Feather River Canyon

Discussion in 'TSW General Discussion' started by tsw#3471, Jul 19, 2024.

  1. tsw#3471

    tsw#3471 New Member

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    Why cant we have Feather River Canyon in TSW4?
     
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  2. Myron

    Myron Well-Known Member

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    the same reason we can't have anything else we don't have (or yet)
     
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  3. Spikee1975

    Spikee1975 Guest

    Too long. TSW routes must fit into a console. Do not expect TSW to become an updated TSC. If you want all that content, see how few DLC are released per year in TSW and calculate yourself how long you'd have to wait. At least ten years. Development of 1:1 real world is the most costly thing in game development, and a train simulator needs more of that than any other game.

    Of course in a way it's become easier, modelling by 3D photogrammetry, LIDAR, and possibly in the future Google servers will stream the real world, only needing game devs to define the rail network into an already existing digital copy of Earth.
     
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  4. rennekton#1349

    rennekton#1349 Well-Known Member

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    If length was really limited by consoles, routes like skw, sehs, ecml, antelope wouldn't exist. Any length is possible but it's limited by resources and budget. If you're talking about storage space then fair but length isn't limited by consoles
     
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  5. rennekton#1349

    rennekton#1349 Well-Known Member

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    Because there's nothing on the roadmap and it's unlikely to happen due to dtg not having access to the freight trains
     
  6. Spikee1975

    Spikee1975 Guest

    Mainly storage space, yes, but also dev costs which are not economically viable for TSW (they weren't also for routes like Konstanz-Villingen(-Hausach) in TSC, which started as a "perfect" track laying experiment by rail-sim.de member "Prelli"). And the other reasons given by 21c164fightercommand who, after six pages, delivered the definite answer to the thread "Why Can't Routes Be Longer?".

    Add to that my impression that long routes are not requested by the largest player base who prefer 30 minute runs to fit into their spare time, as the save game feature still has a high risk of breaking the signalling, and many consider two hours runs being a waste of time.

    Also, TSW's main feature is the timetable, which doesn't make much sense for long US freight routes. These are more a thing for freeroam or interesting scenarios.

    And last, it's known that US freight has been put on hold by DTG, like steam. Acknowledging that there's other simulators that suit the US style railroading much better is not a fault. Commuter routes like LIRR is where TSW can shine.

    If you have played a Run8 preset World, or created your own industry definitions, you'll see what makes US freight interesting. It's a living world to do hauling, shunting and processing the industries that will load/unload your delivered cars in a given timeframe, so you have an endless supply of things to do, be it alone or as a team on a MP server. The game just lets you do whatever you want to, you are responsible yourself for looking at your car tags, making correct set outs, assembling trains and using sufficient traction power for the task. Using necessary DPU fencing or risking to break a knuckle, you can even rerail a train.
     
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  7. OldVern

    OldVern Well-Known Member

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    Also if OP *wants* FRC, then should really be posting this in the Suggestion Forum.
     

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