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error723 replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Metafora wyprodukowana przez gpt... Ty chociaż zweryfikowałeś to co tu wkleiłeś? - Today
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Personally I strongly prefer lines with mixed traffic. These tend to be intresting, because of the mixe. A racetrack with only high speed trains is not very intresting at all. As it happens, the Pendolino is the least intresting train to see passing, since they are all the same.* But I do understand the frustration of running late due to slower trains driving in tbe way. The SimRail network is running way more trains then the real Polish network. This can cause congestion if bad desisions are made by dispatch (or mistakes by drivers). Maybe the AI could be improved, in handeling pt's or looking beyond the first other station? But why your focus to have the CMK as a pendolino racetrack? Having it that way seems a bit of a goal in itself, not only a preferance of you, Mywasher. I noticed you keep talking about getting rid of the CMK cargo trains, but seem to not mention ic trains (120 & 140 km/h) holding up pendolino trains, which happens too. Its also very commen for ic (both pendolino and normal and slow intercity) to be held up by stopping trains and cargo trains elsewhere. This may in face cause more problems than their are on the CMK, since cargo trains are faster then sropping trains and their are stations for overtaking, with enough dIstance inbetween for planning overtaking. I hope they do remain, but I am aware that they come with plenty of problems. But I play mostly as a dispatcher. In fact, I got this game for the dispatching. I do not care about train sims itself, if its just about driving a train and thats it (driving trains in simrail is, odly enough, an acquired taste). To come back on trains holding each other up, stopper trains are ofthen delayed because they are sided to make way for ic trains. Cargo too. And cargo trains get delayed in favor of stopping trains, sometimes even if its an fast cargo train with a higher vmax than the stopper has. All of this can be rather frustrating, but regional and cargo drivers are rarely advocating to get rid of the other trains. Why are CMK Pendolino's so important for you? The CMK is not build as a dedicayed high speed only line (when compared to, for example, the high speed line from Amsterdam to Paris). For me, the interaction between trains and different players makes the game intresting. Just seeing green SBL signals is not entertaining for me, even if I am on time. Maybe the schedules could be planned more forgiving, so you can drive delays out and get back on time? Altough I have read, that is not very realistic for Poland. And then the fuss with early Pendolino's could return, which where known of complaining about not getting green vmax signals all the way, even if they where very early. Also, Mywasher, you keep talking off the CMK alone. But a lot of delays are encountered outside the CMK. Those wont improve with less cargo trains on the CMK. On the other hand, if the dev team forces cargo trains outside the CMK, they would need to increase cargo traffic outside the CMK to keep the train count balanced. This would create more conflicts outside the CMK. And the schedule is not robust with delays at all. Thet would just spread everyhere. This already happens. *Well technically, we have nowadays four Pendolino variants running around, but if it is as it should be, CMK dispatchers should not get to see that.
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Mywasher replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Nie wiem w jakiej branży wy siedzicie i sumie mi to lotto bo akurat ja zajmuję się automatyką przemysłową i budynkową od raptem 15 lat więc tak, MQTT ROX bo przecież Wy już wszystko widzieliście, i z całą pewną pewnością automatycy to debile dlatego w poważnych tematach NIC nie opiera się o MQTT. O sieciach komputerowych dużo więcej dowiadywać się nie musicie ale pojęcie metafory powinniście przyswoić ASAP. -
Maciej, I appreciate the open dialogue and I understand the challenge you face. With a limited map and resources, you’re trying to satisfy everyone, but as we say in our country, trying to wipe your backside with broken glass – making painful, makeshift compromises – is rarely the best way forward. In my view, the 'boredom' on the CMK isn't a design flaw; it’s a realistic feature of a high-speed line. The real reason dispatchers are crowded there is that the CMK currently offers the most (or only) playable signal boxes for those who want to manage traffic [low or the lowest level of difficulty escpecially for beginers]. A better long-term solution would be to complete the network of playable signal boxes on the existing lines or, eventually, implement the full 'Wiedynka' (LK1) with all its stations. If dispatchers had a wealth of complex stations to choose from on other lines, they would naturally go there for the 'action.' Even if that meant a slightly lower overall train count in the timetable, the quality of the simulation and the realism of the traffic would be much higher. We don't need to 'mask' the lack of alternative routes by forcing a chaotic mixed-traffic during the day on the CMK. Let’s focus on providing dispatchers with the complex environments they crave on lines where that traffic actually belongs, while keeping the CMK as the high-speed corridor it’s meant to be. This way, we satisfy everyone without sacrificing the primary purpose of the EIP/EC runs. Pozdrawiam Miłosz 😉
