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Everything posted by Skully
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Would it be possible to have AI dispatchers respond to ZEW tones? Right now you come up to a red signal and you have no clue as to why and how long it'll be red. It would be grand if the AI could give some sensible response (and off course cuss you if you tone on other aspects 😁).
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There is more information on http://jareks.zonk.pl/signal/signs.htm This might explain what happened to me as I approached a 100 km/h restriction immediately followed by a 40 km/h at short distance. If I had known these signs I would have put on more brakes. 😁
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I'm putting this in suggestions rather than bugs because I don't know whether this is viable. Having a player coming at you onto the end of route will result in the train suddenly despawning, respawning dark/cold and the AI taking over. It's a bit spooky and immersive killing. If possible can this be smoothed out so the train does not despawn. Worst case make it stop at a signal and do a crew change.
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Unable to load DLL 'WindowsTTS'
Skully replied to JackBeeGaming's topic in Bug reporting (multiplayer)
In general it seems this is why announcements are not working on some systems. [2022-12-29 10:25:41]: DllNotFoundException: Unable to load DLL 'WindowsTTS'. Tried the load the following dynamic libraries: Unable to load dynamic library 'WindowsTTS' because of 'Failed to open the requested dynamic library (0x06000000) - The specified module could not be found. (WinError:0000007e) at TrainAnnouncement.AnnouncementController.TryGetWindowsVoice () [0x00000] in <00000000000000000000000000000000>:0 at TrainAnnouncement.AnnouncementController.SetEnglishVoice (EnglishAnnouncementVoices desVoice, EnglishAnnouncementVoices secondVoice) [0x00000] in <00000000000000000000000000000000>:0 at TrainAnnouncement.AnnouncementController.HandleQueue (TrainAnnouncement.TrainAnnouncementData currentAnnouncement) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at TrainAnnouncement.AnnouncementController.HandleQueue (TrainAnnouncement.TrainAnnouncementData currentAnnouncement) [0x00000] in <00000000000000000000000000000000>:0 at TrainAnnouncement.AnnouncementController.Update () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UnitySynchronizationContext.Exec () [0x00000] in <00000000000000000000000000000000>:0 WindowsTTS.dll depends on MSVCP140D.dll, VCRUNTIME140D.dll, VCRUNTIME140_1D.dll and ucrtbased.dll (among others) which are debug dependencies (of VC++ Runtime). -
On EN1 09:26 (Dec 29th 2023 RT) I was falsely penalized for not stopping at Chorzów Batory and Katowice Tow. KTC. I immediately took the 40166 after it was spawned at 09:25. The order was to stop in Katowice main station. As I approach Katowice I was penalized twice at the same time for not stopping at Chorzów Batory and Katowice Tow. KTC.
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I may be misunderstanding your comment, but there are signal aspects for Vmax, 100km/h, 60km/h, 40km/h, so all the info is there for running without the advance aspect HUD or speed limit warnings. Maybe a further option for with/without advance speed limits would also be desirable for some. AFAIK https://en.wikipedia.org/wiki/Polish_railway_signalling is pretty accurate. A flashing green on an ABS signal doesn't carry a speed limit. I usually slow down to 100 km/h and let it ride down to 80 km/h.
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I don't mind random failures but only if the schedule has been running too smoothly. As it stands right now we have enough "failures" to deal with. 😁
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I've seen this happen a couple of times now, including to myself. When the junctions are aligned as follows and a train runs from J646 to J653 it will derail at J653. Note that an opposite movement (J658 -> J657 -> J656 ->J654 -> J653 -> J646) does work.
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F2 removes too much. 🐣
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On EN1 at 14:41 (Dec 28th 2022 RT) Czarnca requested clearance for 241129. Clearance was granted and 241129 was said to have departed Czarnca. At this point I would expect the WY light of line 571 to be on, yet this was not the case. Later for 242229 I did see it come on briefly but it extinguished again. Maybe I'm misinterpreting how this interlocking should work, if so please disregard this report.
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I would like to see an option to disable the color of the aspect in the upcoming signal display. I'm ready for the next level of driving (but do wish to know where the signals are). 😄
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Maybe an idea for a dispatch tutorial would be having the AI provide assistance. In the first level it would be an option to watch the AI in action (including mechanical/electronic switch operations and radio messages). The second level should be the AI handing out tasks for the player to complete. (But please don't make it mandatory so players can do alternatives.)
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Also bear in mind that not having the option for a private server means the lifetime for dispatching in SimRail is limited to the company actively providing the service. This can be a consideration for purchase because you can only hang onto the single player driver mode.
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At 59 the white wheelslip comes on and at 1:01 you see the locomotive move but not the consist. This would indicate consist brakes have not released. Always leave the brake on fill in such a case. After some minutes movement should come back. I still need to read on the workings of Polish brakes, I only know it's not the same as American ones. 😁 Also note that if you've disconnected the main circuit it's best to re-set the reverser, compressor and converter (in that order). There is more complexity involved but that doesn't seem to be modelled (phew 😄).
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Loops at large to medium stations.
Skully replied to ryan gregg's topic in Suggestions for improvements
While we can not judge what might be the easiest short term solution, I think having the lost trains move forward by default might be easy and is relatively realistic. -
Loops at large to medium stations.
Skully replied to ryan gregg's topic in Suggestions for improvements
Bear in mind reversing can also include running around the locomotive or using another one. I don't unrealistic options like an extra loop, let alone invisible track. -
Please rework the train selection menu
Skully replied to Blacky's topic in Suggestions for improvements
Maybe a bit presumptuous but maybe last stop and time of stop can be added easily? -
Dąbrowa Górnicza busted as well. Do you need a list or are all broken?
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YouTube Copyright claim after streaming SimRail
Skully replied to trainsimulatordriver's topic in General Discussion
https://youtu.be/OpD8cW6zd-0?t=48 I'm not an expert on copyright infringements, for an expert opinion seek legal advice. If SimRail S.A. does not hold a license to publicly play this song (or any other) then we should have an option to disable playing such songs. If SimRail S.A. does not hold a license to use this song then please remove it. -
Maybe it's also the phrasing used. Personally I think the following would be better: WBL - Request outbound direction OWBL - Withdraw outbound request PZK - Grant inbound direction ZWBL - Release inbound direction
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In build 19.12.2022 we had automatic barriers at MP 315.612 (Katowice Zawodzie), in build 21.12.2022 they are manual again. Maybe there is some button somewhere which makes them automatic? If so, which is it? I'm just a level 1 dispatcher, so I like my barriers automatic. 😁
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I suspected the playtest was only granted to those who had the achievements for Prologue but that appears not to be the case. I'm not even sure whether that is a function of Steam. Please lock this thread in favor of
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Build 21.12.2022 has tutorials for driving! 😄 Great job devs!