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Everything posted by schmusegewürzkatze621
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Some Improvements required
schmusegewürzkatze621 replied to CJ187's topic in Suggestions for improvements [Singleplayer]
Agreeing on giving players information about trains in multiplayer. Train length is vitally important for judging where speed limits end if you want to drive without HUD, and for passenger trains, how much leeway you have at platforms. And train mass and brake percentage of loco-hauled trains is good to know for judging acceleration and braking behaviour. Good to hear that the dispatcher’s timetable is getting an overhaul, too. It’s not bad as it is, but could definitely use some improvement. -
turn off the monitor
schmusegewürzkatze621 replied to PapisCZE's topic in Suggestions for improvements [Multiplayer]
So how do you read your timetable then? -
Speed O meter
schmusegewürzkatze621 replied to Orsewin's topic in Suggestions for improvements [Singleplayer]
AFB on locomotives also adds a bit of train brake to the electric brake if the decrease is large and/or the train is heavy, but it also doesn’t know that after pressure is back at 5 bar you have to wait till the brakes on the entire train are released before switching traction force back up, leading to wasted energy and unnecessary stress on the couplings. -
Currently you can drive mostly without the right-side HUD but not entirely – e.g. sometimes there are no W27a boards for a speed limit raise. And you still need your timetable on the left. I agree that having a ‘proper’ working timetable with all the route data would be good. Also, yeah, in Poland, apart from ETCS on a few important high-speed lines, there is no cab signalling or other safety system (SHP barely counts, it just tells you ‘there is a signal’). Drivers have to look at the lineside signals and their working timetable. Or at the train simulator’s HUD, I guess.
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I also play on Linux via Steam Play on a waaaay lower spec machine (Ryzen 3 5300U laptop, 16 GB RAM, integrated graphics chip) … and intermittent freezes don’t happen for me. Stuttering, yes. Eventual performance degradation likely due to running out of graphics-available memory, yes. But nothing like what you described.
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Background Chat In EU07 Sounds
schmusegewürzkatze621 replied to BigVern's topic in General Discussion [Singleplayer]
I’ve found that happening sometimes in multiplayer when driving through the platform track at Łazy. -
Today I was driving TLK 61126 through the Warszawa cross-city line coming from Zachodnia into Centralna. As I entered Centralna, the screen suddenly went white and I could only come to a stop at the platform by switching on the F2 and F4 HUD. Screenshot from the cab after stopping at the platform: Screenshot from outside (I exited the cab and jumped onto the platform): Two days ago I also had a similar problem in the same location, though not quite as extreme – at least I could still see my surroundings: CPU/GPU: AMD Ryzen 3 5300U integrated Radeon Vega graphics – OS: Ubuntu 22.04.1 LTS x86_64 – Proton: v7.0-5 – Vulkan driver: RADV Mesa v22.0.5-0ubuntu0.3 Graphics settings: Custom – based on ‘Very low’ preset but LODs, densities, and render distance even further reduced; upscaling turned off; AA set to TAA with lowest quality
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Schedules as pdf
schmusegewürzkatze621 replied to Krtek-JC's topic in Suggestions for improvements [Multiplayer]
I’d already be happy with having a working timetable like that available to view in-game. As it is, we only have the basic timetable HUD, which is unfortunately rather less detailed … -
When I choose an EIP/EIJ service with an ED250 train, and the train is currently moving when I take over, when I push the drive handle forward, the traction display stays at zero and the train doesn’t accelerate. I have tried various methods to rectify this, but only one has been successful: braking to a stop somewhere and starting back up from zero. This doesn’t happen when I take over while the train is standing in a station. It also doesn’t happen in the singleplayer Katowice–Warszawa mission I tested (since I’m cold starting the train there).
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3 Stunden war im Playtest. Jetzt sind 6 Stunden. Es sei denn, das ist noch mal angepasst worden.
