As the title suggests, could something be done to speed up this process - it can take nearly 20 minutes after clicking "Confirm" for the game to trawl through every item of locomotive and rolling stock asset you own. All I want to do is make up a consist for the Berkshire steam loco, which comes without any scenarios for any route and the only ready made QD consist is the loco and tender. Now I'm not running TSC off a SSD drive which I guess could make the process slightly quicker (in fact my main PC is a bit of a potato and all three HD's are mechanical) but nevertheless the trawl is a bit tedious and kind of takes the "Quick" out of the Quick Drive part. Edit: And now seems to stuck with the progress bar at 98%. It would actually have been "quicker" to go in the editor and make a simple scenario there!
The times are due to TSC not being restrictive on a specific path where engine blueprints are located. Sometimes it's "RailVehicles", then "RollMaterial", "Electric" or "Elloks"... so the price of freedom is TSC has to browse through ALL .bin files in your asset folders to gather a list of locos. So the more assets you have, the longer it will take as the game can only know what .bin defines roling stock by opening it, and checking for its type. If it stops at 98% for you, it means it has hit a corrupt asset. I have made a simple test installation only using DTG content, and the Consist Editor works like a charm. There's workarounds like creating an Assets_Storage folder in the RailWorks folder, and move everything there that's not needed for your consist temporarily. (Moving files on the same partition is fast as lightning as data physically stays in place, only it's "address" gets changed in the filesystem.) To make things a little easier, I have suggested some time ago to not rebuild the RVDCache.bin which stores the loco list each time you fire up Consist Editor, but to add a "Refresh" button you can use to manually trigger the cache rebuild. It's in the way the game has grown - there's no simple solution to that other than to completely change the Asset structure and have all engine blueprints in a single place. Breaking the game. It could have been avoided by making stock blueprints unique with naming conventions, like MSTS' .eng files, so the game would have to only perform a "dir /s *.eng" search to get the stock list. My installation has 135,000 bin files, not counting those in .ap archives. Guessing, it's likely a million files to open and check for engine data. The World/Scenario editors get around this problem by making you manually having to tick a Product folder. The consist editor was made to be for all types of users, so it shows all. The more you got the longer it takes.