Dovetail Games What Would You Like To See Documentation For?

Discussion in 'PC Editor Discussion' started by DTG-Chris, Sep 14, 2023.

  1. Tomas9970

    Tomas9970 Well-Known Member

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    I'll add to this and want to ask for uncooked base game content. Basically everything in the content folder.

    For scenario creation, there is this livestream which is still relevant.
     
  2. fceschmidt

    fceschmidt Well-Known Member

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    I'm getting to a point where I would like to understand a bit better the workflow of blender/unreal "co-design", where you lay track in UE and export it to blender so that you can properly align e.g. station platforms, bridge assets etc. to the terrain, tracks or any other railway infrastructure. :)
     
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  3. OldVern

    OldVern Well-Known Member

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    Junctions - definitely going to need a primer on these.

    Tried to follow what Matt did in the demo video, but totally confounded. Can’t select the black triangle. Search for junction in the assets brings up all sorts of items and components but what is the actual item we need? I picked one at random from ECW and it is invisible, the bounding box did not align with the track and even after fudging it did not pick up the junction node. Tried to assign manually but have I picked the right set of points as there is no label over the note.
     
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  4. rf642004

    rf642004 Member

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    Hi
    A
    one of the routes in PDF, with the name of the stations, distances and gradients.
    Just this, and. I'm happy.
    The rest stops later, as many users have already asked for it.
    Thanks
     
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  5. bremen

    bremen Active Member

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    An hint about tracks.
    For example, which is the magical number to reduce the length of straight pieces composing a curve.
    In my case is 2.5m which is too much for a 50m radius curve.
    I have seen that a narrow gauge track, in Voralberg, has pieces of less than 2m long...
     
  6. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    I've asked for help with this already, but this looks like a good place to ask again: where does TSW4 store screenshots? By the way, I long ago moved my TS and TSW... content from my C: drive, where space was getting scarce, to my E: drive, but I'm having trouble finding my TSW screenshots (F12, CTRL+F12, and CTRL+F10) on either drive. Seems to me that this should be covered in the otherwise good and very welcome TSW4 users' manual -- but it isn't.
     
  7. Tomas9970

    Tomas9970 Well-Known Member

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    Regular Steam F12 screenshots should be in Steam\userdata\[user ID]\760\remote\2362300\screenshots

    I have no idea where to find the rest though.
     
  8. josh_the_tech

    josh_the_tech Active Member

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    Hi LastTrainToClarksville. This forum is for the PC Editor, so unfortunately this isn't the right place. However, you can find Photo Mode screenshots in your user folder\Documents\My Games\TrainSimWorld4\Saved\PersistentDownloadDir\PhotoMode

    If you need further help, please feel free to contact DTG support https://dovetailgames.freshdesk.com/support/home
     
  9. emil#3734

    emil#3734 Well-Known Member

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    Content Modification
     
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  10. The7Train

    The7Train Active Member

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    There's a lot of talks regarding Simu-Graph. A lot of devs, including myself, are stuck regarding Simu-Graph because we have no documentation on how to proceed. Perhaps DTG could publish a screenshot of each type of train in Simu-Graph, such as the M3A for DC power, the ACS64 for AC power, and the P42 for Diesel power.
     
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  11. fceschmidt

    fceschmidt Well-Known Member

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    By the way, I have this part figured out now, if anyone is interested I can make a tutorial for it soon :)
     
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  12. jackthom

    jackthom Active Member

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    I’m starting to wonder about how to make a fairly short tunnel where the ecml passes over the Newcastle Carlisle line in Gateshead.
    I have some “excavate and rebuild” ideas which might be ok but would like to know how the experts approach this.

    I’ve also had a brief play with placing a few shrubs and trees etc but I’m totally lost when it comes to covering large areas of landscape with grass and other vegetation.
     
    Last edited: Oct 19, 2023
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  13. Tomas9970

    Tomas9970 Well-Known Member

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    You should look into this for making grass cover.
    https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/OpenWorldTools/Grass/QuickStart/

    As for trees and forests, I think the best way is to hand-paint them with the foliage tool.
     
