DTG on facebook about TSW editor:
working on it! ![]()
Beiträge von fabrizio520
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The video attached to this last update is superb!

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The positive thing about having two separate programs(TS or TSW)?
You can choose the one you like most.

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On twitter,a few days ago,DTG said that developing a path for TSW takes a lot longer time than the current TS.
I think we will have to wait in the fall to have some news.
But one new technology and a new engine not would have due facilitate and accelerate a development of addons?
[scallout][/scallout] -
A functional editor is very important and also a German path,so that external developers begin to produce various wonders...

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I think anything would be fine, compared to the present nothing.

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Happy Easter all of you!

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TSW update news here:
https://train-simulator.com/tr…-5-available-for-testing/ -
Marketing contraindications.

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We must consider present TSW as a work in progress.Now for me so it's useless. Now it is very incomplete (this is true), but the important thing is that the new era has begun.At this point the current TS is at its technical limit.

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Surely! Now that TSW has released,an external developer can get a better idea on how to work on it.

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When Rail Works(TS)was developed DTG was still consolidate his position of leader in the railway simulation.
I think that today,DTG is better organized (also today DTG has many more employees to work) and this will speed up the development of TSW.
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Update 2 Released
29 MARCH - DTG_JAMES
Following on from last weeks post as detailed below - we are now releasing Update 2 to all TSW: CSX Heavy Haul owners which addresses the following issues/bugs:FULL PATCH NOTES
Patch Size: 2.9Gb
Load/Save Issues
- A Crash on loading previous saves has been identified and we believe resolved
- The dispatcher not being properly re-initialised on reloading some saves has been resolved
- We have identified some control states on the locomotives and rolling stock were not being restored correctly on loading and have rectified this
- Objective markers were sometimes not re-appearing on loading a save game.
Optimisation
- We have found some issues with the render distances for Splines and Foliage to be set too far out and have reduced these to more appropriate settings for a decent performance improvement.
- Some work has been done to optimise the tasks going on for managing AI trains in the background and reduce their overhead.
- We have reviewed dynamic shadow casting and optimised how and where this is being done.
- We have removed unnecessary shadow casting from lights in the menu background for a good framerate improvement while in the menu.
- There have also been a few other minor optimisations to various areas around the game.
Keyboard Support
We have added support for the following keyboards:- Turkish
- Russian
- Czech
- US_International
- Swiss German
- French
- French Canadian
- Polish
- Spanish
- Italian
- Arabic
Rail Vehicles
- Incorrect ditch light behaviour on GP38-2 and AC4400CW has been fixed
- Culling on SD40-2 when looking at rear wall has been fixed
- The Dynamic brake on the HUD was showing positive amps when it should be negative, this has now been fixed.
- Fuel consumption values for all three locomotives have been corrected.
Gameplay
- A number of achievements were being issued simultaneously for incorrect reasons, these have all been reviewed and are now working correctly.
- We identified an additional situation in which a train could derail and not cause the end-game sequence to trigger.
Audio
- Compressor and Brake discharge audio volume has been increased
- Missing hand brake chain sound on box car has been added
- Whistle board had an electrical hum sound, this has been removed.
Known Issues
- Saving whilst game delivers "objective complete" message causes no objectives at all upon reloading.
- RARE: Inability to pause the game. (If you experience this, we would like to know more – please let us know!
Update 2 will download automatically from Steam and will be approximately 2.9GB in size. -
T:ane has its own engine created by N3V games, but I have more confidence in UE4.
Also TSW (thank God) does not have the problem of compatibility with older content.
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I remember that even T:ane was born that way, but after a few months was very well optimized.
I think that DTG will have no difficulty in acting in this way.
It takes a little bit of patience.
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It just arrived from DTG an email regarding the next updates for TSW.
It says:
"Hi all, here's an update on where we're at. So, we are currently right in the midst of correlating and experimenting with your feedback, still working hard to understand the full cause of the performance issues being reported.We are planning to give access to Update Test Builds as we go, so that you can all get more involved in experiencing potential fixes before they’re brought to the main game as a full update. Each update will also have full patch notes, once we know what we’re hoping to get into each Test Build. Some things are more complex to fix than others, but ease isn’t always the right priority order to fix things in. More news on Update 2 hopefully soon.
In the meantime, we have put together a list of suggestions based on in-house testing and your community feedback that may improve the overall performance of TSW: CSX Heavy Haul ahead of any Test Builds:
1. Update drivers
2. Reduce shadow settings
3. Change to Full Screen mode (as opposed to Windowed Full Screen)
4. Turn off vsync
5. Lower your graphical settings by 1 (Ultra -> High, High -> Medium)
6. Set foliage settings to low
7. Reduce view distance to medium
8. For those that have a high-end nVidia Card (GTX 1060+), Go to nVidia Settings and set PhysX to GPU, and also enable DSR (VSR for AMD graphics cards.)"...etc. -
What about here.
DTG is commercial and therefore naturally it renews its products to stay on the heels of technology.As happens,for example,for cars.
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This simple path without much infrastructure,seems a laboratory where DTG can make its optimization experiments.
