I know, it won't come. You don't need to write that as respone. But as SimRail also pushes for an editor as well as a console version, i think it's time that DTG thinks again about the editor. I think the only reason, why TSC still lives is the editor and all the 3rd parties that made content for it. I would like to suggest a feature that I believe would greatly enhance the game's overall experience: the introduction of a Route and Locomotive Editor. This editor would empower players and third-party developers to create their own custom routes and locomotives, expanding the game's content and fostering creativity within the community. The ability to design and build personalized routes and locomotives would not only provide players with an endless stream of fresh content but also foster a sense of ownership and pride in their creations. It would serve as a powerful tool for the Train Sim World 3 community, facilitating the sharing and exploration of unique creations, thus fueling the game's longevity and increasing its replay value. Here are a few key points to consider when developing this editor: User-Friendly Interface: Design the editor with a user-friendly interface that caters to both experienced content creators and newcomers. Ensuring an intuitive experience will encourage more players to engage with the editor and unleash their creativity. Flexibility and Customization: Provide a wide range of tools and assets to allow users to build diverse routes and locomotives. This includes the ability to modify terrain, place track elements, create custom signals and scenery, and customize locomotive performance characteristics. Integration with Steam Workshop/Creators Club: Incorporate seamless integration with the Steam Workshop or a similar platform. This will enable players to easily share their creations with the community, browse and download content created by others, and provide feedback on the shared content. Comprehensive Documentation and Support: Offer comprehensive documentation, tutorials, and support materials to help users understand and maximize the potential of the editor. This will encourage more players to explore content creation and ensure a thriving community of creators. Compatibility with Official Updates: Ensure that user-created content remains compatible with official updates and patches to maintain a stable and enjoyable experience for all players. Regular communication and collaboration with the community will be essential to address any compatibility issues that may arise. By introducing a Route and Locomotive Editor to Train Sim World 3, you would not only harness the creative potential of the player community but also cultivate a vibrant ecosystem of user-generated content. This addition would undoubtedly elevate Train Sim World 3 to new heights, making it the definitive platform for railway enthusiasts and gamers alike. Thank you for considering my suggestion. I eagerly anticipate the possibility of a Route and Locomotive Editor in Train Sim World 3, and I'm confident that it will unlock a world of limitless creativity and enjoyment for all players. (oh btw, thanks to ChatGPT to write this text for me)
For a loco editor, I would expect dtg to place certain restrictions such as not being able to create liveries they don't have the license to. They would still be nice to have
Not sure if this would be required, as long as these locos are not distributed commercially. For example, Armstrong Powerhouse sell much of their stock unbranded, but offer a free branding patch which restores the original liveries. So that's legally safe it seems.
They don't allow liveries with unauthorised brands on them in creators club through livery designer - and that's not shared in a commercial way.
As a TSC player aswell - I actually don't think we need a tsw3 route editor full stop. It likely wouldnt work and your acting as if making a route is free - Map overlays cost 340 a month (or year) (thats in pounds). And theres no alternatives. And thats not to mention we'd be littered with horrendously sounding trains. Now - A scenario creator based on TSC's, that THAT is what we actually need for editors. That thing is amazing and would work amazingly for TSW allowing for more accurate scenarios espeically railtours. Also as for why TSC is still going - Unlike TSW3 you never have to buy the core update - Its free. Buy it once for 20 quid keep it forever *albeit you need to buy dlc*. And yeah the freeware content is there but I don't see a TSW version of AP coming along... Albeit that'd be.. really good. Albeit for the few good routes those would be good - also given timetabling making and entire timetable for you route... would takes month of reserch and development atleast - It took me over 5 hours of scrolling just to find the London victoria - London bridge (SLL) 2003 timetable - Now try that for litterally entire routes AND adding every single service AND adding every rolling stock. This wouldn't work. also... using chatGPT for sugestions? Thats a first.
That's a good point and very much need. In other words: the scenario planner 2.0. Fair enough. But that's also why TSC is technically outdated. The yearly updates didn't change anything except for once the 64 variant as well as the recent big update. But that's all. The TSW updates indeed made big changes. New engine versions, the integration of scenario planner and livery designer, new lighting, new weather patterns etc. I think that if every year the update is for free, it only changes the name of the game, but that's it.
Loco editor for console, not really possible. But a route editor would work quite good, look at f.e. Cities Skylines, its also a world editor and its on consoles too, and works fine! Let's also see how it will be on Simrail ofcourse. But personally I would love a TSW editor, would open lot of possibilities for more developers and countries!
I think that it would already be a big step if DTG makes it easier to get the editor. It doesn't have to be like in TSC where everyone has it as it's part of the game. But there should be a clear path for all those who wish to use it. I think most of us can't even use the editor. But there are people with expertise and passion. They shouldn't go the way via inofficial editor.
For the later - AP and RWENCHANCER due both of those things doing weather and graphics and the system being inbuilt I wouldn't call it outdated - enfact far from it. It also allows dtg to be 100% unique and 3rd parties as its all inbuilt rather than UE4 which doesn't allow editors like this anyway.
Mostly agree with everything you mention but a few points: 1. User-friendly interface. There's no way to create a User-friendly interface without dumbing down the editor. Unreal editor provides powerful tools that impose virtually no limitations on created content. It can be learned by anyone who is willing to put the time and effort into learning it, but it certainly is not something that someone will be able to launch for the first time and simply figure out how to use it. Your either willing to take the time and make the effort to learn it, or your not. Unreal's blueprint system eliminates the need to learn programming and scripting languages by creating a graphical interface that allows gameplay logic to be set up by connecting function nodes on a graph, but it still is something that takes effort to learn. While the scenario planner and livery designer could be a little less restrictive, this is about the best your gonna get while maintaining an easy to use interface that doesn't take significant dedication to learning. This is way any editor should be advertised as professional developer tools and marketed and geared towards developers, not regular users of the game. Of course this is not to suggest that access to the tools be limited to developers, just that it be marketed and advertised as such, so that regular players not interested in learning complex tools don't get false expectations. 2.Flexibility and Customization I absolutely agree with the editor providing powerful tools that do not impose limitations on the content created. That is exactly why a User-friendly interface simply isn't possible. The more creative the tools allow you to be, the more complex they will be to use. 5. Compatibility with Official Updates: Not entirely sure this would be possible or feasible to do automatically. If DTG was to implement a new version of a game play element that a mod interacted with, such as an updated version of the dispatching or time of day system, the mod would likely continue to function using the older version and it would be up to the mod's developer to update the mod to use the new version.
??? My Google Map overlay still works without registering any form of debit or credit card. From what has been said elsewhere you would have to be working 24/7 on a route and even then not draw down enough data to trigger a payment. If you don’t want to use the GM overlay you can plot markers or a linear kml line in standalone Google Earth, convert with Mike Simpson’s TS Tools and just follow those in the editor. Zero cost involved.
No idea! Probably (to quote Hagrid), shouldn’t have said that, but it has always worked for me on the original API key without any further steps needed.