Steam Remote Play Together for Diesel Railcar Simulator
Steam's Remote Play Together has just been enabled for Diesel Railcar Simulator! Remote Play Together allows you to invite your Steam friends to play with you over the internet, as if they were sitting next to you. In Diesel Railcar Simulator this could be used, for example, to teach someone how to drive the train or to take turns in driving the train from station to station. Your friends don't even have to own a copy of the game.
Many thanks to player Overland for suggesting this feature and testing it!
If you have ideas on how to make better use of this kind of co-operative multiplayer for DRS, please post in the discussion thread. Some of the ideas may be implemented in the gameplay update!
Small patch to controls update
This patch fixes some issues left over from the previous controls update. For example, it's now possible to assign the view menu to the left mouse button and still have the menu buttons work. The patch also fixes several crashes and has minor performance optimisations.
Editors
Fixed crash when trying to add speed limit signs in route editor
Fixed torque curve and profile editors in train editor
Fixed missing controller setting move up/down buttons in train editor
Other changes
Fixed Class 03 sometimes not shifting up properly under simple controls
This update improves input handling and has better support for various controllers like gamepads and joysticks, without having to resort to Joy2Key or a similar program. RailDriver levers and buttons are supported, but its speaker and LED are not.
When using mouse, the camera is turned and moved ("unlocked") by holding down the right mouse button, just like in the earlier versions. This is the default setting and can be changed to another key or button. In addition there's a new separate camera lock toggling function that switches between locked and unlocked modes, instead of having to hold down the key or button. This is the default behaviour for gamepads, the mode being changed from the left stick button.
Cab controls can also be operated with a mouse by clicking and dragging the control in the 3D-view. Sensitivity of the controls can be adjusted in general settings (not under "controls"). The simple control slider also now responds to mouse clicks.
This version should also fix the "sticky" or "stuck" keys problems: 1. Key repeat rate is now independent of the Windows keyboard settings. 2. Cab controls again respond to keys when the camera is unlocked (moving or turning).
The old style of vacuum brake handling with separate keys (E, D, C) for releasing, lapping and applying brakes has also been restored. Free movement of the brake handle is still possible with keys T and G. Free movement now has a key stop feature to prevent accidentally going into emergency: movement stops automatically before reaching the emergency position. To engage emergency brake, release the key and press it again.
What's the difference between "+/-" and "notch +/-" in the controls configuration screen? The "notch +/-" inputs move the throttle/brake/etc. handle in either direction while you hold down the key. Note that the movement is not necessarily "notched". The other +/- inputs move the handle to the maximum or minimum value when you hold down the key and return it to zero when the key is released (simulating a joystick axis with a keyboard).
Other changes
Various optimisations to reduce memory consumption, program starting time and stutter in the simulation
Fixed missing sounds when there are multiple trains nearby
Sorted trains by name in main menu trains tab
Fixed signal arms or discs sometimes rotating the wrong way
Changed "move to another train" key to skip unpowered and uncontrollable formations (static wagon rakes)
Editor changes
Made signal and distant maximum AI sighting distances editable in route editor
Added special colouring of signals and stops in route editor if they're placed within a fouling area (which may cause traffic jams)
Added option to disable undo in route editor in order to speed it up
Made it possible to use models from other routes and vehicles (as model node model source)
Added error lists to route and train editors to show missing textures and models
Disabled clouds in editors to make video editing easier
The next update will be the big scenery update, taking approximately 4-8 months to complete.
Polling has now ended with 148 votes for scenery and 120 votes for gameplay (55% vs. 45%)! The result is quite even but the small lead for scenery means that it'll be the next major update, after the small controls update which is currently under beta testing. The gameplay update will be done after the scenery update.
Beta test for user interface update part 4: Controls
Beta version of the controls update is now available! If you wish to test the new version, open your Steam client and right-click on the game, then select Properties from the pop-up menu. From the properties window go to the Betas tab and choose "beta" from the drop-down menu (no password required).
This update improves input handling and has better support for various controllers like gamepads and joysticks, without having to resort to Joy2Key or a similar program. RailDriver levers and buttons are probably supported, but its speaker and LED are not.
When using mouse, the camera is turned and moved ("unlocked") by holding down the right mouse button, just like in the earlier versions. This is the default setting and can be changed to another key or button. In addition there's a new separate camera lock toggling function that switches between locked and unlocked modes, instead of having to hold down the key or button. This is the default behaviour for gamepads, the mode being changed from the left stick button.
This beta version should also fix the "sticky" or "stuck" keys problems: 1. Key repeat rate is now independent of the Windows keyboard settings. 2. Cab controls again respond to keys when the camera is unlocked (moving or turning).
