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Everything posted by Gazz292
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Just something silly here, i imagine most people would not get into this situation. I believe there is an auxiliary compressor which runs off the battery, but it is not yet modeled on this train ??? When i was stuck in a 'traffic jam' that i knew i would not move again, i played about deliberately running the air tanks down, i'd turned the compressor off and kept applying and releasing the brakes to waste air. Once the main pressure hit 3.5MPa the pantograph dropped, which meant i lost converter power, so the main compressor could no longer run when i turned it back on (it runs on 110 volts but from the converter not the battery... or there is an interlock / contactor that only allows the main compressor to run when the converter is running) It was now checkmate, i couldn't build up air to raise the pantograph and get the converter back online, to run the main compressor etc.
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i think the darkness is just right, a billion times better than tsw. you have to remember the time of year in the sim is the middle of summer, so it doesn't get properly dark until gone 22:00 / 10pm, and is beginning to get light again around 03:00 / 3am, i'm not talking about just sunrise and sunset, but the twilight hours too.
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can not enter another players loco
Gazz292 replied to kadigeN's topic in Bug reporting (multiplayer)
i'm glad that's intentional, last thing i'd want as a driver is strangers getting in my cab, and possibly messing with the controls or trying to distract me, With most train companies having an unauthorized person in the cab is a disciplinary offense, the only people who would have authorization would be inspectors and pilots to direct you over routes you do not sign for. -
Brake lever resets when switching cabs in EU07
Gazz292 replied to Thyristor's topic in Bug reporting (multiplayer)
As a driver, you should never leave your cab without putting the brake handle to the deactivated position, if you tried to drive from the other cab after leaving the handle in a braking position, you'd not get anywhere. -
EN96 / ELF, are you able to turn the desk downlights off?
Gazz292 replied to Gazz292's topic in Bug reporting (multiplayer)
sorry about this... i've found out on discord where the switch is for the desk lights (on the desk upright near the radio's mic) I guess the button on the top of the desk is just to turn the lights on for as long as it's held down, and i confused that with the one turning them on permanently. -
I'm guilty of comparing RailSim to that tsw game a lot... as you notice i consider tsw a game more than a simulation, but here i was talking about not to expect SimRails winter textures will be crap just because tsw's are, firstly they are using 2 different game engines, then SimRail has the advantage of being something new, built from the ground up, not something thats based on previously released content for an earlier game.
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Not sure if this is a bug, or i am just not noticing the correct button / switch, When i spawn into the EN96 / ELF, during the day i can press a button to the right of the door buttons, and it will turn on the desk down lights, but pressing it again does not turn them off. When ever i spawn into one of these trains at night, the desk down lights are already on, Is there a way to turn them off?
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little edit for what i've recently noticed with the volt and ammeter for the batteries, they both move realistically. as in the voltage creeps up as the batteries get charged, and the current drops down to zero, I am guessing the ammeter is measuring current into and out of the batteries, hence why it dosent show the compressor current drawn, as the rotary converter will be providing that current once the batteries are fully charged. : I've also noticed there's a battery charge input selector knife switch in under the small flap (to the right of the flap for the main battery switch and circuit breakers) this knife switch has an internal and external position, Wonder if we will arrive for our duty starting at the depot in the middle of winter and find the loco's batteries flat, and need to plug in external power to 'jumps start' the low voltage side of the loco... as without that we can't raise the panto and get main current to run the rotary converter that drops the 3KV DC to 125 volts DC for the control circuits.
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I was just driving a passenger service, and i noticed that passing a station with the electronic display boards, they are now active and showing information (before they were blank) And driving through Będzin station there were announcements playing, i didn't catch it all, i think it was in polish first then english, i heard it announcing the next train to stop at platform 1, and to keep clear of platform 2... as my train was passing through that platform.
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i think what we need to be careful of here is demanding too much precision on release / fix dates, the devs are humans, they have lives outside of writing a train sim, they have families and it's almost xmas. Things don't always go to plan, what seems like a quick fix can turn into having to re-write 20 pages of code, Just look at tsw, they release on the date they say whether it's ready or not, and the first few hours of play tons of bugs are discovered, everyone is up in arms about yet more broken crap being released to paying customers, and half the bugs will never be fixed as they are now working on the next bit of DLC which takes priority. I often wonder if tsw has any playtesters who are not employed at the main office at all at times, or if they are part of some secret society with funny handshakes and signing contracts in blood. SimRail was initially set to release a year ago, but it wasn't ready, thankfully they delayed the release and kept working on it making it better all the time. And here we are at the end of 2022, with hundreds of playtesters from around the world, with more being added all the time, and to get on the playtest you just have to click a button in steam and wait for the next round of test slots to be opened up.
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From the steam page : The quality of the graphics... thanks to use of Unity game engine allows you to lose yourself in the virtual world. The grass and trees moving depends on the wind, dynamic weather system with puddles and snow drifts, living world with animated passengers connected with scenarios randomization. : : I think we need to get away from looking at how that tsw game screws things up, and hope that SimRail does things properly, This is a brand new simulator built from the ground up, not a re-hash of content from decades old railworks.
