Hello folks, Tonight at 18:00pm UTC / 19:00pm BST on Train Sim World channels, we will be previewing our PC Editor (beta) and showcasing various features and demonstrations of using the tools. If you have any questions you want us to address, please send them in this thread - as a reminder we may not get to all questions on the stream, and we will look through this thread in preparation View our full month schedule of Train Sim World 4 Previews: https://forums.dovetailgames.com/th...schedule-august-22nd-to-september-26th.72570/
1) Will the editor only involve the use/creation of objects and defined systems like signaling and timetables, or will some actual coding be needed as well (or be possible if desired)? 2) How does Simugraph physics fit into the creation process?
Matt has already said on the forums that there will be no coding, only the Epic editor's Blueprint functionality.
Assume for a minute that I have a huge library of great 3D models for my route. Approximately how many person-hours would it take to generate terrain, put my 3D models in a route, lay 20 miles of double track, configure signals, add three stations, and make a small yard? Feel free to give an order-of-magnitude estimate like "20 hours, 2,000 hours, two years, etc."
I think a lot of the questions have already been covered in the separate thread regarding route creation. My first question then would be, on a score of 1 to 10 (1 being easy, 10 needing a PhD in insanity) does the RE compare with MSTS/TSRE, Trainz and TSC editing. If we only have or prefer to work with SRTM data, will this be supported and still give good results? How easy will it be to reference objects from existing routes or break these down into components? Any chance of some basic bits and pieces like Diesel Railcar Sim offers to quickly generate albeit generic looking stations. Will the Google overlay work with the same API as the TSC one (mine thus far has avoided the need to deposit credit card details)? How easy is it to place and link signals, speed restrictions etc? How easy is it to work under the terrain, doing long deep tunnels. If we make a mess of things, is it possible as in TSC to reapply DEM to a defined area? Are there any quick mechanisms to rapidly place scenery such as housing areas, forests etc? A route that references assets rather than being bundled, how many Mb or Gb are we looking at for (say) a 25 to 30 mile route? Are scaled up model railways and miniature railways feasible. Are there any issues having track in a closed loop? That’s it for now. I won’t be able to catch the stream live but will make a point of watching on YT later.
Good point. Though the TC doesn't have any signalling which is where things tend to mess up in the other sims.
How will stuff like placing OHLE work? Can we create custom OHLE assets and how does locomotive scripting work in a nutshell
When will consoles get to use user generated content from the editor. Console probably will need curation? How will curation be done? Will console users get free content or will it be monetised content?
Will you provide some small uncooked example routes/scenarios/objects/signals etc. that we can use for learning to create our own stuff? Maybe, things that you will create on the stream can be distributed with the editor?
Matt replied in another thread but the content can only be distributed for free which is part of the eula. I know it was mentioned that they want to bring the content sharing to consoles but it's not going to be an easy project simply because of the engine being a pc platform. Commercial projects are done through the 3rd party team.
Could you make the Antelope Valley Line Q&A Thread one day before the stream please. If it is on the same day I can't write there, because then I'm at work.
Sorry, I am late to the party and my question is somehow only partially (if at all) related to the PC editor itself. However, I would be interested, as we are now seeing some kind of opening up of the plattform TSW, if there is a chance we may see some kind of API in the future, which would allow it to develop outside applications interacting, or at least extracting data from the live game?!