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Everything posted by Gazz292
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Driver change at the end of a scenario
Gazz292 replied to Mika's topic in Suggestions for improvements [Singleplayer]
is this because of how tsw does it? i.e. each time you get in a train it's turned off, and at the end of your short run you shut it down again... which isn't how it works in the real world... the next driver is gonna be annoyed at having to reset the train and get it ready to leave in the 2 minutes they have to take it over and leave on time. Some trains do end at buffers / at a station and turn around, but this can't happen in SimRail yet, they are still working on the shunthing thing which will allow trains to reverse in service. But also right now the map covers only a small portion of Polish railways, those 141xx / 411xx services that take 3.5 hours to drive.... that's just a small portion of their run, they would carry on / have been driven another 4 hours or so at the end of the SimRail map, I guess driver changes could be added, you'd get out of or get into the train if you happen to join the server at the exact right time, but then you'd just be teleporting in and out on foot instead of in a train, and miss joining at that exact time the trains at the changeover station and you are back to teleporting into a moving train.. or hanging around for an hour at the station for the next service. -
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Keyboard shortcuts for your phone
Gazz292 replied to Howky's topic in Suggestions for improvements [Multiplayer]
i'm hoping when we get the input/output system, it can access pretty much anything in the sim that we interact with, So if someone can write the code you could get things like an app on your mobile phone that connects to SimRail and can do things like display the dispatcher to train messages, and you can reply to them via your phone, and make your mobile handle calls to other human dispatcher posts, sending messages to the Ai ones etc, -
Some sounds I am missing
Gazz292 replied to Glendathu's topic in Suggestions for improvements [Multiplayer]
reverb is desperately needed to 'complete' the sounds, train simulator classic / railworks had that really good... tsw didn't and it really showed it up, i hope SimRail will get it, in train sim classic / railworks you could have your eyes closed and could tell if you were in a tunnel or going over a bridge, it sounded great. : I have always wondered about the wipers, in the EU07 they look to be air operated wipers, i know when trains are updated they usually get electric wiper motors, but the big air pipe and flange nut going into the wiper 'motors' hint that we should hear the 'tschht....tschht....tschtt' sounds all the time the wipers are on when they reach the end of travel and air changes direction to move the wiper back. That plus the interior lever to move the wipers manually when they get stuck as air wipers occasionally did. the dry wiper blade dragging over the glass sound would really be the icing on the cake, : Not sure about the door closing sounds, the EU07 being made up of individual carriages, the doors are operated individually by the passengers, i can certainly hear when a passenger opens and closes a door near the loco (either a slam and / or the beeping of the sliding doors), but the doors do not all open or close at once on these trains like they do in the pendolino, elf and EN57.- 1 reply
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Conflict between controller and keyboard
Gazz292 replied to macavity80's topic in Bug reporting [Singleplayer]
check your controller settings in steam, there's an 'issue' where it auto enables console controllers in games that do not have their own controller settings, and this has caused issues for other people, some who are making 3D printed driving controls. Turning the controller off in steam fixes the problem and gives full control back to the keyboard keys. There may be an option in steam to turn it off just for SimRail, or even changing the settings for how it interacts with SimRail... but to me a console controller does not have enough buttons to drive a train so i'd never want to use a console controller with a train / bus driving sim, so simply disabling the controller in steam fixes it for me. -
i get this randomly on either the EU/EP 07/08's or the EN57/71 emu's, it seems nothing can correct it, even logging out and back in, when i really really want to drive a train which is doing this, i keep changing view the the rear of train (number 6) camera and back to the cab (number 1) camera, and the glass is clear when you get back to the cab camera ... until the rain builds up on it again.
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What happened to EN2 server?
Gazz292 replied to Mr Murphy's topic in General Discussion [Multiplayer]
EN2 is back, must have been a bug... or a quick reaction to re-enable it 😄 -
What happened to EN2 server?
Gazz292 replied to Mr Murphy's topic in General Discussion [Multiplayer]
i guess it had to be shut down as often there were only 1 or 2 people on it. i did like going on EN2 when i wanted to drive a train in the daylight, as usually by the time i get on SimRail it's gone 4pm here and is dark. Maybe it's become one of those servers that will only be available at weekends and holidays? -
i noticed this was fixed and the view was correct, then it went back to the wrong angle again shortly after and has been like that ever since. I know there's constant little updates to SimRail that are not listed / announced, perhaps someone fixed the mirror view angles, then the next person that fixed something else didn't have the updated mirror angles settings, so it reverted back when fixing something else? I never thought about the mirrors being.. mirrors and flipping the view... i know in the code they are simply extra camera views, hence the FPS drop when using mirrors... but i guess it's a simple thing to flip the image for the mirror cameras.... i do wonder if one day it would be possible to send the mirror camera views to other monitors, so we could have external mirrors made from monitors that sit outside the main screen we view the sim on.