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Surely choosing one of the presets at the top for 'custom, ultra, high, medium, low' etc will set them all up for you, have you tried each one in turn? i'm using a gaming laptop and have everything on ultra or as high as they will go, and all i get are some pauses every now and then, which i have found out the severity of them depends on the server i am on, some servers i get judders when changing cameras and trying to move the camera around, other servers everything is smoooooooth.
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ahh, i spend most of my time laying on my bed, so i have an over bed table that my laptop sits on, i can operate the laptops keys at a good height right in front of me, and there's a shelf to the side of the table that the trackball sits on, as using the laptops trackpad is a pain for me. Earlier this year i was making a (mostly 3D p[printed) train driving controller that sat over my laptops keyboard, this was for 'that train driving game i don't like anymore' Hopefully i can resurrect it next year, and get it working with SimRail (with a more EU07 set of controls) as to get it working with tsw needed a lot of hackery and even then half the controls would be dead, so i've given up with that game.
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oh yeah, a few people have been asking for keybinds to turn toggle switches off too... there was a post where the devs said they can't set a single key to trigger a control in the opposite direction (flip flop style) , i.e. press say 'k' for cab lights once and the switch turns on, press 'k' again and it turns off. I'm hoping that it can be done with modifier keys, so 'K'; turns cab lights on, 'SHIFT + K' turns them off. I think maybe the devs thought using the mouse to operate the trains was ok, but there are people who hate using the mouse, and people who can't use one, but can press keys. : Im using my numberpad for all the trains power and brake controls, emergency brake is 'backspace' brake release is 'zero' PLUS and RETURN on the number pad is for power up and down, 3 and 6 = shunt reg, 2 and 5 = loco brake, 1 and 4 = train brake, 7 = train brake lever move to running position' So i have a (logical to me) setup where to increase a control it's the upper button, to decrease it is the lower button.... none of this A for regulator increase, D for regulator decrease stuff side by side keys for up and down lever movements. The alerter reset is my left shift key, fast rotate for the EU07 power wheel is left control key (that's the 'quick move' aka 'sprint when walking' key i discovered) This is so it's comfortable for me to rest my hands each side of the laptops keyboard and have all the most used controls at my fingertips, only needing to move my hands to operate the horn, the door switch in the EMU's, or turn the cab or instrument lights on (but not off 🙂 My reason for this is i have an arthritic condition and especially in this weather my hands are a bit stiff so i wanted to reduce movement to a minimum.
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Re: the loco moving around... i read a post where someone didn't like it, saying it was unrealistic! If anyone has ever ridden in a real locomotive, they will know they ride rough, you have a lot of weight on those springs and close coupled wheels, The average locomotive weighs around 80 tons. So every little defect in the track is going to be felt through the seat of your pants, The loco lurches and jumps and rocks and sways, your neck and back muscles will be sore for weeks when you first start driving, from trying to correct the movements all the time. It feels nice and smooth when you are a passenger sat in the carriages as they weigh about 15 tons, have widely spaced bogies and much softer springs / air suspension, So it's a similar nice ride for the driver on an EMU / DMU (excepting the British class 140-143 Pacers, aka the nodding donkeys)
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oh yes i've heard that too, i have been wondering what the sound is for. convincing myself i was not hearing someone going 'ooh' and it was something like an air operated contacter operating.
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EU07/EP07 Speedometer Inconsistency
Gazz292 replied to TheShotte's topic in Bug reporting (multiplayer)
i'm assuming the speedometer is reading how it does in the real EU07? therefore for those of us who want to drive with the HUD off (which i want to do once i've learnt the signalling and signs better) we can do what a real train driver would do: Remember that the speedo under reads, so make sure we are doing ~117 in a 120 block, and ~120 in a 125kph block. -
A thread to post the cool things that you have noticed in SimRail. ALL Trains; Bugs on the windscreen: You need to use the washers as well as the wipers to clean them off, AND you need to run the washers for long enough to fully clean the screen. Not using the washers or using insufficient water and you don't get all the bugs in the wipe area removed. All Trains; Variable dwell times in stations: If you are running late, instead of being made to wait the normal 3+ minutes in a station, you will be told to wait a much shorter time, usually something like 15 seconds, Thus giving you a chance to regain lost time when you get going again. If you arrive early then of course you wait until your departure time. Stations; The digital displays and announcements: Some stations have the digital displays working, they are very detailed and even include delay banners with your actual delay time on them. The announcements at the stations that have them working are pretty cool, if you are late the announcement apologises for your delay, and tells the passengers how late you are along with where the train is stopping at after this station, it's destination, where it's from, which platform and track number to find it, to stand back as it's departing etc! EU07; Low voltage Volt and Ammeters actually work (the 2 left upright gauges): The voltage shown will slowly rise as the batteries are charged (from 90 to about 125 volts) At the same time the current will drop from about +40 amps to zero (middle of the gauge) as the batteries reach float voltage. The needles will jump realistically when the compressor starts up, showing the surge of the compressors motor when it's starting, and when the compressor shuts off the ammeter and voltmeter will spike a little