DTG Announce new TS2015 features
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jimmyshand
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Re: DTG Announce new TS2015 features
Lots of hostile reaction to TSUnreal4 on Facebook and elsewhere but so far I'm remaining positive. Eventually the sim has to move on to keep up with advancing technology and expectations of quality. The ultimate success or fail will hinge on how much better the new sim is when compared to TS2015/16. If it's light years better and the graphics are cutting edge then all this negativity will evaporate and people will be drawn to the new sim whether they like it or not, like moths to the light! Much the same as when we all gradually ported over from the ageing MSTS to the revolutionary graphics of RS/RW.
Those of us with a history of flight simulation will know this situation all too well. For many years whilst Flight Simulator was actively developed by Microsoft, every couple of years a brand new version would come out rendering most of your previous add-on collection obsolete. However, the leap forwards in graphics and realism each time was enough to make it a move worth making and to justify the sacrifice of all those boxed add-ons now consigned to the loft forever more.
I would also point out again that I'd have no complaints whatsoever about starting again providing the old TS version becomes standalone and (optionally) divorced from Steam. If I can safely preserve my collection then I'll be happy.
Those of us with a history of flight simulation will know this situation all too well. For many years whilst Flight Simulator was actively developed by Microsoft, every couple of years a brand new version would come out rendering most of your previous add-on collection obsolete. However, the leap forwards in graphics and realism each time was enough to make it a move worth making and to justify the sacrifice of all those boxed add-ons now consigned to the loft forever more.
I would also point out again that I'd have no complaints whatsoever about starting again providing the old TS version becomes standalone and (optionally) divorced from Steam. If I can safely preserve my collection then I'll be happy.
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tnleeuw01
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Re: DTG Announce new TS2015 features
I believe that the front end will have work done on it to make it easier, faster to get to drive things. 
Giving us more graphics options to tweak, that I wouldn't know about... Perhaps another "lens flare" like option?
I'm curious what TS2015 will bring, I hope it will bring us nice new features to keep us happy & going until TS-Next arrives! (Or should we call it TS-Unreal?)
Giving us more graphics options to tweak, that I wouldn't know about... Perhaps another "lens flare" like option?
I'm curious what TS2015 will bring, I hope it will bring us nice new features to keep us happy & going until TS-Next arrives! (Or should we call it TS-Unreal?)
Re: DTG Announce new TS2015 features
Some people already level this name at the current incarnationtnleeuw01 wrote:(Or should we call it TS-Unreal?)
Matthew Wilson, development team at Vulcan Productions
http://www.vulcanproductions.co.uk
https://www.facebook.com/VulcanFoundry/
http://www.vulcanproductions.co.uk
https://www.facebook.com/VulcanFoundry/
- Irishrailguy
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Re: DTG Announce new TS2015 features
UE4 has certain advantages that RSC really should be utilizing in order to bring TS up to scratch. Essentially all the basic stuff DX11 has to offer (tessellation/DOF/height mapping/real-time reflections for all materials that need it etc.). Rather than go with the argument that RSC should make the front end easier to use, I'd prefer if they kept it as close to the UE layout as possible in certain areas. Of course the world editor would need to be near identical to the current layout, as well as the blueprint editor for current devs, but certain aspects of the new engine should be editable in the detail level that the raw UE editor provides. If RSC can offer the ability to properly modify the environment (post processing/lighting bring the big player) then aspects like this should have the ability to be edited in detail like UE4 provides by itself.tnleeuw01 wrote:I believe that the front end will have work done on it to make it easier, faster to get to drive things.
Giving us more graphics options to tweak, that I wouldn't know about... Perhaps another "lens flare" like option?
I'm curious what TS2015 will bring, I hope it will bring us nice new features to keep us happy & going until TS-Next arrives! (Or should we call it TS-Unreal?)