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  14. pwilson79

    pwilson79 Well-Known Member

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    I've seen this mentioned, but I'd like to see documentation for how the AI cars and busses are set up, and how roads are laid out, or at least how you recommend setting them up. Also, I've deleted my earlier posts, as the method for using map overlays in Google Earth was easy to look up.

    edited to add: And making tunnels. Particularly best methods for opening holes in our terrain, and anything we need do differently while laying track below the terrain. (Can you tell I'm making a subway route? :) )
     
    Last edited: Oct 26, 2023
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  15. Zeo2113

    Zeo2113 Member

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    Troubleshooting and info on what the error messages mean. As this is a cut down version of UE4, Googling for answer may not be that useful.
     
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  16. jackthom

    jackthom Active Member

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    I'd like a straightforward explanation of how to join two sections of track which are approaching each other at a good angle without ending up with one or more red nodes where they meet.
    Now that I'm playing with switches and signals I've discovered that the dispatcher can't find a route across one of these dodgy nodes.
    I must be overlooking something in the Network Edit Mode toolkit as I've been unable to get a good node/join so far.

    Edit: Some useful info in this thread…….

    https://forums.dovetailgames.com/threads/joining-tracks-help-solved.75550/
     
    Last edited: Oct 28, 2023
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  17. diesel power

    diesel power Member

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    Creating a locomotive from scratch step by step. replacing sounds in existing locos
     
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  18. DazTrainz

    DazTrainz Member

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    Personally I would like a 'nice long manual' but honestly pretty much everything.
    I'd like to make my own route and maybe make a few steam, diesel and EMU locos.
    I'm looking forward to getting my hands on the editor once I get my rig set up.
     
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  19. DonnyDave

    DonnyDave Active Member

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    https://docs.google.com/document/d/...xo8P6djUyCb1jPX13D1AbdYm3PapxTof-Q-7RdG3C/pub took 18+ hours then further hours to update (and that's just for creating the terrain and an additional 4 + hours for the painting landscape section), And I only touch the surface of everything, There are many more things I'd like to add especially with the painting landscapes section. I was planning on doing a track laying and signals guide. The masterclass was good but imo when trying to teach something to somebody that has no experience with game development, having things pre made and no set script to stick to what could be a 2 hour video gets dragged out to be much longer. Unfortunately I've been sidetracked though, RL problems, the fact i'd like to make my own route, learning blender so I can make my own stations and other assets and not many hours left in the day because of work means i'm having to put making any improvements, or new guides on hold. The "For Dummies" style of teaching something, not saying everyone is a dummy, of making a route from zero to a small working 2 station route with some yard sections would be great, one youtuber also had a video guide on landscapes with links for downloading textures and assets (for a price) which would be something that DTG could maybe look into.
     
    Last edited: Nov 3, 2023
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  20. olegich#2974

    olegich#2974 New Member

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    Сначала выпустите нормальный, стабильный редактор, а потом предоставьте документацию для использования, но всё бесполезно!!!

    First, release a normal, stable editor, and then provide documentation for use, but everything is useless!!!
     
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  21. bremen

    bremen Active Member

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    Maybe I have missed something but in the BP menu there are no entry for:
    road/generic loft
    water loft or water in general (and it cannot be found under plugins)
    buffer BP.
    rollingstocks BP.

    Why a mesh needs to be placed under "meshes" but the mesh of a wagon goes under "view/models" :D
     
  22. DazTrainz

    DazTrainz Member

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    Oh wow...added it to my bookmarks for future reference, it's something I can't wait to get around to doing in the near future.
     
  23. DonnyDave

    DonnyDave Active Member

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    Thanks, I hope it helps, I've not had much feedback from people that may have used it
     
  24. DazTrainz

    DazTrainz Member

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    I'll be sure to let you know how I get on. :)
     
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  25. RobertSchulz

    RobertSchulz Well-Known Member

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    Just releasing any kind of information more than the 3 masterclass videos would be very helpful.

    Since quite a time you didn’t provide any new masterclass videos anymore on YouTube. And even the three classes, which we got, miss many important things or skip them by having you "prepared" certain things.

