DTG Announce new TS2015 features

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ChrisBarnes
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Re: DTG Announce new TS2015 features

Post by ChrisBarnes »

Trev123 wrote:If not already mentioned, I hope they get rid of the funeral music in Septembers update.
:lol:

I genuinely laughed myself silly reading that - that's got to be the funniest description of the TS main theme I've seen yet. :D

Thanks!
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Re: DTG Announce new TS2015 features

Post by Trev123 »

You have made my day Chris. :D
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Re: DTG Announce new TS2015 features

Post by T163RN3TW0RK »

Trev123 wrote:I know. I have Steam Engine sounds from SSS, but every time there is and update it reverts back to the funeral music.
I think you can remove the corresponding mp3 file.
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Re: DTG Announce new TS2015 features

Post by gptech »

T163RN3TW0RK wrote:
Trev123 wrote:I know. I have Steam Engine sounds from SSS, but every time there is and update it reverts back to the funeral music.
I think you can remove the corresponding mp3 file.

yeah, but any change is reverted when there's an update. The problem is not how to change it
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Re: DTG Announce new TS2015 features

Post by longbow »

Details of tweaks to asset placement coming in TS2015:

http://www.engine-driver.com/article/sh ... the-editor
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Re: DTG Announce new TS2015 features

Post by Irishrailguy »

longbow wrote:Details of tweaks to asset placement coming in TS2015:

http://www.engine-driver.com/article/sh ... the-editor
Hmm, so it's essentially just a new type of asset block and some extra transform tools... I'm happy to see a scale tool implemented, but it has limited use on pretty much just foliage. I don't think it's going to be useful on man-made objects at all, making buildings bigger or smaller would just look a bit ridiculous.

I suppose this really is going to be a filler release to cater for the development of the UE4 version of the game. They seem to be really running out of ideas on this platform, but we've still got a month to go so I'll wait and see what else they might come out with...

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Re: DTG Announce new TS2015 features

Post by TheTazman »

Yes sorry that's correct typo.

I would deffo like to replace the graphics card to a beefier one. But I need to know which is best to go for.
gptech wrote:
TheTazman wrote:At the moment its an AMD Athlon IIX45 Processor at 3.10gb
Would that be an Atlon II X 645?
If so, that's not too shabby--falls below an i5 so possibly on par with an i3-2100. The GPU though is probably your *weakest* link so that would be the component to upgrade first.
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Re: DTG Announce new TS2015 features

Post by jetstream »

Nice additions to the world editor tool box but what's THE improvement many of us have been crying out for for years - reduced grid/mesh size. Bets are on if they deem to give us this or not.
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Re: DTG Announce new TS2015 features

Post by Irishrailguy »

jetstream wrote:Nice additions to the world editor tool box but what's THE improvement many of us have been crying out for for years - reduced grid/mesh size. Bets are on if they deem to give us this or not.
There's no point in them developing a decreased grid size on the current engine if they're moving over to UE4 which has a far higher grid density in (probably) the next release. Besides the current engine struggles to maintain a constant frame rate on the current grid density so that would require a re-engineering of the core technology to support it.

I'm still standing by the opinion that this is just a release to satisfy customers who expect the upgrade each September, the real improvements are being held back to be released with the new technology.

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Re: DTG Announce new TS2015 features

Post by gptech »

I'm agreeing with Kev, the odd tweak here and there is all I expect to see from what could be described as the yearly marketing campaign.
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Re: DTG Announce new TS2015 features

Post by secludedsfx »

Liking the new additions to the editior, especially regarding asset blocks and transformation of assets.
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Re: DTG Announce new TS2015 features

Post by PaulH2 »

Irishrailguy wrote:I'm happy to see a scale tool implemented, but it has limited use on pretty much just foliage. I don't think it's going to be useful on man-made objects at all, making buildings bigger or smaller would just look a bit ridiculous.
From my FSX airport building days, scaling tools can be useful for larger buildings at distance, such as warehouses, factories, that kind of thing (especially stretching in only one direction, for example to make a building longer, or a chimney or gasometer taller). Close to the track though, I agree, very little use (except for foliage and maybe a few very simple items). Its a quick easy way to add a bit of variety in the distance without spending too much time on additional models.

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Re: DTG Announce new TS2015 features

Post by karma99 »

DTG are currently at Gamescom and today on Twitter they announced that they demo'd the Oculus Rift working with TS2015.

https://twitter.com/railsimulator/statu ... 8332879872
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Re: DTG Announce new TS2015 features

Post by 92212 »

karma99 wrote:DTG are currently at Gamescom and today on Twitter they announced that they demo'd the Oculus Rift working with TS2015.

https://twitter.com/railsimulator/statu ... 8332879872
And what is Oculus Rift?? :oops: :roll:
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Re: DTG Announce new TS2015 features

Post by DaveDewhurst »

92212 wrote:
karma99 wrote:DTG are currently at Gamescom and today on Twitter they announced that they demo'd the Oculus Rift working with TS2015.

https://twitter.com/railsimulator/statu ... 8332879872
And what is Oculus Rift?? :oops: :roll:
Consumer targeted Virtual reality headset.

http://forums.uktrainsim.com/viewtopic. ... 1&t=137327

Dave
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