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Dear Mywasher Still, I think we see the case differently. Real life dispatching can be really boring as hell without all the other activities. Real life driving can also be boring and you can pass only 2-3 trains during an hour-long drive and have no contact with any dispatcher. And this is the fact that affects the gameplay on the entire map. I see that you see only CMK as a problem, which very limited approach. Redirecting all freights from CMK to LK1 is not a complex solution, it is just moving the problem into other parts of a map and creating a clean playground for some drivers. We can get rid of freights there, but when argument of "realism" kicks in, there come also questions about the limit of it and why this thing is more "real" than the others. Maybe we should cancel most of 16xx/61xx pendolinos, as in reality there are only two or three of them per day? Maybe we should cancel all 161xx/611xx as there are no TLK's to Wrocław via CMK? Maybe we should cancel a half of pendolinos and EuroCity trains to Katowice as in reality they are mixed and pendolinos mostly fill the gaps between international trains? As you can see, all of them make more room on the line to drive trains without delays. AFAIK in normal operations there should be no or very, very low number of overtakes on CMK. No overtakes = always green. Nope, sorry. LK1 is not a proper environment for mixed traffic. The line is not prepared for traffic required by online multiplayer game (as most of our Polish lines). It has a lot of "interesting" solutions in station tracks layouts which significantly decrease capacity. It doesn't matter if it is big station like Skierniewice, Koluszki or it is a small station like Rogów, Płyćwia, Rokiciny, Baby... I hit the wall many times preparing the current timetable and we hit the same wall preparing the next timetable - fundamental design philosophy for those stations and their layouts. Well, but average 50 km/h EN57 or even 70 km/h EN76 put just before 140 km/h Intercity or 160 km/h Sprinter does not ruin the experience for drivers? Maybe in absolute values it sound as less distruptive, but it is even less than 50% of desired speed of a fast train. Then you cannot just set cruise control to 90-100 km/h and go with constant speeed - you have to brake every three blocks as the regional train approaches passenger stop and then you have to accelerate as there are other trains behind you. On the other hand - what about being held in side track in a heavy freight train for too long and falling out of "slot"? I heard complaints about getting stuck in Pruszków or Grodzisk in freight train because dispatcher misjudged necessary time or feared not to delay passenger train instead of letting a freight train go when it was already at full speed and it should reach the planned overtaking spot. I believe that with current tool we will be able to prepare a proper timetable for night time with more freight trains, however with a minimal amount of priority passenger trains it may not set enough pressure on dispatchers.
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error723 replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Zajrzyj na Discord, wyraźnie napisano, gdzie będzie broker. Wprowadzasz w błąd twierdząc, że samodzielnie będziesz musiał obsługiwać kolejki. Do reszty szkoda mi się nawet odnosić, bo każdy kto robi IoT, urządzenia EDGE, które muszą się komunikować, wie, że MQTT to jedno z lepszych rozwiązań, a próba mówienia o zakłóceniach mikrofalówką sąsiada to argument rodem z płaskiej ziemi - no chyba, że router trzymasz w tejże mikrofalówce, to aż dziw, że w ogóle jakiekolwiek fale stamtąd wychodzą (wątpię byś zrozumiał). -
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Conrad replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Dramatyzuje ten AI, ale miło się czyta :D. I tak będzie MQTT 🙂 -
Angelo started following Function of certain buttons in the middle of the ED250 control panel
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The "parking" functionality is common to most modern trains made in Italy and, in simple terms, lets you put the train "in stand-by", so to speak. IRL you'd need to put all levers to zero, empty the brake pipe and put the brake handle in isolated, then, holding the parking key the whole time, you can lower the pantograph switches and remove the master key, and the train will remain on, with the pantographs raised. It is used when changing cab, or when leaving the train in a yard for some hours, so you don't need to turn everything off and on again, and you don't even need to do a brake test.
