weather is saying clear no precipitation but the tsw has precipitation it's visibly raining so maybe something to look into.
     

    Attached Files:

  31. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    You can select the altitude UOM in the settings It's a separate setting becasue you could want to use a different UOM than i.e. visibilty. I will try to adapt the closest point part. ;)

    Thanks once again for the promotion, and also generally for the effort you put into all your videos (your review Birmingham - Crewe was superb at showing all the good and bad of that route).
    The icons would be a nice touch... and there actually is sunrise and sunset present in the TSW data, so in theory that could be used.

    And the fog transition is a tricky one... the instant change should happen around 200m into the tunnel, but as the data received only +-once per second, that can make a huge difference on something like Kassel - Wurzburg... I might incease the frequency of data retreival, as it is now cheaper.

    And the gradual change is also a tricky one, becasue it is currently linear, based on visibility, and that's might be an issue when big changes happen. I.e. a 8km / 5mi change means that each update is roughly 133m / 436ft, which is fine while the fog is at distance, but once it gets to you.. 133m is quite a big jump...
    But previous method (where I scaled the fog value) had the exact opposite issue - the way the fog jumped from no fog, to +-2km visibility was too fast. So most likely I will try to put the fog on a different timer and see what happens. :)

    Because if you just set the slider by what is set in the precipitation you get too little snow particles imho... Around 3-5 is where I found it to my liking... but imho it is best to experiment. Find snowy weather and set the value and see what you like.. ;)

    You just need to mark the entry and exit points. If there are more points than 1, when you enter the location, the app will compute the points farthest from your location. You need to travel this distance before the information is hidden (you in simpler terms, you need to travel the distance of the bridge/tunnel, point radius are only required for the initial trigger). That's why the point default radius is so small.. it only needs to register the train. The lenght of the feature is computed.

    I will try to get it fixed. It is most likely tied to the API calls performance improvement, and the app doesn't detect correctly that the value is changed, and thus will not update it. Restarting the app usually help. ;)
     
    Last edited: Nov 1, 2025 at 8:02 AM
    • Like Like x 3
  32. peemik#6734

    peemik#6734 New Member

    Joined:
    Dec 11, 2023
    Messages:
    5
    Likes Received:
    2
    Thanks for pointing that out I forgot to look in settings and thanks for looking into the other request
     
  33. redrev1917

    redrev1917 Well-Known Member

    Joined:
    Jul 22, 2021
    Messages:
    3,745
    Likes Received:
    8,228
    Im having problems since yesterday evening following the latest update - if I start a service at the same location as the previous one ended (or similar weather conditions) the App will not update TSW with the weather conditions and it will remain the default clear. I suspect this is because as far as the app is concerned the weather hasn’t changed so it’s not pushing the info though.
    For example I was doing multiple depot shunts in Brighton all around the same time and whilst the app showed 100% cloud cover and light drizzle after the first service in game it was bright clear. (The first service was ok) I can force the update by changing year.
     
    • Like Like x 1
  34. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Yes, the error of the app not correctly detecting changed values looks to be persisting. I will try to fix it in next update ;)

    I was also thinking about the fog transitions, and the approach proposed by OpenMinded might be worth a try for fog. That is make the fog transition limited by speed, that is, the visibility can only decrease by the distance you traveled between two updates.. in theory, this might make the fog transitions more like driving into fog, than fog appearing around you (there still we be some change that can happen when stationary, but it should be smaller).

    I would also try to make own update loop for fog.. This might cause fog to not be trully in sync with rest of weather (overlay should still be correct), but it should be able to catch up eventually.
     
    Last edited: Nov 1, 2025 at 5:42 PM
    • Like Like x 2
  35. Sharon E

    Sharon E Well-Known Member

    Joined:
    Dec 9, 2016
    Messages:
    2,285
    Likes Received:
    2,251
    Winzarten I just finished a run from Glasgow to Edinburgh on 1 November 2024 and the fog, to me behaved well. At the Glasgow end it was slightly raining with fog limiting visibility to 1 km or less and at times 100 meters. The transition was, again to me, seamless, between heavy and light fog. As I got further east on the route the fog amount lessened at a rate that was not noticeable to me.
     
