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BigVern

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Everything posted by BigVern

  1. I have noticed on the EU07bthat running with the cab windows or doors open does not seem to allow any external sound to penetrate the cab. Running under bridges or tight walled cuttings (not encountered a tunnel yet so can't comment on that) does not generate any reverb bouncing off the wall. Going over metal bridges should also induce a bit of clatter and rattle. It's a lack of reverb audio that often makes the driving experience in TSW a bit bland. Hopefully there are plans to enable these effects in the game.
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  2. As this has been mentioned by myself several times without an answer and at the behest of another forum member, I'll post it here. Can we have confirmation whether or not in the full retail version we will be able to save a run in progress in Single Player to resume later? If so, is it worth implementing the feature in play test, so we can check if it works correctly? If there is not going to be a save feature then I respectfully suggest that a game which will possibly feature end to end runs of several hours absolutely needs a save feature so you can do them in more than one sitting. Thank you.
  3. Well there are short runs but once the full game arrives I'm not going to want to spend time driving the same old stretch, or not be able to take a train across the entire route in my own time. There seems little point popping it in Suggestions, I've already asked the question several times in sight of the devs and they have not responded. Which is sadly leading me to suspect there may not be any means of saving a run in SP - as I said above will be nonsense as very few people have time to do a long run in one go, nor should you be sitting in front of a monitor without a break for that length of time.
  4. Adding to comments above... At the station where you have to leave on the subsidiary signal, the HUD speed limit shows 40 km/h but on passing the signal you are hit with a 20, losing points (for those who care about such things) until you reduce speed. These training scenarios are quite long and point to why we need some sort of save game function enabling. I had to come off the game after the stage above which means I now need to start from the beginning again. It's also in the interests of the devs if there is a save game to get it out there for testing. We all know what a mess the save game in TSW was (still is to some extent) so give us a chance to prove it works. I don't know how SP will be organised in the final game, whether TSC style scenarios or the full playable timetable of TSW but it is not reasonable to expect people to sit 4 or 5 hours in front of the PC to do a run in one shot.
  5. There was definitely no instruction to put the reverser in direction first - this needs sorting.
  6. Similar to the notes function in SimSig. Nice find!
  7. I don't think anyone was demanding per se, just wondering what had happened. Anyhow it's here now - even if only a couple of tutorials - so all is well. Incidentally you might have to push the update either by starting the game or going into Steam, where it was listed in the D/L queue for 3rd January!
  8. I didn't struggle too much with Lazy LC. The two single lines at the bottom work on the acceptance system which was easier on the "domino" NX panel than the digital one. What does catch the unaware out is to clear the route for two of the lines towards Lazy you need to hit the train departure button, otherwise the exit track circuit will remain showing occupied and you can't route another train towards it.
  9. It's more the fact there hasn't been an official update, given this was a milestone on the roadmap. Just checked the game and Train Driver is still faded out and no downloads pending on Steam. Quite right it's not the end of the world, but the single player is my primary interest as much as the multiplayer has provided me some amusement. There was a lot of anticipation around this stage of the test which I saw as the main course after the appetizer. Oh well, there's always tomorrow...
  10. Problem is there doesn't seem much point going on MP, in case it suddenly gets pulled. Oh well guess I'll go and enjoy my 110 and N-wagons in TSW on its micro short route, pop back in later see if things have changed.
  11. BigVern