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when you change views / camera's to look back along your train, you are looking through your drivers eyes still... hence your character is floating in the position you are viewing the train / scenery from, normally this would be no problem, but with a multiplayer driving sim it turns out other players can see your driver when you do this. Re Fightdrug's case... maybe the command to destroy the floating character and put the driver back in the driving seat when you have checked your lights are correct didn't get through to the server, so others are seeing your character still floating looking at the licgts, Maybe there were 2 drivers, the one in the seat and the one floating in space looking back along the train.
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i always wondered if SimRail would simulate running out of screen washer water, and if an option to re-fill it would be offered ... ⬜ Fill screen wash reservoir using you bottle of drinking water ☑️ Pee in the screen wash reservoir
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wow, framerate really does affect the number of key presses to move the brake lever... i guess the new animations for the power wheel and notch lever take care of frame rate changing their number? as it's always 43 to go from 0 to the last notch on the power wheel. Just counted the EU07-085's brake lever key presses in the single player 3.5 hour run, at the beginning before i even turned the battery on, i zoomed in on the brake lever and was getting 96-97 fps, counted 151 key presses to go from disabled to emergency, and 152 to go from emergency to disabled positions. Zoomed out and i was getting around 67 fps, and the number went down to around 100 steps to move the same amount, So without some really clever arduino code that reads the sim's frame rate and adjusts the number of keypresses sent for a given movement of my 3D printed lever's potentiometer, it's not really possible to do a movement to keypress thing for this lever untill we get the input/output thing 😞
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SimRail Controller hardware we've built.
Gazz292 replied to Gazz292's topic in General Discussion [Multiplayer]
the new 'input' system with new control animations seems to have made the controls 'sluggish' to those of use using controllers it seems. I really notice this when i use a rotary encoder to turn the EU07's wheel, the encoder sends out 1 keypress for every click it's moved, and before the update i could spin the encoders knob as fast as i could, and the wheel in the sim would match the speed i was rotating the knob.. i could move from notch 43 to 0 faster than the fast move button combo did. but since the update, if i rotate the knob too fast the wheel in the sim misses a lot of steps it should have moved, on my arduino boards i've added a 70 millisecond delay between repeated keypresses so the controls do not miss steps., Not sure if this is the case with your controllers, I only have a button box using JoyToKey, and haven't noticed any difference in how that is working, I don't think the gamepad thing can be disabled, but i do know there is a 'gamepad switch sensitivity' slider in the control menu, i expect this adjusts how much the analog controls on the gamepad have to move to activate a switch, but i could be wrong. -
i figured frame rate played a role... it really showed this when i was driving an EP08 tonight, in Warszawa Centralna station, where if i have the mirrors in view it drops to ~5fps (from my usual 60+) moving my brake lever about 5 clicks resulted in the lever in the train going right the way round to emergency.... which should be about 65 clicks. i wonder how this will be handled when we get joystick input, and the input/output system, hopefully we can have 2 way controls, i.e. we tell the lever to move to xx position, the lever in the sim moves and reports back it's position, so then the input system knows the lever has or has not moved the correct amount and can self adjust. This functionality would be very handy when taking over a train, as the sim will report all the controls positions, switches included, and any toggle / rotary switches we have on our 'driving desk' will report their positions and the ones in sim will move so they match... no more having to move switches in the sim with the mouse to match the initial switch positions on our 'driving desk' when we forget to reset some of them (can't reset them all as some need to be on when we take over a train in motion)
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I've just finished 3D printing my 'mini' EU/EP 07/08 brake lever to go with my wheel controller : This is the one controller i'm having problems with converting the potentiometers rotation into key presses, as the other controllers i've made have specific notches they move between... so the arduino code simply checks when the potentiometer output goes past a set point (between 2 notches) and sends a keycode depending on the direction it's moved, and everything so far works ok (the new animations for control movements mean i need a 70 ms delay between keypresses to avoid the in sim control getting out of sync) : But this brake lever really needs analogue input as it does not move between notches, so the best i could do is set it so it sends a keypress for moving each time the potentiometer moves a certain distance. However, i've counted the key presses needed to move the brake lever in the trains from 'disabled/off to emergency' positions and back again (using a rotary encoder which sends a single keypress when moved one click... so no repeating key issues as using a keyboard) And i'm getting different numbers of key presses needed for the brake valve in different versions of this train. Someone on discord suggested framerate could play into why i'm getting different results, but i was wondering if a dev could tell me how many key presses it should take to move the lever fully around and back, and if the number of key presses does indeed vary between the different loco variants? (and if so, why, as AFAIK it's the same brake valve in them all) this is the data i've got so far... --------------------- EP07-174: 114 apply 111 release EP08-001: 109 apply 105 release EU07-092: 123 apply 134 release EU07-241: 106 apply 101 release EU07-068: 112 apply 103 release ----------------------- like i say, frame rate could play into this, i could only get one of them from single player and moving the lever when the train is parked in the sidings, the other variants i had to stop in an empty server and count the keypresses, but other trains came past as i was doing this, and that could have glitched things? I do have the key press for 'move brake lever to drive position' sent when my lever moves to the 'drive' notch, but with the new input system / lever animations, this only moves the lever when it is more than xx number of clicks away from the drive position, so things still get out of sync 😞
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How‘s the weather generated in MP?