Kev
- ightenhill
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Re: DTG Announce new TS2015 features
The whole thing about the front end was with regard to 2015 I think not UE4.. This thread really needs splitting up as its talking about 2 different things

- Irishrailguy
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Re: DTG Announce new TS2015 features
True, it seems that a lot of people think that this whole engine upgrade is coming for TS2015, which isn't the case, so the title does mislead when looking at the comments...ightenhill wrote:The whole thing about the front end was with regard to 2015 I think not UE4.. This thread really needs splitting up as its talking about 2 different things
Kev
Re: DTG Announce new TS2015 features
The <b>title</b> was with regards to TS2015 and this is the body of the message:ightenhill wrote:The whole thing about the front end was with regard to 2015 I think not UE4.. This thread really needs splitting up as its talking about 2 different things
" The award-winning creators of the best-selling Train Simulator franchise have today announced the next evolution in simulation entertainment. Developed by a world-class UK development studio, Dovetail Games Fishing will take advantage of the very latest technologies available to deliver a game that is at the cutting edge of game design, both in visuals and playability.
Former EA executives Rob O’Farrell and Chris Roberts are leading the development of Dovetail Games Fishing. Their vision is to create a fishing simulation which, utilising the revolutionary Unreal Engine 4® architecture will recreate in breath-taking detail the immersive and engaging experience of angling for leisure or competition. Dovetail Games are also laying the foundation to grow the Train Simulator franchise using this exciting technology in the future.
In Dovetail Games Fishing, players will tackle every step in the fishing experience, starting with the selection of equipment and rigs based on the type of fishing and objective. Players will then survey their preferred location then take to the waters edge to prepare their gear. Using an intuitive new casting and reeling mechanism termed ‘Total Cast Control’, players can then test their skills by finding, attracting, catching and landing the fish.
Initially specialising in fishing for carp, Dovetail Games Fishing will quickly expand to include a multitude of popular fishing types, including bass and fly-fishing, across a variety of locations around the world.
VP, Executive Producer Rob O’Farrell said “It’s fantastic to be using Epic’s Unreal Engine 4 technology to support our new fishing simulation. Quality is at the very heart of what we do, and we want to create a product which not only offers players a very authentic simulation to play, but allows us to capture in great detail and faithfully recreate a variety of scenic locations, a broad selection of fishing equipment, and of course the fish themselves. We’re also exploring ways of combining this with the latest VR technology to give players the perfect way to experience the thrill of stalking, casting and landing fish.”
Creative Director, Chris Roberts, added “Dovetail Games Fishing will be an evolving live service that will grow and expand in ways defined by us in partnership with fishing experts and our community. We believe that this combination of technology, team commitment and community involvement will enable us to create the ultimate fishing simulator, which will also allow us expand into the e-sports arena”.
Mike Gamble, European Territory Manager at Epic Games added, “We’re seeing our Unreal Engine 4® technology being used in many exciting ways, and it’s fantastic to see how it will be used to bring one of the world’s most popular sporting pastimes to life and deliver a highly realistic fishing experience.”
Dovetail Games Fishing is currently slated for a late 2014 release, and is initially being developed for PC with more formats to follow.
Keep up to date with the latest news and developments by registering now at http://www.dovetailgamesfishing.com or like us on Facebook https://www.facebook.com/dovetailfishing"
This line, <b>Dovetail Games are also laying the foundation to grow the Train Simulator franchise using this exciting technology in the future.</b> is the only time they mention Train Simulator in the entire aforementioned text, the rest is about fishing and UE4
As I said, and being fair it is a misleading title, other than to say that a future iteration of Train Simulator will run on UE4.
Makes me wonder what we'll see in the 2015 version though, my guess is a Japanese route as the route of interest and who knows if they have TrackIR and Occulus Rift going.
Re: DTG Announce new TS2015 features
I see that almost everyone call the product a GAME not a simulator. Therefore it seem plausible that the new product will continue that genre. The fiction that the current product, or the new product is a simulator may continue in the adverts but it is, and will always be a game.
Dick near Pittsburgh, Pa.
- Acorncomputer
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Re: DTG Announce new TS2015 features
For those that have not seen it, this presentation by Paul Jackson gives a fascinating review of the evolution of this program. I have not checked this recently, but I recall that somewhere in this lengthy (50 minutes) presentation he says that it does not matter whether people call this a game or simulation.boleyd wrote:I see that almost everyone call the product a GAME not a simulator. Therefore it seem plausible that the new product will continue that genre. The fiction that the current product, or the new product is a simulator may continue in the adverts but it is, and will always be a game.

