Add a splash of nostalgic color to an iconic railfan route Add-on with the Norfolk Southern Heritage Collection – Out now!
Norfolk Southern Heritage Livery Collection is available to purchase as a locomotives Add-on for the Horseshoe Curve route Add-on for £9.99/€11.99/$14.99
Represent some of America’s famous historic railroads that have since been celebrated through Norfolk Southern’s ES44AC locomotives. The 9 bold liveries can be operated across 6 new Scenarios or selected in timetable mode across the Horseshoe Curve route Add-on, where they run amongst other ES44ACs in the standard black and white Norfolk Southern livery.
The new scenarios encompass both the day to day work and the celebrity status of each of these rare railfans spots, featuring coal services throughout the route, including the difficult South Fork branch, as well arranging the locomotives for a photo opportunity and turning them ready for further runs through Horseshoe Curve.
The Route - Horseshoe Curve: Altoona - Johnstown & South Fork
The Norfolk Southern Heritage Livery Collection Add-on is for use by Train Sim World 3 players with the TSW Compatible Horseshoe Curve: Altoona - Johnstown & South Fork route Add-on. This route encapsulates much of what makes American railroading so dramatic and challenging, with the famous curve providing a landmark location for long, heavy freight trains hauled by Norfolk Southern’s ES44AC and GP38-2 locomotives.
Train Sim World Compatible: Horseshoe Curve: Altoona - Johnstown & South Fork route Add-on is available now for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam for £24.99/$29.99/€29.99.
This update contains many new parts and the overhaul of the submarine features. There are some new mechanics available in build mode and many of the existing features have been more polished (SFX, VFX). This update also contains various bug fixes. This build marks the end of a large chunk of planned work, which is exciting because it included a lot of content and that I will get to start work on more destruction stuff next (explosions). There is one more large chunk of work before version 0.8 (which indicates some solid progress towards completion)
Added crew list UI that lets you disembark specific crew members
Added NextPosition/PrevPosition for switching between manned subvessels (Boat / Crane / HarpoonLauncher)
Added Observer indicator to vessel UI
Added LOD to waterfall
Added recovery buoy item
Added toggle fast move controls
Added sinking audio sfx
Added more delivery sfx/vfx
Added delivery area vfx
Added remaining delivery counter to delivery status
Added beach ball item
Added keys in build mode to cycle through all parts including visually obstructed parts
Added keys in build mode to adjust the current part relative to the camera perspective
Added support for apply / sampling materials from visually obstructed parts
Added high / low tide indicator to map
Fixed bug where a failed adjustment in build mode can make the part unselectable
Fixed bug related to automatic adjustments of child parts when scaling a part
Fixed bug that prevented returning a previously launched vessel to drydock for alterations after launching a new vessel
Fixed some shark movements
Fixed some problems with camera layers
Fixed some bow thruster animations
Fixed UVs for various boat engines related to propellers
Fixed bug where some keybindings did not apply because they were initialized before the saved binds loaded
Fixed bug where child parts of network parts may move slightly during initialization
Fixed a bug with crane optimization related to highlighting controls
Fixed bug with saved damage
Fixed bug with vessels saved at the bottom of the ocean sinking again on load
Fixed bug related to displaying fuel mass in build mode
Fixed bug where Nautikins could possibly take drowning damage while spawning
Fixed multiplayer bug where uncontrolled vessels would not sync engine state on join
Fixed multiplayer bug where uncontrolled vessel would not shut off engines when out of fuel on clients
Fixed a multiplayer bug where a client gets out of a moving vessel and are offset forward during auth change
Submarine features are now part of ship mode
Wake simulation will now more strictly enforce underwater wakes for submarines and sinking vessels
Tweaking buoyancy physics
Improved accuracy and performance of underwater detection when small triangles are ignored
The physical force of waves underwater will now be applied proportionally to depth
Changed the way that water states sync
Delieverables will now be kept in bounds of map
Spawned order of network parts is now more reliable
UI will now display 99 when hull integrity is greater than 99 but less than 100 to prevent rounding errors and confusion about repair state
Updated colliders on submarine engine to be more accurate
Updated abyss visuals
JetBody seat is now airtight
StandardPlaneBody seats are now airtight
Vessels now interact with underwater vegetation
Improvements to vegetation shader
Shark AI will now prioritized prey in multiplayer
Ropes can be attached to sharks again
Changed the way underwater collisions sound as a Nautikin
When in singleplayer and opening the menu, the game will now pause
Build mode will no longer allow camera rotation while making adjustments
Improved dynamic water audio performance
