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duda123

Advanced Train Simulator (ATS)

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Just now, in005 said:

 

yep way to big for the curves, would destroy the rails instantly, because of its weight and needed curve radius... even the czech train would destroy them in rl

 

Auss and team are working on getting the A2 tracks ready. Can't wait to see the two together.

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5 minutes ago, duda123 said:

 

Auss and team are working on getting the A2 tracks ready. Can't wait to see the two together.

 

They are better, but they are not made for the american standard...

 

F72C3E2C5A909AB06256A684D8340769406488B5

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1 hour ago, in005 said:

 

They are better, but they are not made for the american standard...

 

 

So we need some new tracks for your giant train?

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if the bogeys swivelled it would make that curve

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It works great but it is extremely laggy for us on our current Tanoa mission. It might be due to some of the things we have working script wise as well but we have instances where people can't see the train moving at all on their end until it just magically shows up in front of them after the other player exits the train. We haven't tested this in a week or so but we will test it again soon. 

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8 minutes ago, Nichols said:

It works great but it is extremely laggy for us on our current Tanoa mission. It might be due to some of the things we have working script wise as well but we have instances where people can't see the train moving at all on their end until it just magically shows up in front of them after the other player exits the train. We haven't tested this in a week or so but we will test it again soon. 

 

If you haven't tested in in a week you might have an old version running. Definitely update to public release on steam. If you still have issues, let me know.

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The latest Arma hotfix (released today) has added support for rotating wheels on the Tanoa locomotive. If you fire up ATS you can see them in action!

 

 

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On 27/03/2017 at 0:26 AM, domokun said:

Thanks.

I just want you to know that you made a 7-year old boy extremely happy.

He's been watching his Dad play Arma 3 for months.

He's been watching your videos for weeks.

Yesterday he got to finally drive a train in Arma.

You REALLY made his day.

Here is 1-hour of footage from last Saturday:

https://www.twitch.tv/videos/131084392

 

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58 minutes ago, Phantom Hawk said:

Fantastic soon arma 3 will be the ultimate train sim.

 

Might be the only train sim that includes a military sim on the "side" :)

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Brilliant addon! I've had my eye on your videos for a few weeks, and it's every bit as awesome as I was hoping it would be.

Seems to me you should be taking Paypal donations for your excellent work :)

 

The feature requests listed on the Github are all great ideas that will push this into DLC-quality!

My only suggestion would be a more advanced mode in which track points can/must be switched manually at the trackside. This could create some fun missions of maliciously re-routing scheduled trains... :D  

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57 minutes ago, jacknorrisuk said:

My only suggestion would be a more advanced mode in which track points can/must be switched manually at the trackside. This could create some fun missions of maliciously re-routing scheduled trains... :D  

 

This would require a lot of people... because there are no speed limitsigns and signals on tanoa, no one really knows his break way etc, it would be hard to control people and their trains. Its now hard too, but you don't need for every switch someone and for every railroad station a team of signalmans to control everyone... so without that feature, you would only need a train dispatcher to control every train...

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awesome!!!

but what about sounds? (actually i can imagine you are working on it, but when... when... when?)

thank you duda, for this really cool shit.:don11:

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It is impolite and against forum rules to ask "when will it be done"

 

Be thankful he has shared this... give him time to make it better.

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15 hours ago, in005 said:

 

This would require a lot of people... because there are no speed limitsigns and signals on tanoa, no one really knows his break way etc, it would be hard to control people and their trains. Its now hard too, but you don't need for every switch someone and for every railroad station a team of signalmans to control everyone... so without that feature, you would only need a train dispatcher to control every train...

 

Haha, true...I suppose it does raise the question then of how Tanoans do control their railway properly? I have noticed too that the default positions of terrain-placed trains and carriages on the railway network seems rather odd, with a very large number of locomotives scattered very randomly. I can imagine there have been some serious scheduling mishaps and near-misses on this network...  

 

Perhaps being able to control the points on the map, and see train positions on the map - Signalman-style - would be something awesome to aim for!

 

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New version coming soon

  • Improves initial loading time by about 3-4x
  • Fixes issue that caused train to start off track when you first get in
  • Updated animations so the first 3 cars' wheels animations play
  • Updated the event frame handlers so they should work in exile
  • Fixed issue that made cars fly in from above when you attach in MP
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ATS v1.1 has been published. Find it on steam or GitHub.
 

Changes:

  • Improves initial loading time by about 3-4x
  • Fixes issue that caused train to start off track when you first get in
  • Updated animations so the first 3 cars' wheels animations play
  • Updated the event frame handlers so they should work in exile
  • Fixed issue that made cars fly in from above when you attach in MP
  • Like 5

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Concerning v1.1 and Exile, I get the error:

 

File mpmissions\__CUR_MP.Tanoa\config.cpp, line 6272: .CfgExileCustomCode: Member already defined.

 

The trains, however, drive now. Got a round of applause from the kids.

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This is awesome, I've wanted trains in Arma since first setting foot on Chernarus

Do these have a damage model ? i.e. can you stop a train with explosives ?

 

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30 minutes ago, Katsu.I said:

This is awesome, I've wanted trains in Arma since first setting foot on Chernarus

Do these have a damage model ? i.e. can you stop a train with explosives ?

 

 

No damage yet but i believe it's on the cards. Arma or arma 2 (pretty sure it was arma, or even OFP, it's been a while lol) had trains modded into it. I remember setting up a line of oil cars already damaged and blowing one up would start a chain reaction on the rest. 

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Added by badbenson - coming soon to ATS.

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Hey,

Very nice mod, it's cool. Have you plan to add awesome train klaxon ?

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On 3/28/2017 at 6:08 PM, duda123 said:

There are now a few feature requests out there and they all seem nice. Post if you have a preference which one comes next!

  • Support for A2 tracks & some custom trains
  • Train sounds
  • Vehicle loading/unloading onto train cars (including mounted guns)
  • Ability to derail/crash/damage trains
  • Ability to script trains to move on their own
  • Ability to load/unload AI on the train

 

"Ability to script trains to move on their own"

 

I think this would be awesome! A couple things though:

 

It would need to run with a fairly low need for resources (none to small FPS hit for server)

You mentioned that you plan to create a function for this, which is awesome, and can you include in that function to delete the train after it's reached it's destination or destruction(eventually).

 

Thanks for all your hard work. Really adds to bringing the maps alive and feel populated!

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20170402181917_1.jpg

20170402182047_1.jpg

20170402182048_1.jpg

 

Highspeed Train Interior

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