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Everything posted by BigVern
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Player Inactivity Warning - Needs Cautionary Implementation
BigVern replied to BigVern's topic in General Discussion
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. -
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?
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Player Inactivity Warning - Needs Cautionary Implementation
BigVern replied to BigVern's topic in General Discussion
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. -
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.
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Player Inactivity Warning - Needs Cautionary Implementation
BigVern replied to BigVern's topic in General Discussion
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. -
Player Inactivity Warning - Needs Cautionary Implementation
BigVern replied to BigVern's topic in General Discussion
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. -
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.
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It will be interesting to see once SP goes "live" how the numbers in MP change.
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SimRail gets better and better! Bring on the pre-order - my Steam Wallet funds are straining at the leash...
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Opening passenger cars doors with the EU06 loco
BigVern replied to wutt's topic in Bug reporting (multiplayer)
This is where SimRail does it right, unlike TSW where you are driving your Class 45 or Class 47 loco hauled train across the Pennines but absurdly have to "operate" the doors at stations. On old style slam door coaching stock without central locking, passengers opened and closed the doors themselves with the station staff or guard assisting with closure before departure. Not the driver's job. -
One of the reasons I rarely ventured outside single player in ED, except when I was up at Beagle Point where only the most hardy and dedicated players ventured (a virtual 65K light years from the populated "Bubble"). I think the griefing even made mainstream news, there was some sort of special event laid on for a player who was terminally ill and the evil element made it their purpose to try and interrupt or even destroy the mission. The sad thing about ED is that David Braben and the other devs at Frontier turned a blind eye and even semi condoned the anti social activity as "emergent" gameplay. Hopefully (to stay on topic) SimRail won't demonstrate the same mindset.
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As I mentioned in another thread, think there should be an option to switch off the alerter which is a PITA but keep the signalling system active.
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Funnily enough was thinking about this last night. If implemented might need an on screen countdown similar to what we get for signal distances now.
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Dispatcher Track Requests not needed?
BigVern replied to Jasonic's topic in Suggestions for improvements
I must admit to getting a bit confused between the Line (route?) number and the actual track number which I believe is prefixed by "Tor". -
I know there are some very good and scenic narrow gauge routes in Poland, would be great to see one or more of these come to SimRail eventually. The low traffic levels and simpler track layouts would be ideal for a more relaxing MP or dispatcher environment. Narrow gauge, if feasible, would also increase the scope for user created routes.
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Especially are we getting any diesels?
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Paying for the game didn't stop the griefing in Elite Dangerous.
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That looks like one of my Trainz routes... 🤯
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Agree Sean. Had my first go at Lazy earlier this evening and delayed a couple of AI services while I established how things work, including diverting a train onto an alternate line (in the correct direction) as I hadn't realised you needed to clear the block with the train departed button. Would be easy for someone to report that as a frivolous re-routing when in fact there was no ill intent. What does need clamping down on (possibly) is cases where players are setting up races or deliberately sending trains on a collision course.
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Verify files in Steam maybe?
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Just had a go at Lazy for about an hour, worked out most of the moves. Only thing I didn't figure yet is what the top and bottom tracks on the RHS of the panel operate but nothing ran either on or off those lines during my time. I did pick up on the left end towards Lazy LB you must hit the departure confirmation to clear the track for the next train. And there's a fair bit of traffic off Line 3 which requires the acceptance etc. procedure. But quietly pleased I didn't mess it up, though you do get a bit of a sweat on when it's a player train not a bot!
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Anyhow having a quick go at Lazy on a quiet server. So far so good, learned that for trains towards Lazy LB you need to hit train departure button to clear down the route for the next train. You.ve also got a lot of traffic from Lazy LB on that Line 3 where you need to confirm acceptance and give train out of section.
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Think I had one or two on Derail Valley looking like that too!
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It will still be great - I'm looking forward to driving the full length of the routes. I wonder if it will be possible to dispatch Warsaw Central in MP mode! Despite my reservations, if they opened it up for pre-order tomorrow mine would be going in.
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I understand some of what you're saying Gazz, but at the point of a public play test less than a month before retail release some of these issues ought not really to have been cropping up. "Still working" on AI Dispatcher at this point, as mentioned in another thread just now, is a bit worrying as is server reliability. Play test (or Open Beta) in my book should be the pre-gold version, i.e. pretty much what is going out on release date and not really need much changing other than some unforeseen game breaking bug. I don't know what sort of closed beta or testing period preceded what we have now, but it looks like a lot of what's being picked up now wasn't spotted. I'm not trying to be negative here, still think the game is great despite my distraction last night and will be a Day 1 purchase for me.