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Everything posted by weezzah
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Just to add to the log book: Yesterday I was held for 30 min behind a red signal at Poludniowy in my EN96 which was my third stop in for the evening. No less than 4 user trains had to come up the single track from Dandowka before I got the green. Drivers coming from Dandowka reported the same situation down there. I have a feeling each train delay snowballs down the line causing delays for others, which makes it a challenge for the AI dispatchers. And when I came up to the area around Wolbrom there are many station close together, and it seems like if there is a train at the station ahead of you, you have to wait for it to leave before the track is clear. More delay added. With my 40 min delay I shouldn't have been there at that time in the first place so that may have been a contributing factor. I don't know how delayed Polish trains usually are, but if this is normal then it's okay I guess π Screenshots from yesterday: Charsznicas 4 tracks filled to the brim. There were 3 freight trains waiting (because of me?), and drivers were running around in the tracks. It was a memorable moment indeed: The beauty of multiplayer, it never goes as planned π
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I fully agree, let the user have the option to push the limits to Ultra settings and beyond. Most users are aware of the connection between graphics settings and FPS nowadays, and will adjust settings to balance looks and performance to their liking.
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Pendolino keyboard keys
weezzah replied to weezzah's topic in Suggestions for improvements [Singleplayer]
It may be too early to make threads like these when it seems like the input system is being worked on and improved which is good news. It's all I needed to hear really. After all it's Early Access with limited content and features, and I agree to that every time I launch SimRail, I get it π Just for the record, what I'd like to see is: Support for keyboard, mouse, and controllers (game controllers, joystick devices, gamepads, etc) Unique input mapping per train (because it's flexible, future proof, has no dependencies) Make ALL user interactable items in a train mappable to keys and controller buttons, or to controller axis where it makes sense And to keep the SimRail Controls UI nice and tidy, you can have each train displayed as its own category with all its mappable keys/buttons/axis inside. When you click a train category it unfolds its mappable items type of deal. Also with axis input support from controllers there are also features like axis inversion and curves to customize the input sensitivity and what not. - - end of wishlist - - -
Bug: Keyboard keys that do not seem to do anything in the Pendolino are: Battery [ B ] Cabin activation [ C ] Front pantograph [ F ] Rear pantograph [ R ] Main switch [ M ] Light [ L ] Originally from a section in this suggestion thread:
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I did a quick sample on train lengths for TCE, TLE, TME departing Katowice Muchowiec Staszic in early access build 21/01/2023. For each of TCE, TLE, TME the pattern seems to be 1 consist variation per loco type EU07, E186, ET25. Keep in mind, the sample size was only 2 on each π The columns are loco/wagon, count, and length: Edit: I did 1 test on a Warsaw bound TME TRAXX, and it was consistent with above data
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I just did a 2 hour freight run in the E186 towards Sedziszow, and I really missed having a train length counter, or a zuglΓ€ngenzΓ€hler which is what it's called in Germany I think. Typical use: When you pass a speed sign, you double tap the power handle, and when the end of your train passes the speed sign, a sound is made in the cab letting you know it's ok to accelerate. So my question is, how do Polish drivers deal with when to accelerate to a higher speed limit when the train is really long? Are the methods different from the EU07 to the E186?
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Rolling over rail joints sounds the same inside and outside
weezzah posted a topic in Issues archive
When rolling over rail joints the clank/thud audio sounds the same both outside and when inside the cab. Typically you'd cut higher frequencies on exterior sounds to make them interior sounds. This has already been done for other locomotive sounds (as you can hear in the video below) with one exception being the rail joints clank/thud sounds: rolling-over-rail-joints-sounds-the-same-inside-and-outside.mp4 It's a 480p(otato) video, don't judge π -
Have had SimRail.fr open sometimes, great option for situational awareness, and I didn't think of the Tab key, thanks for the tips! It could be nice have it shown next to the station name HUD element as well when thinking about it. Or maybe make the HUD station name blue if human, like it's done on the dispatchers speed dial buttons on their telephones? Anyways π
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Suggestion 1 Would be nice if the first-person camera was angled towards the back of the train when the [3] key is pressed for the following 2 reasons: Easier to begin walking as you don't have to back up or rotate the camera that much before moving Looks better than being plastered to the side of the locomotive and looking straight on at pixelated graphics π Current platform spawn: Current track side spawn: Suggestion 2 Would be nice if the first-person camera prioritizes to spawn onto a platform if there is one below one of the exits. If not, then spawn into the tracks. Examples of Improvements In my opinion this would look better and be more practical for a platform spawn: And this would be better for a track side spawn (if there is no platform available):
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Radio Sounds
weezzah replied to darryl0768healy's topic in Suggestions for improvements [Multiplayer]
