Well, for now i'm not convinced to buy TSW3 despite some good points. However onr thing i have no clue and have difficulties to find feedback is lighting at night. Most of the time TSW2 was awful at night. I means cities were pitch black, windows well white lit and so on. Is TSW3 any better / same / worse ? Screenshots welcome ! Thanks
i watched a dadrail stream on youtube where he drove in winter (December) with snow on ground at 16:30 and all the stations were pitch black with no lights on think he said there was a bug where lights came on at certain time Train Sim World 3 !! Real Train Driver First Play South eastern High Speed Extended! - YouTube
This has been true since the inception of TSW... They've programmed the day night cycle correctly, but the station lights all come on at the same time all year round
Oh for the love of God, not again. How flippin hard is this to get right?! 5 years now (and counting).
I can't say yes or no at this stage, but I've passed it on. Have to say, it's not something I've seen mentioned before (that may be my fault though).
Just doing a running check on London Commuter at Battersea Park looking at the lights at the Northern end of the platform. In Sept dusk is approx 18:15 and lights turn on at 18:45:30(ish) In Dec dusk is approx 16:20, lights don't turn on til 17:00 (and it's completely dark by then) February dusk is about 17:00, lights don't turn on til 17:12:30 So they seem to be arbitrary numbers. Don't have TSW3 (yet) but I would imagine when you have a rain storm coming in the darkness would also be affected so would be even more of an "issue"
My pet peeve, besides the EBuLa situation, is that light sources do not cast shadows which creates an ugly and unrealistic lighting situation especially inside the cab during night time. Here I've just loaded in and the light post next to the loco is shining light straight through my loco: When moving about inside the cab it looks bad with the walls lit up like that and my initial thought was that some sort of ceiling light was on But no, the cab lighting came from the lamp outside, sad face: I'm not familiar with Unreal Engine but one would think it has an optimized way of dealing with shadow casting from multiple light sources? It would be really nice and immersive to have this working. And semi-off topic: Is it possible to double the range on the beamed headlight for the BR 185? By this reference it looks like the beam light should at least illuminate the next pole in the image below. Remember that all freight runs between Kassel and Würzburg are at night There are also rendering bugs in the screenshot above taken during the third BR 185 timetable run. Straight ahead you can see striped blue polygons and to the left there are some yellow ones. They flicker and follow the camera.
Light still shining through solid train cabs confirmed...ughhh, guys its 2022 ! Might be another 5 years before this is fixed, maybe TSW6
It's intentional to improve performance. Shadow-casting is expensive on compute. That doesn't mean it's impossible to make better but if you've been around long enough to remember the initial versions of GWE's Reading station and NEC/LIRR's New York Penn you'll remember just how much performance it can eat up. UE4 offers both stationary and dynamic light shadows, but both will kill FPS in excess. Cheers
It might be possible to set up shadow casting lights in such a way that a setting can disable the shadows for performance reasons (much like the sunlight in the game), but I don't develop with UE4 so I can't say for sure. My intuition is that stationary/dynamic lights with shadows disabled will probably look worse than regular static lights because they each have optimised setups and purposes, but again I'm no expert. Cheers
Thanks for the detail. Spoken to Matt and it appears that they're based on a trigger time - we've put in a request to change this to be light-sensitive (needs scoping first-up, but it's on our list).
I like to confirm this issue, had it yesterday evening too. I firsth thought it may have to do with some Engine.ini changes, so I loaded back the original one, still there so it is a bug.
Lights shouldn't be time based but environmental based, it can be dark when there is a lot of rain, storm, etc.. But at the very least it should be on at night.
It's not a bug as such because it's working as DTG intended in the first place. Not working as it would in real life so "enhancement can be done" In the UK in December it can be dark at 4 in the afternoon, and even earlier when it's raining so what JD says above is the "correct way of doing it", ie measure the light intensity at a certain point on each station to determine if the lights should be on or not. This is how it's done IRL as well
Basing it on ambient light level is more realistic as station lights may automatically turn on dark rainy days as well.
I’m sure I have mentioned it before in connection with HRR which is a dark route anyway but at 0800 on a winter run the stations are in pitch darkness because the lights go off at whatever the predetermined time is.