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Mywasher replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Porównywanie MQTT do MIDI w kontekście lokalnego kontrolera do symulatora to jak próba udowodnienia, że wysłanie listu poleconego przez urząd pocztowy jest szybsze niż przekazanie komendy głosowej osobie obok, bo 'nie trzeba używać strun głosowych'. Determinizm i Latencja (Timing): W symulatorze, zwłaszcza przy obsłudze hamulca czy syreny, liczy się każda milisekunda. MIDI (szczególnie po USB/Serial) jest protokołem niemal czasu rzeczywistego, o stałym i przewidywalnym opóźnieniu. MQTT opiera się na stosie TCP/IP i Wi-Fi/LAN. Masz tu narzut nagłówków, retransmisje, mechanizmy potwierdzeń i – co najgorsze – jitter (zmienne opóźnienie). Wystarczy, że sąsiad włączy mikrofalówkę albo telefon zacznie synchronizować zdjęcia, a Twoja 'pozycja 4' hamulca dotrze do symulatora z lagiem, który wyrzuci Cię poza peron. Single Point of Failure (Broker): Sugerowanie, że MQTT pozwala 'nie zarządzać kolejką', to absurd. Zamiast bezpośredniego połączenia urządzenie-gra, wprowadzasz pośrednika (brokera), który musi działać, być stabilny i mieć niskie obciążenie procesora. Jeśli broker złapie 'czkawkę' albo padnie usługa, Twój pulpit staje się bezużytecznym meblem. MIDI/HID to połączenie punkt-punkt: proste, pancerne i bezawaryjne. Zasilanie i 'Zero Kabli' to Mit: Każdy, kto budował zaawansowany pulpit, wie, że 'bezprzewodowość' kończy się tam, gdzie zaczyna się podświetlenie przycisków, diody LED stanu pojazdu (feedback) czy serwomechanizmy wskaźników. ESP32 na baterii 18650 przy aktywnym Wi-Fi padnie po kilku/kilkunastu godzinach intensywnej jazdy. I co wtedy? Podpinasz kabel... do ładowania. Czyli wracasz do punktu wyjścia, tyle że z mniej stabilnym przesyłem danych. Kompleksowość stosu vs Prostota: MIDI to standard Class Compliant. System operacyjny widzi go natywnie. MQTT wymaga warstwy software’owej, która te dane odbierze z sieci i wstrzyknie do gry (np. przez emulację klawiatury lub API). To kolejna warstwa, która może się zawiesić. MIDI wysyła 3 bajty i sprawa załatwiona. ESP32 potrafi obsłużyć MIDI po USB równie łatwo jak MQTT, ale bez narzutu całego syfu sieciowego. Standardy branżowe: MIDI nie przetrwało 40 lat dlatego, że 'ludzie się nie rozwijają'. Przetrwało, bo jest nie do zajechania pod kątem stabilności w przesyle zdarzeń on/off i wartości analogowych. W profesjonalnych symulatorach lotniczych czy kolejowych nikt nie bawi się w brokery wiadomości do odczytu przycisku 'czuwaka', bo to proszenie się o katastrofę. MQTT to świetne rozwiązanie do podlewania kwiatków w ogrodzie albo sprawdzania temperatury w lodówce z drugiego końca miasta. W sterowaniu maszyną, gdzie liczy się responsywność 'tu i teraz', lokalny interfejs MIDI/HID bije MQTT na głowę pod każdym względem technicznym. Budowanie 'modułów' na Wi-Fi to overengineering, który rozwiązuje problemy, których kabel USB po prostu nie generuje. Nawet w profesjonalnej automatyce trzymamy się od MQTT w miarę daleko bo nigdy nie wiesz czy to co widzisz to aktualny stan, czy ostatni stan. -
Maciej... Macieju... I appreciate the detailed technical insight, but I have to strongly disagree with the current design philosophy. The 'CMK trap' we are seeing in the game cannot be solved by—as we say in Poland—'trying to wipe your backside with broken glass' (ucieranie dupy szkłem). It’s a painful, makeshift solution to a fundamental problem. If dispatching on the CMK is boring, it's because the line is working as intended—it’s a high-speed transit corridor, not a shunting yard. Forcing 100 km/h cargo trains into the path of 200 km/h Pendolinos just to 'give dispatchers something to do' is artificial difficulty that ruins the experience for drivers. The real solution isn't to mess up the CMK's schedule, but to provide a proper environment for mixed traffic: Line 1 (LK1 via Częstochowa). That is where EN57s and heavy cargo belong. There, the 'fun' for dispatchers comes naturally from the density of stations and diverse rolling stock, not from forcing a tractor onto a highway. If you want cargo on the CMK, move it to the night slots (10 PM – 6 AM). That would be realistic and would give night-shift dispatchers the challenge they crave, while leaving the day for high-speed runs. Don't sacrifice the primary purpose of the CMK just to mask the fact that the map is currently missing the necessary alternative routes.
