buzz456 wrote:I don't quite understand. On the railroad near me all the signals are green when there are no trains around. What are you saying is not like it's supposed to be?
tplowman91 wrote:This isn't just the only problem, like I said before, sometimes I will have a "Diverging Clear" or "Clear" indication even though there is a meet setup. And I realized it's because the train is a few blocks away. All the Railworks signals are behaving more like ABS, more so than CTC.
Angelo wrote:Also Two approaches lead a Red, and in TS2015 this is never the case. It is super unrealistic to be running at 90mph pass a clear hit one approach and slow to authorized 60mph and next is a RED.
Angelo wrote:buzz456 wrote:I don't quite understand. On the railroad near me all the signals are green when there are no trains around. What are you saying is not like it's supposed to be?
I understand exactly what Tplowman is saying. Buzz, I am not sure if you have been to or closely observed any railroads on the West Coast, Amtrak SCAX, UP, BNSF territories all feature RED when block is energized but no train present. Signals never IDLE on a Clear EVER. They are either DARK or RED when a train is near the signal blocks.
Also Two approaches lead a Red, and in TS2015 this is never the case. It is super unrealistic to be running at 90mph pass a clear hit one approach and slow to authorized 60mph and next is a RED.
Secondly as soon as the player train passes its own signal it goes red as it should but a few seconds later as it exits the signal area by 50 feet it returns to CLEAR GREEN. Now I know this is wrong on any railroad in the USA.
Angelo
tplowman91 wrote:I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.
BoostedFridge wrote:tplowman91 wrote:I agree its unrealistic, but I don't think there is much that we can do about it within the constraints of the current RW/TS game engine. Perhaps somebody who has made signals for this game can chime in.
Perhaps the new TS2016 game engine will do something in regards to this issue. Or make it easier to actually adjust the signal indications via Scenario editor. I wish they'd release some more information on TS2016, and what it will bring us.
tplowman91 wrote:BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?
BoostedFridge wrote:tplowman91 wrote:BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?
Its difficult for me to be exact when it comes to discussing software that none of us have seen yet. :P
Train Simulator has used the 'TSX' game engine for the past several versions. There are updates and tweaks to the game every year that a new version is released. TS2015 to TS2016 will be the same. Sometime in the 2016 calendar year, a new version of Train Simulator (TS2017 perhaps?) will be released that will be based on a completely new game engine. This will mean that previous content is unlikely to be compatible, but on the upside, the game can potentially have a whole new set of 'rules' for physics and functionality. The graphics will undoubtedly be superior also. There is more on the UE4 version on the engine-driver website.
I hope that helps.
https://www.unrealengine.com/what-is-unreal-engine-4
tplowman91 wrote:BoostedFridge wrote:tplowman91 wrote:BoostedFridge wrote:Can you explain exactly the difference between the current version and what UE4 is?
Its difficult for me to be exact when it comes to discussing software that none of us have seen yet. :P
Train Simulator has used the 'TSX' game engine for the past several versions. There are updates and tweaks to the game every year that a new version is released. TS2015 to TS2016 will be the same. Sometime in the 2016 calendar year, a new version of Train Simulator (TS2017 perhaps?) will be released that will be based on a completely new game engine. This will mean that previous content is unlikely to be compatible, but on the upside, the game can potentially have a whole new set of 'rules' for physics and functionality. The graphics will undoubtedly be superior also. There is more on the UE4 version on the engine-driver website.
I hope that helps.
https://www.unrealengine.com/what-is-unreal-engine-4
Why would they not update UE4 with TS2016... are what you trying to say is that the "PAID" version of the new TS2016 won't feature anything new?
CSX2057 wrote:I know a way how to setup red signals all the way. On the double track, hit one of the switches on the same line and both signals will turn red. Do it on each switches where there's a interchange from Track 1 to 2. Try that and should turn signals to red instead of green all the way similar to ctc. Might fix your problems.
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