    In the last November Roadmap stream, Alex and Matt shared their feelings how grateful they are how the community provides guides and help each other in a way "better than DTG could do", but as in so many other aspects about TSW, again and again you completely missing the point.

    It's not the job of the community to provide documentation and give help for your Version of the Unreal Editor. This is your, and only your very own responsibilty.

    For me it kind of seems like you quickly lost interest in bugfixes, tutorials and documentation for the Editor, once you got the money for TSW4, claiming the PC Editor to be a major feature for it.

    So please come back and fulfill your promises and responsibilties regarding the people who willed in for paying for another at least partwise broken product again.

    Would really be a shame if the Editor adds itself to a long and wide list of broken promises and hopes of your costumers.

    And last but not least, I really appreciate the effort some forum members have took to provide helpful documentations. But on the other side, I personally consider it a shame that DTG didn’t do that.

    Going as far as to say, "The community makes it better than we could do" and provides that even as an argumentation to even out your lack of interest and effort to provide a high quality product is just shameless. I really have no other words for that.

    I only can hope that something is going to change in the following weeks and months but the past weeks just gave me another disappointing impression of your company.
     
    Last edited: Nov 9, 2023
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  26. DonnyDave

    DonnyDave Active Member

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    you can use the foliage tool in the modes selection
     
  27. Perks390

    Perks390 Well-Known Member

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    Would it possible to get a tutorial on setting up substitutions on formations within timetables?
     
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  28. basszoggha#6980

    basszoggha#6980 New Member

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    Hallo @DTG-Chris When I try to Enter the altitude data I get these errors and no height data is loaded.
    Screenshot 2023-11-09 190010.png
     
    Last edited: Nov 12, 2023
  29. RobertSchulz

    RobertSchulz Well-Known Member

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    I would like to have a brief and short documentation about all the options and parameter which are unique to the TSW version of the Unreal Editor. Other generic options for the Unreal Editor I can look and search for by myself, but not so for the TSW Editor.

    It's because some of these are either not self-explanatory or if they are, it's unclear what they actually do or not do (despite the name). Very important!

    For example, the vast amount of Track layering options in Network Edit Mode. I watched Lukas' masterclass where he explained a bit about it but in fact it was so damn quick and he only illustrated a few examples on the run.

    And I don't think a short PDF manual, explaining every option with 1 or 2 sentences (maybe giving a hint about a default or recommended parameter value) - [just like in usual software documentation] should be too hard to create from you. Some forum members already brought pretty complex documentation about certain procedures to get a route going.

    So, at least one of your employees should be able to create a brief documentation about all unique options and parameter for the very unique TSW version of the Unreal Editor (at least the options, if you don't have the time to explain all possible commands, functions, etc).
     
    Last edited: Nov 14, 2023
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  30. Tomas9970

    Tomas9970 Well-Known Member

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    You can hover over various labels and buttons in the editor and get a tooltip that tells you what it does. This description has been added even to many TSW specific features so you should take a look.

    As for default values, most options have these yellow arrows that reset them to default. However TSW-specific options don't seem to have it.
    Tooltip.png
     
  31. RobertSchulz

    RobertSchulz Well-Known Member

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    Thanks for the tool tip advice. This would solve the need for the data about the recommeded parameter values.

    However, despite the tooltip information some parameter still remain unclear to me, especially in options which are not understandable at first or second reading.

    Hence what I said
    A bit more information (especially on some tools around track and asset creation) - when to apply what - would be helpful, because even if you try them out it, there might be no obvious result on the viewport what the option actually did for a change or what it didn't change.
     
  32. RobertSchulz

    RobertSchulz Well-Known Member

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    How do you enabled these more detailed tool tips?

    I already looked up in the Editor settings for it, but couldn't found it.

    When I hover over an option or value, it does not give the informations you showed by default.

    The mouse can not be seen on these screenshots, but I will indicate where it is.

    Hovering over the option itself, the tool tip only shows the name of the option:
    Screenshot (8859).png

    Hovering above the value, also only gives the value, no default or recommended values:
    Screenshot (8858).png
     
    Last edited: Nov 15, 2023
  33. Tomas9970

    Tomas9970 Well-Known Member

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    i said it's been done for some options. Not all of them. For example the rate of change for eased curves has a pretty good explanation. Even though I agree that saying that "many TSW features have it" was a major exaggeration.

