TSW:CSX build 91

TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Thu Sep 14, 2017 1:31 pm

Released today, also the core of the DLC pack TSW:GWE.

Here is the changelog:

1. Map view - junctions now highlight when you hover over them
2. Vehicle Substitution / Randomisation of freight cars for manifests and all locomotives
3. Change the leading train on services to the one you pick where compatible
4. End of Train Devices now stay in place
5. Generic player avatar choice with updated character models.
6. Simplified service mode menus by combining time and location settings in the same screen
7. Added score to top right - can be toggled
8. Added Distance to objective in the top left, if you turn off the in-world objective marker
9. Made the in-world markers distance readings more clear by adding a black outline
10. Improvements to reduce glitching that can occur if you are standing next to a bulkhead on a train
11. Numerous scenic fixes around Sand Patch Grade in response to feedback
12. Flickering Skies in Cumberland Yard fixed
13. Improved drag physics
14. Improved locomotive load regulators

15. Improved tonemapper
17. Faster loading times
18. Performance improvements for long consists
19. Upgrade to Unreal Engine 4.16

20. Service Q375 is once again selectable

http://steamcommunity.com/games/530070/ ... 1678879067
Last edited by _o_OOOO_oo-Kanawha on Thu Sep 14, 2017 3:10 pm, edited 1 time in total.
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Re: TSW:CSX build 91

Unread postby BNSFdude » Thu Sep 14, 2017 2:08 pm

_o_OOOO_oo-Kanawha wrote:14. Improved locomotive load regulators

If they did I certainly couldn't tell anything was fixed.
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Re: TSW:CSX build 91

Unread postby buzz456 » Thu Sep 14, 2017 2:55 pm

Again yawn.
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Re: TSW:CSX build 91

Unread postby plovdiv21 » Thu Sep 14, 2017 3:03 pm

I think it looks like trainz-the in cab view is awful.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 15, 2017 2:34 am

First persistent bug found: those too short brake hoses still are being reeled in on changing views, and apparently the problem now also affects the passageways on the HST.

Rolling stock is very jittery and bouncy in outside view?

Motion blur effect on rolling wheels too strong? It is also visible on passing trains, even though I don't use TAA.

World still tilts in superelevation instead of the cab?

Track details, trees or their shadows LOD-ing in an out of focus?

"Sometimes you seen them, sometimes you don't" effect on emitters still exists on changing views. But the EOTD hangs on and is connected to the brake hose, NOT OK, at the end of the service it was missing again. !*not-ok*!
Last edited by _o_OOOO_oo-Kanawha on Fri Sep 15, 2017 6:06 am, edited 1 time in total.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 15, 2017 4:50 am

plovdiv21 wrote:I think it looks like trainz-the in cab view is awful.


I don't agree, the cabs look nice IMO but are very brightly rendered.

Still no visual and aural occlusion at all when going through tunnels or under bridges? There is some shadowplay when passing through tree shadows.

An option to alter the opacity of the markers and HUD would be nice too. This I will put in support ticket for it seems like a simple and useful option to implement.
Last edited by _o_OOOO_oo-Kanawha on Fri Sep 15, 2017 5:05 am, edited 1 time in total.
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Re: TSW:CSX build 91

Unread postby NorthernWarrior » Fri Sep 15, 2017 4:56 am

Agreed about the markers Edwin, they are really intrusive especially across the windscreen where they actually block the real signals from view. Need to be able to put them in a little box in the bottom corner discreetly, like the (modded) Track Monitor you could use in MSTS.
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Re: TSW:CSX build 91

Unread postby OldProf » Fri Sep 15, 2017 5:01 am

_o_OOOO_oo-Kanawha wrote: ... World still tilts in superelevation instead of the cab? ...


If this happens with the in cab view, it strikes me as absolutely natural: the chair you're sitting in tilts with the engine, so unless you lean to match the terrain outside, the "world outside" will appear tilted instead of the engine, the chair, and you.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 15, 2017 5:11 am

OldProf wrote:
_o_OOOO_oo-Kanawha wrote: ... World still tilts in superelevation instead of the cab? ...


If this happens with the in cab view, it strikes me as absolutely natural: the chair you're sitting in tilts with the engine, so unless you lean to match the terrain outside, the "world outside" will appear tilted instead of the engine, the chair, and you.


This has been discussed before and opinions differ. It now appears your "head" is fixed to the seat.
The human brain has a natural tendency to fixate on the level horizon, i.e. on a ship in high seas. I'd like to have the cab sway and tilt around me while the outside view stays level for I think it conveys the sensation of motion better.
Perhaps with a little sway/delay of the "head" bobbing when going over rough track, switches and crossings because of its momentum?

