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Everything posted by BigVern
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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.
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Is part of the problem they have made the signalling control way too complex for many casual users? I worked on the real railway for over 40 years, not as a signaller, though in the Control I was expected to have a working knowledge of the principles of the system. However I couldn't have just walked into a signalbox - manual with semaphores, NX ("domino") or even modern computer screen ARS and started to operate the controls and move trains. I believe it is something like a 3 month (maybe longer) training course for UK signallers and that's before they learn specific signalboxes with the relevant local instructions. Yet SimRail is dropping people into the signaller role with the scantest of knowledge in some cases. Would something like the PC Rail, SimSig or even SIAM system where routing etc. is greatly simplified not have been a better approach? There is obviously a disruptive element at work presently but many of the problems may well be due to well intentioned people having a go and getting overwhelmed or stuck. Maybe there needs to be some on screen prompts or help if an action is required but the signaller hasn't got around to it.
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Pretty much how I feel. Found myself back in TSW last night trying out the new German route with the 110. Okay it's not really worth £30 but it is quite nice. So far as SimRail MP is concerned, pretty much seen what there is to see. It could be solid, but server reliability, whether or not you end up on a server with a group of people messing about, driving the same 20 to 30 km before coming to a signal permanently stuck at red... All stuff that really needs to be addressed. Well the shine wore off fairly quickly. Guess I should have another go at dispatching but at this point I really just want to see how the SP works out.
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Radiostop and panto down after starting as driver
BigVern replied to Billych753's topic in Bug reporting (multiplayer)
Could this be the issue that occurs if the initial server connection attempt fails? It then attempts to recover but instead puts you in a stationary train where everything appears to be active but you can't raise or lower pantographs or get anything to actually work. Maybe it would be better if a failed connection actually returned you to the server menu rather than put you in this "limbo" world. -
Disagree to some extent. We have TSW where the nights are pitch black, even in large towns and cities where there should be plenty of ambient light pollution. Even out in the countryside on a bright moonlit night it won't be absolute dark. At least give a choice to keep things as they are.
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Well I would hope SP in the full version will offer a complete timetable and not just a handful of bespoke scenarios, as we get with DTG TSC routes.
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I t wouldn't load the server list from the MP button on the main menu, pop up box connection lost. Back to TSW for tonight, I guess. Think it might be time to rest SimRail until the SP test unlocks in a few days.
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Tried to get started, clicked Multiplayer but the server list isn't populating and I'm getting the "Unable To Connect..." pop up again. I'll try verifying the files on Steam, see if that helps.
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Any chance to trigger a Sever Reset or train removal?
BigVern replied to PapaCharlie's topic in General Discussion
Nevertheless, they really do need to get on top of the griefing and mis-play. I just watched a clip on YT where the signaller put a train in the loop at Psary then came out of the signalbox to troll the driver. It's possible once people have to pay to play the game the idiots will disappear. But that didn't happen in Elite Dangerous where Open Play was (probably still is) notorious for griefing and ganking such that I never bothered. The solution there, at least to some extent, was to use a private server (I forget what it was called) where you have to apply to join and conduct was strictly monitored. Get a grip on this or the dream of a MMO co-operative train sim will die before it starts. -
Well it does specifically say saves unless it's a generic message. I really don't understand why the devs can't just come on and openly say whether or not save game is possible in SP. At this point regardless of yes or no it's a done deal so please put us out of our curiosity!
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Why do I lose points for not stopping freight services?
BigVern replied to pschlik's topic in General Discussion
As an aside to this, where do you look in the game for your points score? Clicking on the avatar just opens a Steam page. Not that I'm hugely bothered as we have TSW to collect "Action Points" but it would be nice to check once in a while. -
Nice spot Gazz. I would give you an upvote but I've used all mine up today!
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I hope so. I mean in the other sims you just put the signals down and set up the links etc. which even a bear of very little brain like myself can do. Then it just... works. However incorporating that into an interlocking and control system requires professional level signal engineering knowledge. Maybe there will be an element of autogen or you can make a route as AI control only, removing the need for player signalboxes.
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Well looks like the whole game down at the moment, another Steam update triggered currently showing one day to complete the download... 🙃
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Did we get a key for windscreen wipers yet? The drivers side on the EU07 are behind the brake handle and almost impossible to find the sweet spot.
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SimBus are coming with replacement road transport!
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Well I just came off the game as Zawierce and Lazy seemed locked up again. No other traffic I could see and all signalling being done by AI. Just sat at a red light and hitting ZFW1 and ZFW3 on the radio brought no solution. I really think the devs need to get something sorted as regards this area as it's ruining the playtest if 9 times out of 10 you can't get through the locations - well other than indicating the problem exists which I think is well known by his point!
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I have a feeling the biggest obstacle to hobby produced (freeware) routes is going to be how the heck do you make up complex signal/dispatch panels for the route? I have signalled many a route I built in MSTS, Trainz and TSC but ask me to translate that to an interlocking board and I wouldn't have the first clue. Maybe the process will be automated but I somehow doubt it, in which case I'm not optimistic about our chances.
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Any chance to trigger a Sever Reset or train removal?
BigVern replied to PapaCharlie's topic in General Discussion
Possibly as the game or even the test evolves we need to have "invitation" servers or something like The Depot + for Run 8 where only people who are interested in operating sensibly and professionally are allowed in. This is also one of the downsides to multiplayer in a train game. Just like the griefing and ganking that ruined Elite Dangerous for many decent players you end up with the rowdy element spoiling it. Which is why I'm quite looking forward to the single player test, much as I like to chat and o7 with people I know, being on your own vs. the game removes the unruly element. -
I've already asked in the Off Topic section re a save game in single player mode, but would really appreciate an answer on that. Last night I was getting constant penalty notices for not having the correct radio channel tuned. How do I know what the correct channel is? It would help if the text pop up actually told you! Looking ahead to the retail release, we know there are steam locomotives in the full game, but what about diesels? Are we getting any and if so is it possible to list what types?