Train Sim World: CSX Heavy Haul Developer Diary 2

Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Bananarama » Sat Oct 29, 2016 4:46 pm

GSkid wrote:It's challenging to your sanity. Imagine someone hosting a MP session as the dispatcher that doesn't like you and has you as the lowest priority train stuck on a siding all afternoon.


An MP dispatcher feature should have a grading system for efficiency. Points lost to the dispatcher for holding trains unnecessarily. *!!wink!!*
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby pschlik » Mon Oct 31, 2016 5:38 pm

Hack wrote:
GSkid wrote:It's challenging to your sanity. Imagine someone hosting a MP session as the dispatcher that doesn't like you and has you as the lowest priority train stuck on a siding all afternoon.


An MP dispatcher feature should have a grading system for efficiency. Points lost to the dispatcher for holding trains unnecessarily. *!!wink!!*

Well, in that situation I would be tempted to SPAD regardless, MP is where the crazy stuff will happen! Might even be worthwhile to do an "Idiots on the Rails" video series kind of thing.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby OldProf » Wed Nov 02, 2016 10:22 am

GSkid wrote:
BNSFdude wrote:Sitting at a red signal for 3 hours isn't challenging! !*roll-laugh*!


It's challenging to your sanity. Imagine someone hosting a MP session as the dispatcher that doesn't like you and has you as the lowest priority train stuck on a siding all afternoon.

I do kinda hope they implement some type of optional hardcore mode you can select in the future so that operational faults can be introduced randomly such as broken knuckles, overheated bearings, air hoses detaching, major locomotive component failures, etc, etc. Especially for MP mode. I'd of course want such issues to be able to be resolved on an accelerated time basis so people are not sitting around for a long time for such issues to be fixed.

I highly doubt they would do so, but it would a nice addition once the sim's functional foundation attributes are in place and mature.


Wouldn't that be called the "Glutton for Punishment" simulator? Thinking of which, when I hit F2 to pause a scenario and don't come back for hours, does TS get upset?
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Overshoe » Wed Nov 02, 2016 4:57 pm

OldProf wrote:Wouldn't that be called the "Glutton for Punishment" simulator? Thinking of which, when I hit F2 to pause a scenario and don't come back for hours, does TS get upset?


I don't know about the F2 button, but pausing with the Pause/Break key worked well with a 7.5 hour pause.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby pschlik » Wed Nov 02, 2016 7:56 pm

OldProf wrote:Wouldn't that be called the "Glutton for Punishment" simulator? Thinking of which, when I hit F2 to pause a scenario and don't come back for hours, does TS get upset?

Saving the game is actually less reliable than leaving the game paused all night. Hopefully saving the game will actually work in TSW...
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby gtrtroger » Fri Nov 04, 2016 10:23 am

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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Juxen » Fri Nov 04, 2016 12:25 pm

Video three looks good, new features revealed include actually dynamic weather (clear day to rainy to snowing), snow accumulation (no word on total depth amount), objects and vehicles get wet when it rains, MU hose physics, coupling/uncoupling in first person (don't forget to ask for three-step protection!), diesel smoke. Looks like world editor is done in UE4, but I could be wrong. It looks a little similar to the current editor, with solid objects and spline support.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Bananarama » Fri Nov 04, 2016 1:37 pm

Outstanding visuals! If the physics are even half of what you see with your eyes, I think we'll have a real winner, folks! :D
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby ZekTheKid » Fri Nov 04, 2016 2:48 pm

It's been confirmed. My computer will never handle that well. !*roll-laugh*!
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby imnew » Fri Nov 04, 2016 4:26 pm

Wow! Developer video 3 is amazing. **!!bow!!** Oh, and I echo Hack's comment.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby PapaXpress » Fri Nov 04, 2016 5:00 pm

mirrors...
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby pschlik » Fri Nov 04, 2016 5:28 pm

That video gave me something new...an "Is that a real video?" moment. I try to go into these being all like "well, it's just a game that looks really good, it's not real life" but I found myself inadvertently asking "Is that real life?" DTG has gotten control of my mind I guess, but I will say that no other sim has ever given me that kind of pause and step back for a moment. The visuals are more important to realism than some of those other sims claim they are, making the brake pipe take 3 minutes to release does not trick my mind into thinking your sim is real life.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby ZekTheKid » Fri Nov 04, 2016 5:35 pm

Editor looks slightly similar to the scenario editor we have.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby buzz456 » Fri Nov 04, 2016 5:56 pm

pschlik wrote:That video gave me something new...an "Is that a real video?" moment. I try to go into these being all like "well, it's just a game that looks really good, it's not real life" but I found myself inadvertently asking "Is that real life?" DTG has gotten control of my mind I guess, but I will say that no other sim has ever given me that kind of pause and step back for a moment. The visuals are more important to realism than some of those other sims claim they are, making the brake pipe take 3 minutes to release does not trick my mind into thinking your sim is real life.


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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Griphos » Sat Nov 05, 2016 9:08 am

Or...this new sim is as close to a holodeck as we've come so far.

I mentioned this in the dedicated thread, but the combined fidelity of both physics/systems and terrain/world visuals is making this new sim look quite special. I'm not the get all excited kind of guy, but this one has me really looking forward to next yeart!
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