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Everything posted by TheShotte
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Zwiększenie zasięgu renderowania podkładów i podrozjazdnic
TheShotte replied to Jakub's topic in Sugestie usprawnień
Właśnie dlatego ten rysunek, a na rysunku kreska między oczami ludzika a punktem gdzie mu się zaczynają podkłady jeden z drugim zlewać, bo ta odległość dyryguje jak daleko można wyświetlać zwykłe podłoże. -
If you play on a laptop with an arthritic condition, maybe consider getting yourself an external wireless keyboard. I think in your case it wouldn't be a bad idea to get one without a numberpad and with a touchpad. They make some of them light and small. Would probably beat playing on built-in laptop keyboard.
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Just because no other train simulator does it, doesn't mean it's unrealistic, it simply means SimRail is more advanced and they need to get over themselves and swallow the fact that they've spent hundreds/thousands of dollars on a simulator that will now essentially be inferior. At least that's how I mostly feel.
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That looks like a screwed up texture/UV map for the wiper.
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Na dodatek, spoko by było żeby dyżurni mieli jakiś sposób zasygnałować maszynistę w stylu "Siema bro", coś tak jak trąbienie przy przejeździe dla maszynisty. Może jakieś zewnętrzne światło którę będą mogli zapalać/gasić czy coś w tym stylu. Nawet głupie pomachanie reką.
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Zwiększenie zasięgu renderowania podkładów i podrozjazdnic
TheShotte replied to Jakub's topic in Sugestie usprawnień
I żaden z was nie wpadł na pomysł że to może tak jest specjalnie? Jak by wersje 3d nie były wymienione na coś płaskiego, w momencie gdzie zaczynają się zlewać jeden w drugi z punktu widzenia gracza, by się robił straszny efekt "moiré" i zamiast podkładów byś widział tylko dziwne falowane kreski, które same by wyglądały jak by falowały, a do tego dodaj jeszcze TAA. Dlatego WSZYSTKIE gry to robią. Jest to efekt który się nazywa "Impostor Replacement". Jak by dali troszkę dalszą odległość od gracza, dalej byś widział ten efekt i by było bez sensu. Byś nie dał rady się skupić na torach. Teraz tak, efekt jaki używają na zastąpienie jest fatalny. Moim zdaniem powinny zostawić dalej normalnie podkłady, tylko te dalsze, zamiast mieć normalnie przód, tył, górę, dół i boki, to zostawić tylko spód, z twarzą skierowaną do gracza. Wtedy by gra nie musiała robić "dithering" przy wymianie z jednego na drugi, bo by były za bardzo podobne jeden do drugiego aby to było potrzebne. Czyli coś takiego: Ilustracja: Tylko że ilustracja jest w mojej wersji, gdzie teoretycznie zostaje jeszcze jeden polygon normalnie z texture podkładu, bo w wersji teraźniejszej, po prostu na balaście jest na całości jakiś ciemniejszy kolor dany, przynajmniej żeby normalnie między tym kolorem były przerwy... -
Yeah, he did, on the 10th he said it will be available next week. It's the 17th, no map, hence he was asking again.
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So, I finally was able to witness actual rain in-game (raindrops and surface water), as opposed to just rain drops on glass, and boy do I have some comments. To begin, let me share this short video I recorded yesterday with you. First and foremost, as you can see in the beginning of the video, the actual rain drop effect on the puddles is considerably too small and way too repetitive. I think the drops themselves should be scaled up, and instead of using and multiplying one raindrop texture, the repetition would be far less noticeable if you made an animated texture with a few raindrops. Again, at the very least, they need to be scaled up considerably. Secondly, the actual airborne raindrops. Considering the amount of them that appears on the glass, I think there is way too few of them in the air. I feel like there should be at least 40-50% more raindrops. Furthermore, they are big. Consider scaling them down 50-60% (if not more). Finally, the surfaces. Concrete, asphalt, ballast, ties, etc get wet super quick. Almost too quick, the ground itself does not. So everything gets shiny, whereas the ground just stays dull (as if it was dry). As you can see in the image above. The only thing is I failed to notice if it gets a little wet or not wet at all because it was dark. Also, in case the video is hard to see (I did capture at only 2K instead of 4K like the screens) I took a screenshot of the raindrop puddle effect:
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Z/X for it is actually not a bad idea since I'm not using those binds for anything.
