Is It Possible To Build In The Train Sim World 4 Editor A Route Of Approximately 1,500 Kilometers?

Discussion in 'TSW General Discussion' started by macs145000, Sep 2, 2023.

  1. macs145000

    macs145000 Member

    Joined:
    Jun 19, 2018
    Messages:
    48
    Likes Received:
    4
    The question I am going to ask will sound really crazy, but it is possible to build a route of approximately 1,500 kilometers in the Train Sim World 4 editor, which is equivalent to 932 miles. The truth is, I am aware that the editor may have limitations and due to memory The truth is, how big could a route be made in the Train Sim World 4 editor? Once it comes out on September 26, I hope someone can tell me how feasible it is to build an extremely large route, if not to say very large. Greetings
     
    • Like Like x 1
  2. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,326
    Likes Received:
    18,782
    We have no idea. Come back in 20 years and tell us how you got on :)

    We know it will build routes the length of whatever the biggest in TSW is, beyond that nobody has tested it with a full route build (track only will be quite different to having all the signalling, light bakes and other stuff to make an actual usable route).

    At 932 miles though you're almost certainly going to find the curvature of the Earth is your biggest problem - since TSW is a flat-earth model and uses UTM to translate between the two, which is fine for say 300-400 miles but the error starts becoming a lot more challenging after that.

    Matt.
     
    • Like Like x 20
    • Helpful Helpful x 11
  3. bakedpotatos.jm

    bakedpotatos.jm Well-Known Member

    Joined:
    Nov 10, 2020
    Messages:
    1,552
    Likes Received:
    2,800
    Are you telling us the Earth is not flat?

    And no one has argued the point yet?

    Is this the real internet?
     
    • Like Like x 4
  4. paintbrushguy

    paintbrushguy Well-Known Member

    Joined:
    Jun 9, 2020
    Messages:
    443
    Likes Received:
    675
    Maybe something like this would be achievable, but I doubt much more!
    [​IMG]
     
    • Helpful Helpful x 1
  5. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    645
    Likes Received:
    1,634
    The errors you'll get are either because you've reached the ice wall or you've fallen off the edge lol.
     
  6. OldVern

    OldVern Well-Known Member

    Joined:
    Nov 2, 2020
    Messages:
    17,963
    Likes Received:
    36,552
    You will also run into the Wildlings and the Ice King!

    Assuming you actually completed the project you would then need to ask NASA to build a super server to host the multi terabyte file which no one could fit on their PC!

    Seriously for a solo project I would not look at more than 25 to 30 miles and my first attempt will probably be less than that, an upscaled model or miniature railway plan.
     
    • Like Like x 1
  7. Someone's thinking of the 600km straight bit across central Australia.. ;)
     
  8. Tomas9970

    Tomas9970 Well-Known Member

    Joined:
    Oct 7, 2018
    Messages:
    1,036
    Likes Received:
    1,049
    I imageine the biggest challenge of doing a very large route through almost unpopulated area would be large-scale procedural generation, which would unavoidably make the route feel very shallow and repetitive. I would just pick a shorther but interesting section and go with that instead.
     
  9. west coastway trains

    west coastway trains Well-Known Member

    Joined:
    Feb 14, 2023
    Messages:
    774
    Likes Received:
    1,167
    Most likely yes it will be possible, but by yourself it would take a number of decades
     
  10. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,326
    Likes Received:
    18,782
    It's actually harder to do this than you think.

    Talking to our Art Director many years ago when he built the Marias Pass for TS Classic, he said that the interesting bits of the route with lots of varied scenary are quite easy to make, compared to the long expanses of open barren area where it's easy to think there's "nothing", but there's never "nothing" there's always something there - so you've got to really hunt for that detail, get a much bigger sense of the area and its character and then put that detail in. People playing the route will probably still think "there's nothing here" but trust me - if you actually put nothing there, that looks *very* different. The same criticism is raised about Sherman Hill in TSW and again, if you remove the scenery that's been put in you'll appreciate more how MUCH there actually is there.

    The Nullabor Plain is NOT to be underestimated as a task! :)
     
    • Like Like x 6
    • Helpful Helpful x 1
  11. Tomas9970

    Tomas9970 Well-Known Member

    Joined:
    Oct 7, 2018
    Messages:
    1,036
    Likes Received:
    1,049
    So the challenge of art direction is to make uniform surface interesting to look at? I think I heard that somewhere.

    This brings the next question. I heard that there is a 30 or 40 second rule (exact timing varies) in open world games, which says that the player exploring the world should always stumble upon something that catches his eye within that time. Have you guys done something like that for TSW? Like making small unique scenery bits roughly every 1km on a 120km/h line to break up repetition.
     
    • Like Like x 1
  12. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,326
    Likes Received:
    18,782
    We don't do a specific pass for that, no, aiming to simply copy reality rather than manufacture interest. If it's boring in real life then either we shouldn't do it, or it should be boring in the game, basically. BUT when we're playtesting one of the things we try to take into account is whether there's areas of blandness that should be levelled up because interesting things have been missed, or because a styling has been too repetitive in a stretch. The Bremen route for example originally during dev had a stretch of straight that was very bland to drive through, it wasn't necessarily "wrong" but it wasn't "right" either. The team got together and spent time making it more varied and interesting and now it's much more enjoyable drive through rather than feeling like a bit of a "this is the dull bit" slog.
     
    • Like Like x 5
    • Helpful Helpful x 1
  13. OldVern

    OldVern Well-Known Member

    Joined:
    Nov 2, 2020
    Messages:
    17,963
    Likes Received:
    36,552
    Quite funny to recollect the first ever route I did for MSTS was Ayr to Stranraer and even with the hills, it was quite a challenge to make sections of bare moorland look interesting. More so with the very limited built in resources we used on those very early routes. Ditto later on with the West Highland over Rannoch Moor and Far North between Helmsdale and Georgemas.
     
  14. cActUsjUiCe

    cActUsjUiCe Developer

    Joined:
    Sep 21, 2017
    Messages:
    810
    Likes Received:
    2,668
    Yes, but the file size would be massive. You're probably looking at 50GB of landscape data alone.
     
  15. junior hornet

    junior hornet Well-Known Member

    Joined:
    Oct 15, 2018
    Messages:
    2,049
    Likes Received:
    3,247
    Of course the Earth is not flat. If it was, the cats would have knocked everything off the edge.
     
    • Like Like x 7
  16. Javelin

    Javelin Well-Known Member

    Joined:
    May 2, 2021
    Messages:
    905
    Likes Received:
    1,548
    Lol
     

Share This Page