Tsw 4 Editor - Important Dev Questions

Discussion in 'PC Editor Discussion' started by dxltagxmma, Aug 23, 2023.

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  1. Yes

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  2. Kinda

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  3. No

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  4. Maybe/I don't know

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  1. greggryan2

    greggryan2 Active Member

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    Just want to ask, obviously any mods made with unofficial editor or other means prob don't work on TSW4. Has there been anything found if there is any issues with stuff made with the official editor not working in TSW4?

    Just worried that I may end up with something I make in official editor wont work in TSW4.
     
  2. Tomas9970

    Tomas9970 Well-Known Member

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    You mean if something works in-editor but doesn't work when exported out? I would say that it's unlikely to have an issue like that.

    If something doesn't work in-editor, it could either be a user error (not making the content properly) or a game bug that the real devs have to work around as well.
     
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  3. greggryan2

    greggryan2 Active Member

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    So it's what I've heard apparently dont know if its true, stuff made in official editor and then compiled and packed to run in game isnt working in TSW 4. Just bit worried as if that's case gonna scupper my plans of making a scenario for ECML with the Azuma
     
  4. josh_the_tech

    josh_the_tech Active Member

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    The PC Editor requires TSW4 and is for making content for TSW4 (and I suspect future TSW releases). The PC editor hasn’t been made available yet so unsure how this conclusion has been made.

    You will be able to create scenarios with the ECML and the 801, once the PC editor becomes available from 26th September, alongside the release of TSW4.
     
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  5. greggryan2

    greggryan2 Active Member

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    I have sent you a DM on situation. If you say things should be fine then that settles my nerves and regains my hopes I can start with my scenario as soon as official editor comes out.
     
  6. Calidore266

    Calidore266 Well-Known Member

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    Luckily I looked closer before buying anything. I'm completely new to SSDs and didn't know there are actually three different interfaces, but it turns out the one I got will plug right into the motherboard. That's convenient.
     
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  7. cActUsjUiCe

    cActUsjUiCe Developer

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    Yep, it's called an M.2
     
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  8. Calidore266

    Calidore266 Well-Known Member

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    That's it! Mine says M.2 2880. I look forward to reading up on SSDs and finding out what the hell M.2 even means.
     
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  9. Tomas9970

    Tomas9970 Well-Known Member

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    M.2 2880 is a physical format, which tells you whether or not the drive will fit into your motherboard. 2880 seems odd so didn't you mean 2280 instead?

    Then there's the connector, which is either M.2 SATA (two cutouts) or M.2 PCIe (one cutout). Some motherboards will support both while others can only have one or the other. PCIe drive is generally the better option with much higher transfer speeds.
     
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  10. KrisKol

    KrisKol Active Member

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    My mate built himself a New PC This afternoon, He had everything correct, but one glaring problem... He had all Mismatching RAM sticks. They were all DDR4 16GB x 4, but all Different brands and speeds.

    Luckily for Him, I had a Faster 32x4 Kit that I am not going to use, So I gave it to him.

    He wondered why it was all so unstable, thats why he brought it around to my place after dinner. He has more RAM than he has ever Had before (so he said) All 64 gigs of the mismatched stuff he scraped together, was faulty as well which made it heaps worse. All fixed now.

    I also put 2 More Terrabytes of M.2 SSD in my own Rig as well, afterwards. All 4 of my M.2 slots are now taken.
     
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  11. Calidore266

    Calidore266 Well-Known Member

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    You're quite right, just a typo.
     
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  12. greggryan2

    greggryan2 Active Member

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    With the editor when making a formation. Let's say Azuma with class 66 on front. Is there a way to have the couplings work so say an alternative one show for class 66 that will allow coupling to the Azuma ?
     
  13. DTG Matt

    DTG Matt Executive Producer Staff Member

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    When you couple two vehicles together in a formation, the game *should* auto detect the correct compatible couplings to use...

    Matt.
     
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  14. greggryan2

    greggryan2 Active Member

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    Okay, thank you Matt, will be interesting to see what happens there then if the C66 coupling will change to one that matches Azuma. :)
     
  15. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I dont think there is a compatible coupling in that case is there? :) Likely it will fail to spawn and an error in a log somewhere saying "no compatible couplers found" :)
     
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  16. greggryan2

    greggryan2 Active Member

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    arrr right okay, at least if it does fail I will know what to look for if that ends up being case :).
     
