Hi there, I have tried to find controls for a time scale/time compression function. I did a timetable and the Sim had me drive a train in LA and then asked me to stop and park at a station for TWENTY TWO MINUTES. I doubt the devs are that stupid and intend us to just sit and watch the timer for nearly half an hour.
a lot of the times (rightly so) the timetables are the real life ones, if that’s what the train does that’s what it should do, it would knock the timetable out of reality to do otherwise. speed ups i imagine will cause adverse issues with the game, not guaranteed but I can see that happening. I believe they split up the services though for many of them if they do have extended stops, it’s up to you (any player) to back out and find the next part if so personally I quite like some extended stops now and again, there isn’t that many that do it so it’s fine, I often take the chance to take toilet break or coffee make/refil etc and let it keep going (not pausing the game)
Generally the dev approach now is that if the train is to be stopped for more than 10 minutes, the service will be split in multiple separate parts in the timetable (which you can overcome with "return to freeroam" at the end of the part if you wish to continue). But older routes do not have that.
If you use either the god mode mod or unreal engine unlocker you can speed up time using: Code: slomo <time multiple> I agree it would be better for it to be a standard feature though
It should be an option. There are a few scenarios where you end up waiting around, some of the loading ones on Oakville and wasn’t there a freight run on ECML where you end up arriving at the destination but had to wait for the actual completion time 45 minutes in the future. Well the latter case was sloppy compiling and lack of attention to testing but at least if you can go to 2x or 4x game speed it would make the wait tolerable. Otherwise there is no way I’m burning my PC and monitor doing nothing for that length of time. Of course there would be technical challenges to overcome but DTG do employ programmers, don’t they?
Should really be in the game. Or have something to do. There is never a collectible to be found when you have to wait for minutes.
I seem to remember somebody asking Matt about it on one of the charity streams. If I remember correctly they have it in the development builds for testing purposes but it can cause problems, which is why it's not in release build. I don't understand why though, other games have it without causing problems.
Zusi 3 has an amazing feature where you can press F4 and the game will time-skip until few seconds before the signal in front of you is supposed to turn green. Maybe TSW could have something similar.
Yes I had forgotten that. And still keeps track of where all the other services are and how they are running. So if essentially a one person outfit can achieve this, why can’t DTG with their programming resources. Not expected while actually in motion driving the train but at a stand or out of the driving chair.