Audio Driver - remove the TS2019 64 bit interim fix setup_audio.bat from the root folder and Steam depot 24009, which installs obsolete drivers from the Install folder over the current one which can not be retrieved back unless a file verification is triggered I often see users advising others to run this batch file, possibly leading to more issues which are also very difficult or impossible to track down for the user.
One thing I would like to see is for DTG scenery content placed in a common folder as opposed to under individual DLC's. The route I am building makes extensive use of the "vegetation2019" assets. But unfortunately, they are in sub-directories of certain routes and you could end up with several copies but when building a route you have to select one source folder and this often means that those who want to use the route cannot make use of the assets as they don't have that particular DLC while having the assets under a different DLC sub-folder, despite being identical. TS-tools will resolve the issue for individuals who are willing to do the hard work. But we really shouldn't need to do this, as we have the assets in at least one place.
Unfortunately, this was a design decision made long ago due to how Steam used to work and one that cannot be changed now with so many add-ons available today (and the software was never designed to relocate assets so there is no official tool to do it since the source blueprints are different to the compiled versions). Whilst you can 'hack' the compiled blueprints, there are certain underlying mechanics of the software which means you shouldn't do it as you can introduce all kinds of problems - such as those that have been around since players started doing it. Best, Steve
Thanks Steve for the reply, out of curiosity, what sort of issues were caused by editing the scenery. .bin files?
I'm not entirely sure what the mechanics are and I'm not 100% on what specific things in hacking a compiled blueprint is considered a no-go. However, I do know that there can be certain internal database conflicts that can cause objects to fail to render or produce instability in the form of scenarios that fail to load, dispatcher misbehaving or just outright crashing. If you've ever been on a route and seen a train of nothing but couplings pass by, those are indicative of internal conflicts. Best, Steve
Thanks Steve yes I have seen the invisible train. Looks like I will need to replace some scenery the slow way.
This happens when you're not moving for some time and a train that is spawned in a tile that's not inside the rendering update radius comes near - it has always been like that. When you are moving, tiles and stock appearing get updated - when you are not moving, trains from not rendered tiles will be transparent and only external child objects will be rendered. Quick Fix: Press 4 and then 1 (or preferred camera) again will update the train rendering immediately. I'll make a quick demo Kuju stock scenario for you to test, TrainSim-Steve. Or just make a simple standard scenario, place the player and have a fast train from far away approach the player. (I don't know the exact radius - it's probably the boundary the free camera has in play mode)
TrainSim-Steve There you go, made a demo scenario for you on Leipzig Dresden. Start it and do nothing for 5 minutes . Go to 4 cam and the train appears. To sum it up: Rendering of services and updating of tiles is based on the player movement. And it could have been an intentional thing for Kuju to do so. Making changes to that part of the code could affect performance in service-heavy scenarios, so it has to be decided wisely if that should be changed.
I forgot about that damn Audio Setup .bat file. You should also make sure that the latest NVIDIA PhysX System Software gets installed, If needed. https://www.nvidia.com/en-us/drivers/physx/physx-9-21-0713-driver/ Thats the latest one. The old legacy one is still there in the Installers Folder in Train sim, And im pretty sure that some people still go and install it. I have it uninstalled, and the latest one installed. The downloading from the workshop in the workshop tab is also not working properly, And just sits on Downloading too... You should also probably use the latest 64-bit .NET 7.0 for the bits that need it. Like the Utilities too.
One improvement I would like to see is the ability to click and drag one end of a loft while route building, while it is possible to raise and lower one end with the yellow arrows, it is not possible to move one end in any other direction without moving the entire loft.
Please Update Terrain Management Or Terrain Tools because That One of most annoying Part who takes my lots of time When i work for my route
Following up on route building, Sometimes when editing a route or correcting an error, it is almost impossible to align the tracks correctly for the easement to be correct and always end up with a small kink in the rails. A method of retrospectively adding an easement between a straight and curved section of track would be a great addition, simply click on the two ribbons either side of the "kink" in the track and the tool would insert the correct easement.
While I understand why this cannot be retrospectively applied to existing routes, but can it be used for future routes, using a common assets folder for subsequent routes.
