Ok, I'll make the next route with a longer main line and termini at both ends!
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Ok, I'll make the next route with a longer main line and termini at both ends!
Not sure because I haven't started yet (still working on the tooling). What do you think of the current route, is it too long or short in terms of service running times? I'm guessing most people would enjoy running times between 20 and 40 minutes.
Changing cab within the same unit (only the Class 122) is by P key, and changing vehicle is by V. You can review and change the keys from the key configuration. Likewise, if you're ever unsure what to do, open the driving settings screen during the sim to enable the "show which key to press" helper. You can then disable it again once it has guided you through the tricky bit.
There is no separate upgrade zip, just download the full zip again. The link should be at the top of the game's page if you're logged in, where it says "You own this game" => Download. If you just purchased yesterday or today, you already have the latest version. Does this help?
Hello, thanks for purchasing the sim! To answer your questions,
1. Yes, you'll need to buy v2 again as I'm considering it a "new sim" in that it has much broader scope and features, whereas v1 will be mainly limited to just British 1st generation DMUs. I'm still releasing several free updates to Diesel Railcar Simulator over this year and next year, and I'm sure they'll be worth your current investment. DRS owners will also get a discount from v2.
2. Steam release is indeed planned and keys will be distributed to those who bought the sim here!
Thanks for the idea! My problem is that since I'm just one guy working on this software, all time spent in community management is time not spent in actual development, so I need to be careful which communities to set up and keep track of. Right now I've got this place here, Facebook and the trainsim.com thread (+ my own website). That's not too much right now but there will possibly be other ones as well, like Steam forums, in the future.
The scenarios you describe would be possible to do automatically as well and I'm going to look into doing something like it in the future!
The reason why I chose photos instead of screenshots was that the in-game graphics are not yet that good and because I wanted to make it clear to the users that these are real trains, not some product of my imagination. Screenshots are obviously much easier to create than finding suitably licensed relevant photos, so I'll probably start using screenshots in the user interface at some point.
Hello! The next update will include more information on the signals and signs, but only in text. I do agree that pictures of the signals would be more helpful, and will consider them for the second or third update.
Granted, the graphics are not very well thought out because I'm still learning things and wanted to focus on the physics and overall feel. Some of the future updates will bring improvements in this regard. There's also plenty of opportunities for optimisation in the graphics but also in other areas of the program. The seat material is shared with several other cab objects, so separating it would probably not help.
In the modern railway there certainly are advance warnings to speed restrictions, but 1960's Britain, I'm not so sure. I'd be interested in knowing more about this from a reliable source. Maybe the drivers just had to rely on their memory and knowledge of the route. The limit signs were originally painted white, but being hard to spot in snow, were later converted to yellow. They currently don't stand out very well, I agree, maybe adjusting the overall illumination to a more realistic direction would help.
In the next update you can move around in the cab and stick your head through the side windows, so that'll help spotting the signals in tight corners.
Thanks for your suggestions!
Thanks! The next update will include a new mode (or scenario) called rescue, where the train has broken down and you need to bring it back to the depot. This mode will be automatically available for most services. Instead of manually creating these kind of scenarios, I'd prefer to generate them automatically for all services in the timetable.
In addition, of course, it would be nice to enable users to create their own timetables and scenarios. The third update is planned to have a simple route and timetable editor, and I'll try to design it in a way that it's easy to learn and use.
In your last sentence do you mean that you would prefer to use screenshots from the sim as background images in the user interface, instead of photos?
Reckless driving is usually if you exceed the target speed by too much, for example when braking too late for a station. If you also brake too heavily, you might exceed the max comfortable acceleration (or, rather, deceleration) which I took to be 1m/s^2 according to some source. Exceeding passenger comfort means too abrupt change in the acceleration, most likely when coming to a halt after maximum braking. You can avoid this by releasing the brakes just before the train is about to stop. Bear in mind that the performance of the tread brakes on these trains varies according to speed. The brakes are more effective when the train is moving slowly.
The violations are recorded every two seconds if I recall correctly, which explains the number of occurrences!
Yes, that's probably the best way to read the signals. You can't know which route each semaphore refers to until you're familiar with the track layout.
Thanks for the compliments! You might be interested in first-hand accounts of operating these type of trains. The stories on that page are the inspiration for the sim.