    xyz

    I was wondering that too. he came in, made his point, got the rebuttal and really that should be it. However it does make me wonder with hindsight if access to the play test should have involved answering some basic questions to assess experience with this type of game, a bit like some virtual airlines in Flight Sim expect you to take a test before agreeing membership.
  12. Hopefully it won't be delayed, and the reason for official silence is that the team are working flat out to get the SP released.
  13. MSTS had a couple and Trainz had an active Swedish contingent at one point. But most of the stuff in Trainz is nearly 20 years old and showing its age, old cabs and aliases to the default Alco or GM sounds, coaches with no visible (opaque windows) interiors etc. Some of the stuff requires a dependency hunt for items not on the DLS (never could get the Y7 railcars to work).
  14. Anticipation building here but still no official confirmation when (or even if) SP will be unlocked this evening. My smart money would be on the usual Steam release time of 1800 GMT/UTC and if so hopefully most of the files are already pre-loaded so it's just a quick unlock.
  15. Start by reviewing the keyboard commands, they will give an idea of the processes. But frankly if the OP has never touched a train sim, even something like TSW which does have tutorials, why sign up for a playtest? It's not an arcade game and sitting on a train or in a signalbox in multiplayer with no clue what you're doing, is exactly why we have been getting some of the problems encountered.
  16. This would be the equivalent of the "Control" in the UK, specifically Network Rail Train Running Controllers (as I used to be). We had no direct means of working signals and indeed were not qualified to do so, however took an overview of the train service and interceded as necessary to instruct signallers about the order of trains or any other service alterations. For example a train operator (also at Control level) might require a train to call additionally at a station where it's not normally platformed. We would advise the signaller accordingly. Likewise the TRC would take the lead when major disruption occurred due to one of many reasons, co-ordinate with the train operators which contingency plan would be implemented or any bespoke amendments. It could be a very busy job especially on the Thames Valley section out of Paddington, where trains were (are) often running on two minute headways as far as Heathrow Airport Junction. Even a "minor" incident such as a track circuit failure could lead to trains queuing up, so you had to act quickly and decisively. The West Country desk encompassed Penzance to about 20 miles from Birmingham, an overview area of some 280 miles (not including various offshoots). Not such an intensive service but one minute you could be dealing with something in the Bristol area, the next West Cornwall - or both at the same time!
  17. AI trains at least need to stop and challenge the route. Player a bit different as you might not know to query it, unlike in the real world.
  18. I would still say a minimum of two minutes on the panel - the route might be blocked so train waiting for you to call the signal etc.
  19. As I just mentioned in another topic, I wonder if we will get 10 days of testing SP only then the third and final test will be SP and MP running alongside each other? I'm also wondering how the SP test will be enabled. Will it be an update to the current playtest or will that have to be uninstalled and a complete new beta version downloaded?
  20. Same here, well I guess they are now busy getting the SP game ready but some acknowledgement of the concerns would be appreciated. If MP does disappear from the playtest in favour of SP then we will probably have to wait until 13th Jan to see if it's toned down or removed. Or they may of course have a third playtest with both SP and MP active.
  21. As discussed in General but worth flagging here. As driver the message is popping up when the train is stopped for a genuine reason (station) or in motion but no control input for a minute or so. (I run with the vigilance off). This is contrary to the original intention of intervening when trains have been stopped at a red signal then get a proceed aspect but don't move. Signallers/dispatchers are also getting the inactivity message but there are gaps between trains when no actions are required. Certainly thr first instance seems a bug or the system not working as intended and the over zealous implementation also needs to be reviewed.
  22. Yes the message is popping up when driving along but not having made any input for a minute or two (vigilance etc. isolated) when the original implementation was supposed to be stopped at a clear signal. Not really acceptable guys, needs to be taken out or you will kill your MP game.
  23. I have to agree - in addition to the over zealous implementation there is the fact that sometimes you do need to step away from the PC for a moment or two - go to the loo, answer the door, see what the wife's nagging about etc. etc. Also strange when planning the MP game, surely the devs already gave thought to the possibilities that are now arising and shouldn't be shoehorning in imperfect solutions three weeks before release? It needs to be taken out for a rethink and something less intrusive adapted for the final build.
  24. Read about this for drivers and have to say a minute is maybe not enough time to allow a player to move off - maybe double to two minutes? I am also now getting the warning message flash up in Lazy LC signalbox. No activity because there are no trains about at the moment. This definitely needs to be modified, very invasive and distracting.
  25. It will be interesting to see once SP goes "live" how the numbers in MP change.
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