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New test beta available

Unread postPosted: Fri May 05, 2017 9:34 am
by OldProf
DTG has published a new test beta for Train Sim World. The link below contains full information:

https://train-simulator.com/train-sim-w ... available/

Re: New test beta available

Unread postPosted: Fri May 05, 2017 9:38 am
by dejoh
Thanks for the "Heads Up". Will look forward to exploring the beta this weekend. !*salute*!

Re: New test beta available

Unread postPosted: Fri May 05, 2017 2:21 pm
by _o_OOOO_oo-Kanawha
So still not out of Beta then? SteamSpy listed a Release Candidate coming up ....

Re: New test beta available

Unread postPosted: Fri May 05, 2017 3:54 pm
by OldProf
_o_OOOO_oo-Kanawha wrote:So still not out of Beta then? SteamSpy listed a Release Candidate coming up ....


Claiming that TSW is "still not out of Beta" strikes me as very misleading. Have you looked at the page referenced above? In the interest of improving TSW, its creative team is bringing out betas from time to time and asking those who download and run them to provide specific feedback, but those who do not want to participate in this program can stick with the current (beyond beta) version: TSW 3 (build #52).

Re: New test beta available

Unread postPosted: Fri May 05, 2017 4:46 pm
by trev123
Quite agree Tom.

Re: New test beta available

Unread postPosted: Fri May 05, 2017 6:25 pm
by BNSFdude
I think he means the new test versions guys, chill out.

Re: New test beta available

Unread postPosted: Fri May 05, 2017 6:50 pm
by dejoh
The main thing I've noticed in the latest beta, was that the sounds are much sharper. The coupler slack sound is definitely more pronounced, the horn seems much louder. One thing completely lacking is the compressor popping on the locomotives
I live a few hundred yards from the CN mainline south of Chicago, and the bleed-out from the compressor on freights going by is very noticeable. A big thanks to DTG for upgrading TSW from time to time.
Looking forward to new assets.
Can't beat the eye candy.
Image

Re: New test beta available

Unread postPosted: Fri May 05, 2017 9:09 pm
by raptorengineer
is there screen shot of the end of train device?

Re: New test beta available

Unread postPosted: Sat May 06, 2017 6:41 am
by _o_OOOO_oo-Kanawha
"Here are the items addressed in Build #55:

New Features

You are now able to change the opacity of the centre dot using CTRL + 5 (0%, 50%, 100%).

Optimisation

This build contains a number of general optimisation improvements.
Optimised concurrency settings to engine audio.
Optimised concurrency of audio tracks being played because of running sounds.

Load/Save Issues

Fixed an issue where a red stop signal refuses to change on save and reload.
Fixed an issue where restarting a scenario after save and reload causes signal priority to fail.
Fixed an issue that would cause the distance walked and driven to be reset on save and reload.
Fixed an issue where objectives would disappear on save-reload while in Service Mode.
Fixed an issue where saving a game while in the turntable cabin might result in player going through the roof on reload.
Fixed an issue that would cause the Dispatcher Core to fail on reloading a saved game.
Fixed an issue that would cause the player to be moved to inappropriate areas when saving near to the rear of a train consist whilst moving forward.
Fixed an issue that would render the turntable unusable when saving a game.
Fixed an issue where saving while in the turntable cabin causes player to spawn outside when reloading.
Fixed an issue where the character position changes on reload using the turntable.
Fixed an issue when saving and reloading, the refuelling hose and other objects disappear completely.
Fixed an issue where reloading while refuelling causes the hose to revert back to its stand.
Fixed an issue where the state of the CutOut switch is not correctly reinstated when loading from a save game.

Rail Vehicles

Several general improvements to the braking System.
Fixed the chain animation on the SD40-2 so that it now animates in sync with the brake cylinder.
The End of Train Device now flashes correctly.
Fixed the issue that prevented the AC4400CW from being shut down using the emergency cut-off switch.

Gameplay

Adjusted speed limits on two troublesome signals at Sand Patch Summit to resolve a number of speed limit related issues in scenarios.
The centre dot no longer reverts when using the map.
Addressed the final objectives in Cumberland Charge to improve the flow of the scenario.
Fixed the broken consist in Ice and Snow.
The Voice Over should now pause when the game is paused.