  17. greggryan2

    greggryan2 Active Member

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    Anyone know answer to this, If with the official editor I make a scenario where I joining to another service but I want it to be a dead unit so it's a haul job. Is there a way to isolate on that Unit the traction being applied so only my 5 car unit apply traction?

    I'm asking as I have a scenario idea and I know C323 you could isolate the unit regardless if couple to a non isolated one and you would end up dragging the isolated unit.
     
    Last edited: Sep 21, 2023
  18. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yes. When you set a train in a scenario you can define its "preset" for the physics, one of which is the cold and dark "dead" preset.

    You can also set this on a per-vehicle basis too - so if you have a "power train" with say 1 loco hauling 5 dead locos, you can now set the 5 locos dead while the front one is live. Relatively recent addition i've not had the pleasure of using, but came about after I added the power train to service mode in ruhr sieg so many years ago :)

    Matt.
     
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  19. raptorengineer

    raptorengineer Active Member

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    can i plan a scenario where ai train drop off cars and i can then pick them up to go some where else.
     
    Last edited: Sep 21, 2023
  20. greggryan2

    greggryan2 Active Member

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    That is actually awsome. I've always like making scenarios that are fictional but not your normal run up or down the line. I like myself some variety and what you've explained there sounds like it will be the perfect way to achieve them dead unit or loco situations :).
     
  21. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yes, quite easy to do - you can have lots of handoffs between AI and player and use dependencies to keep it in check to allow the player longer to do things without getting trapped etc etc.

    Matt.
     
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  22. Choo choo

    Choo choo Well-Known Member

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    Will it be possible to set assign certain consists/liveries to services if I was to make a timetable?

    For example: If I create a timetable for a German route, will I then be able to assign the Vectron with RP livery to 20% of freight services, Vectron with (Insert freight operator here) livery to x% of services, Taurus with Hector Rail livery to y% of the same "pool" of services, and so on...? :)
     
  23. DTG Matt

    DTG Matt Executive Producer Staff Member

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    You can specifically set what's where but you can't just broad brush 20% etc

    Matt.
     
  24. greggryan2

    greggryan2 Active Member

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    With the public editor after it's released when I test my scenario is there a way to play the scenario from a specific instruction on timetable then playing it from start each time ?

    Just thinking if I'm testing a specific bit but I know everything prior is working fine, would save time to be able to play from that player instruction on timetable then start of scenario ?
     
    Last edited: Sep 22, 2023
  25. DTG Matt

    DTG Matt Executive Producer Staff Member

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    No you need to start from the beginning each time and yes that does make it time consuming.

    If you're just testing AI train interaction you can use the timetable simulator stuff to run it at 20 times speed (without objectives etc) and then review it in the playback tool to see if all that worked out ok - but once it comes to checking objectives etc you kinda need to play it.

    We do have an objective ui debug tool you can pop up which lets you skip through objectives - so again if you just want to check over the subtitles that pop up and verify they are ok, you can do that by just clicking skip a bunch of times, but that wont tell you if they happened at the right time or if other things happened.

    Ultimately, ya gotta play it.

    Matt.
     
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  26. greggryan2

    greggryan2 Active Member

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    So yeah completely get from an objective POV, I would think that's only best way to check things tbh. I was more thinking about Timetable but you answered that so checking the pathing etc is all correct and working etc :)
     
  27. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Pathing you can check visually in the editor without any need for anything else.
    Making sure trains actually get where they want to, checking if there's any unreasonable red lights, checking if there's any dependency issues - that can all be done via the timetable sim tool and you can get all that ironed out really quickly tbh for a scenario.
     
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  28. raptorengineer

    raptorengineer Active Member

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    can i add my own voice to the introduction of scenario?
     
  29. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yep
     
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  30. Evolinox#6389

    Evolinox#6389 Member

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    The Editor will be released alongside TSW 4 Release, right? So 26th iirc.
     
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  31. SamYeager270

    SamYeager270 Well-Known Member

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    Maybe, that's what DTG want but it's not been confirmed yet.
     
  32. bremen

    bremen Active Member

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    I waited 7 years for the TSW(1) editor... a couple of extra days (maybe, maybe not) should not be an issue... :D:D
     
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  33. greggryan2

    greggryan2 Active Member

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    Heres hoping everything goes golden on 26th and we get the editor :). I can not wait to get started love to create stuff me.
     
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  34. OldVern

    OldVern Well-Known Member

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    Another question for someone in the know at DTG...

