TSW

Forum for discussing Train Simulator 2016

Re: TSW

Unread postby jamesphh » Sun Sep 04, 2016 7:09 am

From what I have seen of UE4 is excellent scenery, environment and water. What I hope that DTG does is to improve signaling and the AI dispatcher.
I do expect pricing for the game and DLC to increase.
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Re: TSW

Unread postby mrennie » Sun Sep 04, 2016 8:01 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.


It sounds like you have no idea how air brakes work.
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Re: TSW

Unread postby Juxen » Sun Sep 04, 2016 8:51 am

mrennie wrote:It sounds like you have no idea how air brakes work.


As a former conductor and engineer, I certainly hope I do. My beef is that if you try to apply the brake (I'm assuming keyboard shortcut), the game waits a second, then moves the brake lever slowly until it reaches a random application point. In the case of the SD80MAC, this is emergency. What it should do is let you move the brake handle to the desired position, then the sim starts applying air.

The sim slowly applies/releases the brake handle to simulate the application of air, instead of having the handle move and other scripts handle the air application/release. My reference to MSTS/Open Rails is that you move the brake handle to whatever position you desire, then the air slowly releases throughout the train. When you move the brake handle to release, the air charges throughout the train.
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Re: TSW

Unread postby Chacal » Sun Sep 04, 2016 11:36 am

You are confusing the animation of the brake handle in the 3Dcab view, with the actual event of applying brakes.
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Re: TSW

Unread postby jalsina » Sun Sep 04, 2016 11:51 am

Juxen wrote:..............

.............. In the case of the SD80MAC, this is emergency. What it should do is let you move the brake handle to the desired position, then the sim starts applying air.
..........


I don´t know if you are referring to the DTG SD80MAC DLC loco or a real SD80, because I don´t know if you are aware that the one in the game has faulty air brakes because of bugs in the scripting- !!howdy!!
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Re: TSW

Unread postby buzz456 » Sun Sep 04, 2016 12:25 pm

Subject creep people. Please return to topic.
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Re: TSW

Unread postby mrennie » Sun Sep 04, 2016 12:46 pm

Juxen wrote:
mrennie wrote:It sounds like you have no idea how air brakes work.


As a former conductor and engineer, I certainly hope I do. My beef is that if you try to apply the brake (I'm assuming keyboard shortcut), the game waits a second, then moves the brake lever slowly until it reaches a random application point. In the case of the SD80MAC, this is emergency. What it should do is let you move the brake handle to the desired position, then the sim starts applying air.

The sim slowly applies/releases the brake handle to simulate the application of air, instead of having the handle move and other scripts handle the air application/release. My reference to MSTS/Open Rails is that you move the brake handle to whatever position you desire, then the air slowly releases throughout the train. When you move the brake handle to release, the air charges throughout the train.


Ah, the SD80MAC doesn't have my advanced brake scripting, that explains it. Try it with one of the Sherman Hill diesels, or better still, with the FEF-3 or Connie (they have the most advanced air brakes in the game).
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Re: TSW

Unread postby Juxen » Sun Sep 04, 2016 1:25 pm

mrennie wrote:Ah, the SD80MAC doesn't have my advanced brake scripting, that explains it. Try it with one of the Sherman Hill diesels, or better still, with the FEF-3 or Connie (they have the most advanced air brakes in the game).


Yeah, the normal DTG stuff is garbage with the brakes. I've tried yours, Mike, and thoroughly enjoy them.

Back to topic, what advancements do you think they'll include? I'm kinda hoping for the realistic brakes, kicking cars, and advanced startups of locos.

Since there seems to be a first person model, I also wonder if they'll include animations like connecting air hoses, pulling pins, and throwing switches.
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Re: TSW

Unread postby artimrj » Sun Sep 04, 2016 1:46 pm

Enough about brakes. Back to TSW please. Wanna talk about brakes, start a new thread in the proper forum.
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Re: TSW

Unread postby JerryC » Sun Sep 04, 2016 2:46 pm

I think the penultimate ( i love big words that I dont know what they mean but sound really cool ) improvement would be the ability to create a working hump yard. Doesn't work to well when the brakes lock down when you uncouple the car. I would imagine this would work better if the game were set up so that upon uncoupling the brakes were only applied if you set them by hand.

Penultimate. Giggity!
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Re: TSW

Unread postby buzz456 » Sun Sep 04, 2016 3:00 pm

Shortly this wish list and speculation will have the DTG people running screaming from the room. !*lho*!
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Re: TSW

Unread postby BNSFdude » Sun Sep 04, 2016 3:26 pm

JerryC wrote:I think the penultimate ( i love big words that I dont know what they mean but sound really cool ) improvement would be the ability to create a working hump yard. Doesn't work to well when the brakes lock down when you uncouple the car. I would imagine this would work better if the game were set up so that upon uncoupling the brakes were only applied if you set them by hand.

Penultimate. Giggity!

Well I mean the first part isn't wrong. But since we have first person walking view, bleeding cars off should be a possibility.
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Re: TSW

Unread postby JerryC » Sun Sep 04, 2016 4:40 pm

buzz456 wrote:Shortly this wish list and speculation will have the DTG people running screaming from the room. !*lho*!


Wishes are like Moon Dew on a meteorite. It's nice to wish and speculate, but it's tempered with reality. After six years with the TSX engine (someone back in 2010 predicted it would go five), we are getting nicer graphics and long sought after muddyplayer. I suppose we should be happy with that, but you know we foamers are a most critical lot. Maybe a bit more info from DTG would quench the fires of want and yearing?

Penultimate. Heh. Heh heh.
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Re: TSW

Unread postby buzz456 » Sun Sep 04, 2016 5:07 pm

I sincerely believe any additional information will only stoke the rabid foamers.
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Re: TSW

Unread postby Juxen » Sun Sep 04, 2016 5:12 pm

JerryC wrote:
buzz456 wrote:Shortly this wish list and speculation will have the DTG people running screaming from the room. !*lho*!


Wishes are like Moon Dew on a meteorite. It's nice to wish and speculate, but it's tempered with reality. After six years with the TSX engine (someone back in 2010 predicted it would go five), we are getting nicer graphics and long sought after muddyplayer. I suppose we should be happy with that, but you know we foamers are a most critical lot. Maybe a bit more info from DTG would quench the fires of want and yearing?

Penultimate. Heh. Heh heh.


Heh. Penultimate.

On the subject of multiplayer, hoping they model Run 8 and allow a dispatcher position. Also a brakeman/hostler position in yards? Looking forward to playing with intelligent people and not the brainless AI.
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