Introducing SpriteMancer an all-in-one tool to create and animate effects!
What is SpriteMancer?
SpriteMancer is the product I've been working for a long time now. It's the combination of all my previous apps into one, and much more!
SpriteMancer includes: Particle Editor, Dynamic Image Animation, Fluids Simulation, 3D Support, Node Graph, and more to come.
What's going to happen to Smear FX now?
All the apps mentioned before will still be supported and expanded with new features, despite SpriteMancer including the functionality there are certain things that can only be done in the original apps.
Get it for free!
SpriteMancer will be automatically added to your library If you have any of the following apps: Pixel FX Designer, Juice FX, Fluid FX or Smear FX at the moment SpriteMancer is released.
All of this means less income to myself, but It's the best way I can say thanks to all of you for supporting me through all this time.
Please, consider adding SpriteMancer to your wishlist!
Introducing SpriteMancer an all-in-one tool to create and animate effects!
What is SpriteMancer?
SpriteMancer is the product I've been working for a long time now. It's the combination of all my previous apps into one, and much more!
SpriteMancer includes: Particle Editor, Dynamic Image Animation, Fluids Simulation, 3D Support, Node Graph, and more to come.
What's going to happen to Pixel FX Designer now?
All the apps mentioned before will still be supported and expanded with new features, despite SpriteMancer including the functionality there are certain things that can only be done in the original apps.
Get it for free!
SpriteMancer will be automatically added to your library If you have any of the following apps: Pixel FX Designer, Juice FX, Fluid FX or Smear FX at the moment SpriteMancer is released.
All of this means less income to myself, but It's the best way I can say thanks to all of you for supporting me through all this time.
Please, consider adding SpriteMancer to your wishlist!
We have a large list of improvements, various fixes and changes coming to Bremen-Oldenburg as well as to the core UI systems. This update has currently only been released on Steam and other platforms will soon follow.
We are also aware of a sound error where the Tapchanger won’t stop, it is currently under investigation.
Thank you all for reporting issues, sharing your feedback, and staying patient while we deliver the patches - we will keep improving Train Sim World 3 to be the best it can be with more updates to come.
Full Changelog
Core [UI]
Speed markers will display the correct units when switching between Imperial and Metric systems
Key bindings don’t show “Any Key” for unbound controls
When in service, the service name will now be displayed on the restart button instead of only when sitting – when you spawn walking ‘On Foot’ correctly shows on the restart button
Service takeover dialogue is now formatted correctly and will no longer clip text when is extends over multiple lines
Service start and duration times are properly aligned on the timetable
Longer Decal names will no longer clip outside of their text box space.
When selecting a livery, the parent route is shown for personal and downloaded liveries.
“To The Trains” button will now correctly display when at different sizes on the menu screen.
Selecting Bremen-Oldenburg from the route selection menu will correctly take you to timetabled services for Bremen-Oldenburg
Added mastery icons for Bremen-Oldenburg and Birmingham: Cross-City
Bremen-Oldenburg
Rain will no longer fall through the roof at Bremen Hbf station
Improved lighting visuals inside Oldenburg station to remove light leaking and improve performance
Improved collision and visuals inside Wusting station
Fixed a signal in Bremen that caused a 1000hz activation incorrectly
[BR 110.3]
Improvements made to physics to act more realistic - improved loco control and the chance of overloading with lighter trains is reduced.
Fixed PZB restrictive mode indicators not flashing correctly.
Fixed HUD Tractive Effort gauges.
Fixed HUD readout for train brake and e-brake lever.
Fixed in-Cab Tractive Effort gauge
Improved traction motor blower behaviour – they should no longer get quiet when switched on manually
Raised the motor current overload 'bar' to be able to reach the max of 7t TE
Fixed MCB pop off not audible in cab.
Fixed traction lock to include MCB cut out.
Added functionality for additional indicators (blowers, MCB, overload).
Fixed sounds for brake hisses overloading the channel max count
Fixed Main Circuit Breaker pop off not audible in cab.
Fixed traction lock to include Main Circuit Breaker cut out.
[BR 425]
425 should now be drivable and display in the map
Removed BP gauge from the HUD
Localisation issues with on/off button
HUD should display the correct speed in both cabs
Marker and Tail lights should now correctly work - We are aware of feedback that the lights are too red and are investigating
Updated emergency brake logic so that the master controller now has to be moved to "0" to regain dynamic braking.
Corrected the SIFA indicator light to be illuminated when SIFA is disabled or when SIFA warning state is active, otherwise it is extinguished.
Fixed bug causing the rear cab target tractive/braking effort to always be zero.
Tuned the drag and rolling coefficients
Tuned friction brake force to agree with braked weight percentage
Made sure the train can stop in a reasonable distance
[BR 155]
Accelerometer is no longer inverted in the Rear cab
LZB will now work in the Rear cab
PZB direction does not change unless Reverser direction is changed – this should prevent issues where using the Rear cab and applying brakes makes the PZB think you are reversing.