The interesting thing here is, when you ride the cab as a passenger, it tilts and sways around you.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 15, 2017 6:59 am

Motion blur disable hack posted here:
http://steamcommunity.com/app/530070/discussions/0/3223871682611315358/

"Thanks for the feedback guys, an option to disable the motion blur is incoming.

Navigate to: Documents\My Games\TS2Prototype\Saved\Config\WindowsNoEditor
Open Engine.ini in your favourite text editor
Add these two lines to the bottom:
Code: Select all
[/script/engine.renderersettings]
r.DefaultFeature.MotionBlur=False

Save the file.
Now, when you load the game, motion blur is disabled completely.

Best, TrainSim-Steve"
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 16, 2017 3:40 am

View Distance hack:

Code: Select all
r.ViewDistanceScale=4


to be added under the code mentioned in my posting below.

Or alternative, open GameUserSettings.ini and change sg.ViewDistanceQuality value to 4?

So far, it seems only to affect the rendering of the track. The trees etc, still change their shades and details

I have fps capped at 30 and scale at 200%. 200% effectively produces super sampling AA?
frame rates stay reasonable, well above 20 fps but not yet stabilising at 30
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Re: TSW:CSX build 91

Unread postby imnew » Sat Sep 16, 2017 6:39 am

Thanks for posting these hacks Edwin. I havent had the time to test out the latest patch. I really hope that pesky stuttering issue has been fixed, that has always been my main concern with TSW. Everything else will probably get fixed in due time. DTG should also get in contact with Searchlight Simulations and get their awesome sound packs added to the sim.
Just got my new system put together, Intel Core I7-7770K, ZOTAC GTX 1080 Ti AMP, ( see sig ) so if TSW still stutters, well.. Will report back when time permits.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 16, 2017 7:08 am

imnew wrote:Thanks for posting these hacks Edwin. I havent had the time to test out the latest patch. I really hope that pesky stuttering issue has been fixed, that has always been my main concern with TSW. Everything else will probably get fixed in due time. DTG should also get in contact with Searchlight Simulations and get their awesome sound packs added to the sim.
Just got my new system put together, Intel Core I7-7770K, ZOTAC GTX 1080 Ti AMP, ( see sig ) so if TSW still stutters, well.. Will report back when time permits.


That's a very powerful system you've built. It should run any game at max settings.

There is still some stuttering or occasional white flashing, when the game moves things around in its memory space I presume. I don't think the UE4 world is laid out in tiles, as is TS2017.
I keep fps capped at 30 for performance reasons, and to ease the workload on the GPU and hence its power consumption and temperature and hopefully lifespan.
On my 980Ti, the frame counter stays mostly in green (30 fps) when the HST is cruising at 125 MpH through the open countryside. However, every bridge it passes under, every signal I need to acknowledge or any scripted event one encounters, there is a short spike down in the yellow or occasionally red even as the scripts do their part, with stutter or small pauses. The game runs off a SATA SSD at 550 MB/s

Overall, TSW performs reasonably well on my I5 4 GHz 16 GB rig. I will not keep the game on my VR rig, space on its 3.6 GB/s M2 SSD is a premium commodity. It really makes no difference, perhaps 3600 MHz RAM will, but it has higher latency, needs overvolting and is more expensive and doesn't last very long. I stick with a double channel arrangement of 2 2400 Mhz 8 or 16 GB sticks without heatsinks, so there is ample spacing between them for natural air flow.

Are you versed in VR, making games work using VorpX or specific UR4 hacks? The whole of TSW seems laid out for VR, but that will probably only come when the XBox gets native VR support. But perhaps it can be hacked into VR mode?
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Re: TSW:CSX build 91

Unread postby buzz456 » Sat Sep 16, 2017 12:25 pm

!!**sorry**!! I have hacked it into my recycle bin to save space on my hard drive. I didn't know until recently that I had beta tester tattooed on my forehead unless it was by my choice.
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Re: TSW:CSX build 91

Unread postby _o_OOOO_oo-Kanawha » Sat Sep 16, 2017 12:34 pm

buzz456 wrote:!!**sorry**!! I have hacked it into my recycle bin to save space on my hard drive. I didn't know until recently that I had beta tester tattooed on my forehead unless it was by my choice.


I an sense your are right, Buzz.

Since the TSW is completely closed and locked down, one cannot do any bug hunting, experimenting oneself. With TSW, one is completely dependent on bug reports and the capacity and capability of the developer to eradicate the bugs. We can only persevere and hope for the best.
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