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Hours of Daylight (Multiplayer)
PlagueDoc replied to PlagueDoc's topic in General Discussion [Multiplayer]
Yep, I was always playing on a server with my time zone, so my observation was based on that. Thank you for your reply. I hope more people can confirm it. -
Hello, I haven't been playing Simrail for about a year and a half now. One of my concerns was the fact that on multiplayer servers, I noticed that hours of daylight were the same regardless of season. The sunset and sunrise hours didn't change as the year progressed. I expected longer daylight hours during late spring and into summer, and then shorter daylight hours during autumn, with the shortest in December. Funny enough, I was mostly spending time in Simrail during springtime before, and so I didn't pick up on this instantly. But I then started to play during a different time of the year and was wondering why the sun sets that soon? And then asked the question on these forums, and one of the devs confirmed that the servers were set up with an April day (if I remember correctly) in mind. This was a huge immersion killer and disappointment for me, and I basically stopped playing. Please could someone confirm if this has changed since then? I am hoping for realistic sunset/sunrise hours that are faithful to the actual season, the current time of the year. Thanks in advance!
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Thank you for your reply. That explains why the out-of-place sunrise/sunset occurs. Would you be able to make it more realistic, so that every day the servers actually reflect the real date? Right now, it is not very logical. If the INT2 server has a 7th January date, then the weather should be like winter. But the weather is summer weather. So we have a winter date, summer weather and an incorrect sunrise/sunset cycle. Total mess. Please, if possible, allow for realistic sunrise/sunset cycles, so that it matches the actual date.
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Hello, I just started a session on the INT 2 server. My local time (if it matters) was 17:06 (UK time), meaning the time for the server (UTC +2) was 18:06 in the simulation (in Poland, basically). As we are in early July, it should have been bright daylight, but instead, it was dark already. Please fix this, ensuring the daylight hours match the time of year. It should have been bright daylight for many more hours. Cheers.
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Traxx Train Length Counter
PlagueDoc replied to taoroot's topic in General Discussion [Singleplayer]
Is this implemented now? -
Shame on this game and it's developers.
PlagueDoc replied to NadaCAT's topic in General Discussion [Singleplayer]
Wasn't the "paper timetable" feature supposed to come this week? "This" week is almost over. I hope to be proven wrong by the much-anticipated patch... -
Printable schedule for dispatchers
PlagueDoc replied to 2000nic's topic in Suggestions for improvements [Multiplayer]
Is this what you are looking for? https://srtt.sokora.dev/ -
There are some very good points raised above. I particularly like that you noticed bits such as "Let's roll," which would never be used IRL, and the nonsense of the driver reminding the dispatcher of the next moves such as switching to this and that train or finishing the shift here and there etc. Sometimes, less is more, just because something can be said does not mean it needs to be said. I like it when someone spots fine details like these! Kudos, MrSuttonmann!
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Traxx Train Length Counter
PlagueDoc replied to taoroot's topic in General Discussion [Singleplayer]
Agreed. Totally essential piece of gadget. -
ED250 - Traction Lock Not Releasing Properly
PlagueDoc replied to Niinox's topic in Bug reporting [Multiplayer]
No it has not been. -
EIP (Pendolino) Priority Handling by AI
PlagueDoc replied to PlagueDoc's topic in General Discussion [Multiplayer]
Good point well made. But the fact remains that the AI dispatcher lacks "basic skills" to carry out his duties properly, regardless of how many players are online and how badly players mess up the timetable and the traffic flow. The AI dispatcher should be able to prioritize more efficiently to ensure the timetable is kept or even to help make up lost time. While it is indeed a challenge to lessen the delay resulting from the subpar work of the AI dispatcher unfit for duty, I am not looking for these kinds of challenges. My aim is to simulate certain operations but when the vast majority (pretty much all) journeys result in a delay of 10+ minutes, it is no longer realistic. No, that's not railway life. In "railway life" it happens once in a while but not always. If it happened all the time as something inevitable, they would modify the timetable accordingly. The timetable, however, suggest a 2:33 journey time which is hardly (if at all) achievable with the current capabilities of the AI. -
EIP (Pendolino) Priority Handling by AI
PlagueDoc replied to PlagueDoc's topic in General Discussion [Multiplayer]
Even if they are working on a fix, the latest update was made available in April. I've been playing this game since after that update and my experience is that the AI dispatcher is doing an extremely sloppy job. It's sheer annoying. Completing an on-time run in the Pendo is almost a mission impossible with the AI dispatchers - even if you make it on time once in a while, it's pure luck. Today again it drove me crazy while driving from Katowice to Warszawa. After reaching Szeligi, I had enough and quit the game. I will be back once the dispatcher is fixed and a Pendolino Express Intercity Premium will be handled as a priority train. Today, I was first slowed down on the first ETCS section shortly after Zawiercie behind a lower priority service and made to crawl at a speed way below Vmax for about 5 minutes, building up an initial delay of 3 minutes. And then I reached Knapówka where the AI stopped me for two trains coming from the opposite direction - one was a freight train, the other a commuter. The Express Intercity Premium service was held to let these two services pass. Seriously? This is a joke. And then, with a delay of 15+ minutes thanks to the "super-efficient" AI, I was again made to stop before Szeligi even though there was no traffic ahead of me: neither in the direction of Warszawa, nor the opposite. At this point, my frustration reached the boiling point and I shut down Simrail. It was topped by the fact that the Pendolino has a bug that makes it hard to get it to move once brakes are applied. This was promised to be fixed almost a month ago, but nothing happened. The developers made no further comments or provided any additional information or updates. -
Idzikowice | End of ETCS Section | Signal Red
PlagueDoc replied to PlagueDoc's topic in General Discussion [Multiplayer]
I always set the zoom to 4000 m and then zoom in further if and when needed. The zoom level, however, does not change the fact that the ETCS section ended and the last instruction was to slow dow to 160 km/h. -
Idzikowice | End of ETCS Section | Signal Red
PlagueDoc replied to PlagueDoc's topic in General Discussion [Multiplayer]
Indeed. I must have passed an S3 without noticing - but if that was the case, I ignored it because I only focused on the ETCS instruction to slow down to 160 km/h - and then SHP kicked in with the first signal I paid attention to being an S5. I was confused because there appeared to be no forewarning that I needed to stop as the last ETCS instruction was a 160 and then it ended without commanding further deceleration. Next time I will pay more attention to the lineside signals when approaching the end of an ETCS section. Whether the above was an inaccuracy regarding the placement of signals or the logic or simply me not fully understanding what was going on is still unclear to me. I want to fully know what is what so I can drive accurately (without any aid such as the HUD). Thanks for your input guys!