Diesel Railcar Simulator

Diesel Railcar Simulator

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Lapioware  [developer] Aug 4 @ 10:18am
Timetable editor beta
To get the beta, 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 the beta from the drop-down menu (no password required).

Timetable editor

The editor can be opened from the top of the service selection screen. There's also a drop-down menu for selecting the timetable. To do stuff in the editor, click on things or empty space with the right-hand mouse button.

Quick start for the editor:

  1. Right-click an empty spot and edit the timetable properties to give it a name and date
  2. Add a template and define the stopping points (=orders) either by clicking on stations in the map view or by using the more cumbersome menus
  3. Add some vehicles (=ServiceVehicles) from the template properties menu
  4. Add some services to the template via the menus. The easiest way is to use the "create batch" or "create advanced pattern" options.
  5. Test run one of the services to see if the signaller can find a path for it. If the path can't be found, make sure you've added an order for each of the stations along the way: trying to skip them doesn't work (but you can make them non-stop). If the path involves reversing direction, specifically instruct the signaller to do this by changing the appropriate setting in the properties of the last order before the reverse.
  6. Save the timetable and try running it in the simulator

In order to get the trains stop at stations, run to time, and have the signaller control the traffic in an orderly manner, you'll also need adjust the dwell and running times for the template orders, but it's not necessary to get the first services running.

Steam Workshop is functional but it's only visible if you're logged in and own the game. Please try sharing your timetables if you get something interesting done.

Remember to make backups of your timetable file if you're going to spend a lot of time working on it.

Timetables

I went through the existing timetables and adjusted the starting and running times to try to make sure that it's possible to finish all runs on time at least on some occasions. On the second route you may need to try a couple of times to get favourable traffic conditions from the random number generator, but none of the services should be impossible to finish on time.

On the first route a few services still remain where the other traffic always causes delays to your train regardless of the randomisation. I'll still try to tweak these. Note: there are two new signals near Abbotsgrove on the slow lines to increase capacity and reduce delays.

Miscellaneous
  • Added: pausing without menu for getting good screenshots
  • Changed: selecting random service to have 10% of rescue scenario instead of normal
  • Increased: maximum zoom
  • Increased: maximum LOD bias setting
  • Fixed: service start preparation time (sim now starts 1 minute before departure)
  • Fixed: a rare bug in rescue scenarios where you're instructed to reverse direction in the wrong place
  • Fixed: curve superelevation which was accidentally broken in the previous update
  • Fixed: platform surface and canopy textures to no longer shake at some stations
  • Fixed: exhaust smoke drawing distance

All feedback welcome! How does the user interface for the editor feel? One obvious problem with the map view is that it pauses occasionally when you zoom or scroll. It's somewhat annoying but I hope it can be lived with for now (until the route editor is ready) because fixing it is not straightforward.

While you're testing I'm going to fix a couple of unrelated bugs and improve the graphics a bit, and release a second beta in a week or two to fix any problems you might find in this one.

Bugs
  • Opening timetable properties and clicking the remove button crashes the program
  • Quick start in the main menu possibly causes a crash
  • The cab controls are not active if the train starts at speed and the leading car cab is facing towards the rear of the train
  • Class 126 multi-unit control works with the other units although in reality it didn't
Last edited by Lapioware; Aug 6 @ 10:05am
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Showing 1-15 of 33 comments
Played around with the editor a bit. I have to say that I have no experience in designing routes or timetables, so I would mostly comment on the interface.

- It crashes if I try to remove the created timetable: https://steamcommunity.com/sharedfiles/filedetails/?id=1465691793
- It looks rather functional, but I think it'd be less confusing if UI was always on screen instead of being accessible on right-click.
- It might be a neat feature to have it automatically assign order running/dwell times based on test simulation.
- Vehicle editor is a bit confusing at times. I figured out that you could just choose "Class xxx" to add the entire trainset to the train, or assemble a frankentrain from separate railcars. However, I'm not sure what does "number of vehicles" field do in the service settings.
Cosmo Aug 4 @ 2:40pm 
A little difficult to get used to but a very solid editor, looking forward to making many scenarios with it :) Already trying to create scenarios based around line closures so going in at the deep end first :D
Lapioware  [developer] Aug 4 @ 9:24pm 
Originally posted by Kuu Lightwing:
- It crashes if I try to remove the created timetable

Oops, I'll see what's going on. I guess I forgot to add a button for deleting a timetable as well.

