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SkittleKicks Plays

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Everything posted by SkittleKicks Plays

  1. I get what you are saying; however my thought was more on the lines of Run8 which is a 100% sandbox. The only issue I see with SimRail's dev team adding that type of game play is that there are no industries programmed for cargo haul. The only thing with cargo is just yard to yard. There's not even a decent amount of switching (aka shunting) jobs. TSW is an arcade game and less of a simulation in my book, and yeah SimRail is basically the same though I would argue it is on par with Run8's train realism is. I want to feel like not only am I driving thousands and thousands of tons, but actually feel like I'm doing this with goals in mind. What is my objective? Sandboxes allow for a deeper level of creativity (which I love). I don't play SimRail daily because to be honest it gets boring for me, and it really isn't all that challenging. The devs should ditch the arcade aspect (XP/points) because what's the benefit? Unless you just play dispatcher it doesn't add value. I've never played TSW or TSC, but I've seen hours and hours of game footage. I do play Railroader, Trainz 22 PE, Transport Fever 2 and Railroad Empire. All of those games have a sandbox where you can do whatever you want. SimRail is good, but it could be 100 times better when it isn't just A to B stop at C (or just abruptly end the scenario) type..
  2. Would SimRail benefit players if it also was capable of being a sandbox simulator? I kind of thought that was what the editor would allow, but A you have to know LUA coding (which I am too stupid to do even after reading how to do it, and the instructions are in my view not written for non coders), B you are only creating scenarios, and C there is no way to just free drive the map. Having the sandbox would allow a lot more practice in driving, exploring the beautiful world that was recreated, and coupling to consists. Sorry to say it but the tutorials kind of suck. Partly due to the age and some being broken. The tutorials don't go over signage/signals, and you are at the mercy of the tutorial (ETCS 1 and 2 are horrible. A glitch in the game can fail you immediate, the overly detailed intro can never be skipped, and in my case the camera is all wonked up) and this is where a sandbox would be more useful in learning. Maybe the majority of you could not care less for a sandbox mode for the game (even with an ability to disable the arcade style XP/points), but for me I like to have that immersion.
  3. What you said is exactly what I have tried. You still ricochet due to the bumpers on these types of locos at any slow speed, and no these consists are not spawning in with their hand brakes set. The moment you make contact while coupling they move at least 2 feet or more. I do not use a controller or Rail Driver, I have to use keyboard controls. Remember what I said. In the US we do not use the hook coupler or bumpers that are used in European trains. In the US locos can couple at 3MPH to 5 MPH with no ricochet. There is very little movement when they make contact with a consist. SimRail should have the ability to set handbrakes beyond the loco, and even adjust the bumper impact to prevent bouncing off it even if just slight.
  4. One thing I noticed early on in SimRail when I first played the demo was there is no way to apply handbrakes to consists during coupling. What I mean is setting the handbrakes so that they do not move when trying to couple to them. It's bad enough these trains all have bumpers that act like a spring board ricocheting the loco backward and shoving the consist forward. This happens at 1 MPH. The only handbrake we can even control is in the locos. In the US depending on the length of the consist one or more handbrakes are set to prevent movement in a yard. Granted in the US our trains use knuckle couplers which instantly grab and temporarily hold until the locking pin is put in place. This is accomplished by a 3 to 5 MPH "slam" into the car. This is a big safety thing. You can waste so much time trying to connect to consists (and I have) because we can't lock consist handbrakes. I know that in Derail Valley the same types of coupling system is used as in SimRail, but in that game you can turn the handbrakes to secure them.