and fall back, showing the rotary converters regulator adjusting the output as the load changes suddenly. The rotary converter is basically a 3KV motor driving a 125 volt motor as a generator, an old way to convert DC voltages (with AC you'd use a transformer, but Poland's OLE is 3KV DC) Locomotives; Rough riding, suspension movements: The way the locomotives ride, especially the EU07, In outside view you can see the body moving independent of the bogies as the loco sways side to side as it's moving along. And going over points / switches you get realistic lurches and bumps as the 80 ton loco "bounces" heavily over the uneven track work. Locomotives; Coupling details: Currently only working in single player mode, but to uncouple a wagon / coach you have to do more than just click in the coupler area. I've noticed from the language files there's entries relating to disconnecting the individual brake and air hoses, the electrical cables if used then the screw coupler, as well as attaching the hoses, cables and screw coupler when coupling up. The brake systems seem to be well simulated, leaving a brake hose disconnected and you will not be able to release the brakes on the train. Ai trains; Headlights: When an Ai train is routed over the left hand track (wrong line running) it changes it's headlights to show this, with the left hand light being changed to red. When you do the TRAXX tutorial, you are shown how to change the headlights for wrong line running, and there are many different combinations of white and red lights to set, depending on what your train is doing, i.e. running empty, light loco and so on, some trains even have a SOS mode, that flashes the headlights to warn others something is wrong. All Trains; Random Bang and 'ooooh' noise: So it turns out this noise is part of the sim that's used to train real drivers, where the instructor places a human on the track that gets run over (to see how the trainee handles the situation... i've seen this on tram training simulators) We should not be hearing this noise in our version of SimRail, so we are asked to report it as a bug so the dev's can remove the appropriate sound markers. (please send in a separate bug report with details of where you heard this sound) I'll update this post with other peoples observations of cool things SimRail does as they are posted (assuming i can edit it for long enough)
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am i the only one who gets the following whenever i start the sim (started happening yesterday) A feature not implemented on the multiplayer tests perhaps... but i'm thinking this is hinting at saves being available on single player?
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no wipers keys yet. I agree, it's hard to get at the wiper switch, the washer switch is totally hidden by the brake lever stanchion, and when the brake lever is in 'initial' position, i find i can't operate the wipers switch, as the brake controls are popping up all the time.
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Hopefully they will enable the modifier keys.... obviously it's not a game breaking thing, more important stuff to work on atm, but it's a 'would be nice' feature... There are people out there who don't like using the mouse to click and drag controls, and even some people who can't use a mouse and rely on keyboard alone. Enabling modifier keys is not just to enable one key to operate a control in both directions, but to allow us enough keyboard keys to assign to all the controls in a train, When assigning controls to keyboard keys, if we just use the letter keys alone, we have 26 of them, but add the SHIFT modifier, and that's now 52 keys available, add in CONTROL and its 78, ALT makes for 104 ... and each modifier has a left and right one you can have ... 208 keys to assign to controls.. plus the number pad and so on. We'd likely need separate key maps for each different train, that's where games like tsw fall down, trying to have just one universal key set that covers all trains (and that horrible thing they do where how far a control moves depends on how long you hold a key / game controller button down for) train simulator (classic) has a key map for each loco, and we know a lot of tsw is just 'tarting up' past tsc content and reselling it to us over and over again 🤬 SimRail is the breath of fresh air we've been waiting for
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EU07/EP07 Speedometer Inconsistency
Gazz292 replied to TheShotte's topic in Bug reporting (multiplayer)
yup, i only drive the EU07... i like mine older 😄 Go back to the steam days, speedometers were only fitted in right at the end in hte UK (late 1960's) sure you could work out your speed by counting the distance posts or telegraph poles as they went by, but it was usually up to the drivers judgement to stick to a safe speed. There's a story in a book (A loco mans log) about speedometers being fitted to the steam locos, and suddenly all the trains were running late, Turns out that the trains had been running way over the posted limits forever, Now the drivers could see the speeds they were doing, and actually slowing down to 40 for a posted 40mph junction... instead of just 'rubbing the brakes a little' for a 40 limit, and applying them for a few seconds for a 25 limit.... the timetable was useless. The solution... instead of re-writing the timetables, the speedometer drive cables were disconnected, and services went back to normal. -
there are diesel loco sound effects in the menu screen... perhaps a hint?
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Create private voice chat between dispatcher and trains
Gazz292 replied to riki246's topic in Suggestions for improvements
i personally like the open radio thing, you get to hear the convo's between other drivers and the signal box, and you can learn information that may apply to you a little later on down the line,. -
Small QoL suggestion for Train Drivers
Gazz292 replied to SafeShows's topic in Suggestions for improvements
Talking about stops... something i like is that the station dwell time can alter, if you arrive early then you have to wait till your departure time of course, but if you are running late, you can get a nice short dwell time, i.e. sometimes about 15 seconds from stopping to being told to get on your way again. that's something always complained about in tsw, where you can be running 20 minutes late and still held in a station for the set 5 minutes or so.