    • Like Like x 2
  36. redrev1917

    redrev1917 Well-Known Member

    Joined:
    Jul 22, 2021
    Messages:
    3,745
    Likes Received:
    8,228
    Thank you for continuing endeavours to improve something that DTG should be including in the base game
     
    • Like Like x 3
  37. glendathu

    glendathu Active Member

    Joined:
    Sep 10, 2022
    Messages:
    120
    Likes Received:
    149
    Hi, I also started the Arosaline yesterday just to get familiar with the program. So I think I'll continue with another line instead.
    BTW, did you also add the viaducts and tunnels names ? If not, you can find them on the german wikipedia . They're not always called tunnels, but you can see that it's the tunnel by the icon on the left.

    I think the best way to upload the save files is on Trainsimcommunity , there you can also find the app.
     
    Last edited: Nov 2, 2025 at 10:23 AM
  38. glendathu

    glendathu Active Member

    Joined:
    Sep 10, 2022
    Messages:
    120
    Likes Received:
    149
    So I have chosen GWE Paddington-Reading for the annoations instead of the Arosaline.
     
    • Like Like x 1
  39. champier#2613

    champier#2613 Member

    Joined:
    May 31, 2022
    Messages:
    51
    Likes Received:
    15
    I had the tunnel names and via ducts yes but I'll double check with what you sent thank you.
     
  40. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Should be fixed now :)

    It is now also possible to set the background for the location annotations, similar how it is possible for the weather ovelay.

    And I've added few convenience buttons for the historic mode.
    In random year mode you can now quickly re-roll the year the app has choosen, to check if other year will not have weather more to your liking
    upload_2025-11-2_18-27-58.png

    And for custom year, I've added +/- so it is now possible to change the year just by mouse. ;)
    upload_2025-11-2_18-28-4.png
     
    • Like Like x 9
  41. glendathu

    glendathu Active Member

    Joined:
    Sep 10, 2022
    Messages:
    120
    Likes Received:
    149
    Hello Winzarten !

    I enjoy the app very much, I downloaded it because of the excellent weather feature. But now, I am also trying to make annotations for missing routes. I began with GWE Paddington-Reading. And after some hours there are some questions that I did not find in the short manual on gitlab.

    Stations are no problem, I simply define 2 points, for the end and the beginning of the platforms with 250m radius.

    The default setting is Hide on: Point Exit. But what is Location Exit ? I noticed that on GWE it is not possible to automatically enter a new location with the pin or station icon. Contrary to the Riviera Line, where this is possible. So I assume that on the Riviera Line I could set ONE point in the middle of the platforms instead of two points with Hide on: Location Exit ? Or am I wrong ?

    Could you include an option to erase locations from the location list. Yes, I can disable a location but that’s not what my inner Monk needs ;-) . Instead I edited the exported file and this worked too.

    Generally it would also be very helpful if you could explain the way how the points/radius concept works when I have 2 or more points for one location.

    When exactly is a location triggered with a certain radius ? Because when I set a point on the entrance track of a yard, I do not want to trigger that when the passenger train drives on the track nearby. Should I then choose a radius with the width of the track ?

    And when I place one point on each side of a yard, both for the same location, when is the annotation hidden ? Does that happen when the second point or perhaps a third point at another exit is reached ?

    Thanks for your help!
     
    Last edited: Nov 3, 2025 at 12:06 AM
  42. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    Yeah, I need to improve the documentation now that people are actually using it. So, I will try to explain it here.
    Radius defines how big the point is. If players distance to the point coordinates is less than the radius, he is inside the point.

    When to shown a location is same for all types. If the player enters any point of the location (his distance to the point is less than the points radius), it will be shown. In more detail, if it is predicted that player will enter the point within the next 2 seconds, based on his current direction and speed. This is to ensure the fade-in animation completes rougly when he enters the point, no matter how fast the player is goind.

