TSW

Forum for discussing Train Simulator 2016

Re: TSW

Unread postby JerryC » Tue Sep 06, 2016 8:50 am

Still a lot of unknowns about the Dev Editor in TSW. I doooooo like the shading ability of the Unreal Engine though. Complete control over how your materials look in the game. I'm assuming there will be no more "TrainDohickyDohicky.fx".

Shading.jpg


Shading3.jpg


Shading4.jpg


Shading2.jpg
You do not have the required permissions to view the files attached to this post.
JerryC
 

Re: TSW

Unread postby gtrtroger » Tue Sep 06, 2016 10:12 am

Not being part of the real world rail system or anything Run8/Trainz, I'd like to know some thoughts on what everyone thinks TSW's "multiplayer" should be.
User avatar
gtrtroger
 
Posts: 1240
Joined: Mon Jun 30, 2014 7:31 am
Location: Montgomery, Alabama

Re: TSW

Unread postby Juxen » Tue Sep 06, 2016 11:44 am

Jerry, is that your new Dash 8 in UE4? If so, it looks amazing!

Roger, to keep accountability, I wonder if a ranking/kicking system could be implemented. If you do well and are a good dispatcher/engineer/brakie, you get points towards your overall score. Similarly ranked people are put in servers together, or they are harder to kick from the server. Kicking would be useful so that one 8-year-old that just wants to wreck trains like Gomez won't ruin a prototypical ops night on CSX's Sand Patch.
Juxen
 
Posts: 49
Joined: Sun Jan 04, 2015 12:37 pm

Re: TSW

Unread postby JerryC » Tue Sep 06, 2016 12:04 pm

It's bit's and pieces of it. It will be a long time before it is anything close to being operational. Baby steps.
JerryC
 

Re: TSW

Unread postby Juxen » Tue Sep 06, 2016 12:28 pm

JerryC wrote:It's bit's and pieces of it. It will be a long time before it is anything close to being operational. Baby steps.


Well, it's also a long time before TSW is out of beta...
Juxen
 
Posts: 49
Joined: Sun Jan 04, 2015 12:37 pm

Re: TSW

Unread postby Overshoe » Tue Sep 06, 2016 1:03 pm

gtrtroger wrote:Not being part of the real world rail system or anything Run8/Trainz, I'd like to know some thoughts on what everyone thinks TSW's "multiplayer" should be.


Beyond cab sharing with the ability for one player to drive and another to fire in steam locos I have no interest whatever in multi-player.
-Tom Constantine

Acer Nitro N50-656, Core(TM) i5-14400F, 16 GB RAM, NVIDIA GeForce RTX 3050 /8GB, Win11 64bit up to date. Acer 23" monitor @ 1920x1080 x2
User avatar
Overshoe
 
Posts: 574
Joined: Mon May 26, 2014 4:49 pm
Location: Bangor, Maine

Re: TSW

Unread postby buzz456 » Tue Sep 06, 2016 1:11 pm

gtrtroger wrote:Not being part of the real world rail system or anything Run8/Trainz, I'd like to know some thoughts on what everyone thinks TSW's "multiplayer" should be.

Honestly my typical session of actually driving a train usually lasts 60 to 90 minutes. I can't imagine how that would fit in with multi player.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20923
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: TSW

Unread postby Chacal » Tue Sep 06, 2016 1:16 pm

Same. Multiplayer requires commitment.
But if I did have the time, I would like to be the brakeman on a local freight or a switching scenario. With voice communication with the engineer, this would be quite realistic.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6479
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: TSW

Unread postby JerryC » Tue Sep 06, 2016 1:17 pm

If it's anything like Run8, then when you are ready to leave the world, someone else who is waiting for a train can take over. There are problems with that though. It's usually courteous to put the train in the next siding before leaving so as to not block traffic. Also in the early days there was as problem where folks were running the trains off the end of the line and crashing the entire world.

