Is there a reason why TSW has a comically terrible passenger system? It's such a dealbreaker to me to arrive in a terminus station and then move to a siding with a train full of passengers. Why is it so hard to have a decent passenger experience in stations (which could extend to more pax during rush hour, less late at night etc.) Ancient games like OMSI 2 have a much better implementation of passengers, so it's clearly possible to achieve. It has also been 3 iterations of the same game with little to no changes to the passenger system. If DTG can't bother fix it, at least give more control to map creators to define NPC logic. Also the pathfinding is so crappy especially on small stations that get easily crowded. If DTG were to address this issue, it would drastically improve the immersion of routes since there would be proper operations at stations with realistic passenger flows etc. P.S. Why do only passengers currently standing at the platform enter my train? Arriving passengers that come to the platforms just stand there staring at the train (with no other services from that platform, looking at you Bakerloo Line)
Even The Door System Also Pisses Me Off as well, On Trains Such as the class 700,387,710, The Door Release Button is meant to Release the doors, not open them, the release button is to unlock the door buttons for passengers to open them, not them opening by themselves, there is a separate button for that which is open doors, and in timetable mode, at terminus points, The last objective is to Lock the doors.. WHY?? At terminus points, the doors are always released at all times except During The Departure Procedure In real life no? I Stg DTG Needs to fix some things... Bro Said Ancient...
that's always been a thing, it's also wrong on close to all german trains. the only one that has this working correctly is the expert IC1 set.
It’s only 4 and a half years behind TSW, not that ancient. I’d say it’s a pretty bad example for good passenger behaviour too. They can’t signal busses, they just walk to the edge of the road to let you know to stop. They choose to stand on half empty busses, rather than sit & the game has the same issue with passengers not getting off the bus at the terminus (though that is fixable with setting the bus to out of service). Personally I think DTG should give up with the whole “our passengers have backpacks & sit on laptops” etc, they’re leapfrogging right over the core issues with them, the same as many other systems in TSW.
While I believe it's highly unlikely for them to do an AI overhaul for NPCs at this point, it would be fantastic if they either removed collision from them or made them move out of the way of the player character. The amount of times I end up unable to exit a carriage or cross a bridge because the game decides to spawn 50 Peds in one place is far too many to excuse.
Well, Omsi 2 is more or less Omsi (now I know where DTG got the nonsense with unworthy sequels from) so the gap would be closer to 8 years. Still, Omsi was outdated by the time it released. ETS2 came out around the same time and is much more impressive, both in terms of visuals and performance, even back then.
Difference being, ETS2 was made by a team of people at a company, OMSI started out as a university project and was developed by two people.
Yesterday I did a rush hour service with BR 642 to Bremen and was delighted because it was packed with passengers, as it should always be. Also when I finished they ALL got off and I continued to a siding with an empty train, as it should always be. In other words, the technology is there, with the launch of "rush hour" they developed it because they said so themselves, but I don't know why it was abandoned and is now rarely well implemented as happened on the service I mentioned. They don't seem to give it any importance and it is something that is very much requested by the community.
True, though for all its faults, OMSI at its core a very good simulator, to such an extent that more modern attempts can’t take its crown away. ETS2 on the other hand, is leagues above whatever Aerosoft & DTG can even hope to achieve. SCS are genuinely dedicated to their product for more than just cashflow & it’s a huge reason it’s where it is today. Contrary to that, look at TSW, DTG either can’t or won’t fix core issues, struggle to develop new rolling stock & there is some obvious deep flaw with UE, because devs continue to struggle to create full route experiences. At least when the OMSI brothers fell out, they left enough framework for third parties & modders to build it to where it is today. SCS continue to strive with their development & community. Then there’s DTG who seem to be on a mission to suffocate the passion out of train simulation. After nearly a decade of TSW. I’m not meaning to take away efforts from the likes of JT, TSG, the second party devs, modders & even devs within DTG, but they are all held back by whatever goes on at head office & whatever work is or isn’t being done with the core.
SCS are also rebuilding their older core areas and DLC for not cost to the end customer (they just announced Benelux next) and their map releases are usually around 1/3 the price of a TSW DLC.
True, it did work on some routes at some point in time. A good system would make more passengers spawn during rush hour, logical number of egress and ingress and (of course) something to force the train to be empty at the terminus. Southeastern High Speed got it right:
It got so comically bad on the Euston to Milton Keynes route that I renamed it the Lemming line. Not sure if any recent updates have fixed it but I would assume train operating companies not being impressed by the common sight of several mechanically animated showroom dummies nonchalantly marching along the rails as you approach stations at speeds of over 100mph. I understand if DTG cannot be bothered to fix the passenger system but why can't they give us the option to squeeze some more processing headroom out of the poorly optimised core code by switching off the passengers. They are awfully implemented, often buggy, expressionless clunky and creepy androids that are supposed to represent passengers but their silly mindless antics just dissolve immersion and probably lower the performance of the actual train driving simulation.
