CoS February Devlog - Games, with Trains + Q&A!
Added 2025-03-01 11:04:31 +0000 UTCHowdy folks! Here we are, on the scenic February 29th... well, 28th, you get the idea. We decided to make a vlog rather than a Post; here we are, featuring some fun updates as well as some of your Q&A questions!
Comments
New video or post tonight
Carter Kissinger
2025-03-31 22:53:01 +0000 UTCIt's been stated, no patrons will not get a early release.
Hunter Wynan
2025-03-28 05:07:52 +0000 UTCIf I had to pick I'd rather the 4-6-0s than the 2-8-0s. I grew up around 12.
Justin Weinberg
2025-03-28 02:44:20 +0000 UTCHeavily interested in this myself
Justin Weinberg
2025-03-28 02:43:50 +0000 UTCI’ve got an interesting question. Will we be able to purchase second hand locomotives? For example if I’m in 1900 I’ll be able to purchase locomotives from the 1880s used and worn out?
Emil Persson
2025-03-19 19:56:27 +0000 UTCWill there be any ET&WNC locomotives or designs? I think it would be great to see more of the eastern south represented maybe in a dlc after launch? Sorry if this has been answered.
Jacob Huffman
2025-03-19 15:14:21 +0000 UTCSeeing all the different locomotive skins is amazing
Max Hand
2025-03-13 06:32:14 +0000 UTCThere will be a sandbox mode. As long as the locomotive is maintained (though if you will be able to turn wear and tear off), you will be able to run a locomotive for decades after purchase.
The California Poppy
2025-03-11 14:28:42 +0000 UTCWill there be a sandbox mode? Will we be able to run the older locomotives as time progresses?
Timemaster1809
2025-03-11 14:01:53 +0000 UTCQuestion: How will lubrication be simulated? Will you have just one oiling point (Railroader) or every point simulated (The mallet I fire has 30 on each engine...).
Columbus92
2025-03-11 06:09:47 +0000 UTCI found another South American locomotive that might be a good livery for the diesels in game: https://flic.kr/p/2qR66V7
ThatCrazyAssSkunkGuy
2025-03-10 04:37:47 +0000 UTCWe need a background size pic of that 4-6-0! It's proportions are just, perfect lol
Christopher Edward
2025-03-08 06:13:44 +0000 UTCIf you guys wanted to make an hour long video of just driving around and blowing the whistle, I would watch that on repeat until release.
Matthew Hume
2025-03-07 22:23:24 +0000 UTCI hope the illeism is not a byproduct of working long hours lol. Was kind of hoping to play this year, but understand the goals. I have to point out that having people who are both versed in actually running a steam engine and making a video game is just incredible. My whole life I wanted to know what it's like to run a steam engine and get to know the machinery on a personal level. It will be just fantastic if you can somehow simulate this feeling. Here's my question, will Patreon supporters get an early chance to try the game? Don't worry I plan on supporting regardless :)
HumanityKILLS
2025-03-06 20:35:39 +0000 UTCI’m so excited that the EBT is going to properly be representative. I’m definitely going to be using all of there locos and cars
Nightmonkey
2025-03-06 16:10:46 +0000 UTCSorry to add another question to what's already a Q&A, but it just occurred to me after being dormant a long time. We know most railroad operations will be centered around transporting freight between industries and intercity passenger (and possibly mail/express?) workings. But is there a possibility for more unorthodox railroad operations? Thinking about the Keystone map set in Pennsylvania and the Northeast, that area could encompass some major cities like Philadelphia, Pittsburgh, Erie, or Harrisburg, or at least parts of such; it wouldn't surprise me to see only the industrial suburbs with the city center hidden off-map. What about the possibility for commuter running a la the Boston, Revere Beach & Lynn or the various Coney Island railroads; short hops at high speed through urban or suburban areas? I won't even get into the Interurban Boom of the 1900's as 1. those were primarily standard and trolley gauges, and 2. the idea of trying to implement electric locomotives doubtless makes the entire dev team reach for their designated screaming pillows. Understandably y'all already have a monumental task ahead of you. I'm just poking at another aspect to see how monumental it really is. If we're talking just "Move cars from A to B", I'd be happy with that. But you've been so fond of expressing the broadness of the scope of narrow gauge history you want to present, it makes me curious where the boundaries of that are; what is just too niche or too hard to work in? Are we stopping at coal drags or going all the way to forneys and wooden coaches rattling on the elevated tracks above Empire Bay (totally not a mix of Philadelphia, Boston, and New York, what would make you think that?)?
