Train Sim World: Main - Spessart Bahn Out Now!

Discussion in 'Announcements' started by TrainSim-Dmitri, Feb 21, 2019.

  1. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    In tutorials, scenarios, and sessions, I have discovered that if the throttle is run down to MIN and the brake applied and then released, the throttle must be moved to the "Off" position before being applied again. I've just gotten used to lowering the throttle to OFF when I apply the brake.
    (I think that I've described this sequence correctly, but at age 74 I sometimes confuse things.)
     
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  2. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Try lowering the throttle all the way to off, then begin to apply it again.
     
  3. raildan

    raildan Well-Known Member

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    I've bought all the TSW routes period and I can't remember one that hasn't. Interesting.
     
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  4. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    I've forgotten to mention one of my few consistent gripes, which again pops up in this new route: in many of the tutorials, scenarios and sessions I've looked at, rain is falling, but no one on the platforms wears rain gear, carries an umbrella, or acknowledges the weather in any way -- can't this be corrected?
     
  5. Jeannot41

    Jeannot41 Well-Known Member

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    I think it must be complicated. It would change the characters, depending on the weather applied.
    In TSxxx it was the same.
     
  6. Digital Draftsman

    Digital Draftsman Well-Known Member

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    It's not difficult to add characters in different clothing depending on the weather. The simplest method is to run a piece of code when a passenger spawns which calls the status of the weather and then loads a passenger with an umbrella if the status of the weather is equal to rain, if it's not equal to rain then it loads a passenger without an umbrella.

    DTG's biggest hurdle is performance, and contrary to what DTG claim, they are indeed limiting the PC development because of the consoles. As things stand, they want the PC and console experience to be as close to each other as possible, therefore they don't want to implement features on the PC version and not on the console version. TSW is poorly optimised and because of this it is really pushing the consoles, especially the base spec Xbox, to their limits. Even something as small as adding additional code and assets for passengers in different weather would require resource savings to be made elsewhere. This is the reason moving cars were present in CSX:HH, then went missing, but have now recently reappeared in MSB; DTG found a way to optimise the road vehicle system to be able to include it with the console release of MSB as well as the PC release. It may be that there are fewer cars are in the console version, but the feature itself will be there and is therefor consistent with the PC.
     
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  7. pennine465

    pennine465 Active Member

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    Ok but is MSB coming to PS4 and Xbox with all features? Or consoles can’t run the features and codes (no launch?)
     
  8. raildan

    raildan Well-Known Member

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    They acted like it might be a month or so, but as far as I know this route is still planned for Xbox and PS4 release.
     
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  9. Digital Draftsman

    Digital Draftsman Well-Known Member

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    It's DTG's policy that features are consistent between the PC and Console. So yes, the console should have the moving traffic, destination boards and animated scenery. There may be fewer cars than on the PC version, but there will be moving cars on the roads in the console version.
     
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  10. pennine465

    pennine465 Active Member

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    Thanks raildan and Digital Draftsman!
     
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  11. Fabrizio520

    Fabrizio520 Guest

    Beautiful path. Road traffic makes everything more realistic. I hope that DTG will apply traffic on the roads also for the previously published routes (in particular for RT and RSN). A negative note are the 2D trees on the mountains.
     
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  12. Jeannot41

    Jeannot41 Well-Known Member

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    In the manuals, it says:

    CTRL + 8 Scrolls center point transparency level (off, 50/50, white)

    Personally, it never worked. When I do, I come on the sight "rail edge, 8".

    If anyone could confirm to me that it works?
    I'm surprised that DTG is using it in his textbooks, and that does not work.
     
  13. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Hijacked again!
     
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  14. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Why do people feel compelled to hijack someone's thread rather than starting their own, which would keep the forum organized?
     
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  15. raildan

    raildan Well-Known Member

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    That other stuff is a bit off-topic, but since this is the thread about MSB's release, I feel like a question about console release is perfectly on topic.

    Now, yes, they are getting a bit repetitive... but not off topic.
     
  16. nne4229

    nne4229 Well-Known Member

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    DTG will not implement new features to old DLC because it is not worth their time. New DLC is priority. Money is everything to them. As long as they can advertise broken features they make sales.
     
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  17. Anthony Pecoraro

    Anthony Pecoraro Well-Known Member

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    They are planning on bringing moving cars to previous routes, starting with LIRR.
     
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  18. raildan

    raildan Well-Known Member

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    This time Anthony is actually right, they mentioned it in the studio update. This and the diesel physics update (and very, very questionably the PIS) are all somewhat major features that DTG is putting in older routes.
     
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  19. Digital Draftsman

    Digital Draftsman Well-Known Member

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    When done correctly 2D trees should only exist as the highest distance LOD on a 3D tree model and it should never be apparent when the 3D tree has become a 2D tree. It looks like DTG have sacrificed the 3D trees to help free up resources for the road traffic.
     