Suggestion to fix an old problem . . . The graphics settings menu has several buglets that cause the chosen settings to disappear. I think the team knows, if not I can try to take some screenshots. - - - a while later . . . . When selesting HIGHEST and then HOOVERING the mouse over for instance the NEXT button the setting switches back to CUSTOM.
I think the dependencies will get handled by Steam (Steam Common Redistributables) and don't need to be included anymore, I think Steve has mentioned it some time ago.
The UI is something we'd like to get into and fix up but we're struggling to get access to the Scaleform SDK and Source Code (Scaleform is what our UI is built on and was deprecated several years ago). So, there may ultimately be nothing we can do. Unfortunately, Autodesk are not the most responsive and all our attempts to contact someone has fallen on deaf ears. Correct, ultimately, Steam will manage all the dependent plugin stuff. For the moment, the PhysX plugin installer will remain as it is currently not supported by Steam. This will change when we get around to updating PhysX to a newer version in the next phase. Best, Steve
Few questions . . . . - Have you tried DLSS and DLAA? Does it improve things in TSC or does it have an adverse effect ? - Does NVIDEA handle that automatically or do I need to enable it? - Isn't that handled by the video card and might work without additional TSC support ?
Hello Steve, My intention with the question format is guidance... Which parts of the UI are Scaleform? Do you have alternatives? Was the old (2012) UI Scaleform? Do you have access to it? Considering the deprecated state and the practical issues with it - which may be down to bad use of the observer pattern, every addition to the grid's collection triggering an update, and the grid generating components for each line instead of just drawing it - My personal choice would be to entirely replace the UI. Many games, such as Skyrim or GT Legends, use external app to configure or even launch. In case of TS it could be very useful as clearing cache may be necessary to even have access to the menus. Moreover, these could be supplied as simple 32/64 bit apps, whichever. It already requires a restart anyway. I recall mentions of a full desktop React UI, but you could create a simple WinForms / WPF app. I also recall someone saying that the game could simply be reduced to the editor and runner. It's already best practice to restart the game between scenarios due to residual state. (Which may be a past after your fixes, but still.)
Hi Steve, Yeah, Autodesk are not the most responsive lot, when it comes to SDK's or things like that. Thats been my experience as well. I would build a new user Interface. That was my response to them killing Scaleform. I used to use scaleform to launch an App we had, but I removed the Scaleform SDK, after it was obsoleted years ago, and just tepororily replaced it with a command line launcher. (And yeah I know that is NOT appropriate for Train Simulator and NOT what I among many many others would want to see). So it was either a choice of React or WinForms. I ended up using WinForms, to put a "proper" Human Interface on our apps after a while. It might be a good idea to update PhysX to version 5 (latest and meanest), but they dont seem to have an SDK to download at NVIDIA, but you need to build it from source. Which I did, just to have a look, and test things a bit. You need to drop by NVIDIA's Github, Steve, and take a look, which I think you probably have done already.
This sounds like a good way of doing it. The whole entrance to Train Simulator, The front menu buttons, Settings, Route/Scenario picker tabs etc in the Drive section... Pretty much the whole Interface is Scaleform. Scaleform itself is a pretty crappy design. I only used it in apps that I created because I was requested to do so, It would not have been my choice for a user Interface on anything.
yeah. I had pretty much suspected that. And it (Train Simulator) should use those Steam Redistributables.
The whole front end menu system is Scaleform. We were looking at potentially replacing the UI with something that makes it easier to manage, something lightweight and fast like an HTML/CSS/Javascript driven system but, the cost is prohibitively expensive. There may be options to explore down the road but, for the moment, there's not a lot we can do. Our intention is to bring PhysX to the latest version. The downside is that the current version doesn't support some of the same mechanics that the version we're using does - or that it does things differently. So, it's not as straightforward as one would imagine. However, it's on the plan that it needs updating for future proofing. Best, Steve
I would be happy to add to LocoSwap the ability to directly run a selected scenario without having to go through the Scaleform UI Is there any way to pass a scenario ID to a Railworks executable to achieve such a goal?