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Geoff Potter
Now working on my Bluebell Railway route for TS2022
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Now working on my Bluebell Railway route for TS2022
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- Irishrailguy
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Re: DTG Announce new TS2015 features
But you can't label it as a game just because it has gaming aspects to it and a large casual community. It is essentially both a game and a simulator, for example a sim user would buy the AP class 321 for it's realistic representation and accurate systems programming. A gamer wouldn't really care about a complex product like that, but they would be interested in completing scenarios and doing career missions (a part of TS that I have absolutely no interest in). TS caters for all parts of the spectrum, it just depends on what you've made of the product in terms of addons and content. As such, the line between simulator and game is blurred on this one, unlike Goat Simulator, which is clearly for the hardcore goat enthusiastboleyd wrote:I see that almost everyone call the product a GAME not a simulator. Therefore it seem plausible that the new product will continue that genre. The fiction that the current product, or the new product is a simulator may continue in the adverts but it is, and will always be a game.
Kevin
Re: DTG Announce new TS2015 features
I just wrote a similar thread on the Steam community. To avoid argument, perhaps the best option is to use the license terms as a basis to define whether it is a game of simulator. It is in fact the license that legally determines whether something is a game or simulator. Games are for entertainment purposes, and simulators are for educational and training purposes.
I used FSX as an example. FSX was marketed and sold for entertainment purposes, and the license stated that it should be used for that. When Lockheed-Martin acquired the code three years ago, the license was immediately to changed to specifically state that it was not to be used for entertainment purposes, but for training and educational purposes. This was essentially the same code.
That said, many people use Prepar3d for entertainment purposes. So legal issues aside, simulators can be games. Also, when I was flying in real life, I used to used FS2004 has a tool to help me familiarise myself with instruments and procedures around aerodromes. So in that case, I was using a game as a simulator. Similarly, Train Simulator could be used as a simulator, but not in a legal way, and not in any approved way.
Also, regarding UE4 engine.
I hope that when they release it, they do so alongside the existing game, and not as a replacement / upgrade. I should imagine that the last thing any player who has a lot of DLC would want is to be forced to make a decision to choose one and forfeit the other. If they could co-exist, then players could gradually start using the new version, perhaps developing content and so on, and slowly migrate over to it without losing out on what they already have.
/Jason
I used FSX as an example. FSX was marketed and sold for entertainment purposes, and the license stated that it should be used for that. When Lockheed-Martin acquired the code three years ago, the license was immediately to changed to specifically state that it was not to be used for entertainment purposes, but for training and educational purposes. This was essentially the same code.
That said, many people use Prepar3d for entertainment purposes. So legal issues aside, simulators can be games. Also, when I was flying in real life, I used to used FS2004 has a tool to help me familiarise myself with instruments and procedures around aerodromes. So in that case, I was using a game as a simulator. Similarly, Train Simulator could be used as a simulator, but not in a legal way, and not in any approved way.
Also, regarding UE4 engine.
I hope that when they release it, they do so alongside the existing game, and not as a replacement / upgrade. I should imagine that the last thing any player who has a lot of DLC would want is to be forced to make a decision to choose one and forfeit the other. If they could co-exist, then players could gradually start using the new version, perhaps developing content and so on, and slowly migrate over to it without losing out on what they already have.
/Jason
Last edited by Jason210 on Fri Jul 04, 2014 5:24 pm, edited 4 times in total.
- Acorncomputer
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Re: DTG Announce new TS2015 features
An idea of the power of the Unreal engine can be illustrated here. A powerful new simulator in development ...... or perhaps it is really a game
http://steamcommunity.com/sharedfiles/f ... =274135797
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http://steamcommunity.com/sharedfiles/f ... =274135797
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Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- Irishrailguy
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Re: DTG Announce new TS2015 features
Oh wow, if they sell that and make money from it it'll be even better than Goat sim, plus I'll have to eat my hatAcorncomputer wrote:An idea of the power of the Unreal engine can be illustrated here. A powerful new simulator in development ...... or perhaps it is really a game![]()
http://steamcommunity.com/sharedfiles/f ... =274135797
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Kev
Re: DTG Announce new TS2015 features
Closely followed by Paper Simulator and Scissors Simulator.
Regards,
Len
Regards,
Len
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Yamsi
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Re: DTG Announce new TS2015 features
Is it April 1st already?
Yamsi
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