    Tooltip.png
     
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  34. pwilson79

    pwilson79 Well-Known Member

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    Hopefully that's something they'll work on for version 2 of the editor.
     
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  35. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Just Trains' users' manual for their Blackpool Branches route is the most thorough such document I can remember seeing. Every TSW4 route deserves such a guide.
     
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  36. Trainspotting Norden

    Trainspotting Norden Well-Known Member

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    How can I fix this problem, the curser to place the tracks wont go lower, it is impossible to build the tracks on the gound
     

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  37. hannah12

    hannah12 Member

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    Creating a scenario where you have to switch trains and platforms at the endstation and drive back,I want to do a scenario like this but I dont have a clue how you use the objective manager
     
  38. sparky373

    sparky373 New Member

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    In cab signalling like TVM
     
  39. stanik

    stanik New Member

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    Please explain how to setup DoorManager witch script to open doors animations
     
  40. ffabio89

    ffabio89 Well-Known Member

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    After some time spent in the simulator and on this forum, I can adjust the information I've requested at the beginning of this adventure on the editor:
    • How to create gantry and (from 3D to the editor)
    • How to create signals (from 3D to the editor)
    • How to create the path for the passengers that walk in the station
    • How to create tunnel (the dark inside)
    • How to create specific sound for the track (for who create itself track)
    • How to create level crossing (from 3D to the editor)
    • How to create track (from 3D to the editor)
    • How to create animation on 3D object and make it working in the editor

    Hope to seeing this in a future video/write tutorial to learn all about the route!

    And for all, hope you're having happy holliday with family or friends!
     
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  41. Rudolf

    Rudolf Well-Known Member

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    Can we have an advanced timetable/scenario creation tutorial? This may in include which button to push things, special instructions, maybe by how to do guard mode,how to create a journey and so on. Add custom scenery.
     
  42. bremen

    bremen Active Member

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    Could I request some official documentation on how to request and receive some needed official documentation? :D:D:D
     
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  43. jackthom

    jackthom Active Member

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  44. bremen

    bremen Active Member

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  45. josh_the_tech

    josh_the_tech Active Member

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    Noticed this too. Disappointing it's been removed from the roadmap but I'm hoping it's just that for Feb they've only focused on things discussed during the Dovetail Direct and we may see more substance to the March roadmap. Tagging DTG Matt / DTG Alex for awareness that we'd still like to see a rough timeline on when we may expect to see some editor improvements.
     
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  46. bremen

    bremen Active Member

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    There are some information in this video about the Roadmap Q&A.

    It starts at 36:20

    They are planning to do smaller videos about the editor properties instead of the master classes.
    For the next two months there will be no updates about the editor because they have a list of thing to fix.
     
  47. RobertSchulz

    RobertSchulz Well-Known Member

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    LOL. I would love to have that, too.

    Yes, it's gone off the roadmap but the last roadmap back in December also had improvements to the Editor listed, shifted from the 0-3 months category initially in October, to the 4-6 months category in November and then I think 6+ months on the December Roadmap.

    So, this is the first roadmap which does not even mention it anymore.

    I hoped so, too. But after the answers given last evening, this does not seem to be the case. Explanation in next Paragraph.

    Alex didn't said that for the next two months will be no updates. He said that "There will be likely no major updates for the next couple of months", which suggests to me that we should not expect bigger improvements in the next months at all (maybe with the release of TSW5?).

    I really only can hope that the thing about these short tutorials he talked about is a thing which get realized and comes to the Forum as it would help so much already.

    But I keep skeptical about it until I see it is indeed happening.
     
    Last edited: Feb 14, 2024
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  48. camheal989

    camheal989 New Member

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    how to create a loco?
     
  49. bremen

    bremen Active Member

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    I have looked at the video the day prior so I was going with memory:). But the concept is more of the same... to wait.
     
  50. matthewanthonygray

    matthewanthonygray Member

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    How to make rail vehicles compatible with livery designer
     

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