Jump to content

Gazz292

Member
  • Posts

    992
  • Joined

  • Last visited

  • Days Won

    50

Everything posted by Gazz292

  1. The red lamp for przek nadmiar wentyl should be on when power controller is off because it's function is warning you that the resistor fan's are not running when lit, Sort of as a failsafe to show the bulb in the indicator lamp is working... as it lights up to warn you if the resistor fan is not running. I'm sure i recall the Jazda na Oporach lamp was out when in notch zero, only lighting when you went into notch 1 and up (obviously going out in notch 28 and 43) to my mind this is how it would operate, as that lamp being lit is a warning that you are using the resistor positions and not to stay in them too long.... so notch zero it should be out as you are not in a resistor position. but i could be remembering it wrong
  2. Some people set their 'settings.config' folder to read only, usually after they have changed settings in it that are not available via the in sim menu system. This is to stop updates overwriting their changed entries, but it also means they may not get these new entries added with the updates, so are missing out on a lot of new features the sim introduces with each update that is not mentioned in the changelogs that get posted.
  3. i did indeed mean GB, my mind must be living in the 1990's when a few meg of memory was enough to play the most demanding simulators of the time.
  4. is that showing just over 3MB used on your SimRail application? I regularly get nearly 25MB in use with SimRail, then with the rest of the windows stuff that has to run i regularly see over 30MB in use.
  5. they had to split the servers for now as they couldn't handle the number of trains on the whole route... you'd get a slideshow as a single server got overloaded. So they had to split the servers to make the DLC work, They want to find a solution and get the whole map running on a single server, or have seamless server switching or something like that, they don't have this now as there would be problems when changing servers if a train on the other server is held at a signal and your train is placed right behind or even ontop of it as you transfer over. So it's going to take a little time to get the solution,
  6. for SP, when the scenario editor gets released then i imagine lots of scenarios will be made by people, The problem with running the steam loco in MP is it's so slow compared to modern traffic, it's Vmax is 80 kmh, but i read that IRL that is for a limited time before it gets damaged, Now if we had the 1980's map in MP, then things could work as there would have been steam loco's still in use on regular services, and the top speeds were lower.
  7. The timetable in use on INT9 is the Lodz timetable, they are using that server for testing it.... they also enabled shunting signals on INT9 on the 1st of april too. INT9 is the unmoderated testing / newbie / mess around server, the one that restarts every 4 hours to clear up any traffic jams.
  8. they'd need to make it so you only hear the train announcements in the cab when driving EMU's, and not any of the loco hauled trains (as you would be hearing the announcements from speakers in the passenger coaches, in the EU/EP loco's you can't hear the station announcements if you have the cab windows closed)
  9. SimRail is a kind of side project for the guys who's main job is making the professional training simulators used to train real life drivers, It's not like other 'train games' where the company exists purely to make money, and the content they make is dictated by what will sell the best.. hence the tons of uk and German content out there, as that's the biggest market guaranteed to make them millions. A fair bit of the stuff we have in SimRail is from them getting permission to put content in SimRail that was created for train operators paying ?? billions ?? of Złotys for a specific route and rolling stock for their driver training program. To use content from the professional sim is not as simple as dragging a few folders into unity and clicking 'make game' (well, i don't think it is, i could be wrong of course) What works perfectly on the dev's computers often does not work well with home users setups that may be at the budget end of the spectrum, so i imagine a lot of the dev's time is spent getting things to play nicely on a range of computer specs, something that is likely not needed with the professional sim where the finished product includes the computer system it was written for. : I imagine that the software a group of professional devs use to create routes is not going to be very suitable for general home use, firstly that software could need a computer system that will cost 10 grand or more to build, it'd be designed for professionals using pro spec computers, not a home user with a 5+ year old consumer budget pc. Then you will need to learn how to use the software, that's ok if your day job is a software dev / graphics artist etc, but for the general public where some expect to drag and drop a few pre-made sections and click a few buttons to make it all work, it ain't gonna be easy to learn, So the devs need to find time to 'dumb down' the route builder software and make it 'idiot general public proof' which means taking devs off working on other parts of the sim. People have mentioned releasing DLC's when the main sim is not 'finished' is not on.... The cargo pack DLC was made by an outside company, and the reason one of the cargo waggons was missing for a year