Train Sim World: CSX Heavy Haul Developer Diary 2

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

Unread postby OldProf » Sat Nov 05, 2016 10:52 am

PapaXpress wrote:mirrors...


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

Unread postby plovdiv21 » Sat Nov 05, 2016 12:57 pm

I'm pretty much sold on this game from what I've seen so far,the only thing that could prevent me from buying it is if the DTG new distribution platform turns out to be a disaster
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby buzz456 » Sat Nov 05, 2016 6:44 pm

I still think there is a long way to go on the huge choice of routes rolling stock and assets we have on 2017 before we can begin to have the diversity now available.
If you are looking for better graphics sure but that's about 10% of the sim.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby pschlik » Sat Nov 05, 2016 8:23 pm

buzz456 wrote:I still think there is a long way to go on the huge choice of routes rolling stock and assets we have on 2017 before we can begin to have the diversity now available.
If you are looking for better graphics sure but that's about 10% of the sim.

Totally agree, I'm even willing to wait a bit longer for them to get out a UK route: by only having Sandpatch they are going to anger a lot of people which might lead to a botched release on the PR front. I figure they have plans, like whatever this Dovetail Live is supposed to be.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Griphos » Sat Nov 05, 2016 9:14 pm

Way more than 10% for me. I'd much rather run the same incredibly detailed and believable route over and over again than have an abundance of less realistic routes (as is the case now). As I've said before, fidelity to life is one of the most important things in a simulation that calls for suspension of disbelief. Unrealistic terrain kills immersion.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Boss1 » Sat Nov 05, 2016 10:16 pm

Griphos wrote:Way more than 10% for me. I'd much rather run the same incredibly detailed and believable route over and over again than have an abundance of less realistic routes (as is the case now). As I've said before, fidelity to life is one of the most important things in a simulation that calls for suspension of disbelief. Unrealistic terrain kills immersion.


Agree 100% that Unrealistic terrain kills immersion! Am really looking forward to TSW new graphics.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby plovdiv21 » Sun Nov 06, 2016 9:04 am

Boss1 wrote:
Griphos wrote:Way more than 10% for me. I'd much rather run the same incredibly detailed and believable route over and over again than have an abundance of less realistic routes (as is the case now). As I've said before, fidelity to life is one of the most important things in a simulation that calls for suspension of disbelief. Unrealistic terrain kills immersion.


Agree 100% that Unrealistic terrain kills immersion! Am really looking forward to TSW new graphics.


Me too!Agree 100%
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby minerman146 » Sun Nov 06, 2016 9:32 am

plovdiv21 wrote:
Boss1 wrote:
Griphos wrote:Way more than 10% for me. I'd much rather run the same incredibly detailed and believable route over and over again than have an abundance of less realistic routes (as is the case now). As I've said before, fidelity to life is one of the most important things in a simulation that calls for suspension of disbelief. Unrealistic terrain kills immersion.


Agree 100% that Unrealistic terrain kills immersion! Am really looking forward to TSW new graphics.


Me too!Agree 100%


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Terrain is key for immersion. From the looks of it anyone, with a minimum of effort, can whip up decent scenery in UE4. My personal challenge is how to surpass what will be done. I'm thinkin " Erie Lackawanna's New York Division: UE4 Edition".

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

Unread postby NStrains » Sun Nov 06, 2016 9:45 am

Minerman, I can only imagine what your route would look like in UE4 world !*drool*! !*drool*! !*drool*!
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Chacal » Sun Nov 06, 2016 1:36 pm

The things I want the most are not part of a game engine like UE, they're custom code.
Like a better dispatcher, a beefed-up scenario editor.
A route editor that would let you define an industry, which would be a track marker with metadata such as: name, type of industry (e.g. sawmill), type of incoming cargo and cars, type of outgoing cargo and cars, frequency, etc. See Minerman's scenario post for better examples.
With this info, a scenario generator becomes possible, producing quality scenarios without requiring a scenario author to spend dozens of frustrating hours.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby plethaus » Sun Nov 06, 2016 5:30 pm

Chacal wrote:The things I want the most are not part of a game engine like UE, they're custom code.
Like a better dispatcher, a beefed-up scenario editor.
A route editor that would let you define an industry, which would be a track marker with metadata such as: name, type of industry (e.g. sawmill), type of incoming cargo and cars, type of outgoing cargo and cars, frequency, etc. See Minerman's scenario post for better examples.
With this info, a scenario generator becomes possible, producing quality scenarios without requiring a scenario author to spend dozens of frustrating hours.


I am in complete agreement with you! The graphics in the diaries blow me away, but there still needs to be a solid gameplay structure underneath. What you described is just what the doctor ordered. You would think with there being only one route available to begin with, they'd really put in the effort towards those types of features.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby pschlik » Sun Nov 06, 2016 5:57 pm

plethaus wrote:
Chacal wrote:The things I want the most are not part of a game engine like UE, they're custom code.
Like a better dispatcher, a beefed-up scenario editor.
A route editor that would let you define an industry, which would be a track marker with metadata such as: name, type of industry (e.g. sawmill), type of incoming cargo and cars, type of outgoing cargo and cars, frequency, etc. See Minerman's scenario post for better examples.
With this info, a scenario generator becomes possible, producing quality scenarios without requiring a scenario author to spend dozens of frustrating hours.


I am in complete agreement with you! The graphics in the diaries blow me away, but there still needs to be a solid gameplay structure underneath. What you described is just what the doctor ordered. You would think with there being only one route available to begin with, they'd really put in the effort towards those types of features.

They did bother to add the Salsbury Branch according to Elphaba, so we will have a coal mine to judge. Hopefully it will work well.
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby buzz456 » Mon Nov 07, 2016 7:33 am

So after you are forty or fifty light in the wallet and you spend fifteen minutes oohing and aching over the scenery and the way the trucks bounce and go load a few coal cars, then what? Someone (probably chacal) will start moaning about how the scenario editor works and that there aren't enough of them and then the next person will start wondering when the next route is coming and then someone will start speculating on the next locomotive and then................ !*roll-laugh*!
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby artimrj » Mon Nov 07, 2016 8:36 am

How many forum members does it take to .............
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Re: Train Sim World: CSX Heavy Haul Developer Diary 2

Unread postby Griphos » Mon Nov 07, 2016 9:58 am

Why do you guys get so worked up when others, often the majority of others, have a different perspective or priority than you do? It's like a different opinion or value is a personal affront to you. Particularly in a thread dedicated to discussing the new sim?!

Trust me, I know myself quite well, after all these years, and when I say I'll be happier with the new sim, you can believe it.
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