Trev123 wrote:If not already mentioned, I hope they get rid of the funeral music in Septembers update.
I genuinely laughed myself silly reading that - that's got to be the funniest description of the TS main theme I've seen yet.
Thanks!
Chris
Moderator: Moderators
Trev123 wrote:If not already mentioned, I hope they get rid of the funeral music in Septembers update.
I think you can remove the corresponding mp3 file.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.
T163RN3TW0RK wrote:I think you can remove the corresponding mp3 file.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.
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.longbow wrote:Details of tweaks to asset placement coming in TS2015:
http://www.engine-driver.com/article/sh ... the-editor
gptech wrote:Would that be an Atlon II X 645?TheTazman wrote:At the moment its an AMD Athlon IIX45 Processor at 3.10gb
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.
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.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.
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.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.

And what is Oculus Rift??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
Consumer targeted Virtual reality headset.92212 wrote:And what is Oculus Rift??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![]()