Oops. On my store it should work until midnight tonight if you try again. Sorry.
Beiträge von ChrisTrains
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So I think my problem is the CPU, not the GPU.
I have a Phenom II X4 960T black edition running at 3.4Ghz with 4 cores. It seems like DTG have pushed all their processing computation to the CPU instead of the GPU. When running TSW, my GPU was almost at idle - it was barely running at 20% capacity. But my CPU was at 95% on all four cores. I'm not sure how they managed to do that - no other game or piece of software I have even comes close to maximum capacity on my CPU. Even rendering ambient occlusion maps for my models only peaks at 75%.Quite why DTG have done this I don't know. The age of graphics in the CPU died 10 years ago - they should be pushing EVERYTHING to the GPU.
One comment on my FB page suggested it was their 'simugraph' which was causing the problem.
Either way - they have to fix this problem before it comes out of beta otherwise a lot of players are going to be extremely upset that the game doesn't run on top-range graphics cards.
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Hallo,
Thema PZB, ich kenne das in der Realität von keinem Triebwagen und gehe davon aus das es beim Flirt3 auch nicht anders ist:
Bei einer Zwangsbremsung geht der Richtungswender zurück in Neutralstellung.
Ich weiß nicht wieso so viele Entwickler es im TS so handhaben aber es fällt mir immer wieder auf.

This is a built-in function of the game. Whenever the control "EmergencyBrake" is activted, it forces the reverser to the neutral value. There is no way to code around this ...

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Its not just the speed limiter. That won't work because the engine simulation will not drag the train up to 200kmh. It will max out at about 169. I would have to change the engine sim file, traction and throttle graphs and motor sim values. These are different already between the German and Dutch versions because in reality they have different traction motors. The Swedish version uses a higher power traction motor than the German, and the German ones use higher power than the Dutch.
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@ChrisTrains wird es eigentlich noch den Fahrzeugmagneten geben, den alle deutschen Züge für die PZB haben?
I'll add this to my list of things for the first update.
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Ok the sound you're hearing in the cab is the outside sound that happens just before the doors close, not a cab alert.
What should happen is that about 5 seconds before the doors close, there is an audible tone outside. This is what I'm trying to recreate.
On the ICE, the tone is either part of the door close sound effect, or it's triggered as the door is closing. This is not right - it should sound 5 seconds before the doors close and there is no way to do this in the game which is why I default my timer to 35 seconds.
If you look at the ICE from outside, the sound plays as the doors start moving which is extremely easy to do, but completely wrong.I've been doing this for four years with the Dutch trains. Originally everyone complained about the same thing. Then I took the sound out completely and everyone complained. Then I put it back in but it played as the doors were closing and everyone complained. So I just put it back to 35 seconds and live with it because no matter what I do, everyone complains.

The best I can do is mark the sound to be "external only" then you can't hear it from the cab.
Although I'm concerned that you CAN hear it - that makes me think you might have EFX turned off because on my test systems, the outside sounds are so quiet and muffled you can barely hear them.
Re; PZB 45 limit after not acknowledging a 1000Hz magnet. This is how PZB is - if you drop below a certain speed in a 1000Hz or 500Hz zone you end up in restrictive mode. If you miss a 1000Hz magnet and let the train come to a stop, you'll be in 45km/h restricted mode.
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Everything in one post

