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Everything posted by Niinox
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I believe the steam page says up to 100 players per server, or at least did before the early access box went up and the main description changed. If I'm wrong, someone give me a smack. The current limitation is based on the reduced through traffic of the temp schedule + the available stations for dispatch control, though. The slots cap out at the number of trains on the line + functioning signalboxes. Having gone back on the wayback machine, it looks like the steam description never did say 100 players...But I know I saw that somewhere. I do apologize.
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Are there any trains in the playtest that actually terminate on the map?
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Will all stations be available for dispatch ?
Niinox replied to Alex96x2's topic in General Discussion
Also curious about this. And the main stations. Nothing like having to route 30 trains an hour running 3 directions/several routes out of a massive terminal. -
Will all stations be available for dispatch ?
Niinox replied to Alex96x2's topic in General Discussion
Any updates? Will we see Zawiercie before drop? Or will it be available on launch? Or should we not expect it right away? -
Doesn't work for me either, driving or dispatching.
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Great to see it's already a thing!
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It's quite possible they're more confident in single player operations which is why the focus in testing has been multiplayer. Throwing random people into positions across a large map meant to work cooperatively will almost always be more unstable than a single player variation of the same thing (exceptions to games which require exceedingly intelligent AI work). From how the AI handles itself on a server that's been empty since a restart, it seems to be functioning fine on its own, minus the failure to hold trains that are meant to be stopped/bypassed. The trains run alright and the AI dispatchers communicate properly between themselves and ensure clear lines. I can see them focusing where work needs to be directed, which in this case is ensuring a seamless experience that is almost absolutely unique for the genre (barring Run8), and absolutely unique in the mainstream for it. If the multiplayer craps the bed, it's going to be a lot of shoddy reviews when it's a primary selling point. I am interested in seeing if we get schedules/operations akin to multiplayer, but in single player, or if it'll merely be predefined scenarios. If we only get predefined scenarios, then I'd hope it might be feasible for private/friends only steam servers to get a 'multiplayer' experience going, but play it solo or with only a friend or two. Off the topic of SP/MP, do we have any information/knowledge on the release timetable? As in the in-game timetable, not like a roadmap. It'd be nice to know if everything will be accurately busy pre-COVID. Even now trying to look things up, main stations can be absolutely bustling.
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Suggestion based on what a number of simulators fail to do (and some succeed with relative ease, some add-ons also easily throw in cough cough RW Enhancer 2), implementation of live weather along the route. Even if it's not accurate the entire way, chopping the route in half and using radio METAR updates for Katowice and Warsaw to set up live weather would definitely be interesting/nice.
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Certain sound effects definitely seem to either have recording issues (I doubt this) or the engine is having a problem playing certain sounds/numbers of sounds simultaneously (maybe more likely?). I notice when interior and moving in the EP07, for example; my horn will always cut in and out audibly. It does sound like a driver messing up, but for so many of us I doubt that's the case.
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People have been saying around $40 but I haven't seen any substantiation behind it. I'm hoping it isn't too too much in Canadian moneys.
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Hi all! I think increasing the number of specific HUD components to add/remove would probably be a good thing. I wanted to try running without HUD signals, for example. I found the only way to disable them also disabled speed warnings, station distance, and the countdown timer for passengers. Thank you!
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I'd guess the 80's route won't be ready as it was meant for the steam locomotive, wasn't it? That's already been determined 'unavailable at launch'. From a thread about diverging lines, this seems to be what we'll be seeing on the drop or full release. This was posted before the 'Early Access' change, bear in mind. So not 100% on if it's what's ready on Jan 13th or if it's going to be down the road. I just remember that the rail line set in the 80s was supposed to be separate entirely. Though maybe I'm losing my mind.
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Roleplay communities come to life on private servers with their own ability to whitelist people. The Depot on Run8 is a good example in the train sphere. If you look elsewhere, the private RP servers you see for Red Dead Redemption and GTA 5 definitely show off what can be done. Not only that, but 'public servers' will be limited to what assets the development team wish to use. If a third party develops a full route and trains to go with it, for example (provided the editor is that open/capable), or maybe even just a custom, busier timetable; who's to say it'll ever end up on a public server? Not to mention the DLC maps that may come officially, each which would likely require 1-2 servers/infrastructure per language if they wanted to support them. Even if they come later down the road, private servers are going to be essential for the longevity of the product as stated above, and for the open support of the editor and third party development.
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I can't quite see an actual issue. Once you tripped it, you reset the traction motors. It could be because you reset the main switch. That may have bungled things. It could also be there's air still on the line even though it's showing 0%. Try hitting the release on the left console. Green circular button.
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So after reading, SPT sounds like it's basically a Polish version of AWS, with the 'visual before aural warning' setup like SIFA. You get your warnings ahead of unclear signals and have to acknowledge them or your train goes 'nope I'm done'. Far as that goes, seems to operate well.
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Trains on the Right Side of Dispatch Can't Be Seen
Niinox replied to Niinox's topic in Bug reporting (multiplayer)
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Hi all! I'm interested at looking how deep the safety systems are simulated in the game. I know of SPT and Czuwak. Can anyone advise how these are supposed to work/how well they do compared to that in the sim? Any suggested places to read up on them? Googling is...Not very helpful no matter how specific I get. Edit: Also interested in ETCS, though it's a lot easier to find information on it in English.
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Which server are you trying to join? PlayWay? The community discord?
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Will all stations be available for dispatch ?
Niinox replied to Alex96x2's topic in General Discussion
True enough. I tend to jump on SG if I can (and cry that I'm so far from the platforms so watching the action isn't so viable), and I've gotten pretty used to the hour-by-hour of the schedule. Feels really easy now aha -
I've started using Z/X for the shunting regulator. A modifier would be nice, but at least they're right underneath the throttle then.
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I'd love to be able to ride around as a passenger, especially on busy servers. Could RP a conductor/ticket taker