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  20. pennine465

    pennine465 Active Member

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    Cars?!
    Why cars?!
     
  21. Challenger3985

    Challenger3985 Well-Known Member

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    While cars in any Train Sims aren't too major, in some cases, but they still do bring the environment more lively and realistic to the road on any routes. And so far, there hasn't been any "live" roads from NEC forward. So going back to put moving cars, and other current features, in a previous route, is a start to make TSW a little better than once was from the beginning.
     
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  22. Fabrizio520

    Fabrizio520 Guest

    These compromises,between moving cars and 2D trees,are also necessary because there are people who insist on using TSW on stone-age PCs.
     
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  23. pennine465

    pennine465 Active Member

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    Haha:)
     
  24. pennine465

    pennine465 Active Member

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    A 8gb ram pc is better than a ps4?
     
  25. pennine465

    pennine465 Active Member

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    Ps4 or ps4 pro? Any difference?!
     
  26. Digital Draftsman

    Digital Draftsman Well-Known Member

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    I don't think that's true. The minimum hardware requirements are on par with many recent AAA games.

    No compromise is needed, but it's easier to use some 2D trees rather than optimise the codebase. Same goes for fewer AI trains and poorer textures on the consoles, it's easier to do that than optimise the codebase. Optimising code is the best longterm solution, otherwise each new feature introduced requires degradation of existing features.

    We also know when it comes to consoles DTG have no interest in improving the codebase as they have made no provision for higher spec consoles, so TSW doesn't make optimal use of the hardware on the higher spec consoles.

    The distant terrain on MSB looks like TS2019:
    [​IMG]

    TS2019:
    [​IMG]
     
  27. animalkosmik

    animalkosmik Well-Known Member

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    RSN (no traffic) also has 2D trees; CSX:HH/GWE (only SpeedTree) have traffic!)))

    this is the right decision: 2D trees (FPS and photo reality) in the background :)

    RSN (2D trees) vs CSX:HH (SpeedTree LOD)
    20180817122345_1.jpg
    20190224120804_1.jpg

    and real world with 2D trees :D
    105451.jpg
     
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  28. NorthRail1

    NorthRail1 Well-Known Member

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    2D trees are fine for background scenery in my opinion when there are many trees, but 3D trees need to be used close to the track side. Parts of the Main-Spessart route, such as at Wiesthal station, the scenery looks almost like MSTS due to the sparsity of trees on the hillsides.
    20190224102750_1.jpg 20190224102754_1.jpg 20190224102800_1.jpg Distant scenery definitely needs some more work to make it feel more realistic than it currently is. The distant scenery currently seems to be the only major scenery issue with Train Sim World's most recent routes though. The nearby scenery has certainly improved since routes like Rapid Transit and NEC: New York.
     
    Last edited: Feb 24, 2019
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  29. ex_railwayman

    ex_railwayman Active Member

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    I think the Ruhr Sieg Line is still the best of the German routes so far released, these are screenshots taken from last year, the trees and draw distance are superb, it appears that this latest offering seems to have been slimmed down somewhat to my eye, I wish DTG would stop tinkering.
     

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  30. Digital Draftsman

    Digital Draftsman Well-Known Member

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    The other issue is the poor terrain textures and low poly model on distant terrain:
    upload_2019-2-24_12-10-36.png

    This is at the minimum of what I'd expect a next generation train sim to look like:
    upload_2019-2-24_12-14-32.png
     
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  31. Mikey_9835

    Mikey_9835 Well-Known Member

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    If having 2D trees means we can have more rail traffic and moving cars, i'm ok with it.
     
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  32. Dirk223

    Dirk223 New Member

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    They need to make good ai trains with lower poly count.
    In Euro Truck Simulator there are three versions for the ai. 1: Far 2: Closer and 3: Close.
    This should give a fps boost and no more fps drops when a ai train in passing.
     
  33. DominusEdwardius

    DominusEdwardius Well-Known Member

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    They already do LOD just like that?
     
  34. Digital Draftsman

    Digital Draftsman Well-Known Member

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    Another thing I've noticed regarding the terrain in TSW is the lack of Wang tiling. For those people who don't know, Wang tiling is a method of tiling which reduces the level of repetition in a tiled texture. Wang tiling, or some other method of randomising the tiling, is almost always used for terrain texturing. Using a single repeating texture is amateurish and looks terrible, but for some reason DTG have done it in TSW.