Bow thrusters now have sound fx
Bow thrusters will now visually rev up when starting
Bow thrusters will no longer work unless the engines are turned on
Bow thrusters will no longer work unless the engines are in the water
Bow thrusters will now have underwater FX
Boat engines will now spin the opposite direction when moving in reverse
Bow thrusters now use fuel
Bow thrusters can now hurt Nautikins
Propeller underwater fx is now more accurate in reverse
Increased power of smaller bow thrusters
Propeller colliders are now baked
Flare particles now respond to wind
Flare smoke now works in fog
Fog is now better applied to glass
Rain drop impacts are now more precise instead of numerous
Light states now save / load
Lights will now glow in the fog
Lights can now be different colors
NetworkParts now support material groups
Nautikins now breath if not completely underwater
Changed the way that thickness handles input errors such as 0 thickness
Delivery containers will now play water sfx splashing
Loading damaged vessels will no longer play damage sounds
Adjusted some delivery areas
Current activity will now query status whenever activities are opened
Nautikin can no longer be damaged by moving items
Game will now save a separate higher res preview for vessel to be used for workshop purposes
Notes
Previously small amounts of damage on large durable vessels (steel) would register as 99.56% (for example) and this would display as 100 on the UI because it does not decern decimals for the sake of real-estate and rounds up. In cases like this the UI will now display 99 until the repairs are complete and hull integrity reaches 100%. The only downside to this is that small dings on very large vessels (which may take a bit to repair) will have little indication of progress due to being such a small fraction of the vessels hull integrity, but will now be noticeable on the UI. This may have been previously detected visually and repaired even though the UI said "100".
Submarine engine propellers will now damage the Nautikins due to updated colliders that erroneously prevented damage.
There are now over 100 parts in the game.
Change notes listed as "Bow thruster" also apply to stern thrusters
Next / Prev position does not have controller bindings.
Smoke emitters do not have controller bindings.
New build keys do not have controller support.
New build adjustments keys support scale, stretch, and move. They do not support rotation or pivot (Backlog item)
Saving a vessel will now save 2 preview files. The first one is for in game previews which are small for performance reasons and because the preview is small. The larger images will be used in case the vessel is uploaded to the Steam workshop later in order to produce a higher quality default preview image without having to manually edit the preview. If you have a workshop item with a low res preview you can save the vessel again and the high res preview will be used for the next update of the workshop item.
I will upload the submarines from the video to the workshop.
Heya gamers, heres some more info about this game and the update that ive been developing:
State of the game
This steampage will be temporarily be hidden for discovery, but you will still be able to play, download and share the game.
Why is that? Ive lost the old source files for this game, so i cant really update/support it anymore, and im not really satisfied with the current state of the game. While i do plan to rebuild the game from ground up and then update it, for now it will stay hidden until im finished.
As we wrap up the first week, we're reminded of how valuable these initial days are. We're truly grateful for the feedback and reviews that have been pouring in from both Steam curators and our dedicated player community. Your input matters immensely to us. We want to extend our heartfelt appreciation to all of you. Please know that your support and even your constructive criticism are invaluable in our journey toward improvement.
A Big Thank You to Each One of You!
Throughout this week, we've been hard at work fine-tuning the game. Our aim is to enhance the stability and performance of the content you're enjoying. We're excited to share that there's a fresh trailer for you to discover as well. Our commitment to delivering a top-notch experience remains unwavering. We eagerly anticipate your feedback on every aspect of the Mansion Mystery adventure.
In addition, we're delighted to provide you with a note and an exciting revelation from the GarageVR team. The development of our new VR title is progressing smoothly, and we're planning to unveil more updates in the near future.
It's our hope that you have a blast playing the game and that you'll remain attentive for more exciting developments.
Music is one of the key features that weave a captivating atmosphere. In a setting whose ambience has won the hearts of thousands, such details are especially important. Our composer Paweł Perepelica, along with the choir from Four For Music Ltd., strived to embody this atmosphere in the game's main theme.
Get ready for an exciting treat: Last Train Home will appear in the highly anticipated THQ Nordic Digital Showcase 2023 on August 11. Eager to dive into the gameplay? Make sure to tune in and catch all the action.
Official THQ Nordic channels to watch the Showcase: