Train Sim World: Developer Diaries #3

Train Sim World: Developer Diaries #3

Unread postby longiron » Fri Nov 04, 2016 12:29 pm

Last edited by longiron on Fri Nov 04, 2016 3:19 pm, edited 1 time in total.
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Re: TrainSim World: Developer Diaries #3

Unread postby longiron » Fri Nov 04, 2016 1:08 pm

Did some screen captures from the developer video. It shows the various content being used - terrain,
TSW_Terrain.jpg

static
TSW_Static.jpg

and splines
TSW_SplineContent.jpg
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Re: TrainSim World: Developer Diaries #3

Unread postby Bananarama » Fri Nov 04, 2016 1:40 pm

Many thanks for posting the screens, longiron. :D
Cheers!
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Re: Train Sim World: Developer Diaries #3

Unread postby Geep20 » Fri Nov 04, 2016 3:50 pm

Every time DTG posts a new TSW vid I get more excited about its release. Some amazing looking stuff going on with this new sim, I'm really looking forward to it!
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Re: Train Sim World: Developer Diaries #3

Unread postby imnew » Fri Nov 04, 2016 4:29 pm

Amazing **!!bow!!**
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Re: Train Sim World: Developer Diaries #3

Unread postby Griphos » Sat Nov 05, 2016 9:03 am

Just focusing just on the simulation of the environment, this is wonderful. Look at those rocks! They not only look like rocks, and not some kind of glow in the dark knap sack, but they have lichen on them! I know some of you don't care about this, but suspension of disbelief is key, for me, in a simulator. I don't care how realistic the physics are if the environment I'm moving through simply isn't believable. It's the reason I stopped flight simming until Orbx came along.

This new sim seems to have ratcheted up the realism in both respects. Going to be spending a LOT of time in this one.
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Re: Train Sim World: Developer Diaries #3

Unread postby BoostedFridge » Sat Nov 05, 2016 1:59 pm

The route editor looks impressive.
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Re: Train Sim World: Developer Diaries #3

Unread postby imnew » Sat Nov 05, 2016 5:24 pm

BoostedFridge wrote:The route editor looks impressive.


I was thinking the same thing.
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Re: Train Sim World: Developer Diaries #3

Unread postby longiron » Sun Nov 06, 2016 5:31 pm

The Editor you saw is the UE4 interface at about 1 minute into the video - they were just demonstrating how spline assets can work
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Re: Train Sim World: Developer Diaries #3

Unread postby Chacal » Sun Nov 06, 2016 6:13 pm

If it's anything like the current trend, they'll adapt the generic Unreal editor to TSW's particular needs.
That's what the Construction Simulator 2015 team did with the Unity editor.
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Re: Train Sim World: Developer Diaries #3

Unread postby buzz456 » Sun Nov 06, 2016 7:03 pm

What's a unity editor?
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Re: Train Sim World: Developer Diaries #3

Unread postby DrewG » Sun Nov 06, 2016 10:02 pm

buzz456 wrote:What's a unity editor?


Unity is another game engine, like UE4.
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Re: Train Sim World: Developer Diaries #3

Unread postby plovdiv21 » Wed Dec 07, 2016 7:54 am

From the dev diary story on engine driver a few days ago;

" Introducing Timetables

In the Beta, you’ll experience a sample of our amazing new Timetable feature. In the final version of Train Sim World, Timetables will allow you to experience a full 24 hour day of trains over Sand Patch Grade"

sounds like a page out of Open rails.Hope DTG have improved their dispatcher functions,should be interesting
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