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Nowa wersja 1.6.17 (link do ręcznego pobrania: 44_patwrobel.7z) -poprawka na wjeździe do Sosnowca Głównego @Maurice poprawione w nowej wersji @Masterczulki przesunięty event utworzenia EIP w nowej wersji
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To jest błąd gry chyba, bo brakuje ukresu stacji Zawiercie - normalnie ja daję manewry na dany tor i SimRail nie pozwala wyjechać poza semafor wjazdowy. Ukres jest jako "semafor" z S1 (ograniczenie do 0 km/h) jak przejedziesz ukres to jest respawn przed kresem. Tu ewidentnie nie ma ukresu i masz przebieg aż do wjazdowego do ŁA. Zgłoś jako błąd do DEVów na odpowiednim wątku na forum
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...in the opposite needs of drivers (who want rather smooth ride according to the timetable, especially when driving fast passenger trains) and dispatchers (who want to have some fun of dispatching by making decisions and creating overtake opportunities). To make dispatching a bit less boring we need to have speed difference and overtakes, but every overtake is a risk of missing it and then the faster train gets blocked by a slower one. The CMK is a bit different from other lines as it is the only one designed for driving 200 kph but the situation is very similar on the line no. 1 when a fast train going 140 kph can be blocked by an EN57 going with average speed of 50 kph. Please remember that we still get complaints about too long breaks between trains on signalboxes on the main lines - up to 15 minutes - although we run about 30% of train count (~1500 of 5000) daily from whole Poland on 6% of its railway grid. This might seem as paradox, but it is effect of mixed traffic - here is my quickly made drawing about 1 year ago for discord discussion and example of 25 km long section between Włoszczowa Północ and Olszamowice with Pendolino driving time 11 minutes and freight driving time 20 minutes: We can get rid of freights on CMK (especially northert part), but it does not mean there will be more trains (lack of capacity from Warszawa Zachodnia towards Warszawa Włochy so we have fixed slot count for Grodzisk Mazowiecki spread between Łódź and CMK) so the signalboxes will become more boring and it will be more common to be signalled by bots than humans.
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Kontrolery gier
error723 replied to Piotrek Blaszczak's topic in Sugestie usprawnień [Tryb jednoosobowy]
Zaproponowany serwer MQTT to możliwość pozbycia się "kabli" wpinanych do komputera. Dzięki temu, możesz budować niezależne, małe moduły, którymi nie musisz zarządzać, dbać o przerwania, timery i całą masę niskopoziomowych niedoskonałości interfejsu MIDI, który powstał 43 lata temu. Klient MQTT mieści się na esp32 c3 (aktualny koszt 7zł na ali), na którym masz 11 pinów do swobodnego działania. I wówczas, jedyne czego potrzebujesz to zasilanie - i tutaj kolejna zaleta, jeśli tworzysz sekcję z samymi przełącznikami to wystarczy ogniwo 18650 (moduły ładowania kosztują kilkanaście zł za 10 sztuk) = zero kabli. I dodatkowo, nie zarządzasz kolejką zdarzeń, gdyż ta jest obsługiwana przez serwer. Jak dla mnie MQTT to obecnie, najlepsze możliwe rozwiązanie i cieszy mnie, że w tym kierunku programiści poszli. Oczywiście, że wypróbowane standardy, które były wykorzystywane przez lata, słusznie są oznaczane jako niezawodne. Jednak technologia idzie do przodu, a patrząc na transmisję danych przez ogólny rozwój telekomunikacji, to naprawdę nie warto zatrzymywać się na sprawdzonych, aczkolwiek bardzo starych interfejsach. -
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No. We have about gradients up to 10-12 ‰, what is about equivalent of 20-25% of Pendolino acceleration. It is not a problem even in wet conditions when all inverters and motors are working, but it might be useful when the drive is broken and the available tractive effort is considerably lower. Some locomotives has a similar hidden feature as they can increase the tractive effort of a single motor from 75 to 85 kN when the other ones are slipping.