Sir Reginald Lee IV
2025-03-06 05:07:28 +0000 UTCI'm also excited about maintenance. Will you be able to upgrade the shops as tech advances? Can "shopman" be a full-time multiplayer role?
Zach Liollio
2025-03-06 04:57:47 +0000 UTCI heard the petticoat junction whistle and if I ever manage to get a PC to handle this game I'm going to recreate the cannonball and run it to my hearts content
KURT FORCUM
2025-03-06 01:22:06 +0000 UTCTrack laying is still being worked on they haven't shown it in any vlogs yet. It will be one the last things shown most likely since all the other systems, locomotives, rolling stock ect interact with it.
The California Poppy
2025-03-05 20:25:09 +0000 UTCI love just watching the gameplay and improvements over time! but have you guys showed track building stuff yet or is that not ready yet? i think i have watched about 3/4 of the videos so idk xD omg you said it in the video im sorry xD
Jursh
2025-03-05 20:06:24 +0000 UTCI'm very interested to hear about maintenance. What's in scope and how interactive will fixing stuff be.
Matthew Hume
2025-03-05 12:40:47 +0000 UTCThe decapod referenced was in the context of curve radii in other standard gauge media, where decapods are more common.
Studio346
2025-03-04 05:40:45 +0000 UTCDid I hear decapod? I don't think we've seen those yet (or I've forgotten)?
Matthew Hume
2025-03-04 02:06:47 +0000 UTCSo what im hearing on the map front is potential DLC lol. In all seriousness a fantastic VLOG as always and im so excited to learn more of the game aspect of CoS. You love to see it❤️
kyle pennypacker
2025-03-03 19:46:19 +0000 UTCWill there be any tank engines? And will we get some Boston & Maine whistles?
ManaaniWanderer
2025-03-03 08:05:51 +0000 UTCAre there plans to support multiple competing player owned (or AI) companies in one game? For instance, could my friend and I play together in the same map and game, but as separate railroads, competing to serve the communities and industries?
Quinn Sparks
2025-03-03 02:05:47 +0000 UTCThe new whistles sound so much better it’s unbelievable. Awhile back I commented on how the whistles seemed to lack white noise, to which you responded there already was some. Since then I’ve tried to pay attention to what seemed to be missing specifically to me. I’ve found that I think there are a few things that may or may not be reasonable to implement for you. I’ll leave that discussion for you and your team. All of the following is my opinion and I have little to no proof or scholarly backing. It is just the theories I have come up with to explain the phenomena I have perceived. To start what I hear as 40 to 50% of a steam whistles sound is turbulence around the features of the whistle, valve etc. this sound is similar to what you would hear as intake noise from a modern engine. Or more appropriately compressed air escaping from an open valve. But there is more to it. What I can only describe as “water noise” which seems to me like inconsistencies in the turbulent path of steam due to geometrical changes from condensate or maybe slight variations in the speed of sound as part of the gas condenses and the rest doesn’t. leading to something like refraction where the frequency and wavefront must stay about the same so it appears bent as it passes through different mediums. This I think causes certain random “pockets” of concentrated pressure waves or pressure plateaus of differing extents as the sound waves interfere and add to each other. It could also literally be the sound of condensed water droplets hitting surfaces at very high speeds like a pressure washer aimed at a complex surface. Ultimately I don’t know what causes this sound but at least to me it is lacking in the whistles in all train games and in poor quality recordings of real whistles. Another thing I have noticed about this noise is that it is not easily reflected off of surfaces and must be easily absorbed or dispersed in some way by the atmosphere because it diminishes in intensity rapidly as the distance to the whistle increases. A perfect example of what I mean can be heard from the slow moving cass Shay’s with their big stacks. If being recorded from their dead front this noise is very quiet and is both more consistent and even toned. To what extent this is due to echo or some other property of sound I don’t know. However as soon as the whistle comes into direct line of site of the observer this sound becomes drastically louder and random. As previously stated it also seemed to