Ghost Trains

Discussion in 'General Discussion' started by kjk, Jan 12, 2024.

  1. kjk

    kjk Member

    Joined:
    Dec 22, 2023
    Messages:
    37
    Likes Received:
    3
    hi,
    I made two similar small scenario's on different routes where an AI train came passing by. The only thing was I heard the train and saw the couplers in case of a freight train, and with a passenger train apart from the sound only the connection parts between the wagons (whatever they are called) passed by.
    On another forum I read a post of someone with a similar experience, and the possible causes mentioned were reskin problems (not the case here), not enough GDDR, also not the case, and possibly an issue in the core of TS. If that is the case then I don't think I am the only one with this kind of experience.
    One of the key points in handling game graphics I suspect is loading and releasing objects in and out off memory efficiently.
    I saw a video of someone with a lot of freight consists in the scenario, and one freight train passed by that was only displaying the couplers (with the locomotive in this case), but no freight cars. After moving the camera they came into view.
    I read that in the next update of the TS core they improved some memory issues but this is not a problem that leads to a crash, so I have no high hopes, but this problem makes the scenarios pretty much useless to play.
    So I was wondering if I am I the only one with this issue, apart from the video I happen to find it occurred in once.
     
  2. Spikee1975

    Spikee1975 Guest

    That's an engine limitation, a relic from the past history of Train Simulator / RailWorks / RailSimulator.

    Trains are only rendered within a certain radius around the player. By moving, the tiles containing trains are updated internally and train models in active tiles will be added to the render list.

    Now if you are stationary for some time, the radius doesn't change and the rendering will not be updated for trains that are entering that radius and were outside before.

    Simple workaround is to change cameras, "4" and back to "1" works as the trackside camera placement triggers an update of the rendered consist list.

    So this is known. Why child objects like couplers are still visible, I don't know exactly. Seems they are handled differently or not excluded from rendering like the engine body shapes.

    Possibly this gets adressed in upcoming core updates :)
     
    Last edited by a moderator: Jan 12, 2024
    • Like Like x 1
  3. Bekns

    Bekns Active Member

    Joined:
    Jan 20, 2019
    Messages:
    139
    Likes Received:
    56
    i hope this one gets fixed, every time they ask for a list of things we would like to see, this one is absolute top of my list.

    It might be anecdotal but I feel like it is more prevalent on certain routes or maybe with certain types of stock as sometimes while waiting for a red and checking the map i would be absolute certain I was going to get couplers only and then I would be pleasantly surprised with full rendering and then other times sure enough couplers only.
     
  4. Spikee1975

    Spikee1975 Guest

    It surely depends if the train is starting from an inactive tile, and updates are stopped while you're stationary.

    For the time being, switch between cams when stationary for a longer time :)

    The devs know about it, I made a simple demo scenario for them to test.
     
  5. kjk

    kjk Member

    Joined:
    Dec 22, 2023
    Messages:
    37
    Likes Received:
    3
    Ok thanks for the answer, it is left to the developers and good they know about the problem. I also noticed no couplers in the scenario editor, so it looks a bit strange, but as long as you hear the 'clank' the trains are connected.
    The scenarios I tested to have this problem with, only have an AI train passing by (more would not change anything), and the camera is on the platform no camera switching is possible. I wanted to make a few static scenarios with rolling stock passing by one after the other, but that is useless then until the new update changes that. Let's see if the developers can update this old piece of code without breaking something else.
     
  6. Spikee1975

    Spikee1975 Guest

    It's not useless and worked for years, just check how all the [Railfan] scenarios are made.

    It's just important to not let the trains start from too far away, which you don't need to anyway for the type of scenario you are doing. You can even put them into one signal block, and set staggered starting times for them.

    Couplers are not rendered because they'd require calculations which are not necessary in the editor (coupled/uncoupled state). Would slow things down, and you'd not gain anything when making scenarios.

    All you need is a little creativity :)
     
    Last edited by a moderator: Jan 13, 2024
    • Like Like x 1

Share This Page