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Well, that's some heavy speculation, since you don't know what it is actually syncing. Could just be the Player Profile data, since now your level sems to actually increase in-game.
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So, this is in regards to the newly added keyboard controls for all the lights and whatnot. I noticed a bit of an issue whilst driving the EN76. You can turn all the stuff on (cabin light, console light, etc) using the keyboard controls, but you can't turn any of it off. For example - hitting the cabin light key just cycles the light forward from 0, to 1, then 2, finally 3 (then nothing). I tried holding Shift and pressing the key to maybe see if it works in reverse, alas this was not the case. Same issue goes for the instrument lights. When they're off, you hit the key, they go on (to position 1), further pressing the key does nothing. This effectively renders the keyboard controls half-useless. I suggest adding modifier keys (Shift, Control, etc. + KEY) which would allow additional levels of control customization. At the very best, add some sort of way to toggle stuff back (I tried Shift + Light key, but it does nothing).
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Okay, so I noticed a bit of an issue with the new controls. You can turn all the stuff on (cabin light, console light, etc) using the keyboard controls, but you can't turn any of it off. I'm gonna post this in the Bug section.
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Oh man, so many cool things. Yeah the bugs on windshield and washer working are sick. I personally love the way the suspension works. When watching your train with the outside cameras, you can see the EU07 swaying left to right at high speed, or bobbing up and down when going over switches and crossings. Coming from TS and TSW, where the trains literally just move back and forth (I'm not counting tilting on superelevated track because that's natural for the track). Both the trains and world feel much more alive in SimRail.
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Chciałem tylko zanotować że po dzisiejszym patchu, gra chodzi stanowczo płynniej. Ścinka po zmianie kamery na zewnętrzną jest już prawie nieistniejąca, i ogólnie niema tylu krótkich zawieszek w czasie grania. Jest to bardzo dobry krok do przodu. Jeszcze pare i będzie👌
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So, saw these as I was driving by, really hard to miss, and decided to stop and take some screenshots. There is a bunch of them. This is the first one from the left. Then, there are further holes in between the tracks when moving to the right. Moving on. I think there may be more further to the right as well.
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EU07/EP07 Speedometer Inconsistency
TheShotte replied to TheShotte's topic in Bug reporting (multiplayer)
Yeah pretty much just stay ~5 kmh below limit which is what real drivers tend to do anyway. -
I am assuming one would have to set up some sort of logic for it. Whether or not it will be comprehensible or utterly difficult is yet to be concluded. One can speculate that given by the fact they're developing the tools as they are, they plan on using them to make more routes in the future as well. I hope this is the case.
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Thank you for the heads up. Yeah, I really wish they added modifier keys (Shift, Control, etc. + YOUR KEY). That way, we could do like A/D for throttle, and Control + A/D for Shunting Regulator.
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Aha, spoko. Dziękuje ci za odpowiedz.
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Any chance to trigger a Sever Reset or train removal?
TheShotte replied to PapaCharlie's topic in General Discussion
The problem is, you cannot predict human behavior in the final product based on a multiplayer-only playtest. Yeah, people are jumping on the servers, clicking random buttons (probably not on purpose, but just trying to do anything and not knowing how), and doing weird stuff, but that's probably because there is no singleplayer element where they can resort to such things. On top of that, the final game will require a certain amount of hours in a singleplayer environment before the game lets you play online with others. -
No, it's not, cause it happens regardless if FSR is on or not.
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Oh I figured. It will kick the player out of the server after they derail (pretty sure it's technically supposed to remove the train as well), ask me how I know. The fact that you were able to take that screenshot meant you were just another player in the server.
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Hey, at least you can have crashes. Certain other games crap out when that happens. 😁 Meanwhile, SimRail still manages to look decent, even though it's not meant for crashes, much like other titles. Having said that, this game is capable of some spectacular scenes with it's lighting.