TSW

Forum for discussing Train Simulator 2016

Re: TSW

Unread postby BNSFdude » Sat Sep 03, 2016 10:51 am

krellnut wrote:
I'm going to wait and get the full game. Chances are that people who have the beta when the full version comes out will need to buy the full version and won't receive a free upgrade from beta.


Whatever floats your boat. Myself, I'm done with this old version. TSW looks very promising so I'm getting the beta as soon as I can. If I have to redo the Montana Rail Link route in TSW, I just may do that.

It'll likely be way easier to do, at that.
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Re: TSW

Unread postby buzz456 » Sat Sep 03, 2016 11:19 am

krellnut wrote:
I'm going to wait and get the full game. Chances are that people who have the beta when the full version comes out will need to buy the full version and won't receive a free upgrade from beta.


Whatever floats your boat. Myself, I'm done with this old version. TSW looks very promising so I'm getting the beta as soon as I can. If I have to redo the Montana Rail Link route in TSW, I just may do that.


Does that mean I should abandon my efforts on this route?
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Re: TSW

Unread postby OldProf » Sat Sep 03, 2016 12:00 pm

buzz456 wrote:Does that mean I should abandon my efforts on this route?


Judging from DTG's preview, Buzz, it could be said that "The answer, my friend, is blowin' in the wind". Personally, I would readily live without Trains in Severe Weather in favor of animated livestock to replace the current silent and stationary critters. More seriously, the fact that DTG will soon bring out TS 2017, albeit with ever-more complicated route packages and pricing, suggests to me that Train Simulator will continue to live on and receive annual updates. Given that DTG split the preview video into two distinct segments plus the clear statement that TSW will have "no backwards capability" with the TS series makes clear the coming existence of two separate products. How long TS moves on beyond 2017 may well depend on the extent to which those of us who have dedicated "time and treasure" to it continue to do so.

My interest lies in switching/shunting scenarios and will, I feel sure, continue to remain there. Actions such as climbing into the cab of an engine and settling down among the controls, going through a complete startup or shutdown sequence, or walking a train (which we can do that now by pressing <2> to exit the cab and using the arrow keys) just do not fascinate me as much as working out a yard problem. I'm not against all of the flashy special effects and will probably buy TSW if the Beta looks and feels good and the price is reasonable, but I doubt that I will give up TS 20xx even if DTG does.

!!howdy!!
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Re: TSW

Unread postby buzz456 » Sat Sep 03, 2016 12:13 pm

Good for you Tom. I feel the same way. I guess I was just being kind of snarky with that remark. (hard to believe I know) There is no way I am giving up all the hard work that everyone involved has put into it even if Walter is enamored with the "new technology". I believe that TS20XX will be around for a long long time just like MSTS merely because there is such a huge variety of things you can do with all of the rolling stock, locomotives, routes and opportunities to make routes, scenarios, paint jobs, models and on and on.

In the meantime DTG will have a opportunity to re-sell all of the stuff we already have to those who are in love with the new graphics.
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Re: TSW

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 03, 2016 12:38 pm

buzz456 wrote:In the meantime DTG will have a opportunity to re-sell all of the stuff we already have to those who are in love with the new graphics.


Unfortunately, yes. But perhaps there will be discounts for existing owners of the DLC?
If the 3D source models were laid out sensibly and logically in the first place, the original creator will have little problem exporting them to UE. Perhaps some higher resolution textures are needed on critical parts like cab interiors, instrument panels and such. Not all features of the pre-alpha technology demo are needed/will make it into the final production sim.

The re-export of scenery items, greenery, buildings, vehicles, etc. is of course also a necessity in building an asset base. There should be lots of freeware and commercial models available off the shelf since the UE is used in other games and sims.

Starting over anew gives you the chance to weed out useless stuff you've accumulated over the years. Will existing licences from NS, UP, CSX and perhaps even BNSF remain valid for the new TSW?

I am with Buzz, NorthernWarrior and others: route building will solely depend on the availability of a well documented and bug free World Editor. One can imagine DTG will want to give itself and its preferred business partners a headstart by releasing the WE and/or SDK to their small inner circle first. One can even imagine the WE to be a commercial add-on, since only a minority of players will want to do anything creative or constructive, especially if there will be a console version also. A scenario editor should be included in the base game.

More of my **!!2cents!!**
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Re: TSW

Unread postby AlcoFan » Sat Sep 03, 2016 12:47 pm

The new engine looks excellent without a doubt, but I'm really hoping that they're putting time and effort into the actual physics, which have usually been a let down in the current sim. If so, this could finally be 'the' sim some of us have been waiting for.
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Re: TSW

Unread postby ZekTheKid » Sat Sep 03, 2016 1:03 pm

AlcoFan wrote:The new engine looks excellent without a doubt, but I'm really hoping that they're putting time and effort into the actual physics, which have usually been a let down in the current sim. If so, this could finally be 'the' sim some of us have been waiting for.

