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Everything posted by BigVern
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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?
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In that case we could really do with an option to switch off the "timeout" system, but leave the signalling protection functional.
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I've switched off the DSD/vigilance as it's a pain I can do without. However I was wondering when passing signals at caution or indicating an upcoming lower speed there doesn't seem to be any form of safety system back up warning, as one might expect on German traction where you need to acknowledge the PZB flashing and reduce speed within a certain time and distance to avoid a penalty brake application. Is this just something that hasn't been implemented in game yet or is that just how Polish Railways operate?
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Appreciate the acknowledgment.
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Did this by any chance occur after a failed server connection? I have been dumped in a similar situation after an initial failure to connect with the server. It then seems to connect automatically after you clear the warning message but drops you in a stationary locomotive. All the systems seem to be active but you can't get the pantograph up or get anything working. Or maybe yours is a separate issue, though I too last night visited several servers that dropped me immediately behind a stopped train before finding one that didn't.
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Just wondered if the full game will include seasonal textures, e.g. snow on the ground and trees, structures etc. in winter and autumn leaf textures in the... autumn?
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train information / properties for locomotive driver
BigVern replied to TrainEngineer's topic in Suggestions for improvements
IMHO this information should be shown against trains in the pick list. Frustrating to think you have chosen a nice heavy freight train but get a light engine. Likewise for freight show whether empty or loaded. -
One piece of advice, try and change the texture settings before driving - I played around with them and each time hitting Apply the game froze up and then booted me from the server after a few seconds.
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Mentioned this in another thread as IMHO a bit overdone and the flickering could trigger issues in people vulnerable to visual disturbance such as optical (aura) migraine etc. I will try this fix but ultimately something the devs need to review having in the final build.
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Thanks Jason I will try that. Agree about the brightness. Not as bad as TSW3 "adaptive" lighting but could do with toning down, or user controlled, gamma slider or something.
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At the moment when you pick a train from the list you have no real idea which location it's in. As much as I like the challenge of trying to get through Lazy and surrounding locations, there are many more places even within the demo to see. So an interactive map of trains moving on it could help decide which (available) train to choose. Trains currently under control of another player could be shown in black, those available to take over in green, with an arrow to show direction of travel. Depending on whether or not we can save in SP (still waiting an answer 🙂 ) might have its uses there too, as if we can't save the run we will need to pick a train at or approaching the location we left off.
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Absolutely and it is great to have a playtest that potentially identifies such issues which can hopefully be rectified before release.