The number of semaphores relates to the number of options you can be routed to from that signal onwards. In this case the tallest means the route "straight" along the leftmost track of the set of four main line tracks. The smaller semaphore indicates that you are clear to proceed and will be routed to the next "option" to right, which is the third main line track from the left. The "options" are the same for the signal on the right, i.e. when coming down that track. The reason why there are only two semaphores instead of four is that half of the main line tracks are designed to be run in the opposite direction, thus you won't ever be routed to them from this signal and therefore no semaphore is required for them.
This is actually trickier to explain than I thought!
Thanks for the purchase! Regarding the trainsim.com thread, feel free to post at either place. You'll probably get faster replies over there, but your posts here are useful for those who are not familiar with that thread.
Thinking more closely about your question, I think someone else asked the same thing at the trainsim.com thread, and it was even the same signal! Here's the first page of that discussion on the thread. What isn't mentioned is the approach control: you get a caution from the distant and the actual signal remains at danger until the signalman is satisfied that you're not going to exceed the 25mph limit for the turnouts of the diverging route.
At the moment the scoreboard design is such that the AI scores indeed start filling up the board unless you can do better. I do understand your frustration with this and will try to come up with a solution in one the future updates.
The AI's weak points are that it speeds sometimes and is not always very economical. You can often just run in a slightly more relaxed fashion to beat the score.
Having the full evaluation saved for future reference would also be nice, along with a replay of the run! I can't yet say when these could be implemented, but they're on my list now. Thanks for the ideas!
The signal in your picture is cleared for the rightmost depot track, hence the semaphore arm on the right is pointing upwards. I'm preparing more instructions for the next update so the signals will be easier to understand. In addition there will be a new helper that displays the signal as green or red blob in the route minimap depending on whether you can pass it or not.
In the meantime you can always access the helpers while running the sim by pressing ESC and going to the driving settings screen. If you temporarily enable the key helper, you'll get an idea of whether you should just accelerate past the signal or stay put.
The sim should be able to handle without problem the case where you overrun a signal and then reverse back.
I hope this clears things up!
Thanks for your comment! I'm improving the helpers and adding more information about the signals in the next update.
For signals and signs this website is an excellent (and quite dense) resource. Please see sections 2, 13 and 21. Note that each section has multiple pages and you can access the next one from the bottom right corner (although for sections 13 and 21 the first page contains all the information relevant to the sim).
For driving the trains, see the railcar website. Nothing beats this video though, if you have 20 minutes to spare! The startup procedure has been greatly simplified in the sim but the rest of the video is very useful.
You don't need to buy it again. Just install the itch app and log in to the app with your account. Then click on Library in the sidebar to the left. Here you should see the simulator with options to install it, or after it's been installed, to launch it. I'm sorry I can't quite remember what the app looks like before installing the sim.
Another option would be to temporarily disable the anti-virus before downloading and extracting the zip. Or maybe the anti-virus has a quarantine where the zip is moved, and it could be recovered from there? Sorry for the trouble, I hope this helps!
Hi! I hope I didn't miss your stream already. The scoreboard takes the current account name by default and you can only change it after it has already appeared on the screen, so it might be a bit of a problem for you. This is something that never occured to me, but I'll do something about it in the next update. The only workaround I can think of for now is to create another Windows account for streaming - sorry!
Thanks, yes, I've noticed that and for me as a dev it was certainly a positive change. To be more specific, the harder part seems to be preventing double taxation. Unless you can provide a US TIN, they will withhold an additional 30% of the sales, making it financially unsound. Apparently this isn't specific to Steam but to other app stores as well. From what I've gathered so far, getting a TIN isn't exactly straightforward for a non-resident foreigner. Please share if you have some experience on this!
Not exactly... Version 1, which is called "Diesel Railcar Simulator" is "early access" in the sense that I'm still going to release free updates (v1.x) to it which improve sounds, graphics and add a bit of content. Version 2 will be called something else since it's not only about BR diesel railcars but a more generic train sim. Version 2 will have a new name, much more content and features as listed in the future plans page. It will be sold separately because the new features will take so much effort and money (for outsourcing etc.) to develop that it wouldn't be sustainable otherwise. You can't expect to pay $15 and get several years of development and content for free. Compare to the other train sim products and their DLC.