become exponentially more prominent as the distance decreases. Another odd property I have noticed is the inconsistency in the “water noise” as distance changes. To me it seems to take the form of a left skewed bell curve with distance, where it is nearly absent at any distance beyond say 500ft and also nearly absent within say 5 ft. Its randomness seems to become increasingly prominent up to say 80-100ft and then drop of from there. Further these noises are heavily affected by the surroundings especially architecture and foliage. Trees nearly entirely block out the sounds when full, and to a lesser more random degree when bare. Similar to the sound of a diesel engine as it goes by another effect of the overtone prominence and slight pitch difference in either ear or microphone is also hugely present in these noises. This somewhat quiet sound is what seems to me like a Doppler shifted piano with all its keys being played. Almost like a piano was mounted on a trailer with the sustain pedal depressed and all keys played simultaneously, then driven past an observer at a specific speed. I also hear this effect in rocket or missile exhausts, turbocharger intakes as the observer slowly moves around them, and other primarily white noise sounds. With all that said I’m sure I have forgotten some things but I hope in some way that makes sense to you folks far more educated than myself. I promise my intent is not to ramble or belittle your work. I just feel like these noises are to me what make a whistle a voice rather than a sound. I will continue to refine my understanding of these noises and will send them your way if it seems important enough. I know all of this would be hard to implement and honestly I don’t think it’s all possible. But at the very least it’ll be worth it to me to know that you tried or educated me about what I’m hearing. Thanks for reading and all the great work you do!
Max Rohl
2025-03-03 01:53:16 +0000 UTCQuestion, and a couple of comments: That paper about whistle frequencies sounds fascinating; any way we can get a copy of it? (Or at least a reference?) I tried looking online and all I found was this fascinating deeply-nerdy detailed post about notes on D&RGW 5-chimes on ngdiscussion.net that reminded me of you even before I scrolled back to the top to see that it was written by some Mark Huber guy. :) And comments, about a couple of distracting flickering things. At the beginning, the heat waves from the stacks are straight above them while the smoke is drifting sideways, which (unless I'm missing something) makes no sense because both of those effects should be created by the air that's coming out of the stack. If the smoke is being blown sideways, the hot air that's refracting the light should be going sideways with it, no? And then at the end, in the high-desert views, there's a lot of oscillating moire-like pattern in the ties in the middle distance, especially in the low shots -- I'm sure you're aware of that one, but do you have a fix for it?
Brooks Moses
2025-03-02 23:59:56 +0000 UTCShort in terms of setup and editing time, I think, but apparently not in terms of runtime!
Brooks Moses
2025-03-02 23:57:31 +0000 UTCIndeed. That was very appropriate.
Brooks Moses
2025-03-02 23:56:09 +0000 UTCThat would be the air pump
The California Poppy
2025-03-02 23:04:48 +0000 UTCQuick question on the trains at the start, what is the sound they sometimes make while "idle"? Is it something like a safety valve being opened?
Jim Vissers
2025-03-02 22:20:57 +0000 UTCOn maintenance, how involved do you plan for that process to be? Is it simply put it in the shop and click a button and it's fixed for a fee? Or is it going to be a little more involved using the machine shop you showed off a while back, removing subcomponents (not entire boilers or such, more like drivers, injectors, pistons, rods, etc.) to fix them before returning to service? I personally would love an element similar to car mechanic simulator that gives you a reason to actually treat the locomotive or rollingstock with respect in order to minimize downtime. Obviously don't want it to be a huge time sink, but enough to make it an additional task that needs to be kept up with on the railroad.
Justin Weinberg
2025-03-02 18:00:06 +0000 UTCOn east coast railroading, will there be parts of Keystone that represent railroading on lines such as the ET&WNC and the Doe River Gorge?
Justin Weinberg
2025-03-02 17:50:03 +0000 UTCYes each will have the option for prelaid track.
