Has it been confirmed anywhere if we will see this on consoles? As a console users that's really looking forward to the product I know that generally PC only releases are labeled as such ahead time, so that's good news. Still, I also know there's a few things in this release such as MFD navigation (Anyone who has tried to hit a certain button on the MFD will understand) with a controller that could be seen as barriers to a console release. Has this been confirmed anywhere to definitely be coming to consoles? Does the lack of any "PC Only" tag confirm this? Thank you
Also raises the point about how joypad control will work, given it can be a struggle as it is with more complex controls or where the hot spot is hidden behind another lever.
I doubt much extra functionality will be keybound even on PC, it’ll mostly be point & click I reckon which doesn’t pose and issue (other than the woeful deadzones DTG setup for controllers) for console peripherals.
I don't think they would sell a niche DLC (which it certainly will be with a "higher price point" as stated in the roadmap) to be exlusively available to PC players only. This wouldn't make much economical sense. I can see the limitations on console controllers of this, too. However even as PC user hitting or seeing some buttons on the digital screens isn't sometimes the easiest thing if you use the focus point with the mouse. But, yes we have key commands alternatively. Maybe they should consider to relate certain moves of the controller to specific commands/controls of the loco. I guess we'll high probably see that in the player feedback raised once the DLC is out.
DLC is DLC. so far we got everything on all platforms they usually sold their stuff on. doesn't make sense to me why this one shouldn't. it's basically a loco DLC, replacing an older version of itself basically, so yeah. should come to console too.
They should just open a screen window when you click a screen. From there on you could easily use the d-pad to navigate screens. Screens definitely need some work for this to work intuitive on consoles.
Tsw exists on consoles. Dtg or partners aren't just going to not release something on consoles so don't worry
Don't the different camera views work recently well for this purpose? Sometimes they're ordered in a poor way so that you have to cycle several views to get to where you want, but with that designed in a natural way, would this not be sufficient?
not as in owning one gets the other. but how they operate when owning both in the game remains to be seen, they could swap out or something else.
The original control scheme allowed you to switch to 'mouse mode' (I believe they called it precision mode, but mouse mode is basically what it was anyway) which was removed with the immersion control scheme from TSW2 and onwards. One of the more annoying downgrades as even without complex screens to navigate it was still very useful.
suppose it would need a good button now, exterior cam took the spot and I wasn’t a big fan of how deep that and doors were in menus beforehand.
no, sorry, with replacing I just mean it in a way of that it's better, but both can coexist along each other. though I personally will uninstall the old 101 to prevent some confusion and preference issues on my part. but whatever.
Not sure as I never navigate views (too clunky implementation) but I assume that using that view you still retain the controls off the loco. And you still have to point at the screen. With controllers such screens mostly are navigated with D-pad (which are the controls to navigate the views) So more intuitive is clicking a screen is opening a window with a different control scheme for displays (if that makes sense) Note that the wheel has been reinvented many times and will be reinvented many more times. Even trains don't run on the OG wheel
I see. That might be tricky to implement since it sounds like it would require core changes (i.e. depends on DTG). I think picture-in-picture is possible in UE, so that is worth looking into. But I'm not entirely sure how much it would help since the BR101 screens are not touchscreens, you still need to press buttons surrounding the screen.
Not a UI expert myself. But because it is not a touchscreen the most obvious to me sounds to navigate those buttons with the D-pad. left-right-up-down instead of touch like we basically do now. For touchscreens I guess the touchpad would be the most convenient. And it's Expert and it costs more so yeah: Extra work
Having something like you describe in the game would be really great, definitely agree on that. Another thing (maybe more prioritized for me personally) would be the possibility to add "combos" for gamepads. There are some really cool functions in real locomotives that you can't really simulate without using Ctrl/Shift modifiers for PC, or multiple gamepad key combinations.
It was already said that it will also come with togglable simplified screens, so that might be a solution as well, if you play on console and have problems with controlling everything in detail.
What actually makes the add-on 'expert' is there much difference in the moment to moment act of driving said train? Or is it more a case of setup and and shutdown rather than operation?
Hopefully this is something taken into account during developing or testing, even just allowing console users to tweak their dead-zone would help. I understand and appreciate what you're saying, I just hope that if it's difficult to control the screen there's some other fix rather than turning off some of the advanced/experts options such as the MFDs, IMHO that's not a solution at all on an expert locomotive. Again though, I hope this is something that's solved or tweaked to be comfortable during the development/testing pipeline long before it gets in our hands. Heck, it may be a non-issue depending on how the screens are navigated. We really only have one screenshot to go off of, unfortunately even that one shot shows small buttons that looks like it would be frustratingly difficult to hit with a controller as it stands now. I guess we will have to see. The only thing I'm hoping for is a product where I don't have to compromise simulation fidelity because I'm using a controller. I think that's a fair ask, and I certainly think that's something that can be achieved. Let's hope it's given consideration.
Read the recent roadmap. But basically almost all buttons and switches are functional. You can input real data for pzb/lzb. There is a full fault simulation if you activate it. It's got interactable screens, an energy counter, new sounds, physics, 2 different cab variants and much more. If you want a true feeling of what a real train feels like, the 101 is for you.
You probably will want to keep the old 1 for timetable purposes if the new 101 does not easily replace the current services because of the cab car.
I'm also worried about how clunky/figgety the operations of the screens will be for console users having to use the analog sticks to select buttons. It would be wonderfull if you could select a screen and then navigate from button to button using d-pad, but I very much doubt it... This question would be instantly answered if, when the time is here, DTG Matt would do the preview stream on console iso PC. How about it Matt?
Instead of previewing on console and/or PC, there should be made tutorials for how to use the loco on all platforms. I remember Ubisoft did something similar with Steep, where controls for air acrobatics are very different and therefore they casted two tutorials to handle it for PC and for console controllers. I mean this is a weird comparison and of course a expert loco is like the god master tier compared to that, but somehow relatable.
This will absolutely happen! As Ambassadors, we try to make sure that we can bring out tutorials ASAP. Already mentioned that internally, so we're able to do tutorials in our native languages. Also different ambassadors use different hardware. While I have a PC, others are using consoles as well. So we try to cover as much as possible on the release, to make sure that even all those who are not english and who also maybe play on console have a chance to learn driving the loco. Pretty sure, the official previews will also cover the set up procedures as well.
While this is very helpful, aside of the ambassadors and a maybe going to be completely disastrous preview video (I just say "wrong build"), I would advocate for a lesson of one of the actual developers. Because noone knows best how the handle the controls and what they do than them. So instead of Lukas or Maik or cwf.green being a commentator, a guide immediately from them - just like Lukas did in the PC Editor masterclass tutorial - would be much appreciated.
As shown with God Mode Though I pulled the widget's dynamic texture here, which means it doesn't play well with the Proximity aspect of the WidgetProximityComponent. Being able to construct multiple widgets for the same ScreenID would be the better option