PapaXpress wrote:mirrors...
Indeed.
PapaXpress wrote:mirrors...

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.
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.
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.
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%


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.
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.


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