after release is because it didn't meet the SimRail teams quality standards, so the dev's had to find time to remake it themselves in-between all their other work. i believe the EN57 / Kibble (which was added for free to the main sim) was also from an outside company. The Kraków route extension was made by the main devs (i believe) and was added for free to the main sim. The 1980's route was also made by the main team i believe, again added for free (only to single player, would love it to be available in multiplayer with a full timetable) And the SimRail team have been working on the Lódż extension which will be a DLC, this is only fair, devs are humans who need to earn money to live you know. And then we get to the real issue, everyone wants something different out of SimRail, and the devs have to prioritize things. i personally couldn't care less about a route editor, i've also never spent any time dispatching, nor ever loaded up the TY2 steam loco, i only drive the EU07, EP08, ET22 and EN57 trains as i find modern trains boring, The thing i am eagerly waiting for is the I/O api / sdk, so i can get the lights working on my laptop controllers, then start making a full size replica EU07 driving cab. But i can imagine most people don't want to have their computer desk looking like the cab of a train, let alone build a full size train cab in their house (for some that could be grounds for divorce), so most people are perfectly happy using the keyboard and mouse to drive, as the computer is used for other things. The most important thing with SimRail is to get the core parts of the sim working perfectly before releasing route editors, as how well will it go down if you spend a year working on a route to have a core update that's needed to ... say, get shunting working properly ... break everything you've done so far,
  10. if you use TrackIr, then having the mouse over to the side of the screen where it's out of view means it's still active, if i put the cursor to the bottom right of my screen, every time i move my head a little it pops up the tooltips for the brake lever in the EU07, put it to the top right, and when i move my head enough it will show the tooltip for the sunvisor. Same with the mouse in the top left, put it bottom left and it will show up tooltips for any switch or the radio as the view moves as i move my head to look around as i'm driving. I know i could turn the HUD totally off and not get tooltips showing, but with TrackIr in use, it's very handy to know that you are hovering the mouse over the right switch when you intend to, plus the only other bits of the HUD i have on are the warning messages for speeding, forgetting to change radio channel etc, So having the mouse cursor auto hide when driving, and if possible not have it react to anything it's over if the view moves with TrackIr would be a very very handy feature, then the mouse becomes active again when you deliberately move it, but everyone drives differently in the sim, i'm waiting for the day every switch and control has a keybind (or better a joystick button / axis assignable) then the mouse would be of no use except when in the menu's, or when walking about in the train etc.
  11. I would love to see an occasional service that uses these old coaches on a passenger run, as a sort of emergency replacement train perhaps? A scenario being: the regular train could not be used for some reason, so they ran around the depot looking for any carriages they could to make up the train, but due to the usual standby replacement stock being in use that day, all they had were the old carriages that from a heritage steam service a few days ago. So they used them anyway as an alternative to canceling the service. : Are dynamic train compositions possible, so an alternative of a replacement train made up of older stock being a regular repeated thing, it could be perhaps decided by the 'Ai' after each server restart to pick a random service and substitute it with an alternative.
  12. oh dear, how will the train go around corners now they have deleted the steering wheel 🤪
  13. i used to use a few of the apps that turned my android tablets into external monitors for my laptop, they can be pretty laggy using wifi, getting the USB connection to work was hard but was a bit better, but they ultimately use more resources than simply plugging a proper usb / display port or even VGA/hdmi monitor in... things may be better now we have WIFI6 and even wifi7 in newer computers. But it's a local app i'd really want to see, which would require access to the data on your pc (pretty much the I/O api a few of us are waiting for to enable us to make 'home cockpit' indicator lights. gauges etc work with the sim) So it would be just like the telemetry data from race games, or the SDK we had with Omsi back in 2012 to read out almost any data variable in the sim and control dashboards, ticket machines, IBIS units, destination displays and so on.
  14. oh i bet a lot of people bought the cargo pack DLC after seeing the ET22 thundering past them when driving other trains, or as you say, as a dispatcher see and hear it going past and thinking 'dang that's cool, i want it'