Doors - this is a well-known limitation of the game. There is no function that I can use to tell me when the doors are about to close so I default the door-close sound to 35 seconds. If I try to manually control the doors, the game gives two problems. (1) passengers walk through doors that are closed because the game thinks they are open. (2) AI trains leave the platform with the doors open because the game thinks they are closed.
Cruise braking - this is already fixed for a patch release in a few weeks.
Xbox controller - I'm looking into this.
Combined handle - I used notches because otherwise it was not easy to get a 'neutral' position.
Cab - it's only one model. The parallax effect you're seeing is just because of the camera movement.
Cab lights - I can do this for the patch release.
Cruise override is maxed out at 160km/h because that's the limit of the Flirt 3.
Shadow under the train - this is already present but you probably need 'dyanmic lighting' to see it.
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Der Flirt ist ja soweit nicht Schlecht, allerdings ist mir Aufgefallen das die Traktionsnadel nur bei der Anfahrt Leben zeigt, beim Bremsen bleibt sie auf 0 kleben.
This is how it is with this train. You can see in this screengrab (from a video) - while slowing down, the traction needle does not move - it only shows throttle.
Also I see a lot of people commenting that they think this isn't PZB2.0 - I'm not sure I understand this. As I know it, PZB2.0 - the only change was that there was a fault mode introduced for it you stopped a train directly over a magnet, and an error was cured where you could flip the PZB mode off by quickly moving the reverser from front to back to front again. Functionally I don't know of anything else different from what I have built here. If someone can tell me why they think this isn't PZB 2.0 - or what I'm missing, I can look at it. But according to all the documents I have, including 483.0113, what is in this model is correct......
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Yes - same problem. Sometimes I can work around it, sometimes it's hard to. I can add this to my patch/update list of things to look at.
Also - I wanted to comment on something else - I've seen in a couple of posts and messages that people are finding the train to be 'quick' with frames - so not 'frame hungry'. This makes me happy because I spent a lot of time trying to make sure this is the case. One user asked me (on Facebook) how I do this and there is no easy answer. I have been making 3D models for simulation since 1990 so I have a lot of experience in how to optimize the model for best speed.
It's nice to hear the compliments from everyone. It's nice to see the comments, and I have two or three items to look at for my first patch or update.
Also : Thank you to everyone who has bought the product. Without customers and players, there's no reason to make these models. Thank you.
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@ChrisTrains Ist das richtig, dass Nachts der Führerstand beleuchtet ist, obwohl man nicht von dort fährt? Also in der Außenansicht sichtbar.
Yeah - it's just the way I build the inside. I make the interior luminous so I don't have to push real lights around with the train. It means that (from the outside) the cab and wagon inside are ALWAYS luminous even if you turned the light off in the cab view. It makes the train a little more efficient.
@SÜWEX - this happens at the very edge of the view sometimes - when the "origin" of the control is too far out of the bottom of the view, the game thinks it should not be drawn.
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Dem kann ich mich absolut anschliessen, habe nur ein paar kurze Runden gedreht und gefällt mir in allen Bereichen gut. Optisch, Fahrverhalten (empfinde ihn nicht als Styroporprodukt, bremst gut und zieht auch nicht ab wie eine Rakete).Einzig habe ich manchmal etwas Probleme den Nullpunkt des Kombireglers zu treffen. PZB habe ich noch nicht ausgiebig getestet. Original kenne ich ihn nicht, kann den Sound somit nicht als authentisch bezeichnen oder nicht - aber er ist für mich in Ordnung.
@ChrisTrains - great work, really like the Flirt 3
Gruss
Thorsten
If you use "E" on the keyboard, it set the combination handle to "0".
@Fabian
Ich kenne das auch im Auto. Bergab dauert das eine Weile bis er wieder runter ist auf die geWählte Geschwindigkeit. Ich weiss nicht wie das mit Zügen geht wenn man zB im Flachland 100 fährt un dan bergab die 100 etwas überschreitet. Ich glaube hier können nur Zugführes Auskunft bieten.gruss maerklin
I have some ideas how to help this - I can actually measure the gradient of the track from the engine script so I could bias the braking more if the train is going downhill. Something for me to try. -
Hallo @ChrisTrains,
leider besteht ein Problem mit der AFB.
Irgendwie scheint die automatische Regulierung nicht ganz die richtige Geschwindigkeit zu halten.Liebe Grüße
Ok I see what is going on here. You're on a slight downhill track. The braking function is attempting to keep the speed lowered ( I can see the yellow indicator ) but remember the 'cruise' function here is really a speed "limiter" designed to stop you going too fast.
I might have to see if there's something I can do for a v1.1 version to make this a little better for downhill tracks. I apologise. -
@Fabischo
Maybe someone can translate this for me ... ?I try very hard to make my products as easy to use as possible, and no, this game isn't Zusi. TSW won't be Zusi either.
The PZB works well for me and - as far as I can tell - for most players. I'm careful to classify my trains as "emulation", not "simulation". Please remember also I'm doing this as a single person - I build the models, textures, sounds, scripts, blueprints, simulations - everything. It is not easy doing this - the Flirt 3 project took me since May to complete. I would invite you to build a full project to completion then maybe you will have a better understanding of the challenges of supporting thousands of customers in a game that changes every 12 months.Of course some people won't like the sound, and other won't like the lights, and others won't like the way the train drives or looks. But then I have the exact same number of people telling me they think this is the best train in TS2017 at the moment and they think the driving physics are better than most other products. So I have to be careful not to focus always on one group - because the truth is always somewhere in the middle

I know the German market is far more demanding for these sorts of things so I tried to make sure I did as much testing as possible with German players and two German beta testers. Personally I'm proud of what I've achieved with this product.
The 35 second thing on the doors - this is something I have never been able to solve. I have a topic about this on my knowledgebase (http://www.christrains.com/hel…wledgebase.php?article=17) but because DTG have never given us full control of the doors, there's really no way around this other than to get rid of the door closing sound completely. The two biggest problems with full manual control are:
- the doors stay closed but the game thinks they are open, so passengers walk through closed doors
- the doors stay open but the game thinks they are closed, so AI trains leave the stations with the doors open -
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