The California Poppy
2025-03-02 17:03:41 +0000 UTCquestion will the 4 maps have prelaid track
Ann Hinchcliff
2025-03-02 16:36:54 +0000 UTCFreebird was actually playing during bits of that, we just had to mute it. :D
Studio346
2025-03-02 06:34:56 +0000 UTCMy estimate when the game was announced was 2027 or 28 at the earliest.
CrisperEye6
2025-03-02 04:56:34 +0000 UTCGreetings from Mark's northern, windy, non-existent neighbor. Loving the progress on the game so far! Can't wait to be running my fictional railroad, the Boxelder & Buck Peak! One whistle suggestion if you want to use it. Black Hills Central railroad no. 7's CB&Q 5 chime. I don't have any recordings but there are a few out on youtube, if you want to do that. Wishing you guys a peaceful, progress-rich and snow-plenty March (because God knows we need it up here). Keep steamin' -Doug H
Douggie the Wyoming train guy
2025-03-02 04:23:37 +0000 UTCAlso having finished the video, the way running trains in CoS as a crew was described reminds me of running a ship in Sea of Thieves. Put more players on the same vehicle, and let each take on different tasks. But a good player can handle it solo too.
ThatCrazyAssSkunkGuy
2025-03-02 04:12:58 +0000 UTCit's the stock train whistle sound you hear overused in a lot of pieces of media - it crops up everywhere. As one example, it's the train whistle that's used for the miniature railroad in roller coaster tycoon.
WasatchWind
2025-03-02 03:57:39 +0000 UTCwhat is "train whistle.wav" a reference to?
Luna Rose Brannon
2025-03-02 03:30:37 +0000 UTCI can hardly take the Q&A seriously with the Carson & Colorado cars going full "Freebird solo" and breaking the sound barrier there. 🤣
ThatCrazyAssSkunkGuy
2025-03-02 03:21:10 +0000 UTCSomething I noticed regarding the engine waddling as it works, shouldn't the effect double as fast when at low speeds? I was watching Hyce's (No relation to mark whatsoever) video on the glenbrook tackling a hill and I noticed the engine was swaying with each beat rather than every second beat. If this is something I'm totally wrong on please let me know because I always like learning new things about these systems lol
RF3985
2025-03-02 00:17:10 +0000 UTCI second this for no particular reason.
Elkenary
2025-03-01 23:43:05 +0000 UTCI ADORE little two-axel stock like the C&C ore cars! SUPER happy to see those in the game! X3
Samgineer
2025-03-01 23:03:17 +0000 UTCwill there be a New Haven scheme for the diesel (DL535)
Saxton Hale
2025-03-01 22:39:15 +0000 UTCGreat update, thanks =)
Quork Q'Tar
2025-03-01 22:30:05 +0000 UTCI came, I saw, and now I return to throttling the C-19
Grizzly Flats Brakeman
2025-03-01 21:36:01 +0000 UTC# 3 looking like Sierra 3
Jared Stafford
2025-03-01 21:32:47 +0000 UTCIm glad the whistles have been tweaked alittle. Every time i heard the different whistles from the hyasynth vs irl video recordings, it always sounded off to me. Now they have their personalities again! Cant wait to see more progress. Heres hoping 2026.
TomOuterwarp
2025-03-01 21:26:27 +0000 UTCThat absolute chaos with the ore cars had me rolling, thank you.