Gazz292 replied to Glendathu's topic in General Discussion [Multiplayer]
well... Omsi (The bus simulator) implemented real weather back in 2011 or so, you had to turn it on yourself and select the relevant airport near the map you were driving on to get the weather data from, As i loved driving in Berlin, i always used to select the one for Tegal airport.. ICAO code : EDDT. but that airport closed a few years ago 😞 -
How‘s the weather generated in MP?
Gazz292 replied to Glendathu's topic in General Discussion [Multiplayer]
It's real weather, checked every 5 or 10 minutes. There's still a little too fast a transition from weather changes, i often see overcast sky then suddenly the clouds half disappear and the moon is shining down brightly as the real weather check updates... but also got to take into account that we could have moved 20+ km along the track between weather updates, i'm not sure if the live weather checks different weather servers (usually at airports) or just one for the whole region. At least now the snow takes a while to accumulate and does not simply all appear or disappear when the weather updates says it's started or stopped snowing sometime between the last update, Though this year seems to be lacking snow in Poland.. but if it's anything like Germany used to be when i lived there in the 1980's, the snow will be most in mid January through February. So for now we get mostly rain and freezing cold clear nights... temperature is hard to convey in a simulator with no temperature gauge in the cab or complaining passengers like we had in Omsi... with the 'shit ... it's like a fridge in this bus' 😁 Maybe we could get passengers coming upto the cab at a stop / banging on the cab door of EMU's shouting 'ffs turn the heating on' when we forget to flip the train heating switch after taking a train over... as it's always off when you take over a train. -
SimRail Controller hardware we've built.
Gazz292 replied to Gazz292's topic in General Discussion [Multiplayer]
very jealous, I wish i could find someone selling the driving desk parts from an EU07 style loco, got a couple of grand for the right bits, just finding someone who could sell to me that's proving impossible (me being in the uk dosen't help, might have to take a road trip to Poland with the trailer on the car. -
SimRail Controller hardware we've built.
Gazz292 replied to Gazz292's topic in General Discussion [Multiplayer]
Made a video showing my EN57 mini controllers in use: -
i've only been driving the EU07 for ~500 hours, and i still occasionally trip the motor overcurrent breaker, usually i've left the shunt lever in position 6 when i notched down to zero for a stop, so when i am gently notching back up and get to notch 28, suddenly it pulls an extra 1000+ amps. and i'm reaching for the mouse to click the reset button. as we now have variable overhead line voltage in icy conditions, we need to be pressing that button after the loco trips out due to the OHE voltage dipping to about 2Kv and your current draw rising faster than you can react sometimes,
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there has never been a key bind for that button, months ago when i asked for it to be added, i was told that at the time it was not going to be added as it's not a button you use whilst moving at speed. Really hope that in part 2 of the big update we get the ability to key bind almost every control that functions in the loco's,
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Would be nice to have tooltips show when you hover the mouse cursor over warning lights and gauges like you get on the switches, or perhaps right click on a warning light or gauge to have a tooltip popup telling you in your language what the light / gauge is for. i.e. 'Converter off (overload tripped)' when hovering the mouse over the relevent light, or 'Overhead line voltage' when hovering over the catenary voltage gauge.
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XP for neutral sections
Gazz292 replied to sf_giants15's topic in Suggestions for improvements [Multiplayer]
oh, i don't use the keyboard to drive trains 🙂 This controller is a work in progress, the reverser and shunt lever are not hooked up yet (i still have to print their gears to link them to the potentiometers and write the code for the arduino to convert positions to key presses Only problem is, with the new input system and animations when moving the wheel, i can no longer send the 'move controller up / down' key event as fast as my mini wheel can be turned, or the controls in the sim miss the inputs. So i have to send the key events with 70 millisecond gaps between them so the controls in the sim don't lose sync, so it takes a little longer than it should for the wheel in the sim to go to zero when i move my mini wheel down to zero, as can be seen in the GIF above. -
XP for neutral sections
Gazz292 replied to sf_giants15's topic in Suggestions for improvements [Multiplayer]
do the old loco's not have a rapid power off button? There's one in the EU07 / EP08's in SimRail, it's the red button next to the wheel slip brake green mushroom button, labelled 'open line contactors' I imagine it's only to be used in an emergency, and it might actually not be for what i am thinking, but i've used it a few times when i see a neutral section 50 meters infront of me and no way i'd get the wheel back round to zero in time. -
Speaker settings for a call
Gazz292 replied to Howky's topic in Suggestions for improvements [Multiplayer]
this would be a really useful thing for people who are making driving controllers, so the radio audio can be played over a speaker in the replica radio... add in keybinds for adjusting the radio's volume, as the radio volume can be adjusted with the mouse rotating the radmor radio's volume knob. I've seen people asking for something like this before, so they can have the radio / dispatchers phone audio sent to their headphones whilst the rest of the sim's audio plays over the main speakers.- 1 reply
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