    Rail Simulator/Railworks/TS2019 has always used Wang tiling. Notice how in TS2019 that whilst there are repeating elements in the textures they are alot more random and it's less obvious where the tiles are:
    20190224175228_1.jpg

    In TSW you can clearly see that the ground texture is the same single texture repeated, there are no Wang tiles being used:
    20190224174804_1.jpg

    It's so obvious in fact that you can draw lines on it to show the tiles. Notice how each tile is the exact same texture:
    upload_2019-2-24_18-14-54.png

    This is the texture which is repeated, the lighter patch in the upper left being especially obvious:
    upload_2019-2-24_18-29-39.png

    This sort of thing is just amateurish and the sort of thing you'd expect from someone who has just started learning about game development. If this is indicative of how poorly executed the rest of the game is then it's not suprising that it runs so poorly.
     
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  35. hightower

    hightower Guest

    I have to agree with these thoughts on the trees. HH is exclusively 3D trees and some some of them look crap. Other routes have a mixture of 3D & 2D trees that look good. It’s all about using the two types to give the best balance, and DTG have proved they can make it look good. Unfortunately they’re not consistent and for whatever reason we end with hillsides like Northrail1 has highlighted. There a couple in NTP that look pretty shoddy too.

    The trend that seems to have surfaced in the last 2 DLCs of distant scenery (mainly hills) with a very sparse covering of randomly placed trees is sad to see. There’s no doubt DTG can (and have) done better than that.
     
    Last edited by a moderator: Feb 25, 2019
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  36. Digital Draftsman

    Digital Draftsman Well-Known Member

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    I think they created the route, made it look nice with lots of trees, but then found that the average framerate was too low in certain places, perhaps after adding the road traffic. Rather than taking the time to optimise the scenic assets themselve as well as carefully removing some of them, they just rushed around deleting trees until the average frame rate was as required. This haphazard deleting of trees has left odd bald patches and unnatural looking clusters.

    I think until they really optimise the codebase they're going to struggle to maintain the scenic standards whilst introducing new and more resource intensive features.
     
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  37. bobsr

    bobsr Member

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    For me, that is the surprise in this route. Looking at all of the blank spaces on the distant mountain. However, except for the bareness of the mountains, this route is pretty good.
     
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  38. Dirk223

    Dirk223 New Member

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  39. Ninetofive925

    Ninetofive925 Well-Known Member

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    To be honest both new york routes really need cars on the roads. Really feels like an apocalyptic version of NY right now..
     
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  40. Mkdog45

    Mkdog45 Well-Known Member

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    TrainSim-Dmitri Now that there is a new train for Rapid Transit, what are the chances of getting the class 387 for paddington the reading.
     
  41. londonmidland

    londonmidland Well-Known Member

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    Next to nothing. The reason why?

    - The overhead electric wires are just part of the scenery, and have no effect on electric trains. So electric trains wouldn’t be able to take power.
    - The route is entirely diesel operated in the game with no plans to update it.
    - Even If the wires were functional, they only go up to Airport Junction. Which is completely useless for anything as the Heathrow branch has not been modelled.
     
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  42. ex_railwayman

    ex_railwayman Active Member

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    It's a fantastic idea, and it's been touched on before, however, can the konsole kiddies play the game with such huge drawer distances? We have already established that DTG have implemented poor terrain textures and low poly model on distant terrain, and that's for PC users, what hope have we for anything that really pushes the UE4 boundaries, and if it cannot be utilised on both customer versions of the game, then, DTG just won't attempt it!!!!!!
     
  43. xD 2Bad4You

    xD 2Bad4You Well-Known Member

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    Usually i dont say anything to things like that but:
    It would be very nice if Console users wouldnt be constantly called: "Console kiddies" and such stuff. Never thought that in a niche game like that the platform "hate" is so strong. In the end we all want the same thing, a good Train Simulator which supports every platform in the best way possible.
     
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  44. ex_railwayman

    ex_railwayman Active Member

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    Hate???? It's comedy mate, and you don't sound like a Parent, how many children have you had to bring up from birth, playing on Consoles, Wii, and suchlike? And you're entitled to your opinion, and we are entitled to ours, don't ever forget that!!!!
     
  45. xD 2Bad4You

    xD 2Bad4You Well-Known Member

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    Well first it wasnt direcly aimed at you, you were just happen to be the last that refered to the Console users as such. I didnt wanted to offend you in anyway. Its more of a general point as i see it quite often in here.
    Second i dont know what beeing a parent has to do with that and its hard to tell if its a joke or not in a forum.
     
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  46. LimitedEdiition

    LimitedEdiition Well-Known Member

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    Comedy is supposed to be funny. And rich considering you calling console players kiddies when you're acting like you're 10, and unaware that a significant adult population invests in consoles. Wonder what kind of parenting goes on in your household.
     
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  47. Cael

    Cael Well-Known Member

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    Can we keep to the topic please?
     
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