  15. even if it was £/$/€1 for the DLC, there'd still be people complaining it's too expensive 🤑 Having seen the quality of the cargo pack DLC, and the sheer content and quality we get with the base sim, to me what ever price it is will be more than worth it. As for integration, there was talk by a dev on discord a while back of it being on a separate server, but i think we'd switch servers automatically when driving off the edge of the current map and onto the DLC map ... if you don't own the DLC you'd see the tracks and scenery at the edge of the base map, you'd just get kicked to the menu as you do now when you reach the end of the map, but you'd see the other trains coming and going along the tracks to and from from the DLC area i believe, kinda like how if you do not own the cargo pack, you see the ET22 and the freight waggons it comes with, you just can't drive the ET22 which is a much better way to do it than the tsw way, where you need to buy 10 other DLC's just to get some variety in NPC trains... otherwise you see the same dosto repeated all over the entire maps.
  16. i guess this is where the idea of professional and general use servers pops up, Professional servers would be for those who want to 100% pretend they are a real train driver driving a realistic tight timetable and having to follow all the real life rules. General use servers would have slacker timetables and less focus on rules and regulation adherence,
  17. then if you can drag them onto other screens, make an android (or apple if you must ;p) app and have the chat box on your phone, use the phones onscreen keyboard to send replies, then it's like getting text messages on your phone whilst you are dispatching / driving rather than on an imersion breaking box on the main screen.
  18. Whilst waiting at a signal, i got out to go and talk to the workmen the other side of the level crossing, and found they were all almost up to their knees in the mud: Camera location: S: psary_opoczno_terrain_x98_z76, P: (50468.65, 271.35, 39260.04), R: (8.43, 149.24, 0.00)
  19. i actually like that SimRail is doing things more realistically, before the timetable overhaul it was hard to not arrive 20+ minutes early at some stops on the 141xx / 411xx services, Now it's more like real life, you have a tight timetable and once you start to lose time it's hard to make it up, as you begin to lose your time slots along the line. I know in a 'game' people want to get maximum points and be on time every time they play, but treat SimRail as the simulator it is, as if you are driving a real train, delays happen all the time and it's just part of railway life when other peoples actions affect your trip. To me this makes the simulator more exciting as you need to be constantly aware of what's going on around you and think ahead etc, rather than figure out after a few drives that if you put the train on cruise control at xx km/h, you can sit back and watch the scenery go by and you will arrive spot on time, then watch the points / trophies accumulate, then next day do the same until you are bored of everything repeating.
  20. i've noticed the 'nuclear detonation flash' at midnight is a little tamer now it seems. Before it used to be a really short pulse where the screen went totally white and blinded you, now it looks more like a slow lightning flash... or at least it did to me when i just drove a train going past midnight.
  21. This one is an immersion enhancement of sorts... real lights that mimic the cab lights (to an extent) EU07 Cab Light Switches Operating Real Lights .mp4 The video is showing: At 1 second i turn on the 'Oświetlenie Kabin' (Cab Light) switch. The drivers side cab light in the train illuminates, and the the spot lamp to my right turns on at 35% brightness and 3000K colour temp. At 2 seconds i turn on the 'Oświetlenie Ogólne' (Overall Lighting) switch. The left hand cab light in the train illuminates up and the bedside lamp to my left is turned on as well (again at 3000K and 35%) At the 3 second mark i turn on the 'Przyciemnienie Kabiny' (Cab Light Dimmer) switch. This does not have a keybind to dim the cab lights in SimRail unfortunately, but it does dim my room lamps to 1% brightness. At 5 seconds i turn the dimmer switch off, and the room lamps go back to 35% brightness. At 7 seconds i turn the cab light switch off. The right side cab light in the train turns off and the bedside lamp takes a second to fade to off. And at 8 seconds i turn the overall lighting switch off. The left side cab light turns off in the train and the spot lamp to my left fades to off over a second. Why and how i did it: I drive the trains in SimRail mostly at night, so i often have the room lights off to add to the immersion that i am actually driving a train in the dark, but just like a real train driver at night i often want to see my controls for a brief moment, usually to find the correct button to press or switch to move. So like in a real train at night where you would turn on the cab lights to see the controls, i wanted to do similar by switching on and off lamps in my room via the switches on my controllers, at the same time sending the commands to SimRail to operate the cab lights in the train. The process: Fit smart bulbs to the lamps. Put an ESP8266 board in my lighting switch controller with the cab light switches connected to it, that board is running ESPHome. ESPHome sends the switch states via wifi to a Home Assistant server that i have running on an old raspberry Pi (i already had that and use it mostly to view camera feeds from my 3D printer). Home Assistant sends the smart bulb control signals via wifi to the lamps in response to the cab light switches on my controller being operated. The STM32f bluepill board that was already in my controller still sends joystick button signals to the computer, which Joy2Key changes to keyboard presses that SimRail can read (if i was any good