Overall the passengers aren't terrible. But there could be work to improve them slightly better... God forbid anyone played MSTS back in the day, it had no passengers and no opening doors and was a very simple operation. Yet I enjoyed it for all its faults. Hopefully it's a evolution going forwards that passenger behaviour can change. We've already seen DTG implement new postures and animations. So overall they aren't terrible, but could be improved slightly.
Many, many of us did and thoroughly enjoyed it. For its time I wasn't aware of a great many faults. Sure the graphics weren't the greatest in hindsight, but it was all we knew at the time. And it had a save feature and an editor that puts TSW to shame.
Can be seen on many train lines・People on the tracks.・Walking on the edge of the platform・Buried alive at the edge of the platform・Not getting on or off・Many stations with no people・Combining when passing each other.・Wrestling in a colliding position Please excuse any inappropriate expressions as we are using translation software.
Yet, the amount of roads in 1 state DLC for ATS would probably come around to the same length as 1 route DLC for TSW. So the work is probably the same, just scaled down. Not to mention how well SCS models towns cities and POI's in their game. I rarely come across terrible looking parts in new states, floating buildings or just general eyesore. Though their trains do leave some more to be desired, but SCS models trains better, than what DTG models trucks, at least for the US on both accounts.
when any of the passenger safety oriented licensors see this in a game using their brand, they might think again about the conditions of their license?
True. Anyhow the person you responded to is a known DTG shill, possibly even a staff member posting incognito, posts to defend regardless of how justified the criticism. Even tried to get me banned when I responded vigorously to one of his comments. Should put him on ignore but like a bad road accident. You know you shouldn’t look, but can’t help yourself! As regards “one unders” even the latest and greatest Mittenwaldbahn had someone walk in front of my train at Klais, then proceed to wander off across the adjacent fields.
The one passenger I do like that's been represented in the game is Neo from the matrix. Occasionally you will see them heading into the atmosphere.
Actually going back to the truck sims, now and again you will get other vehicles do stupid things like pull out in front at roundabouts or side swipe you joining a motorway/freeway (just like real life!) but can’t say I’ve ever had a pedestrian commit suicide under my truck.
that's possible. in the load/unload there is a wait until % unloaded is 0%. the tile actually shows "wait until empty" then
Remember when creators started animating the doors on trains to operate with the pantograph "P" key towards the end? That blew my mind back in my MSTS years lol
The short version as my opinion: Somehow DTG broke the core with TSW3 after the rushhour passenger system still wasnt fixed properly. I noticed with TSW3 the entire mess started with empty 72 tube stocks, invisible passengers etc. Now the new german route has acording to feedback stations which are totaly empty. (Of course this lziness is not worth a penny, feels good to skip a lot of content and buy it on 85% discount, totally free of annoyance)
also noticed some disabled passengers on some routes and stations, dont remember which ones tho... but I clearly remember like 2 guys on a wheelchair for example
I have said it a few times, DTG need to put in a punch and kick button, maybe add Shoryuken punch out of Street Fighter. There would be a fair few Oh Shoryuken going down the platform me thinks
I could care less for animations and postures. I wouldn't even mind if they were T-posing their way into the train. I just want to see them have common sense and know when to deboard a train when it reaches a terminus and know how to board a train instead of crowding the platform staring at it.
I mean 3rd party devs do most of the heavy lifting here. They have to make a decent route experience on a platform that could only be described as buggy and sloppy Speaking of sloppy and buggy, check out this platform design at the Reigate branch on London Commuter.
Compared to most other games, they act about like those NPCs. Not amazing, but not the disaster being descibed in hyperbole either. They're average. Good enough for now. As always, it's a matter of doing what say 80% of your players will accept. They've found that performance so it's "good enough." That's business.
TSW can only be described as a wallet rinser at the moment. it used to be kind of decent, but after re-releasing the game so many times they did not bother updating older DLCs with newer technologies present in the sim causing so many issues including NPCs that do LOVE all, especially on the bakerloo line, london commuter not to mention ghost stations can someone from the team responsibly tell me why passengers dont enter the first and last carriages on the 72 stock like it has some sort disease that you get only by entering the first/last carriages.
Yup. At newcastle station today there were two 156s in platform 10, not coupled. One was cold and dark, the other was running with doors open and Nunthorpe on the destination screen. Got close to departure time and everyone was queueing at the (closed) doors for the cold one. Then all piled in the rear door of the rear car of the running one after being told about four times. Me and a friend were already walking down the platform so got a nice table seat for the two of us in the front car. Sadly itwas an ex-ScotRail unit so had ironing board seats (which aren't anywhere near as bad as people make them out to be), rather than the Richmond Navigator seats in the ex-Northern Spirit ones. Tbh this sort of thing happens in all public transport. As the saying goes, the best railway is one that carries no passengers.
Despite the overly simplistic animation, this indie game already has a fully functional NPCs that not only can sit like a normal person, but transfer between trains, rush before departing, and functional conductors