BNSFdude wrote:Kevin and I haven't heard a single word back from them regarding things as simple as "hey, what materials should we be using." Or anything regarding content creation (the GMDD SD40-2) so he's basically had to back door UE4 in his own developers copy, and the beta that was available as much as he could so we could have content essentially ready to import to the game.
Scripting and simulation? Nothing either.
Honestly it's a bad call on their part to leave 3rd party partners in the dark about development, because we're the people that know the most about the frustrations of developing something as 100% realistic as possible and working around their goofs. That, and arguably 3rd parties make DLC that fills the volume their in house devs don't sustain, or find profitable to venture in.
It isn't just us, it's Oovee and other UK devs too.
The DLC and end-user mods are what make games like this sustainable.
I think DTG themselves doesn't know how to do some of these things properly yet. Has there ever been an ambitious complete railroad simulation done before in UE4?
Then I suppose there could be UE4 licensing fee issues that haven't been fully resolved yet. If you use DTG's content creator tools to create commercial DLC, who is going to take what cut and when?
I preordered too, after all it isn't more expensive than a nice pizza and a couple of beers.
But if the release version doesn't perform on my I6700 1080GT rig, it will be returned straight back. By the time of 2017 X-mas sale, most of the teething troubles should have been solved and perhaps some other routes and trains made available.
I don't think the Cumberland to nowhere and back will hold my interest for long.