at coding i would probably do all this on one board, but these microcontrollers are very cheap and i find it easier to keep input and output stuff separate) Then i had to set up the switch logic and smart bulb settings in Home Assistant. The above took me over a week to figure out and get working, using point and click GUI based programming tools which wrote the code in the background, then programmed the PI and ESP boards wirelessly (that's how ESPHome and Home Assistant works thankfully, as trying to write code fries my brain) As the lamps in the room are also used for general illumination, when i turn the lamps on via their wall switches they illuminate at 4000K colour temperature and 100% brightness. When i turn a cab light in the sim on with a switch on with my controller, the relevant room lamp also turns on at 3000K and either 35% or 1% brightness depending on the position of the cab light dimmer switch.... (i really appreciate the dim position in the dark for preserving night vision) If a lamp is already on at 4000k 100%, it will change to 3000k at the brightness matching the dimmer switch position. Then when a cab light switch is turned off, the cab light in the sim turns off and the relevant room lamp fades out, this is to try and copy how bulbs turn off in SimRail (and i presume real EU07's) ... As they run on DC in the train they take longer to extinguish than AC powered bulbs typically do. The colour temperature thing is to try and mimic the tungsten filament bulbs in the train, so i sort of have a general room illumination mode, and an EU07 cab light mode.
  22. i think it's more like real life now, Before i was always thinking i'd left the cab light on at times as the moonlight was illuminating the cab interior so much, i could see all the forrest clearly around me, and the tracks ahead for miles when i was out in the middle of nowhere a long way from civilization, when in reality it should be pitch black due to there being no artificial lighting in the area (except the trains headlights and carriage lights shining out) The other thing is that... especially in the older trains, their headlights were pretty poor, that's why their reflector housings are the size of 10 gallon buckets, to try and amplify the meagre light you got from tungsten bulbs, A modern LED headlight can be the size of a soup can and illuminate 20 times as much as the old style headlights can, you really notice this when you have a pendolino coming towards you in an EP08.
  23. Still got this issue, it also affects the new 'Train Heating' keybind we got with yesterday's patch. I'm not the only person who has this, asked on discord and someone else tested it in EU07-241 and they found the exact same thing... first press of the key for those switches does not respond, second and all other presses work fine for the rest of the trip in that train. Exit to menu and take another train, and it does the same thing again. I guess most people do not notice this, or think the sim has just not picked up on their key press, and it's easy to re-press a keyboard key to get the switch to move, But as i use 3D printed controls to drive, it means my switch will be in the on position when the one in the sim is still in the off position as a result... and it'll be the same for anyone else building a 'home cockpit' or driving controls. : Would really like to see all keybinds like the earlier ones, where there's 2 keybinds per toggle / rotary switch, i.e. one for on, and another for off. Then the ability to set the same keybind for both the on and off positions for those people who want to do that.
  24. I've just got myself a few 'hall effect potentiometers' thanks to your suggestion before, Quickly connected them to an 'arduino beetle' board: The precision is pretty amazing, the best bit, absolutely no noise or jitter, and these will never wear out like mechanical potentiometers do (the potentiometer in my EU07 train brake lever is wearing out after a year of use) Rather than using a carbon track that a wiper physically moves over as traditional potentiometers use, these use a magnet on the shaft, and hall effect sensors read the magnetic flux as the magnet and shaft rotates to determine the position... so no contact at all and nothing to wear out and produce noise that results in the signal jumping. The ones i got have no end stops, the reading simply goes up to 980, then changes to 40 as you rotate it past the 'end' (they do not read 0 to 1023 like mechanical pots do, but that is easy to account for if you really do need zero or 1023 in arduino's with the mapping function) . These hall effect potentiometers come in different styles, i got some 360 degrees ones, but if you are only going to move the potentiometer say 180 or 90 degrees, you can get ones that have that amount of rotation, this will give you the full resolution over that smaller angle... i.e. the full 40 to 980 for 10 bit ADC reading, unlike regular potentiometers which reduce the resolution if you restrict their movement... i.e. you'd get say 0 to 250 if you only moved a traditional potentiometer 90 degrees, so there's no need to use big gear ratios anymore to ensure the potentiometer moves the full amount. The other thing to be aware of is their operating voltage, i got 5 volt ones that do not work on 3.3 volts that STM and ESP boards use, but it's easy to take 5 volts from the USB pins on those boards and use the input pins that are 5v tolerant, or use a level shifter.
×
×
  • Create New...

Important Information

Terms of Use Privacy Policy