    What differs is when a point is hidden.
    • Stations / Yards - The information will be hidden if the player stops and gets going again. Or if he is no longer in range of the point that triggered the location to be shown (this is the Point Exit option), or within any point associated with the location (Location exit). This means that stations needs to be fully covered by the points radiuses, becasue if there is a place, inside the station, which is not within any points, and players enter it, the informating will get hidden. I generally use Point Exit on bigger yards, becasue I don't think it is necessary to show the information all the time the player is passing it.
    • Junctions - The information will be shown only while player is within the point that triggered it. So if you have a bigger Y junction, the information will only be shown while the player passes its junction point. This is why I also use this for CP, because it is shown when player approaches the signal from his direction.
    • Everything else - If the location only has one point, then it is shown while player is within that point. If it has more points, the app will take the maximum distance between the point that was initially triggered and any other point. The player needs to reach this distance from the triggering point, before the information is hidden. So if you have 2km tunnel, you place one point at each end. When a player enters the tunnel, the application will keep the information shown until he passed 2 km from his entry point. It is done this way so you don't have to link entry to exit points i.e in a diverging 2 tube tunnel.
    If you don't want it to shown, then the point radius cannot extend to the mainline. But the general question imho is if you really do not want to shown it. The point is to have information of what you're currently passing... and showing a yard you're passing is imho valid.
     
    • Like Like x 1
  43. glendathu

    glendathu Active Member

    Joined:
    Sep 10, 2022
    Messages:
    120
    Likes Received:
    149
    First of all thanks for your explanations !

    I now found out that the "Hide On" option only appears when adding a new station or yard.


    mmh, I don't understand where the difference is between Point and Location Exit.

    If you use Location Exit option on a yard instead, with the same radius of entry and exit point as with Point Exit option, wouldn't the hiding been triggered at the same spot in both options ? Because the entry point radius is left ? Or does the Point Exit option prevent that when I drive through the radius of the exit point the annotation with the yard name appears again ?
    I had assumed that the Location Exit works like what you describe in Everything else.

    My idea was more to get the yard name only when driving a freight service so that I know I'm near my destination. But I think you're right with your opinion.
     
  44. tof70110

    tof70110 Active Member

    Joined:
    Dec 13, 2016
    Messages:
    123
    Likes Received:
    55
    Hi everyone, we're really treated to a great app that keeps us all entertained and helps us forget about the eagerly awaited bug fixes! This is an app whose developer updates it almost daily, paying close attention to the community and doing their best to address as many requests as possible. So, a big thank you again to Winzarten for this app, and to Train Sim Society, who is also well-known and, in addition to trains, I believe he has another passion: meteorology. Together, they can better convey the nuances of this field, which laypeople like myself might not necessarily grasp. It's great to see that in just one week, I've almost forgotten some disappointments, seeing all these enthusiasts like champier#2613, Thorgred, and everyone else following this thread, as well as solicitr who just created a map for the [Salzburg-Rosenheim] route, with the link here: https://drive.google.com/file/d/1NlwiLcRTTC3w-VEot8rJcRDTDxKHYM3T/view?usp=sharing
    So, I wish you all a good first week of November, hoping that this week DTG and All Aboard Studios will deliver the latest console patches and, unusually, the PC patches for WCML: Birmingham-Crewe route!!! It's almost Christmas, so I'm allowed to hope!!!

    Best regards, tof

    Best regards, tof
     
    Last edited: Nov 3, 2025 at 10:33 AM
    • Like Like x 3
  45. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    I will try to use my master paint skilss :-D
    upload_2025-11-3_12-39-34.png
    A train drivers from the direction of the arrow, and enters a location that has two points. On Point Exit the information will be hidden the moment player leaves the point A. Becasue this is the point that caused the information to be shown.

    On Location exit, the information is hidden when player exists point B, because that's is the first time he/she is not within any point of that location.

    Now, if you have setup like this:
    upload_2025-11-3_12-43-48.png
    It will behave the same for both point and location exits. Because when players exists point A, he/she is no longer within any point, and thus the information is hidden. But this can missbehave if player spawns at the yard/station.. because he/she might spawns right between the A-B points. So, technically, he is not within the yard, and information will be shown only when he starts to move, and crosses one of the two exits poits. This is why it is better to have stations and yard fully covered by points.
     
