So I noticed that the reflective signs on DRA and Tharandter Rampe are missing from routes such as BRO which are newer than them. Was this feature removed from TOD4?, or is it route specific. I hope this can be implemented more as driving with PZB at night is hard without it.
I did notice this as well. Posted this thread back in January. https://forums.dovetailgames.com/threads/what-happened-to-reflective-signs.64241/ Unfortunately this was never acknowledged by DTG…
Could this be intentional for the era? In KWG it was specifically promoted that the signs are not reflective except for whole kilometers and NBÜ stripes. But the tech is there even in TOD4.
Good point, but no. To my knowledge the signs are reflective since they were changed from the little stone signs (which you can see on NID) to the aluminium signs (but definitely from the late 70s / 80s). It is correct that they are saving costs on high speed lines by only making them reflective every full Kilometer, however, until now it was only done on these routes.
It was introduced with DRA on TSW2. KWG had it as well with TSW3 introduction, Since BRO it’s gone, unfortunately… Makes driving HUDless at night a nightmare, especially with the older trains.
When they released Naverkehr Dresden, they said on stream that they would not be implementing the reflective signs into future routes. Shame really.
That really is a shame! Was that mentioned in a stream? I was absolutely not aware of this. Thanks for the info!
That is an odd statement. Unreal understands what it means that a material is reflective, it shouldn't need to be "implemented". In fact, it should be possible to turn such property on in bulk across all routes, it's most likely the same asset everywhere anyway, just with varying text field on it. The only problem might be whether the headlights are using correct way to shine light, in order to work with this. I feel like this may differ between various trains modelled in different years/"games".
That was what I was thinking as well. However, it seems to be a manual task for every surface: https://forums.dovetailgames.com/threads/what-happened-to-reflective-signs.64241/#post-593053
Well, given that DTG created their own UE plugin specifically to lay german hectometers as showcased in the editor... if they created it in a way that requires them to then go and return to every single sign to manually alter something on them, then they created a very useless plugin
I'm now curious whether the community can mod this in? Especially with the editor it may be possible considering all the stuff we've been able to do to improve other routes, this could be a great piece of QoL.
I have asked a similar question in the Editor feedback thread, and the answer is likely no, as the route is "compiled"/"cooked" in some way upon release. You would have to edit and re-export every map tile you would touch, and as hectometers are along the whole route, such "mod" would from my understanding be basically as big as the original route.