Originally posted by Kuu Lightwing:
- It looks rather functional, but I think it'd be less confusing if UI was always on screen instead of being accessible on right-click.

It would certainly help the discoverability of the UI. The main design principle for the current one is basically "what's easiest to program".

Originally posted by Kuu Lightwing:
- It might be a neat feature to have it automatically assign order running/dwell times based on test simulation.

That's a good idea!

Originally posted by Kuu Lightwing:
- Vehicle editor is a bit confusing at times. I figured out that you could just choose "Class xxx" to add the entire trainset to the train, or assemble a frankentrain from separate railcars. However, I'm not sure what does "number of vehicles" field do in the service settings.

Number of vehicles basically means how many entries from the template's vehicle list the service will use. For example, you could add Classes 112 and 127 TS to the list: setting the service vehicle count to 1 will only use the 112 (2-car set) while a count of 2 will use both (=total 3 cars). A count of 3 or more will have no difference since there were only two vehicles defined. The problem, as you point out, is that a "vehicle" can be a full set with many cars or just a single car. If you have an idea how to succinctly explain this in the editor tooltips let me know. Meanwhile I'll try adding the number of cars for each class entry in the drop down menu.

Originally posted by Cosmo:
A little difficult to get used to but a very solid editor, looking forward to making many scenarios with it :)
Great! Don't forget to post an announcement on the forum when we can download them from the workshop!
Last edited by Lapioware; Aug 4 @ 9:26pm
Originally posted by Lapioware:
Oops, I'll see what's going on. I guess I forgot to add a button for deleting a timetable as well.
Well there is a "remove" button on the edit timetable screen, it's just pressing it leads to this. :)

Originally posted by Lapioware:
It would certainly help the discoverability of the UI. The main design principle for the current one is basically "what's easiest to program".
Ah, I see I see. Well it is WIP after all, so that's fine. :)

Originally posted by Lapioware:
Number of vehicles basically means how many entries from the template's vehicle list the service will use. For example, you could add Classes 112 and 127 TS to the list: setting the service vehicle count to 1 will only use the 112 (2-car set) while a count of 2 will use both (=total 3 cars). A count of 3 or more will have no difference since there were only two vehicles defined. The problem, as you point out, is that a "vehicle" can be a full set with many cars or just a single car. If you have an idea how to succinctly explain this in the editor tooltips let me know. Meanwhile I'll try adding the number of cars for each class entry in the drop down menu.
Oh... well, this is pretty confusing. It would be more intuitive if you just list the number of cars, and it used the template to assemble a train with said number of cars, repeating the template if necessary. This way... umm, I'm not entirely sure how to easily explain this.
Lapioware  [developer] Aug 5 @ 9:50am 
Originally posted by Kuu Lightwing:
Well there is a "remove" button on the edit timetable screen, it's just pressing it leads to this. :)

Ah, there seems to be a button there. I didn't pay attention to it because most of the menus are auto-generated from the timetable metadata. I'll fix it.

Originally posted by Kuu Lightwing:
Oh... well, this is pretty confusing. It would be more intuitive if you just list the number of cars, and it used the template to assemble a train with said number of cars, repeating the template if necessary.
It might be easier to understand if they're called "units" instead of "vehicles" and the list of sets/cars chosen for the template is shown in the tooltip. Repeating the template if the number of units for the service is higher than the number units in the template list is also a great idea.
Lapioware  [developer] Aug 6 @ 10:06am 
Some bugs in the current beta:
  • Opening timetable properties and clicking the remove button crashes the program
  • Quick start in the main menu possibly causes a crash
  • The cab controls are not active if the train starts at speed and the leading car cab is facing towards the rear of the train
  • Class 126 multi-unit control works with the other units although in reality it didn't
Overland Aug 6 @ 12:13pm 
Now we can assign timetables to trains etc, could we have some basic headcode functionality as part of the graphics upgrade?