Audio

Track joint audio has been improved with additional mixing/filtering as per customer feedback.
Dynamic Brake audio has been improved with additional mixing/filtering as per customer feedback.
Compressor Pressure Relief Valve audio added to the AC4400CW as per customer feedback.
Fixed the road vehicle audio that would continue consuming system resources despite being out of range.

Known Issues

There may still be some Save/Load Issues. We are continuing our work in this area and would greatly appreciate additional feedback from you on this.
There may still be some issues with vehicle airbrake systems."

----------------

Mostly small beer and scripting issues resolved. The whole trains stuff is probably scripted over the UE4 world rendering, so that means a whole lot of scripts run concurrently and that makes troubleshooting anything but easy. Each and every script has to be frozen upon save or pause action, and restored upon a reload or unpause.

Does the EOTD now stays on the rear coupler permanently? Are those silly too short hoses still being reeled in on passing trains or when switching views?

No word on physics? I've read that DTG thinks TSW's present physics are adequate. They are probably right when it comes to UK and EUR trains, which are generally not m.u.'s and much shorter. But are USA players satisfied?

The red line I find the most interesting, as it concerns the 'Dispatcher Core', i.e. probably the main script that runs the Scenario or Service. Hopefully this will solve the gameplay issues mentioned often.

Finally, as long as we can opt-in to a Beta and the name of the game folder remains TS2Prototype, the game isn't finished.
I reckon it can take up to two years before the all promised features satisfactory delivered version is on our computers.

Re: New test beta available

Unread postPosted: Sun May 07, 2017 4:32 am
by SamYeager270
_o_OOOO_oo-Kanawha wrote:Finally, as long as we can opt-in to a Beta and the name of the game folder remains TS2Prototype, the game isn't finished.


DTG Matt said at some point that it's very hard to change the name of a project without an awful lot of work. If that's true, and I know very little about UE4, then it looks as though the name will remain TS2Prototype.

Re: New test beta available

Unread postPosted: Sun May 07, 2017 7:58 am
by evafan002
SamYeager270 wrote:
_o_OOOO_oo-Kanawha wrote:Finally, as long as we can opt-in to a Beta and the name of the game folder remains TS2Prototype, the game isn't finished.


DTG Matt said at some point that it's very hard to change the name of a project without an awful lot of work. If that's true, and I know very little about UE4, then it looks as though the name will remain TS2Prototype.

hence why ts2027 is still in the railworks folder rather than being under ts2017

Re: New test beta available

Unread postPosted: Sun May 07, 2017 10:05 am
by OldProf
*!rolleyes!*

Re: New test beta available

Unread postPosted: Sun May 07, 2017 10:42 am
by buzz456
How many angels............................................?

Re: New test beta available

Unread postPosted: Sun May 07, 2017 5:25 pm
by Bananarama
SamYeager270 wrote:DTG Matt said at some point that it's very hard to change the name of a project without an awful lot of work. If that's true, and I know very little about UE4, then it looks as though the name will remain TS2Prototype.

Nonsense.

The only problem if content was under a folder named TS2Prototype, as the files themselves can be removed, renamed and/or replaced with files using other names without affecting the core. Rename a folder, however, and everything inside it may need to be altered in order to work or not throw up errors.

Re: New test beta available

Unread postPosted: Mon May 08, 2017 12:40 pm
by SamYeager270
Hack wrote:
SamYeager270 wrote:DTG Matt said at some point that it's very hard to change the name of a project without an awful lot of work. If that's true, and I know very little about UE4, then it looks as though the name will remain TS2Prototype.

Nonsense.

The only problem if content was under a folder named TS2Prototype, as the files themselves can be removed, renamed and/or replaced with files using other names without affecting the core. Rename a folder, however, and everything inside it may need to be altered in order to work or not throw up errors.


Hey don't shoot the messenger. I'm only repeating what Matt said during one of his twitch sessions. I may have somwhat misunderstood what Matt was saying but when asked why the executable was called TS2Prototype he was quite clear that it was related to the initial name given when work started on TSW and that it would take a lot of work to change. I must admit I assumed he was talking about the project name but perhaps it's something else.