  5. CD 136 has no driver as it pulls up to the platform (this is before you even start the mission).
  6. If we had industrial drops in SimRail using waybills detailing where train cars are taken and left behind would be a game changer especially in the cargo DLC. All that can be done now is like the original Intermodal run in the Katowice map. All that is bring empties, runaround to the intermodal consist, couple, brake test, then go to the other end of the map. It's fine for basics, but I think we'd all like a challenge. This could tie into what you said about the validated path (or direct route) for the slower freight train not getting sided constantly for passenger. In the US where I am from, freight has always been the priority. It's cheaper to move goods over rail rather than trucks or planes, and consists can be up to 2 miles (3218.69 meters) in length, and require multiple locos to haul. Passenger trains in the US are limited. We have one major intercontinental train company called AMTRAK (federally subsidized and tax funded but has never made profit in the 50+ years it's existed). There has been talk of shutting down AMTRAK, but who knows if it'll happen. We do have light rail commuter trains (for cities). These are electrified trains kind of like the Elf in SimRail and was started roughly in the 90s (at least in my home state), and in San Francisco CA there are street cars. No bullet trains (our nation is vast and it would be extremely expensive to implement, and tax payers won't fund it). Freight track in the US is privately owned by Burlington Northern Santa Fe, Union Pacific, Norfolk Southern, and CSX (these are the major companies) which you can see why passenger trains would be very difficult to do unlike Europe (which is controlled and owned by their governments). I know that's a bit off topic to my post, but I feel for more excitement having detailed freight runs in SimRail would be a game changer. I prefer them over passenger (which can get boring for me), because it is too stressful to stop every few miles mile or so, and wait for passengers to board. Switching (aka shunting), deliveries, exchanges, etc. would be so fascinating in SimRail.
  7. I know that this SimRail is based on Polish railroading, but why would timetables need to be a thing for freight? Based on what I've learned freight takes a backseat to commuter and high speed trains in this. Timetables don't make sense in this case due to their low priority status. Freight timetables will put drivers behind schedule because they have to always wait for the commuter or high speeds which costs points in the game. They are far slower to get to speed (again causing delays and loss of points). In the real world freight can take hours to even depart from a yard (I know there is none of that in the game). While freight does have to be delivered timely, it's far different than passenger. I also feel the point system makes the game more of an arcade (getting too close to TSW/TSC or Trainz sessions) vs. a true simulator. This isn't a gripe, but rather an observation of simulation vs. the simcade. I have heard there is a professional version of SimRail used to train really drivers, and I'm sure that doesn't have the arcade aspect. Granted if I knew how to build my own scenarios I would leave timetables out of freight runs. To be blunt I am no coder, I know nothing about LUA (even reading the instruction breaks my brain), and patience lacks in my personality at my age.
  8. Instead of hunting for a particular train that has the livery I'd like to see for that train, we should have a livery option selection. Paint jobs and interior coloring doesn't have to be based on a particular map to see it, and if we can already chose a train (and cars) to drive, weather, ToD, etc. in a scenario why not add liveries to the list before we hit the high iron? Example 1. If I choose the new CD163 to drive, then I've like to chose from all of the exterior paint available and chose either the old school green interior or the white interior. Example 2: If I chose the EN57, or the EU09, or the Elf then I'd like to have access to all of its liveries options to use. Again hunting and pecking for the specific train that has the liveries I'd like to use, and for the scenario I intend on driving in this just makes the most sense.
      • 1
      • I agree
  9. Processing 4K graphics impacts performance greatly, foliage, and wildlife can as well. No not everyone here has powerful systems or can even afford to upgrade. I've been gaming for decades and this is one of the biggest problems in the gaming world. A lot of developers these days cater to those high end systems making it impossible for the majority to join in the fun. Eye candy isn't why I buy/play games I do that for the enjoyment of the game. It doesn't break immersion for me if the graphics are not as realistic. Besides I don't want to spend $10,000 on a machine just to play games on it.
  10. I went there earlier yesterday and copied the instructions to my phone. I'll use it until I master the process like I have with the other trains.
  11. Thanks everyone. Why I didn't see it was based on the train sort list from the individual route selections. By default it shows all trains, but choosing passenger it doesn't list the CD163 (none of the routes did). I guess that was an oversight. Is it just me or does the CD163 have the most complex cold start up procedure? Not as young as I used to be. LOL
  12. Hi all. Just picked up the new CD163 DLC, but none of the current routes (base game not workshop) have this train listed as an option. Do I have to spawn it in myself, or will this be added to the core routes? Currently the only way to drive it is through the tutorial. Thanks for any info. SkittleKicks
  13. Hi everyone. Just to point out, games made with the Unity game engine do tend to stutter (this is a known issue) so it's not always PC hardware, GPU settings, FPS, etc. I own several games built on Unity and they all stutter.
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