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Lapioware

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A member registered Jul 13, 2017 · View creator page →

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In real world the continuous railway network is a large complex web that can't all be modelled as one route so you'll end up with some branches and stubs that lead to unmodelled parts of the network. These are often modelled as portals of some kind in the other train sims as well. Then again the current routes are fictitious so the portals could be replaced with terminus stations to form a small-ish but complete railway network. Another option would be to have the run start and end at a non-terminus station instead of a portal.

I'm probably not going to make any more routes but I'm going to improve the existing ones. Hopefully people will use the editors to create new routes but if that doesn't happen then I'll look into making some more (real-world ones).

I think you've already asked this :) Yes, there will be full controller support later. In the meantime you can use an external program to configure a joystick for the sim as described here: https://steamcommunity.com/sharedfiles/filedetails/?id=1347790178

That's true yes, these features would be nice and I'll try to fit them in at some point, but they're relatively minor details compared to some of the other missing stuff so they're not yet a high priority.

It's quite possible, there's a screenshot of it with temporary textures in the RPS interview.

There's a more up-to-date plan over at the Steam discussions forum (no account required for reading). The locos will be 03 and/or 08 and/or 37 with Mk1 coaches and/or freight wagons but I'm going to release two editor updates before that. Developing the editors is taking a lot longer than I originally expected because they're technically quite complex. I shouldn't really give any dates because I've done such a poor job of estimating them in the past, but the next update is quite likely to be released next month.

Just more zoom? Yeah I can do that for the next update

Sure, what kind of improvement are you thinking of?

Hey thanks for the encouragement!

Can you share a link to that mod?

If you had the chance to design the multiplayer for a train sim, how would you do it?

I've watched a couple of videos of Trainz, Open Rails and Run8 multiplayer. The problem is that they don't seem very fun. Train Simulator 20xx is still the most popular train sim even if it doesn't have multiplayer.

In reality there weren't advance warning boards for the speed limits in 1960's UK so I'm leaving them out. For more modern routes there will be advance warnings

Probably not because it's difficult in many ways. I'll reconsider after DRS is complete!

Not yet, but the editors will be gradually released within the next 6 months

(Edited 1 time)

Yes an update is probably going to be released next week, but it's a small one with some bugfixes and optimisations. The route editor is still not ready.

Thanks! I'll need to revisit the scenery loading mechanism and release another beta. The performance issues in general are something I didn't expect or really notice on my own laptop, but I'll go again through the changes I did to see if there's anything obvious there that might have an impact.

It's under the "Tutorials" button in the service screen where you select Drive/Watch

Yes, you'll be able to load, edit and save again any route. If people want it, I can consider doing some kind of protection so that you can distribute a route you've done without letting others make changes to it.

Thanks Jakkson! Diesel-electric support will be coming eventually as soon as I get some other stuff out of the way first (the editors for instance). I'll need to research how it works in detail to model it to the same fidelity as the mechanical and hydraulic transmissions. The train editor will allow the community to add the classes you mentioned while I focus on developing the core sim.

It's true that the diesel-electrics share a lot of similarities with purely electric locos but I don't yet know to what extent. There might be some differences in the control mechanisms. The infrastructure is also a major point, not just in the 3D-modelling of the power rails or overhead electric lines, but because of how multiple electric trains drawing current from the same transformer affect each other's performance, unlike steam or diesel locos which are independent of each other.

Multiplayer is probably quite difficult to do so that it works reliably, is fun and doesn't suffer from abusive players, so I'm going to leave it out unless I figure out a way to solve all the problems easily.

That's true and I agree but there are some services which can't be run to time under any circumstances. The randomisation will always result in starting late or being held at a signal so long that you'll always be late at the last stop. I'm going to make sure all services can finished in time at least sometimes.

Yeah, I'll add emergency brake in one of the train updates where new trains are added and physics improved

Yes, in the next update I'm going to adjust the timetables to make sure all services can be run to time.

You can already use a gamepad or joystick with the help of another program, here is a guide (not written by me):

https://steamcommunity.com/sharedfiles/filedetails/?id=1347790178

Oui :) Not in the next update but in the future there will be support for gamepad/joystick

Yes, road traffic is in the plans but first I need to make the editors and improve the road layouts, so it'll probably be a very late stage feature.

An interview over at Rock, Paper, Shotgun

Hoping to get the beta version of the next update ready for testing by end of May but no guarantees!

I can only promise that I'll try to do very easy to use route and train editors for the community. There are many players from France so I hope some of them will try making real French routes and trains.

At first, the bare minimum to be able to make routes similar to the ones currently in the sim: track laying, semaphore signals, distants, AWS magnets, stopping areas/markers, scenery features, timetable creation... I'll be adding more advanced features in later updates!

Charlie, thank you for the very generous tip! If you have any stories or comments to share in regards to the performance or operation of the units I'm all ears! I know that the brakes in the simulator are probably underpowered at low speeds because the behaviour of the cast-iron brake blocks is not simulated quite correctly.

Updates will definitely be continued barring any force majeure! The progress might be a bit slow because of the genuine complexity of all the stuff involved.

Thanks IKB, the route editor is currently in the works and I'm excited to see what people can do with it once it's ready! I'd be interested in any knowledge that could be used for improving the realism of the simulator, based on your experience working with the DMUs!

The game's download page: at the top of the page there should be a link saying "You own this game" and a Download button.

No need to activate on Steam, updates will be continued here as well. In fact, the next update will be later today.

Thanks for the feedback! Have you tried unchecking the "move camera when right-hand mouse button is held down" checkbox under camera movement in the key configuration? You'll need to map the movement keys to some other keys in that case but you no longer need to hold down the mouse button when moving. Clickable cab controls are planned but the actual date or version to include them is not yet set.

Yes, double right clicking, but only as an additional option. The current setup would be the default. With zooming on the scroll wheel the left click zoom could be changed to work only when the button is held down. This would also help with misclicks in the future when clickable cab controls are in place.

Thanks! It seems the default keys are already pretty good although small improvements can be done. I'll definitely bind zooming to the scroll wheel but I'm not so sure about the middle click. It's easy to accidentally scroll a bit while middle clicking and I don't even know how to middle click on a laptop touchpad!

To prevent accidentally opening the camera menu pop-up, maybe an option to require double clicking instead of a single click?

Thanks!

Me too even if I'm more fond of the older trains! Maybe we'll start seeing modern DMUs from the community once the train editor is ready.

Hi Crystal, it's the Class 127. The gear setting in this type doesn't actually matter if the whole train is of the same type although the key assistant will tell you to select D. If there are other types at the rear of the train then you need to shift gears normally. I haven't been able to find a clear description of the operation so it may be modelled incorrectly - I'll need to do some more research.