Moaning Minnie here again but so be it. It needs saying. I’m not being funny but how can DTG claim this is the first they know about this with a straight face? Aside from the fact that it’s been mentioned on these forums a million times, you all play the game…did it not strike you as odd that stations are pitch black at night at certain times of year? This has been a problem since GWE was first released so what, 4 years now? Recently a modder without access to proper editing tools was able to do what DTG can’t (or more likely can’t be bothered to) do, yet again. https://www.trainsimcommunity.com/m...atches/i2670-longer-station-lighting-up-times This is yet another of things that should have been picked up and fixed eons ago. Seriously, what are the QA people doing if they’re missing the screaming obvious things like this? How was this not picked up as part of ‘ground-up rebuild’ of the lighting?
A remember the mod. I also remember the modder saying its not perfect and doesn't work on everything. If dtg said the same they wouldn't hear the last of it In the UK until recent times, station lights were always on 24/7 so if dtg changed the lights to always on this would be the perfect solution, for me anyway.
…but Bescot is doing this without access to proper editing tools. I’m sure were he to have that access he could probably have this issue fixed in a couple of weeks. I get what you’re saying, but it’s low hanging fruit like this being left unresolved for so long that really hacks people off and leads some to believe this game is ‘early access’. TSW3 is the 4th major ‘new edition’ of this game and something so obvious as this just gets missed time and time again. I cannot believe that TSW3 had released with this same problem…it’s absolutely pathetic. Maybe they should spend less time d***ing around hiding donkeys around the routes and a bit more time fixing pretty major things like this.
Lights always on would be a solution IF lighting TSW2 was properly executed. Actually in TSW2 you would have visible spotlights at noon.
Yea they should fix this and I think maybe they are considering it. As for the editor, I think this is mainly for placing assets like light sources. The sources themselves I'd imagine are assets within the pack file and can be edited in notepad or something.
I believe he had to use the ‘unofficial editor’. Something is very wrong when, to get a partial fix to this obvious problem, people have had to create an editor from scratch then use that editor to make a fix. It’s ludicrous when you think about it!
I'm glad we have the modding community. Where dtg say that's enough the modders come along and make it better. I'm happy with this, sometimes they put a lot more effort into the smaller things.
DTG just needs to provide the fantastic modders with the right tools and support. Sadly they don't do this.
is there a guide to installing mods? I have downloaded mod manager but i must not have it installed right cos the mods dont show up
You need to set your mods folder directory. Sometimes it takes a minute for it to show the mods aswel I've found.
I'm not sure what the correct directory is thought it might be this E:\Program Files (x86)\Steam\steamapps\common\Train Sim World 2\WindowsNoEditor\TS2Prototype\Content\DLC but it could also be this \Documents\My Games\TrainSimWorld2\Saved\Config\WindowsNoEditor
Uhm...you like to tell me the blue stripes in the screenshot above are intended? Sorry I' dont get it.
It's an artefact of screen space reflections. Specifically, it's a very grainy reflection of the multifunction displays. In real life that obviously wouldn't happen but it's a side effect of using a cheap (on performance!) reflection technique. Cheers
Agree, it would make life a lot easier to mod the more difficult stuff. The unofficial editor is really great but it's more a "hack" with it's problems (Nothing to blame the guys who put a lot of time in it for, it's just the way it is) Personaly I wouldn't have bothered making it, but i'm sure it provided a lot of usefull info on UE4.
It's the first path. Put mods in this DLC folder. They need to be unzipped so they appear like this: C:\Program Files (x86)\Steam\steamapps\common\Train Sim World 2\WindowsNoEditor\TS2Prototype\Content\DLC\examplemod.pak
Are you absolutely sure? That almost looks like a graphics card issue to me and surely cannot be an intentional reflection of the instruments in the windows? If it genuinely is then someone at DTG is literally tripping out if they think that that is acceptable.
Not absolutely, it could be a driver issue. But when driving the 185 I saw at least one MFD reflection that was in about that spot--albeit more subtle and less glitchy looking. Cheers