Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

frontalowl

8
Posts
A member registered Nov 12, 2016

Recent community posts

(1 edit)

Feedback on 1.2.6 Beta: 

- in my case, scenery loading stutter feels a bit more intense now; maybe I should test with hard drive caching off to check impact.

- the "sim step" parameter might be higher than 1.2.3.

- reflections "on" has more  fps impact and introduces a jittery feel to motion in this build.

- have not encountered any bugs / crashes.

Personally I quite like the idea of starting some services with a delay; kind of "do you best to recover time" challenge mission that adds a random element to the simulation; so I don't see them as a bug or issue.

Hmm, double clicking as in double right clicking ? that would be harder to discover unless it's explained somewhere; as double right clicking is not very common in PC usage. If I understood wrong and you meant moving it to left click and using double click activation that could work to reduce its accidental activation; it might require some time to get used to no zoom there. But hard to say how it would work when more functions are assigned in the future.

Another option is binding it to a key like "~" given that the top row is camera things; and/or transforming it to a radial/pie selector which pops up when key is hold.

My thoughts: I got accustomed to the default key mapping* and I like it (was mostly because I figured if new stuff is going to be added to the simulator as in different engines / control types, then default would work better and going back would force me to retrain my brain if I went custom keys.

*I was contemplating to switch gearing and throttle so that key combo would follow their position and movement as the physical in-game movement. (Q+A throttle W+S gears) or even moving gears to number-pad -+ (left hand / right hand separation as in real life). 


Only downsides that cross my mind of the current key assignment is that sometimes while outside of the cab (taking external screenshots) if I lift my finger off right click I could accidentally switch gears or throttle (hold right click to move enabled); and sometimes I bring up the occasional switch camera activation menu by accidentally right clicking.

There's also the SCROLL WHEEL and MIDDLE CLICK, which now are left unused. SCROLL WHEEL could be used for the ZOOM IN / ZOOM OUT function, opening up the LEFT CLICK to operate cab controls. Though the cab controls could also work as a key combination for extra safety like HOLD "keyboard key" + LEFT CLICK to eliminate accidental in cab operations.

But even if I had the option I would still use keyboard for train controls as reaction time is much faster than to operate in-game cab controls with mouse.

RIGHT CLICK to switch cameras is not that essential but I am to lazy to memorise the numbers for camera so I welcome its function somewhere. MIDDLE CLICK could replace RIGHT CLICK for camera menu pop-up.

Camera could also be moved to number-pad eliminating the RIGHT CLICK hold, but then some keyboards are ten-keyless, and distance from operational keys is kind of long.

"Option to invert vertical mouse axis" that's not for me as I am not a bat .  :P

Hope it helps.

(1 edit)

Did a test with "Bloom" setting "Off" and the artefacts are still there for me, maybe there are some inverted normals or overlaps in the mesh. LE: They go away if I turn High Dynamic Range "Off" when having Reflections disabled.

(1 edit)

Hey, congratulations for the launch of version 1.2, great improvements on atmosphere and sounds (they make it even more immersive now).

I saw your post regarding the graphical effects on performance and wanted to add this from my findings: with "Good quality" preset and "Reflections" turned "off" I get fireflies on the edges of the passenger seats, sometimes with flashing white squares around them. Same effect is visible from the helicopter cameras and also on the incoming trains (from the opposite direction). Frame rate tanks a bit when I rotate my camera to look at them specifically (60 to 40-30).  I'm attaching an image in case my description is lacking.

I know you mentioned you haven't optimised it yet, hoping this will be of some aid when you get there.  All the best ! :D

Looks like I was wrong, it appears that advance warning indicators for speed restriction segments were only introduced after 1971 and just in some places; acknowledging of the speed restricted areas is being left to the driver, either through learning the track or through time table documents (if there were any).

(1 edit)

Hello, I won this game in the RockPaperShotgun Foxer ( thank you for that ) and wanted to congratulate you on your awesome start with Diesel Railcar Simulator.

I'm enjoying the realistic physics, bogie animations, cab movement, sounds and sense of speed. Immersion is very good, if not the best right now, a great mixture of simulation and friendly atmosphere. Hope you'll manage to develop this game further.

If it helps, some feedback from my experience:

- I would add a simple image tutorial in which signalling is described (for newcomers) at the start menu. You could create another button near the keyboard shortcuts and gfx options for this.

- I noticed that some textures are glossy when they shouldn't be (bricks, seat, etc) this could affect game performance.

- there are no line speed warning indicators before the actual speed reduction zone, from my knowledge rails have them in real life, so not having them in-game but penalizing for using the route feature helper does not make sense to me.

- speed indicator signs are hard to see/read from a distance against ground colour/atmospheric lighting.

- in some places (tight left curves) cab's left pillars block the vision of incoming signals.

All the best !