Don't forget sounds. The GE sounds in the current sim (Not including the C36-7) have been recycled too much.
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Re: TSW

Unread postby AlcoFan » Sat Sep 03, 2016 1:16 pm

ZekTheKid wrote:
AlcoFan wrote:The new engine looks excellent without a doubt, but I'm really hoping that they're putting time and effort into the actual physics, which have usually been a let down in the current sim. If so, this could finally be 'the' sim some of us have been waiting for.

Don't forget sounds. The GE sounds in the current sim (Not including the C36-7) have been recycled too much.

The sounds are always something that can be fixed, the core physics, not so much.
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Re: TSW

Unread postby ZekTheKid » Sat Sep 03, 2016 1:18 pm

AlcoFan wrote:
ZekTheKid wrote:
AlcoFan wrote:The new engine looks excellent without a doubt, but I'm really hoping that they're putting time and effort into the actual physics, which have usually been a let down in the current sim. If so, this could finally be 'the' sim some of us have been waiting for.

Don't forget sounds. The GE sounds in the current sim (Not including the C36-7) have been recycled too much.

The sounds are always something that can be fixed, the core physics, not so much.

Not unless Fanrailer steps in. But as always, it's a new sim, which means the files could be different from the existing sim.
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Re: TSW

Unread postby AlcoFan » Sat Sep 03, 2016 1:37 pm

ZekTheKid wrote:
AlcoFan wrote:
ZekTheKid wrote:
AlcoFan wrote:The new engine looks excellent without a doubt, but I'm really hoping that they're putting time and effort into the actual physics, which have usually been a let down in the current sim. If so, this could finally be 'the' sim some of us have been waiting for.

Don't forget sounds. The GE sounds in the current sim (Not including the C36-7) have been recycled too much.

The sounds are always something that can be fixed, the core physics, not so much.

Not unless Fanrailer steps in. But as always, it's a new sim, which means the files could be different from the existing sim.

Fanrailer's mods make the physics more bearable for sure, but the core physics in this game are quite bad, especially when running a heavy freight. Kind of hard to mod that. Mike Rennie's brake script has made the physics more tolerable, I'll admit.
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Re: TSW

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 03, 2016 2:54 pm

AlcoFan wrote:Fanrailer's mods make the physics more bearable for sure, but the core physics in this game are quite bad, especially when running a heavy freight. Kind of hard to mod that. Mike Rennie's brake script has made the physics more tolerable, I'll admit.


In what format are the DLC files of other sims programmed in UE? That could give us an insight in the 'modability' of TSW

If their format is obfuscated or DRM'd nothing can be changed, much like current .out files.

Many closed world games/sims use encoded files for textures and sounds even to prevent any tampering, breach of license or just to preserve game integrity.
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Re: TSW

Unread postby dgallina » Sat Sep 03, 2016 3:56 pm

It's also worth remembering that a completely new engine & the new development tool-chain will take a while (potentially a few yearly releases) to mature into a useful state. While new features are guaranteed (see videos), it's possible that some existing features may not make the transition at first. I'm not saying that WILL happen. Just sharing what's common in software development transitions.

I hope, consequently, that the existing code-base and content aren't sun-setted for MANY years. Many of us have LOTS of money and/or time invested. One of few disadvantages of Steam over physical copies is that sun-setting and removal from sale (and even re-downloading) become easily possible. Again, not saying that WILL happen. Just a concern.

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Re: TSW

Unread postby Juxen » Sat Sep 03, 2016 6:38 pm

Fanrailer's mods make the physics more bearable for sure, but the core physics in this game are quite bad, especially when running a heavy freight. Kind of hard to mod that. Mike Rennie's brake script has made the physics more tolerable, I'll admit.


Agreed. Sorry, but the brakes are just horrible. The way brakes work is that you move the brake and then it applies air. The sim currently runs such that the brake lever moves after you try to apply effort. Basically, the game tries to make a backwards way of applying brakes instead of how it actually works. Best sim I've seen that represents how brakes actually work is MSTS, especially on a long train.

As a side note, hoping TSW allows you to kick cars. TS currently freezes and crashes if you try to kick cars.
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Re: TSW

Unread postby Boss1 » Sat Sep 03, 2016 11:28 pm

I would also like to be able to kick cars. Must admit that TSW graphics look simply amazing and am hoping they include a good editor.
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Re: TSW

Unread postby OpenRailer90 » Sun Sep 04, 2016 12:13 am

Juxen wrote:
Fanrailer's mods make the physics more bearable for sure, but the core physics in this game are quite bad, especially when running a heavy freight. Kind of hard to mod that. Mike Rennie's brake script has made the physics more tolerable, I'll admit.


Agreed. Sorry, but the brakes are just horrible. The way brakes work is that you move the brake and then it applies air. The sim currently runs such that the brake lever moves after you try to apply effort. Basically, the game tries to make a backwards way of applying brakes instead of how it actually works. Best sim I've seen that represents how brakes actually work is MSTS, especially on a long train.

As a side note, hoping TSW allows you to kick cars. TS currently freezes and crashes if you try to kick cars.

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