My advice would be Winforms with HTML/CSS support as f.e supported by Devexpress UI controls. (Or others) The comfort of Windows.NET support and a slick interface using HTML/CSS
I think this would be a great first step. If this alone could be done, then even the community could step in. I mentioned .Net not only because it's easy but it's a (now) cross-platform framework already required by TSC. Two things. First, this technology stack is predominantly for the web - and a fast moving one. Also, TSC has a lot of collections with many elements in grids, tile views or else, which isn't something React & Co. can handle very well. Yes, there are alternative UI paths but sometimes simple sorting is the best, even though top(100) exists. Second, developers today have ran away. They'll tell you that you need 25 frameworks, 49 microservices, three-tier MVVM (9-15 layers, with full mapping and a full set of copy-pasta models each), while in reality TSC is just a few master-detail grids without any need for design patterns. Curb them. File a RFP. Or simply involve the community and incorporate their solutions like VS / VS Code / .Net, mixed mode open source. Hope it helps!
Idea for signalling . . . There are so many signals and systems that I am sure many gamers have no clue what they all stand for. And I am one of them So why not show a hint message on what the signal stands for by hoovering the mouse pointer over the signal?!
I think that may be one for route builders to create a scenario for route learning with their routes, with a pop-up explaining what the signal means and which dolls refer to which roads etc. The best route learning videos pause in front of each signal and then displays all the aspects of it.
That could be a solution. But I was meaning a little hint that always works in a route. Not just during a training session. Just as when you go to the DriverInterface and hoover the mouse over the thingy that goes tooooooooot there is a hint text "HORN" That prevents people to need to study learn remember forget all the aspects of a signal.
Hello from Austria! My wish as a sound designer would be to be able to change the sound live. So the Blueprint Editor and the Train Simulator with the respective locomotive are open and when I change the volume I notice it immediately in the simulator. And don't just close it and restart it. That takes a lot of time. Above all, I want to make a sound as accurate as possible because I'm a train driver and don't want to drive with half-hearted sounds. Would be really great. Thanks lg
i dont know if already mentioned but this game need urgent a new and modern Anti Aliasing Option like TAA ..i hope that this is possible on that old engine ? cheers
How about this. Another "easy" one..... Map View! How To Zoom Out Further To View An Entire Route? https://forums.dovetailgames.com/th...om-out-further-to-view-an-entire-route.75188/
For the QD menu it would be great if the selection system retained your last setting. It is clunky to have to re-filter every single time you use it. I mainly drive steam so I'd love it to retain that as a setting. I'd also like the ability to have custom filter levels though I appreciate that this might be tricky - ideally to allow me to filter on 'LNER', for example, and have it retain that setting until I cancel it.
This is a long time missing feature. Its non existence is also probably the cause of many route builders routes getting broken/corrupted as well. Some people, like myself, probably need to take a break from their route building, go for a walk, or go for dinnner, feed the dog/cat or whatever and just want to save, and exit cleanly. And not come back to a crashed sim and a broken route.
I think people end up with the assumption that if you want to exit the editor in any way, you must save. Even pressing Drive and then Cancel may leave you in the editor. So if you don't know how to terminate TSC (can get tricky), the only way to exit is to press reset on your case. If you have a laptop, remove the battery while running, or simply let it run out of power. In which case it's easier to set up a minutely robocopy backup of your route that just constantly runs in the background, creating new copies every minute so you can pick which one to return to - your newest few will be the newly saved one. In other words, versioning. Even just reading myself back is awkward. Just add a Don't Save option like most software has it (Exit with save, Exit without save, Stay).
Or just save the changes and delete the newly created Scenery or Network folders. MainContent.ap can't be modified luckily.
Yes, but an built in option would be good as well. Particularly so you don't have to relaunch the game.
I admire all the creative suggestions for working round something that has been present in all software since forever (except TS bless it). So I will add my small voice to those asking for an exit/save, exit/don't-save function. FFS I used to write Cobol programs in the 1980s that had that feature!
And another thing... A second QD plea - could DTG implement the loco priority rules so that a player loco tugging a freight train doesn't get routing priority over an express?
If you haven't set up those correctly OUTSIDE of the game then that's on you, you can hardly expect DTG to cater to your (or anyone elses) inability to set up their PC correctly, besides the majority of PC user will not have anything other than an integrated sound device and generally it's only laptop users who tend to have their integrated graphics enable due to power saving modes and whatnot, again check your system is set up correctly and there should never be a problem that your suggestion supposedly fixes. I haven't had a separate sound card since roughly 1998, and also I've never had an issue of the integrated graphics being chosen over my graphics card by any game ever.