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@Quacking Duck In the Polish-language early access archive, I found the following information: Booster (white): This is a start-up mode that aids starting in emergency situations. It is used when the train has experienced a failure of some of its drives (e.g., loss of 50% of its traction power) and must start on a difficult section, such as a steep incline. Parking (yellow): This button activates the parking mode. It allows the train to continue to power up (e.g., heating, lighting, and on-board systems) when the driver's panel is turned off and the ignition key is removed. Certain conditions, such as the parking brake being engaged, must usually be met to activate it. Neutral Section: This button prepares the train for passage through a so-called isolation section (a location on the railway line where there is a change in power supply or a break in the overhead contact line). When pressed, the train's systems automatically cut off power to the motors and energy recovery systems, protecting the equipment from damage caused by an electric arc. I didn't know about the function of the last two, I've never used either of them, I don't think they're implemented in the simulator, but if you have the time and inclination to test them, let me know, I'd be happy to know what and how. 😉
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I wonder whether the difficult starting conditions that would make such a button useful exist within the SimRail world. Would the gradients available within SimRail, combined with the effects of rain, prevent an ED250 under normal settings from starting in the uphill direction? In some documents[1] relating to railway electrification, I have seen the phrase "booster section", but do not really know what it means. Is there any connection between the "booster" button and such things? I had noticed that this button is next to the "neutral section" button. I therefore suspected that, if the neutral section button is used to handle neutral sections, perhaps the "booster" button is used to handle "booster sections". Do you know anything about the other two buttons I asked about? [1] http://www.irot.in/pdf/snt/S7 SIGNALLING IN 25KV AC.pdf This is the first apparently relevant example I found in a Google search, though I am not sure whether it is a representative example of the use of that phrase.
- Last week
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Stoję przed semaforem Y 1/2 przed Sosnowcem R52. Wybrałem awarię Pendolino - jazda torem prawym. ZEW1 czy ZEW3 nie reaguje. SimRail_log_2026-04-19_19-56-13.txt
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Witam ponownie i prawdopodobnie ostatni raz w najbliższym czasie! Dziś przychodzę z ostatnią dawką zdjęć, co się poczyniło ostatnio w aplikacji, oraz otwieram nabór na beta testerów! Co trzeba zrobić? Wystarczy napisać do mnie na discord! Nick: waresiarz. Miejsc mam około 5, więc jeżeli ktoś chciałby przetestować aplikację przedpremierowo, zapraszam do kontaktu!
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Świetny scenariusz. Gratulacje! Gdybym sam nie grał poprzez geforce now to pewnie bym zaczął tworzyć swoje, obecnie niestety nie mam jak testować. Czy jest w planach stworzenie opcjonalnego powrotu do Łodzi dla Interregio i ŁKA?
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In the real ED250 (Alstom Pendolino), the Booster button is not for "extra speed" like in arcade games. Its actual purpose is to force maximum starting current (or increase tractive effort) under specific, difficult starting conditions. It is primarily used when starting on steep gradients or when rail conditions are extremely poor (slippery tracks). In such cases, the anti-slip systems (WSP) might over-limit the power to prevent wheel spin, potentially stalling the train. Effectively, the Booster modifies the traction inverter characteristics to achieve maximum torque at low speeds, momentarily bypassing certain software limits to ensure the train can get moving. Note: I am not sure if this functionality is actually implemented in the SimRail simulation yet, as I haven't tested it myself, but that is how the real-world system operat es
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uaktualnienie 17 kwietnia 2026
0x8000ffff replied to misiek_131415's topic in Dyskusja [Tryb wieloosobowy]
Też wyłączyłem (na 1/4) i się poprawiło. No ale jest przy opcji napisane "beta", to ma prawo działać jak nie działa 😉 -
uaktualnienie 17 kwietnia 2026
Averrnor replied to misiek_131415's topic in Dyskusja [Tryb wieloosobowy]
Też musiałem zrezygnować z nowej opcji. Wywalało mnie co chwilę do pulpitu, nawet w trybie dyżurnego. -
In 2026, real dispatching on the CMK should be as boring as watching paint dry. To be honest, the only window to push freight trains through should be at night, from 10 PM to 6 AM. In reality, a dispatcher can’t afford to delay a high-priority train (EIP/IC) — if they do, their head will roll. The root cause of this problem lies in the lack of a viable alternative route in the game's current map. Without a fully operational Line 1 (via Częstochowa) to handle the bulk of the freight traffic between Central Poland and the South (Kraków/Katowice), the CMK is forced to swallow everything. In the current SimRail reality, we are stuck with a frustrating choice: either endure the daily nightmare of slow cargo blocking a high-speed line, or remove freight altogether and go back to 'watching paint dry' while dispatching.