PZB Start Programme will now correctly flash both 70 and 85 lights on the desk, alternating between them.
Brake release key (;) will now function correctly
Turning on PZB/LZB display will now include “B” on the HUD
[n-Wagens]
Added missing Station Name "Hannover Hbf" to destination lever
Improved PIS functionality to show proper destinations from the timetable
Baggage door sound and animation will be correctly linked up
Fixed trainline switch to work correctly
Implemented a feature that changes what the kV needle is displaying depending on the tap changer state on the loco.
Updated cab car end door sequence
[DB Habbiins]
Habbiins wagons should no longer make loud thumping noises as they start moving
Hauptstrecke Rhein-Ruhr
The cab from the Bremen 425 will no longer substitute for parts of the 425 on Hauptstrecke Rhein Ruhr
Introducing SpriteMancer an all-in-one tool to create and animate effects!
What is SpriteMancer?
SpriteMancer is the product I've been working for a long time now. It's the combination of all my previous apps into one, and much more!
SpriteMancer includes: Particle Editor, Dynamic Image Animation, Fluids Simulation, 3D Support, Node Graph, and more to come.
What's going to happen to Juice FX now?
All the apps mentioned before will still be supported and expanded with new features, despite SpriteMancer including the functionality there are certain things that can only be done in the original apps.
Get it for free!
SpriteMancer will be automatically added to your library If you have any of the following apps: Pixel FX Designer, Juice FX, Fluid FX or Smear FX at the moment SpriteMancer is released.
All of this means less income to myself, but It's the best way I can say thanks to all of you for supporting me through all this time.
Please, consider adding SpriteMancer to your wishlist!
I might have gone a bit overboard and gotten a bit sidetracked with the platforming, but I take your feedback seriously. I think this will make the game so much better, and makes for better and more intuitive level design.
New platforming features:
Sprite for jumping.
More precise platforming.
Walkable beams now makes the player enter a “balance” state.
Player can climb up on “half-levels”, making level design more interesting and intuitive.
To get into the christmas spirit, I will give some lore updates in the coming days. Some which are directly connected to the Scandinavian Jul(Christmas).
Podium Pass Series 4 offers players a glimpse of what to expect for the future of F1®️ with the inclusion of the Audi 2026 concept livery, alongside the new Elimination Mode, and the Countdown to Christmas reward giveaway* *terms and conditions apply.
Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S
Scheduled Release: 12/7/2022, 8 a.m. PST / 4 p.m. UTC
The Headlines
Season 9 Rocket Pass, featuring the Emperor car, has begun
The new ‘Forbidden Temple (Fire & Ice)’ Arena is live in Online Playlists, Private Matches, Exhibition Matches, and Free Play
Season 8 Rewards are dropping for all eligible players
Season 9
Rocket Pass
Season 9 Rocket Pass, featuring the Emperor car, has begun
Emperor uses the Breakout hitbox
Tournaments
Season 9 Tournaments are now available
Any unspent Season 8 Tournament Credits automatically convert into rewards
Tournament Credits have converted to the highest level reward you are capable of earning based on your Tournament Rank and the amount of Tournament Credits you have remaining
Every player who played in at least one tournament this season will receive one All-Star cup
New Tournament Reward items have been added
Challenges
Season 9 Stage 1 Challenges are live
Competitive
Season 9 Competitive has started
Season 9 Changes
Similar to previous seasons, a soft reset has been applied to all Competitive Playlists
New Content
New Arena Variant
The new Arena ‘Forbidden Temple (Fire & Ice)’ is now available
Season 8 Competitive Rewards
Season 8 Competitive has ended. Season Reward Items and Titles will be awarded for your highest Rank achieved during the season, and successful completion of the appropriate Season Reward Levels.
Season 8 Rewards are non-tradable Player Banners
Bronze I or higher: ‘S8 – Bronze’ Player Banner
Silver I or higher: ‘S8 – Silver’ Player Banner + lower rewards
Gold I or higher: ‘S8 – Gold’ Player Banner + lower rewards
Platinum I or higher: ‘S8 – Platinum’ Player Banner + lower rewards
Diamond I or higher: ‘S8 – Diamond’ Player Banner + lower rewards
Champion I or higher: ‘S8 – Champion’ Player Banner + lower rewards
Grand Champion I: ‘S8 – Grand Champion’ Player Banner + lower rewards
This will bring a new element of tactical decision making, how and when you will detain the civilians?
Note players are not forced to do this, It's just if you want to challenge your skills, even further.
This feature is in its early days so I will be improving this as time goes on.
As always, more updates are on the way.
Added a New slide to the tutorial for this new feature, but for anyone who doesn't want to walk to the tutorial room here's how it works.
To Detain Hostages: Touch a civilian's wrist or shoulder area to make them put their hands behind their back. Grab a zip tie from your chest rig located at the bottom left. Place the zip tie over their wrists to detain the civilian.