The old style of vacuum brake handling with separate keys (E, D, C) for releasing, lapping and applying brakes has also been restored. Free movement of the brake handle is still possible with keys T and G.
What's the difference between "+/-" and "notch +/-" in the controls configuration screen? The "notch +/-" inputs move the throttle/brake/etc. handle in either direction while you hold down the key. Note that the movement is not necessarily "notched". The other +/- inputs move the handle to the maximum or minimum value when you hold down the key and return it to zero when the key is released (simulating a joystick axis with a keyboard).
Other changes
Made signal and distant maximum AI sighting distances editable in route editor
Added option to disable undo in route editor in order to speed it up
Other smaller fixes and optimisations
Still missing
Controls configuration screen fonts, colours and translations
Correct label for camera unlocking input (now says "lock" instead of "unlock")
Key helper translations for new inputs like gamepad controls
Various optimisations
Routes and trains saved with this beta version are incompatible with the current release version.
There will be at least one more beta version before the official release.
Poll: Which of the two major updates should be first?
The next update will be a small one focusing on optimisations and expanding controller support. After that there will two major updates to gameplay and scenery, but which one would you rather have first?
ːsteamthumbsupː Vote this post up ːsteamthumbsupː if gameplay should be prioritised over scenery
ːsteamthumbsdownː Vote this post down ːsteamthumbsdownː if scenery should be prioritised over gameplay
Voting ends on 11th of April (new votes are still possible after that but will not count). You may vote even if you don't own the game. Up/down voting semantics do not reflect developer preference; they are just the technical means to conducting this poll.
What features are planned for the two updates?
Each update will take approximately 4-8 months to complete. The main features are outlined below, but the final set of features may be different:
Gameplay update
Career mode
Steam leaderboards
Steam achievements
Improved scoring
Chaining services to make multiple runs with the same train in one session
Conventional tutorials
Scenery update
Better terrain textures
Fields and dense forests
Grass and bushes
More realistic roads
Better fences
More house/building models
More realistic and detailed track models
Uneven track 3d-models to match rails to wheel movement
Improved and more flexible bridge models
Better station platforms, buildings and props
Water (streams, river, lakes, seashore)
Tunnels
What other new features and updates are planned for future?
Please see the first post in the updated development plan discussion thread for a wishlist, feature dependencies and prioritisation.
Updated development plan for Diesel Railcar Simulator
The trend in DRS development process has been towards smaller and more frequent updates, but this is actually the wrong direction. Small updates are rarely interesting enough to attract new players. Instead, from now on, there will be fewer but larger updates.
The next update will still be a small one, the fourth part of the user interface updates, focusing on optimisations and improvements to controls and input handling. After that, the following two updates will be large ones: a gameplay update and a scenery update.
A poll will be arranged soon to let users have a say on which of the two large updates should come first (gameplay or scenery).
This version improves the user interface of the train, route and timetable editors. Some new features are also included, like liveries, static trains, join orders and combined main/distant signals. Please see the updated editor guides for instructions on how to use the new features. In addition the update fixes several bugs and has other minor improvements and optimisations.
Common editor changes
Changed zooming in 2D-views to zoom where the mouse pointer is rather than the centre of the screen
Added side panel to all editors which makes editing easier. You can left-click on things in the main view to show their properties in the panel
Fixed length and position fields to accept comma as the decimal separator if the operating system is set to use it
Added undo (CTRL+Z) and redo (CTRL+Y)
Routes, trains and timetables are now uploaded to Steam Workshop from the main menu instead of the editor
Added Workshop preview picture selection for timetables and languages when uploading (routes and trains work as before)
Fixed node elevation and pitch calculation when branching off from a non-level node
Added missing new ModelNode creation option for custom 3D-model template editor
Added min curve radius and max gradient soft constraints (track section is shown in red when it exceeds the constraints, but can still be placed)
Added option to make automatically added track end buffers invisible
Added option to make a platform invisible
Added option to enter node position and direction numerically (node properties)
Removed route deletion button from route properties
Added refresh key (F5) for reloading models and scenery
Added combined signal/distant. Works for a single-arm signal only. The signal and distant also need to be placed at the exact same location (zoom in until you can move the signal or distant in 1mm steps)
Increased default AI signal sighting distance to 300m. Does not apply to existing signals until they are "touched" e.g. by flipping twice
Added key for switching editor infra/scenery mode (default: space)
Adding a new tree/building circle or a street grid now uses previously edited values as defaults for the new thing
Changed axle definition positions to be displayed relative to the centre of the vehicle rather than the front. This makes it easier to get the axles right since the majority of vehicles are symmetrical
Added refresh key (F5) for reloading all models
Added livery support
Other changes
Fixed camera movement when "hold RMB to move camera" is disabled
Fixed Siphon G tare and adjusted brake performance
Fixed disc signal animations sometimes not working
Updated signalling in Mountain Pass and added missing Little Bartby distant in down direction
Possibly fixed missing speed curves in run evaluation graph when using a high screen resolution
Removed separate "force constant GUI pixel size" checkbox from settings and added it as an "off" option in GUI zooming instead
Fixed player role to make it possible to drive Harbord F401 service again
Changed sim start procedure to make sure that trains that should be running at start will be running, at the expense of making the start take longer in some cases
Added timetables tab to main menu
Changed AI to not sound horn when approaching stops (waypoints) that have both "stop on left/right" boxes unticked
The next version is planned to focus on improving the controls (keyboard, mouse etc.)