    • Like Like x 1
  46. OpenMinded

    OpenMinded Well-Known Member

    Joined:
    Feb 10, 2021
    Messages:
    1,370
    Likes Received:
    2,353
    I am really enjoying the feature that updates the weather in an instant when driving through tunnels. Especially on KWG, where you do drive through the hillside and the visibility changes quite frequently. Really nice touch and it adds so much to the immersion!

    This brought me to another idea. I am mainly driving the 101 Expert and this one (with its enhanced physics) is actually quite slippery along this route, especially if the wettness is anywhere but close to 0. The thing that is annoying with this is that even when driving through a tunnel the train is still as slippery as outside the tunnel. IRL tunnels are actually quite welcomed by the driver, as it allows to gain needed momentum and in general makes live a lot easier when in slippery driving conditions.

    It should be possible to overcome this inaccuracy in the simulation when bringing the wettness level to 0 while in a tunnel. As you can detect when this is the case this should be possible to incorporate...

    However, in case you would consider such a feature, I believe that some more research would need to be done. Especially for the Expert 101 I am not sure that the slipping is only calculated from the wettness level. Also, I am not sure if this is not already incorporated in newer routes and / or locos. I would therfore suggest to make this a toggleable option (also, as I know that TSG wants to enhance its physical model to take tunnels into considerations in the future).

    Also, in a push configuration, the loco would still be outside the tunnel when your app has detected the driver being already inside the tunnel (therfore a solution from within the simuator will always be more realistic). However, as a compromise one could say it only takes effect once one has travelled at least a certain distance into the tunnel (lets say 200m?!). In this case it would not be so obvious...

    Anyway, just another idea of probably a million more that you already have:D Also without this feature, I am really enjoying your app. Using it on moset (if not all) runs, nowadays...
     
    • Like Like x 3
  47. Emmy_MAN

    Emmy_MAN Well-Known Member

    Joined:
    Apr 9, 2022
    Messages:
    271
    Likes Received:
    463
    Hi Winzarten

    You posted a link somewhere in the thread where people can donate to you.
    But new users who are just starting to use this app don't know anything about this donation link.

    Why not put this donation link in your first post?
    I'm sure other users would also like to donate.

    Your work on this app is simply outstanding and really inspires people to use it.
    You're doing a really damn good job here !
     
    • Like Like x 1
  48. Redbus

    Redbus Well-Known Member

    Joined:
    Dec 8, 2016
    Messages:
    1,538
    Likes Received:
    3,270
    Fantastic mod, thank you so much!
     
    • Like Like x 1
  49. Winzarten

    Winzarten Well-Known Member

    Joined:
    Jun 27, 2020
    Messages:
    590
    Likes Received:
    1,291
    This is a great idea. What is also great is that the information if player is in a tunnel is present in TSW data, so this should work for all tunnels, even those that do not have annotations.

    For annotated tunnels it could be improved by having the wetness decrease as you get further into the tunnel, and similarly increase when you're nearing the exit. :)

    Too bad we don't have track wetness and world wetness as separate sliders, because making bridges more slippery would also be interesting. But currently that might look weird, becasue the world wetness would change as well...

    I will put it again here, I will try to see if I can also addit to the first post, but I don't know if that can still be edited ;)

    Bottom of the gitlab page
    https://gitlab.com/winzarten/tsw-route-annotations

    And I forgot to answer to this. The data from pin and station icons come from the TSW data, where 'stations' and 'markers' on the players path can be retrieved. Whats actually in it varies a lot by route. On some it is just stations, but on other (i.e. Mittenwaldbahn) it can be even tunnels or viaducts... Basically it is a subset of the labels you see in the TSW route map. They serve no other purpose, just to prefil the name. The information is not used in any other way.
     
    • Like Like x 1
  50. OpenMinded

    OpenMinded Well-Known Member

    Joined:
    Feb 10, 2021
    Messages:
    1,370
    Likes Received:
    2,353
    Ah, yes, good idea as well! Didnt even occur to me that this would be possible as well! Interesting thought, nevertheless!

    I have just tried around with the wettness and I agree, the sudden jump would be noticable, not so much entering a tunnel, but for sure on a bridge (I tried this using roughly 10% increments). Maybe this could then be limited to annotated bridges. In this case you could solve this by gradually increasing the wettness by x%.
     
    • Like Like x 1

Share This Page