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Du spielst ein modernes Spiel auf höchsten Grafikeinstellungen und wunderst dich, dass deine nagelneue High-End-Grafikkarte dabei auch ausgereizt wird? Deine Probleme möcht ich mal haben …
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[DE] German translation in signal boxes
schmusegewürzkatze621 replied to oli806's topic in Translation feedback
Ich muss tatsächlich sagen, ich finde die Übersetzungen von oli806 und MalzbierMan besser. Außer „Richtung des Streckenblocks einschalten“, das klingt seltsam. Man schaltet den Streckenblock ein, nicht die Richtung desselben. Wäre „Richtung wechseln“ oder „Richtung einstellen“ nicht passender? Vielleicht könnte man es auch mit „Erlaubnis anfordern“ übersetzen, da ja für Pzk auch schon das Wort „Erlaubnis“ benutzt wird? -
I just played a train and … I first got signalled upcoming 40 km/h at the last block signal before P, then while I was approaching, that aspect upgraded to full speed at P but 40 km/h at D … And I have no idea what the dispatcher did, and I wasn’t able to get an answer out of them how they managed it. And also I don’t know if the overlap was actually reduced or not. I wonder if it’s the difference between a) setting a route P–D, then D–C2, or b) setting a route directly P–C2 via D (clicking on the signals in that order)? I thought that must’ve been identical, with the signal indications automatically upgraded to the ‘fastest’ possible? Or does the former do the 40 km/h at D thing and the latter switches D off or turns it into a distant signal repeater or something? Or maybe the last time I was driving there, C2 was already cleared, so both P and D showed clear and I hadn’t yet had a chance to see the signalling when C2 shows stop? Next time I’m playing DG dispatcher, I might just try out a few options and ask players what signals they’re getting. I would really love to know how these signals behave.
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There is an additional main signal D positioned before the platform in Dąbrowa Górnicza. For a full-speed route from entry signal P (the one in the picture above) passing through D up to the exit signal C2, the overlap crosses the pedestrian level crossing. For a route from P to D, that’s not the case. However, since the distance from P to D is quite low, a lower speed must be signalled at P so that all trains can safely stop at D. This is what you’re seeing in the picture. A good dispatcher, of course, closes the level crossing and sets an additional route from D to C2 when a train approaches, so that the signal box upgrades the indication at P to full speed and a train can enter the station without unnecessarily slowing down beforehand. To be honest, what I as a frequent DG dispatcher would like would be that I could choose a shorter overlap behind C2, with a 40 km/h restriction at D. I know German computer-based interlockings often allow choosing different overlaps, automatically signalling lower speeds for shorter overlaps as necessary. I’m not sure if the real Dąbrowa Górnicza signalling can do this, but if I recall correctly, D actually has five lights, so it could show a 40 km/h restriction.
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How to reproduce: Start the Traxx tutorial mission. Before entering the locomotive, walk to the coupling between the locomotive and the first wagon and disconnect the brake hose (but leave the mechanical coupling). Proceed with the tutorial as normal, up to and including the brake test. Expectation: The brake test operator tells you that there is a problem with the brakes and you can’t depart until it’s fixed. Reality: The brake test operator tells you that the brakes are functional. Now, I know that the purpose of the brake test in the tutorial is simply to create a sense of realism and immersion, and I guess it does do a good job. Unless, of course, someone (e.g. you) has messed with the brakes. I’m not sure what would be the best way for the tutorial (or any other singleplayer mission) to react in such a case. But I think there should be something, even if it’s just the guy telling you that he found the uncoupled hoses and fixed them for you, and then repeating the brake test.
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Cool things you have noticed in SimRail
schmusegewürzkatze621 replied to Gazz292's topic in General Discussion
The goods run in the Prologue with the Traxx locomotive included a brake test. Not sure if the current playtest is the same, but I wonder – if I disconnected the brakes before starting up the locomotive, will the brake test fail? Or is it scripted to always succeed? Hmmm. I shall try this out. -
The colours were originally more realistic (closer to primary red/green/yellow) but they’ve already been changed in the name of better contrast and colourblindness-accessibility. Personally, I liked the original colours better and I’d like it if there were a switch in the settings, but IMO it’s not too bad either.
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False incidents as in reality
schmusegewürzkatze621 replied to Zargos's topic in Suggestions for improvements
StellwerkSim, a German MMO signal box ‘simulator’ game, also has random defects that can happen – control panel lights going out, signals falling back to Stop, jammed points, blackouts with sometimes emergency power generators failing, too. Players aren’t expected to deal with these in a completely realistic way, but it does add to the game. And how often they’re generated is a per-player setting, so you can also turn them off. I think a similar thing wouldn’t be out of place or unreasonable for SimRail either. -
Passenger comfort
schmusegewürzkatze621 replied to lDestinyl's topic in Suggestions for improvements
Even Zusi 3 docks points for coming to a stop with too much braking force (resulting in a jerk). It’s not unreasonable. -
Too big handrails at Opoczno Station
schmusegewürzkatze621 replied to Andreo's topic in Zgłaszanie błędów (tryb jednoosobowy)
This is the English forum. If you want people to understand what you’re saying, you should either speak English or go to the Polish forum. -
Trolls and griefers emerge.
schmusegewürzkatze621 replied to Záhorácká's topic in General Discussion
People can change. Lots of teenagers think griefing and messing things up is cool and fun and most of them become normal and reasonable people as they get older. And maybe they thought they were just having genuine fun and don’t see how it negatively impacts other players’ experience. I’d say warnings, temp bans and/or level demotions should be the norm. Permanent bans should be the last step of escalation only.