Also, if it's anything like Run8, you will have the option to run trains by yourself. We really do not have much of an AI system in the game we have now, so what will be the difference?
JerryC
 

Re: TSW

Unread postby gtrtroger » Tue Sep 06, 2016 1:21 pm

All good insights....
What about ...
AI Dispatcher versus Human Dispatcher
Logging in to a server to find a list of Crew Calls, then selecting the train to run
Including enough "locals" (for Buzz) and also enough end-to-end runs for others
Centralized servers run by DTG versus including server software and scenario/dispatcher tools for independent servers

Of course, these are just the tip of a very large iceberg..

....human multi-crew manifests....interesting.
User avatar
gtrtroger
 
Posts: 1240
Joined: Mon Jun 30, 2014 7:31 am
Location: Montgomery, Alabama

Re: TSW

Unread postby Juxen » Tue Sep 06, 2016 1:23 pm

JerryC wrote:If it's anything like Run8, then when you are ready to leave the world, someone else who is waiting for a train can take over.


Most co-op games nowadays, especially ones like Left 4 Dead, have competent AI take over seamlessly when someone disconnects or loses connection. Maybe something like that can be implemented into TSW?
Juxen
 
Posts: 49
Joined: Sun Jan 04, 2015 12:37 pm

Re: TSW

Unread postby _o_OOOO_oo-Kanawha » Tue Sep 06, 2016 1:32 pm

More of my **!!2cents!!**

Without a proper dispatcher screen, hierarchical multiplayer a la Run8 probably won't be possible.

Perhaps multiplayer like in Farming Simulator, where one player hosts his game in server mode and invites the public or friends only to join the game.
In FS you driver your tractor, harvester, etc. independently over the roads obeying traffic rules, or work the fields as a team.

In TSW one player hosts his game in server mode, starts a scenario with trains at designated locations with specific routing and tasks pre-programmed (since trains aren't free roaming road vehicles) and invites the public or private friends to take control of one of the trains. A good computerised dispatching/interlocking can prevent clashes, collisions and stand-offs. I think the ideal multiplayer route isn't that big, not bigger than Cajon Sub, but Tehachapi Pass would do also.
Running past a red signal, fouling other train's paths or making a mess of the assigned tasks (like leaving cars on the mainline, failing to re-align switches, etc.) means you get a warning or even a penalty such as removal from the server, blocking of your username, etc.

It could just work, but certainly depends a lot on good will and a certain skill level of all involved.
A scoring/rating system would certainly help in separating the good, the bad and the ugly.

Like Buzz, I think too a scenario shouldn't last more than 60-90 minutes, and if you quit before the end, your train will take off into space. Relinquishing abandoned trains like in Run8 is also possible if the train is in a siding or otherwise out of the way.

If it is sensible to pause and resume play? Don't know.

Multiplayer is certainly an interesting prospect. Let's hope it brings a more intelligent dispatcher for AI trains.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: TSW

Unread postby BNSFdude » Tue Sep 06, 2016 1:32 pm

Human Dispatching with realistic screens would be almost necessary. Something like TSCAD for Run 8.
Anthony Wood
Audio Engineer - Searchlight Simulations
User avatar
BNSFdude
 
Posts: 2721
Joined: Tue Nov 29, 2011 1:46 am

Re: TSW

Unread postby dleeboy » Tue Sep 06, 2016 2:55 pm

I read today at UKTS forum that DTG TSW will be focusing on New routes after it comes out. Instead of upgrading older routes to TSW. They did not say that they were not going to upgrade older routes. But at the start they were going to focus on newer Routes. So this should help those that were hoping for upgrades from existing routes to TSW quality.
dleeboy
 
Posts: 375
Joined: Mon Jan 20, 2014 4:56 pm
Location: Martinez California

Re: TSW

Unread postby Griphos » Tue Sep 06, 2016 7:45 pm

I would think it might be pretty easy to let mp players take over AI trains and hand them back to AI when they leave. That way, everything would run like regular scenarios, except you'll see other real people as you pass them. Of course, there's not much interactivity in this. As said above, trains aren't free-roaming vehicles and you can't just move them as you please. So, the trick would be in AI dispatching. I have to admit I'm curious and skeptical of what railroad MP would work out to be in any way that's entertaining and feasible.
User avatar
Griphos
 
Posts: 880
Joined: Wed Oct 12, 2011 8:18 pm

PreviousNext

Return to TS 2016

Who is online

Users browsing this forum: No registered users and 1 guest