Zach Liollio
2025-03-01 21:03:42 +0000 UTCI almost got emotional, and I feel like Mark and Tom did as well towards the end. The love and care being put into this game is nothing short of an incredible miracle. The touch on creating memories and building something that's yours...you just don't see that like we did 10 - 15 years ago. Something where we feel accomplished and bonded with. Man. :)
Billy Rueckert
2025-03-01 20:52:22 +0000 UTCThe QnA section was explained extremely well and I very much do love the direction you guys are going with this then and conceptually what you want CoS to be. I'm fine with it not being in 2025 as really...I have more then enough stuff I can do while I wait for this to come out. I can without a doubt say that this very much will fill many gaps most train/railroad simulators can and do have. Railroader I do very much agree is more of a "railroad simulator tycoon" in that sense of it really being a railroad management sim vs being something that actually puts emphasis on the trains themselves. I am not usually fussed about what I do actually have at the front of a train, so long as its up to the task I give it, but I am just happy to be there to run stuff. I do very much still have an attachment though for what I have purchased and the fact that "its mine", just like I do my actual model trains I own. You get a sense of pride knowing it IS yours like I immediately recognize that CoS will give that same feeling/sense to everyone out there and I very much appreciate such a thing. I also like the scale and scope is rung in quite a lot making it more manageable for us who might not even have others to run trains with at all or on a regular basis. Of course stuff like mods can always give people an infinite number of new things and experiences too on top of what you guys with CoS will bring to the base game. I myself like bigger operations at times to get a lot of various experiences, and potentially getting a greater sense of purpose, within 1 game world/route/map...which is ironically why I've made and gotten quite a few mods for Railroader to do just that. However, I like a balance between the various different aspects of things just like you guys mentioned of running trains, managing the railroad itself company wise, etc. I'm happy to see CoS will give me the experience I have been waiting for in a railroad/train simulator for an extremely long amount of time, whenever it may come out. To everyone on the CoS team: Keep up the great work unlike others might say...including me when CoS was 1st announced. Those who still say such a thing are genuinely idiots.
Nick B.
2025-03-01 20:47:08 +0000 UTCThe Inyo valley paint scheme is gorgeous!
Kilowatt
2025-03-01 20:36:34 +0000 UTCI appreciate the Conrail representation
Zachariah McLaughlin
2025-03-01 20:35:35 +0000 UTC*increasing my monthly contribution
Dale Petitto
2025-03-01 19:17:44 +0000 UTCHonestly I would have been SHOCKED if the game did come out this year, knowing it's a small team and that you started bringing word to the public relatively early in development. Take all the time you need, I cannot wait to get my hands on the first available build and get to experience all the incredible effort you've put in. If there's one thing I've learned in the past few years, it's that some of my absolute favorite games are being made by smaller, passionate teams, who aren't held to strict timelines for release. Games like Hades, Empires of the Undergrowth, Tiny Glade, Manor Lords, and more. Passion and love just lead to superior games. Keep up the good work!
Saurischian
2025-03-01 18:57:58 +0000 UTCHearing the end about the memories makes me feel like you want to create that feeling of a old Minecraft world that the whole friend group played on and “OH YOU REMEMBER WHEN WE DID THIS” I appreciate that a lot, and I feel like we need more videos like this especially more podcasts with mark and Tom The amount you two can explain and help us understand the game is brilliant and it helps ease the anxiety’s over “will they get this right”, “ where is the gameplay”, etc etc
minegameman05
2025-03-01 18:39:10 +0000 UTCLove the content, and I’m already looking forward to next month!
Maurits Groothuizen
2025-03-01 18:16:00 +0000 UTCLove seeing the game becoming more solid, as y'all have said, with stuff like the keybinds, full builds, etc. Something that I'd love to see at some point prior to the release of the game is y'all doing a multiplayer session with the team just having fun. I am in full understanding that's a while away, but when you do get there, I'm really excited to see what kind of shenanigans ensue running a train with a full multiplayer crew as y'all have said. 🙂
WasatchWind
2025-03-01 18:11:43 +0000 UTCCan’t wait until you show of maintenance of locomotives and rolling stock especially how the locomotives behave when clapped out.
Emil Persson
2025-03-01 18:09:37 +0000 UTCWonderful vlog, I could not agree more with your guys approach to creating this game.
The California Poppy
2025-03-01 18:04:34 +0000 UTCThe engine dancing with the stroke of the cylinders is the single greatest addition to this game to date. Simply glorious!!!
Pauwer!
2025-03-01 16:39:40 +0000 UTCLove love love the keyboard controls, it was something I was hoping for. It's going to make it so nice just vibing down the track vs clicking and dragging all the controls
Ian
2025-03-01 15:26:46 +0000 UTCLittle disappointed to hear it won't be 2025, but if there's one thing I've learnt getting older it's that the only thing shorter than a year is the blink of an eye. When it comes out it's going to be fantastic. Nice to get the perspective on scale with the decision to not have AI trains, it definitely made me rethink a few options and questions I had. One question that I did have from the video was about the local/regional/wider economy. I don't expect we will be building steel mills or tool and die works like we can (and sometimes need to) in RRT3, but will prices of goods (coal, oil, steel rails etc). that affect the running of our trains be affected? And will we be able to hedge bets against it by maybe buying more than we need when cheap? Understandably this is more so the "spread sheet manager style game" Mark mentioned than the "running trains" game that CoS is going to be. Either way very excited! Great to see the DRGW, Colorado Southern, and Oahu liveries. The "galloping goat" is a fave.