For inspiration and/or for the uninformed, I'll just add that radio effects have been implemented for online flight sim networks, and they work well. Vatsim and PilotEdge comes to mind π Would be great for immersion, agreed, and it's already suggested in this thread as well: Would love that, but what if someone falls asleep on the transmit button, or is a troll? -
The smog/fog in Warsaw becomes extremely dense almost immediately from where it begins, and at the same time it's a clear day all the way up to where the smog begins, which looks strange: This abrupt change becomes more obvious on the country side, and it's even more noticeable when in motion because of the way things pop out of the dense fog exactly where the fog begins: Here you can see the abrupt change better, and in motion it looks weird: A larger fade in distance for the fog would make trees (and stuff) emerge from the fog in a smoother fashion. Apart from that I have to say the sim can look stunningly beautiful from time to time π
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Keyboard keys that do not seem to do anything in the Pendolino are: Battery [ B ] Cabin activation [ C ] Front pantograph [ F ] Rear pantograph [ R ] Main switch [ M ] Light [ L ] Improvement Suggestion Currently many keys cycle through key states in 1 direction only on many items like: The wiper selector goes through the states Disabled | Mode 1 | Mode 2 in 1 direction only and ends up in Mode 2 (no way to disable wipers with keyboard input) The instrument lights only turn ON (can't be turned off with keyboard input) Suggestion: I would add a second input key for items like these that cycle through the states in reverse e.g. Instrument light on [ ; ] Instrument light off [ Shift ] + [ ; ] And: Wipers on [ V ] Wipers off [ Shift ] + [ V ] I'd use a modifier key as the default combo key to preserve keyboard keys in use. Also, I'd treat even a 2-way switch as a cyclable multi-state switch, just in case the switch needs to be a 3-way (or more-way) switch in a future locomotive π I have a feeling this topic has been mentioned before, but I included it anyways because it seems like an overlooked area of the sim π
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Would be nice to be able to mark a server as a favorite and then have them show up at the top of the server list. Could be as simple as a clickable star icon in a column to the left of each entry like this: FR2, DE5, FR1... my favorites are now easily accessible π
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Frequent simulator freezes while driving, on Linux with Proton
weezzah replied to macavity80's topic in Issues archive
Tbh, this happens from time to time on Windows too, but it's more like stuttering most of the time. -
Hasler Bern tachograph sound
weezzah replied to weezzah's topic in General Discussion [Singleplayer]
I didn't think of changing the sound settings, was on stereo, it did make a difference although I have to find out how to get the virtual surround going. Thanks for pointing that out π But I think I've figured out what the SimRail Hasler sound is missing: The resonance from the EU07s hard surface walls, which I think is what makes the Hasler sound pop out more in the videos than in SimRail. You can hear from the videos that the room is quite pingy. And the ticks from the Hasler pings off the walls and fills the room more. The current Hasler recording in SimRail is quite dry. At least, that's my current take on it. -
Will there be more features added to the displays? Like train data, ETCS, LZB, PZB, voltage selection, etc. How in depth will the 186 be when it's complete? Just curious π
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I did a route yesterday where I was held at a red light by an AI dispatcher at Sosnowiec Dandowka where I was supposed to drive through. The way I see it, the AI dispatcher could have cleared me through and saved me the 10 min delay I got for waiting at the red, because A) The train I was waiting for was a user driven freight train coming from Katowice Muchowiec Staszic traveling at 20 km/h, B) There were plenty of available tracks at the time and no traffic, C) Due to the speed of the freight train I would've had 10 minutes available to drive through Sosnowiec Dandowka station. The screenshot below was taken 10 minutes before the arrival of the freight train that was prioritized before the passenger train I was on. The map shows a lot of available track, and I'd think a human dispatcher would have cleared me through, if I'd asked nicely π Question Time: Do AI dispatchers take into account train speed and acceleration capabilities when judging train separation? User driven trains can deviate a lot from speed limits, be it higher or lower, in this case, very low. And I can see how this can be a possible bottleneck. Is there any plan to add commands or something similar for drivers to communicate with AI dispatch? In this case having a chat command like /RequestToPassRed would be nice to have, to then at least get a reply on what's going on e.g. "Request denied. Waiting for train 12345 to pass".
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Dispatcher external camera view
weezzah replied to nortsen's topic in Suggestions for improvements [Multiplayer]
It's also unrealistic to able to jump between cameras when you're supposed to be IN THE CAB driving the train. Let alone orbit the train while driving, pure madness and denial of the existence of physics ! However, I do think dispatchers deserve to have equal camera possibilities to what a driver has now. But keep in mind, it will be a substantial workload for the SimRail team to place these cameras out for each station, which makes me think there's a slim chance for this to happen. Still a chance tough π -
That's a clever workaround with the freeware pack. But will there be a way for us to create liveries? Speaking of graffiti, if you can't beat them, join them, like the Swedish operator RushRail does with their branding:
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Looking at the loading screen SimRail has backers that probably want to keep this sim at a clean and professional level: Edit: But on second thought, TSW is all about using official licences, and at the same time has content created by users in their official editors.