SAR704 wrote: Why not create it using Unity instead?
or there that new game engine godot.
SAR704 wrote: Why not create it using Unity instead?
Trainz, being the other option, is slowing coming out of what I like to call "the toy train sim" pigeon hole, and is making inroads to making their product a true sim instead of a virtual model railroad. With the latest TS19 release, they introduced PBR materials for better rendering, along with using .fbx geometry objects. Those are two huge steps forward in modernizing the core product. Yes, the physics are hit and miss, but NV3 is asking for user input regarding physics, and I see that being the next product improvement.
DigitalRails wrote:Level crossing animations are now removed even from Sand Patch Grade, the only route that had them to begin with, because apparently they used too much resources, and instead of fixing it, they just removed the system altogether
Where did you read this?It is supposed to come back in a different, more resource friendly form, as part of the track structure. I believe with some virtual track circuits even, so the gates stay down as long as the crossing is occupied.
DigitalRails wrote:The number of programers in DTG are rare species as compared to the rest of the technical staff to be precise.Where did you read this?It is supposed to come back in a different, more resource friendly form, as part of the track structure. I believe with some virtual track circuits even, so the gates stay down as long as the crossing is occupied.
_o_OOOO_oo-Kanawha wrote:I believe to have heard it in the Q&A stream, Matt told at length about this IIRC
Where is the full PC Editor?
The Livery Editor and Scenario Planner are the first step on our journey towards releasing more comprehensive tools. It’s our hope that as many people who want to get creating for Train Sim World 2 will be able to do that, whatever gaming platform they are on.
Releasing the full editor on PC is a far more complex process than it was on the original train simulator. To begin with it requires a full download of the Unreal 4 Engine itself and then there are number of other unique plug-ins of our own, such as SimuGraph® and others, that are critical to building both locos and routes.
We know from both closed door testing and working with experienced third-party developers that this isn’t an easy editor to use and until we have resolved these issues, we are not going to release anything more widely.
DigitalRails wrote:I have a formal training in UE4 through a local studio I work with in my city.
Sad to hear it had gone.
I can only wait and watch.
_o_OOOO_oo-Kanawha wrote:Anthony "Amtrak" Pecarero is DTG's staunchest fanboi both on the discord and on dovetailgames' own forums. Discord is the same people twittering between themselves, all the while trying to get on the good side of the DTG staff participating.
Dovetailgames forums are kind of interesting, given the fact that there is lots of well founded criticism allowed.
I cannot get rid of the impression these forums are just a 'spark arrestor' and most of the tips, info, bug reports etc are binned when the next PR person takes charge.
_o_OOOO_oo-Kanawha wrote:Anthony "Amtrak" Pecarero is DTG's staunchest fanboi both on the discord and on dovetailgames' own forums. Discord is the same people twittering between themselves, all the while trying to get on the good side of the DTG staff participating.
Dovetailgames forums are kind of interesting, given the fact that there is lots of well founded criticism allowed.
I cannot get rid of the impression these forums are just a 'spark arrestor' and most of the tips, info, bug reports etc are binned when the next PR person takes charge.
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