Beta test for user interface update part 3: editors
The editor UI update is now ready for beta testing! Participate by opening your Steam client and right-click on the game, then select Properties from the pop-up menu. From the properties window go to the Betas tab and choose "beta" from the drop-down menu (no password required).
This version is intended to improve the user interface of the train, route and timetable editors. Some new minor features are also added.
Timetables, trains and routes saved with the beta version are incompatible with the current release version.
Please first make backups of any files you're going to work on using the beta version!
Common changes
Changed zooming in 2D-views to zoom where the mouse pointer is rather than the centre of the screen
Added sidebar to train and timetable editors (but not to the route editor yet). You can now left-click on stuff in the main view to show its properties in the sidebar
Fixed length and position fields to accept comma as the decimal separator if the operating system is set to use it
Added undo (CTRL+Z) and redo (CTRL+Y) for train and timetable editors (but not the route editor yet)
Route editor
Fixed node elevation and pitch calculation when branching off from a non-level node
Added missing new ModelNode creation option for 3D-model template editor
Added min curve radius and max gradient soft constraints (track section is shown in red when it exceeds the constraints, but can still be placed)
Added option to make automatically added track end buffers invisible
Added option to make a platform invisible
Timetable editor
Fixed test runs to actually run
Added options to disable one or both scenario types for a template. Disabling both scenarios makes the template AI-only
Train editor
Clarified vehicle tare and axle mass calculations
Changed axle definition positions to be displayed relative to the centre of the vehicle rather than the front. This makes it easier to get the axles right since the majority of vehicles are symmetrical
The following translation keys were added (if translators wish to update their language files):
KeyRedo
KeySaveChanges
KeyUndo
There will be at least one more beta version before the official release.
User interface update part 2: translations
This update adds support for translating the user inteface into different languages. The first time you start the game you'll see a menu for selecting the language. You can access the same menu later by clicking on the globe icon in the main menu.
Currently two languages are included: English and Finnish, with more languages in the Workshop. Please see the translation guide if you wish to make your own translation and upload it to the Workshop.
For now, editors remain in English only because of the enormous task of preparing the translation tables and translating all the pieces of text.
This update also includes improved ambient occlusion to add better shadows under trains and bridges and within trees.
The railcar underframe components are also now modelled in detail:
Runs saved with an earlier version are incompatible with this one, so you may get an "error loading saved run" message when trying to continue your last run.
Other changes:
User interface changes
Added HUD opacity slider
Added brake setting notch percentage to HUD helper
Added some (undocumented) debugging options to timetable editor test runs
Changed brake lap key to set running position if there's no lap position
Fixed cab change keys to work properly for some failed formations in rescue
Fixed mismatch in positions of some signals (near stations) in the minimap vs. the real position
AI improvements
Fixed AI insisting on driving from the wrong loco in a formation with multiple Class 03 locos if the leading one is running cab first
Fixed AI not returning to the previous signal after SPAD in some cases
Improved AI to ease throttle before reaching target speed to prevent speeding
Improved initial speed calculation when spawning at speed to prevent immediate SPADs
Fixed signaller to properly clear signals around spawning place in case it's divided in multiple blocks
Fixed pathfinder to make sure that reversals have enough space to reverse the train
Fixed pathfinder to find valid reversals in some cases
Other changes
Fixed dragging brakes in some failed formations in rescue
Fixed some potential crashes
Added asset packing tool
The purpose of the new asset packing tool is to bundle files together in a format that is not easily accessible to the regular user. This is a requirement for using many commercial 3D-models licensed from sites like CGTrader and TurboSquid. The tool is described in the route editor and train editor guides.
The next update focuses mainly on improving the user interface of the editors.