    Does the editor have an easy to use Search function for finding assets and textures etc.? TSC is hopeless in this respect as you have to scroll through endless lists to see if anything matches what you need. Can't even favourite list items between editing sessions. Trainz Surveyor OTOH does have a very powerful search function, you can type in "council" and immediately get a list of every council house type installed. You can also keep multiple favourite pick lists, does the TSW editor support this too?
     
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  35. Tomas9970

    Tomas9970 Well-Known Member

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    This is actually a native UE4 feature. If you are in a folder, you can both filter assets by type or type stuff in the search box. This will search all sub-folders and bring up everything that matches the criteria.

    One more quick tip about that, you can then right-click the asset and hit "Show in Folder View". You can then remove the filter and see what else is in that asset's directory like materials, textures, etc.

    Asset Search.png
     
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  36. bremen

    bremen Active Member

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    Me too :cool:

    But in the last 7 years my interest in train related simulations/3Ds fell near zero for various reasons.
    Take in consideration that I have started my route in 2007 with RS and, after multiple versions of the engine, something went wrong somewhere. So 90% of the time I fired up the RW/TSC editor there was a crash. Not exactly a pleasant situation.

    So I'm ready to redo everything from scratch (3Ds, routes, etc.) but I need stability.
    Not rock solid at first (as seen in the stream) but something stable enough to not be frustrated.
     
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  37. greggryan2

    greggryan2 Active Member

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    Is there any news on the public editor. Are we to expect a definate certain delay or can we have high hopes that we will get it tommorow?
     
  38. OldVern

    OldVern Well-Known Member

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    I was hoping we could get some input from DTG on the points that have been raised so far.

    Well hopefully the editor people are beavering away putting together a pdf sheet or three outlining the basic functionality, get us started.
     
  39. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Remidn me what points need answering, thought i'd been keeping up :)
     
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  40. protonmw

    protonmw Active Member

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    DTG Matt How to prepare Lidar DEM data? -> see my post here
     
    Last edited: Sep 25, 2023
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  41. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I'll ask Lukas to prepare something on that.

    Matt.
     
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  42. greggryan2

    greggryan2 Active Member

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    If you can say anything but is there any chance it will be delayed ?. Obvs anything can happen but as of today so far anything concerning happening to cause a delay please ?
     
  43. BlackPulsar

    BlackPulsar Guest

    Is it possible to Add Bing Maps API to the Editor? Bing Maps API is free und usable without a Creditcard for people like me.
    Or is the API on Google free to use for User like us.
    i even have a API key from Bing Maps for The Bus Modding Editor on UE5.
    Or is it possible to add Open Railway Map.
     
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  44. DTG Matt

    DTG Matt Executive Producer Staff Member

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    No plans to add Bingmaps API.

    While you need to register a card with Google - I don't think even we have ever actually used enough to incur a fee.

    Matt.
     
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  45. josh_the_tech

    josh_the_tech Active Member

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    I would suggest just waiting. Nothing has been said from official sources about a delay, but all hearsay. If there were to be any delay, you will be informed, by the latest I'd expect tomorrow. For now, patience young grasshopper. :cool:
     
  46. Tomas9970

    Tomas9970 Well-Known Member

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    On that note, can you use your own orthophoto images?
     
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  47. josh_the_tech

    josh_the_tech Active Member

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    Following this point greggryan2, on the Steam News Page for TSW4 they state the editor will be released tomorrow. You can breathe a sigh of relief and get ready for a few months of learning to use the tools! :)
     
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  48. OldVern

    OldVern Well-Known Member

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    Still grabbing some markers for what I think will be my first route, not helped by the course of the line almost utterly vanished on GE. Luckily found a couple of old maps which are helping to plot it. Then I need to grab the SRTM and see if there's any LiDAR for the area too. So it will be a day or three even before I will probably be opening the editor, plus I want all my existing TSW content settled in for when it comes to looking for usable assets.
     
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  49. Tomas9970

    Tomas9970 Well-Known Member

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    Worst case scenario, you could plot the line into a .kml file and then import it into the editor that way. The option was mentioned years ago.
     
    Last edited: Sep 25, 2023
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  50. OldVern

    OldVern Well-Known Member

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    Oh that's what I'm doing with the Google markers. TBH that's the way I'm used to working anyway all the years building routes for MSTS where there was no overlay feature and for much of the existence of Railworks/TSC. Of course Transdem for Trainz Surveyor spoils us with the ability to pick from several web mapping services or even configure bespoke maps put together by taking screenshots from Sabre Maps etc.
     
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