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Thread: Will there be a route editor in Train Sim World?

  1. #41
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    Sorry, not seeing your video here.
    Interested in all Train-Sims

  2. #42
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    Hi timl132 --

    " ... our simulator."

    I was not aware that another railroad simulator was under development. Yours sounds most interesting, particularly if it can combine the best of what has been available thus far.

    Could you give a link to a website that would provide us with more details?

    Any screen shots? Videos?

    Thanks,
    Phil

  3. #43
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    Quote Originally Posted by haverfordwest View Post
    Nirvana Phil, but is never going to happen.

    I agree. Too many divergent opinions about what is essential to ever find single-product nirvana.

    For some people (like me), anything that remotely touches Steam is a deal-breaker, period.

    For others, the re-use of existing content or the lack of a global geographic reach for routes featured is their deal-breaker.

    My current consternation towards Run8 is totally related to the assets, boy do they need some competition producing the assets for that sim platform.

    When it comes to Steam-ish games, gfx on a UE4 level is more important than physics. When it comes to simulators, physics is more important than gfx.

    Too many people have been burned by promises, either stillborn campaigns like Crosstie or kickstarter campaigns that to not deliver to every donor's satisfaction like T:ANE.

  4. #44
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    Add to that list Trainmaster who made loads of promises but then turned their backs on the retail/hobby customer base who had supported the TM3 and TM4 products, the latter also warts 'n all and no route editor.

    @timl132. Undoubtedly Trainz/TANE has the best route editor in terms of both functionality and getting additional assets in there. However there are times when the precise geometry of track pieces as per MSTS/OR would be a blessing, it is very hard to get perfect radius curves or indeed transitions to them. And that's where the TS20xx editor shines except the projected lines are often too fine to see against the background terrain or underground as there's no wire frame mode. And none of the sims does tunnel placing very well, relying on piercing an area of the terrain far bigger than the portal which then needs to be disguised.
    Vern.

  5. #45
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    Agree Vern and with TS20xx, i would like to see the terrain originate in the editor as per Trainz.

    Grey with a suitable sized lined overlay (not metric) or changeable (metric-imperial)

    Off topic, how easy is TrainzDEM to use Vern with TANE ? I only ever bought a very early version of it and couldn't make head nor tail of it.

    Mike.
    Yma O Hyd

  6. #46
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    I've always found Transdem fairly straightforward Mike, particularly if you're just overlaying maps from the built in links such as OSM or Sabre Maps. The biggest issue is that the maps don't always quite match the DEM so a bit of eyeballing still needed.
    Vern.

  7. #47

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    Quote Originally Posted by philskene View Post
    Hi timl132 --

    " ... our simulator."

    I was not aware that another railroad simulator was under development. Yours sounds most interesting, particularly if it can combine the best of what has been available thus far.

    Could you give a link to a website that would provide us with more details?

    Any screen shots? Videos?

    Thanks,
    Phil
    Here is a link to the post on this form, it is still in development:
    https://www.trainsim.com/vbts/showth...s!Help-needed!
    But once it starts to look like something good, i wil make a video ofc.

  8. #48

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    Quote Originally Posted by geepster775 View Post
    I agree. Too many divergent opinions about what is essential to ever find single-product nirvana.

    For some people (like me), anything that remotely touches Steam is a deal-breaker, period.

    For others, the re-use of existing content or the lack of a global geographic reach for routes featured is their deal-breaker.

    My current consternation towards Run8 is totally related to the assets, boy do they need some competition producing the assets for that sim platform.

    When it comes to Steam-ish games, gfx on a UE4 level is more important than physics. When it comes to simulators, physics is more important than gfx.

    Too many people have been burned by promises, either stillborn campaigns like Crosstie or kickstarter campaigns that to not deliver to every donor's satisfaction like T:ANE.
    May i ask why anything that touches steam is a deal breaker?
    And what if i would upload my game both to steam, and my site(where ofc, it doesnt depend on steam in any way)?

  9. #49

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    Quote Originally Posted by NorthernWarrior View Post
    Add to that list Trainmaster who made loads of promises but then turned their backs on the retail/hobby customer base who had supported the TM3 and TM4 products, the latter also warts 'n all and no route editor.

    @timl132. Undoubtedly Trainz/TANE has the best route editor in terms of both functionality and getting additional assets in there. However there are times when the precise geometry of track pieces as per MSTS/OR would be a blessing, it is very hard to get perfect radius curves or indeed transitions to them. And that's where the TS20xx editor shines except the projected lines are often too fine to see against the background terrain or underground as there's no wire frame mode. And none of the sims does tunnel placing very well, relying on piercing an area of the terrain far bigger than the portal which then needs to be disguised.
    I see, i will rememeber it when we continue on the editor.
    Currently physics is our main development now.

  10. #50
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    Many thanks for the information Vern, worth thinking about then.

    I like fiddling with routes in Trainz, but have no interest in driving in same.

    Thanks again buddy.

    Mike.
    Yma O Hyd

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