I realise though to be auto generated youd have to make up a whole spreadsheet of route and station codes.. How about default 00 and its user changable with the timetable editor under the units menu in the future?

http://www.2d53.co.uk/Headcode/headcodeB.htm
Last edited by Overland; Aug 6 @ 12:15pm
ytayj Aug 6 @ 1:33pm 
Originally posted by Lapioware:
Class 126 multi-unit control works with the other units although in reality it didn't

Maybe in a more finished release it might be an idea to have something similar to what Train Simulator did and have some kind of "override compatibility" checkbox or something? Just for the sandbox factor.
Last edited by ytayj; Aug 6 @ 1:39pm
Lapioware  [developer] Aug 6 @ 8:03pm 
Originally posted by Overland:
Now we can assign timetables to trains etc, could we have some basic headcode functionality as part of the graphics upgrade?
Working headcodes will be added at some point along with other train-related updates. The kind of graphics upgrades I'm planning on doing for this version in the next couple of days are ones that can be done quickly, like new 3d-models and post-effects. I've some unused professional 3d-models lying around that I bought half a year ago already.

Originally posted by ytayj:
Maybe in a more finished release it might be an idea to have something similar to what Train Simulator did and have some kind of "override compatibility" checkbox or something? Just for the sandbox factor.
Yes, sounds like a good idea, although it might be just easier to lump all the DMUs into "blue square". The reason is that the sim actually models some of the individual wiring and it can be difficult to adapt them to work together in an automatic way. It's less of a problem if control is fully electric, but obviously harder with units that use air instead of electric current for some of the controls. You can still attach incompatible cars to the other DMUs (or vice versa) but they'll act like trailers.
Last edited by Lapioware; Aug 6 @ 8:05pm
So, when I tried to play the beta, I got a beige screen where the pictures were supposed to be, and when I tried to load the editor, it went to a black screen and did nothing else.

https://steamcommunity.com/sharedfiles/filedetails/?id=1471039080
Lapioware  [developer] Aug 8 @ 11:41pm 
Originally posted by psatristar:
So, when I tried to play the beta, I got a beige screen where the pictures were supposed to be, and when I tried to load the editor, it went to a black screen and did nothing else.
That's really odd. Are all the menus broken like this? Can you get the sim to start, does the world look ok? (Unfortunately the quick start button in the main menu is broken atm) I guess the previous version works all right? You could try verifying the integrity of the files in the Steam client.
Originally posted by Lapioware:
Originally posted by psatristar:
So, when I tried to play the beta, I got a beige screen where the pictures were supposed to be, and when I tried to load the editor, it went to a black screen and did nothing else.
That's really odd. Are all the menus broken like this? Can you get the sim to start, does the world look ok? (Unfortunately the quick start button in the main menu is broken atm) I guess the previous version works all right? You could try verifying the integrity of the files in the Steam client.
I did not try to get the game to work like this and all of the screens were like this, but I did have two things happen:
1: This also happens in the non-beta edition unless I force the game to load in DirectX12.
2: When I do that, it works fine in both beta and regular versions.
With all that being said, I think the timetable editor looks great, but i would like a tutorial on how it works so I can figure out how to play it right.
Last edited by psatristar; Aug 9 @ 4:50pm
Lapioware  [developer] Aug 10 @ 1:34am 
Originally posted by psatristar:
1: This also happens in the non-beta edition unless I force the game to load in DirectX12.
2: When I do that, it works fine in both beta and regular versions.
With all that being said, I think the timetable editor looks great, but i would like a tutorial on how it works so I can figure out how to play it right.
Good to hear that it works with DX12!

Can you get some trains running by following the quick start in the opening message? If that works then the other pieces should fall into place.
Hello, I've had the simulator for a while and I love it!

I've recently been playing around with the timetable editor and got this message pop up - it says to report it, so I thought I should!

https://steamcommunity.com/sharedfiles/filedetails/?id=1474662379
https://steamcommunity.com/sharedfiles/filedetails/?id=1474662259

Basically, I made a service template, added some services and added some vehicles then tried the map view of the services running. They ran fine on their own, but this happened when I clicked the 'with other traffic' button.
Lapioware  [developer] Aug 11 @ 10:12am 
Originally posted by jezzaland:
I've recently been playing around with the timetable editor and got this message pop up - it says to report it, so I thought I should!
Hi jezzaland, thanks for uploading the screenshots! The somewhat silly error message "Service doesn't have legs" leads me to think that you might have added a template and services without adding at least two orders. It's not supposed to crash like that though! I'll investigate...
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