Train Simulator Classic Update Now Live!

Discussion in 'Dovetail Live Article Discussion' started by DTG Jamie, Apr 27, 2023.

  1. kiski

    kiski Member

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    They still can, especially now it´s the right time.
     
  2. Doomotron

    Doomotron Well-Known Member

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    It's only the right thing to do if they don't accidentally break other things doing so. Even then, is it really that big of an issue?
     
  3. kiski

    kiski Member

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    Just start free roam of your choice, put two locos on the same rail, but with opposite direction (turn one of them in editor) and run the game. Let it untouched for some time and you´ll find those two locos "blended" together. So yes, I think it is an issue.

    Btw, this can be applied on wagons, too.
     
    Last edited: Jun 8, 2023
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  4. Vlaxie

    Vlaxie New Member

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    Like try stopping at a danger signal on a grade on the Canadian Mountain Passes route and watch as you inch forward past the signal while waiting for the on-coming train to pass through the junction in front of you. In no other game/sim have I seen this type of thing happening.
     
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  5. Doomotron

    Doomotron Well-Known Member

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    Hold on, I'm not sure how valid of an experiment this is. It's set up to show a flaw in the design of the game, but in normal gameplay this wouldn't happen. I've been playing Train Simulator for close to ten years now and for much of that time I've been developing scenarios for myself and not once have I been in a position where the trains have blended together because of those very specific circumstances.
     
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  6. kiski

    kiski Member

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    Sorry, but what other experiment would you like to show you how such situation ends? I see nothing "non-valid" on it. It can happen in scenarios, quick-drive runs, free roams... It´s just a engine bug, not solved for years, still present there. I, too, playing this game from the times of Railworks 2, made cca. 4 locos, all scripted, also cooperated with many others. I know very well what I´m talking about.

    Good for you that you haven´t faced such situation and everything is working flawlessly for you.
     
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  7. triznya.andras

    triznya.andras Well-Known Member

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    In agreement with kiski; the repro described is a bit arcane indeed, but the issue can be real.
    Canadian Mountain Passes is absolutely lenient (it doesn't trigger SPAD, which is pretty clever considering its objectives have a minigame to them), but you could just as well slide through a signal or out of a platform during an objective. Edge cases for sure, but possible.
    A bit less of an edge case is stopping against bumpers, I've had it once or twice, the train may force itself into / against it, at the very least it gets brutal loud.
    Also, very rarely but surely AI trains don't actually stop. I played an old TobBirk scenario on Woodhead where the unfitted wagons would follow my train and eventually collide with it if I wasn't appropriately fast or extremely slow, except once where it decided to leave the area entirely, causing a derail.
    I first noticed this on Donner when running the Daily Grind scenario, and there are a few resting stops and I rolled quite a bit (the full length of 2-3 ES44ACs).
     
  8. eldomtom2

    eldomtom2 Well-Known Member

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    I think this is a slightly different issue where wagons are spawned without handbrakes on, so if they're unfitted when the player gets close enough for them to start having their physics simulated they start moving. It's very noticeable on the first Raven Q6 scenario, for instance.
     
  9. triznya.andras

    triznya.andras Well-Known Member

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    Yes.
    I merely wanted to contest the sentiment that AI is not affected, only the player consist.
    I can totally live with this, it has bitten me maybe once in eight years (one dancing train against a bumper on Donner).
     
  10. kiski

    kiski Member

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    Anybody can live with that, and if scenarios are created wisely, there´s no problem at all. I just wanted to point out to a bug, that can also affect further scripting. Because if somebody counts with zero speed, and the game is acting otherwise, whole script block can be affected and not run at all. Especially some timers, acceleration counts, etc...
     
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