0.9.3 Update Note: Back up your custom textures before updating. QOL & Adjustment: -GEFORCE NOW Opt-in -Added remaining distance bar to the speed limit UI -Adjusted sunset/sunrise times based on the selected season -Adjusted Diagram 711A timetable -Adjusted Diagram 1816A timetable -Adjusted interior emissive lighting -Improved departure signal behaviour. it will no longer automatically activate until the dispatcher sets the route -Adjusted buffer crash damping physics -Adjusted signal positions at some locations -Fukugawa line max speed is now locked at 80km/h for all available trains Train: -Updated engine logic for the DC85 series -Adjusted max speed for all trains -Slightly adjusted brake physics for all trains UGC: -UGC Folder name changes: "KC1000" -> "KR5000" "DC8500" -> "DC85" -Destination indicator curtains are now open for editing Bugfixes: -Fixed some typos and misspelling -Fixed speed limit UI not showing the upcoming speed limit -Fixed Nagara down home signal malfunction that caused Ltd. Express trains to rear-end stopped trains -Fixed 3D marker randomly becoming visible even when toggled off -Fixed DGOC-44U not registering the release state when using the HR1100 series -Fixed issue where some game objects displayed real-life branding -Fixed infinity speed glitch Scoring Bugfix and Adjustment: -Fixed scoring bug where the game registered passing scores for the next stop while still at the previous station -Hopefully fixed the evaluation screen animation randomly getting stuck -Fixed Hardmode HP not registering -Rank system is now determined using the average from all category, instead of score/max score -Adjusted scoring equation -Fixed percentage display errors on the evaluation screen -Adjusted difficulty multipliers: -Wet surfaces: +0.15 -Hidden UI: +0.15 -No Speedometer: +0.45 -Hardmode: +0.65 0.9.3b -Small fix: Evaluation bar not showing score correctly
I find your posts providing me with useful information and a nice insight in the technical side. I always appreciate them, even when I do not always agree with them.
Lemme warm up your baby bottle. This is exactly the kind of tone I was talking about in my post. Good Lord. Are you 12? It's about the way you're saying it, not what you're saying.
I will push back on the "UE5 eliminates stutter" claims, as someone with 15 UE5 games currently installed, on both Console and PC, that I have played mostly to completion. The first three years of UE5 are full to the brim with games highly criticised, and rightly so, for their stuttering issues. The first year alone, Epic had to be constantly working on a bunch of tweaks to the engine to try to prioritise the matter. They'd made a bunch of significant alterations to the engine which reduced it, but didn't wholly eliminate it. On the matter of tree rendering, that's still a sticky point in UE5, and we didn't see much improvement in making it more efficient without using nanite to obfuscate the billboarding, until CDPR switched from their proprietary engine to UE5 and realised they needed to craft a new foliage rendering system for The Witcher 4 if they were going to use UE5 for it.
You do get support from me and others here. We're just not as loud and pervasive as those who need to shout down or belittle your reality checks to save face. By all means take a break when it becomes frustrating, but when the reality checks stop coming entirely, the only winners are the ones who fought them.