Wild Bison
2025-03-01 15:23:36 +0000 UTCLove all the paint schemes for the diesel. May I recomend the Long Island Railroad "Tichy" scheme? Its pretty unique.
Sean D.
2025-03-01 15:10:19 +0000 UTChow does time work in COS?
Spotz
2025-03-01 15:01:04 +0000 UTCAnother AMAZING video / VLOG! It posted three hours ago, and I have just finished watching it twice. I’m just finishing up watching it for a third time, now. It’s cool to see the oil lamps at night, and it’ll be interesting to see what types of “upgrades” we can do to the locomotives (to include “electrification” of the interior cab lights and electric exterior lights / lamps?). Thanks Daniel, Tom and Mark for another amazing video! It was nice to see the key bindings and controls. It’s nice to see the locomotives and wagons do their “shake shake” and dance as they move. The work on the whistle sounds is great. I was hoping to see a bit more gameplay, and see what it looks like buying wagons and locomotives, as well as buying upgrades. It’s always great to see a VLOG update showing the progress being made. I was REALLY hoping to see a 2025 release (or at least a 2025 Pre-Release / 2025 Early Access / Early Alpha Release for Patreon Members). Thanks again for the update!
Mark Malewski
2025-03-01 14:09:08 +0000 UTCSo much cool stuff in this one! Way more than I was expecting in the "shorter" devlog. Two hour video next month confirmed? Joking of course Big thanks to you and Tom for taking the time to answer all these questions, and showing off some testing shenanigans in the background (loved some of the callouts in the console feed during that!) Hopefully that keeps people watching through the Q&A. As you mentioned here, I think a lot of people skipped the RT3 retrospective dev vlog, and missed a lot of context and answers about the game, and what to expect. Some of them definitely were because they "didn't want to listen to people just talking, rather than showing off the game." And while I agree it wasn't as "shiny" as some of the other videos, in terms of insight and what it tells us about the game and Studio346, it was definitely one of the better ones. Likewise, this was fantastic to listen to you two going over so many different things. Very exciting to see the keybinds being implemented for controls inside the cab. You've spoken about it in the past, and it definitely adds a lot to the feeling of having your hands on the controls, especially in the sense of things like being able to look back out the cab window during a shove, and still adjust the throttle or brake without looking back inside the cab, just like you would if you were doing the thing for real. And while I trust you'll have a good control layout to start with, it's great to hear they can be re-mapped and that (while not done yet) the plan IS there to allow other inputs (flight sim throttles, etc). As you mentioned, that's definitely a "get everything working, THEN set up more inputs." Really excited to see where that side of things goes once it's there! While I'm of course disappointed that we won't see a release this year - that's the way it is. I'd rather wait for a good product, rather than a skeleton of a game, riddled with bugs and missing big chunks of the primary features. Far too many games these days release like that, at all levels. Indie, AAA, and everything in between. Really glad that you guys are so commited to releasing something that is READY to be released. One question I do have is in regards to multiplayer; Tom spoke about how the single player vs multiplayer distinction is more about "similar amount of trains, with more things for more people to do", i.e. multiple person crews, engineer/fireman/brakeman/etc. Since from what we've seen so far you can clearly operate more than one locomotive at a time in single player, I'm guessing that doesn't prevent us from running multiple locomotives/trains at once, especially with more and more people on a server? So (and this probably ties in to the question of "how many people can you have in a single multiplayer session?" as well), is the scope there to be able to have several crews operating at once. For example, one crew running a mixed freight on the main, another crew running a shay with log flats up and down to the log landings, and another crew running another train somewhere else? Or to put it another way, what do you envision a full MP server looking like, player-count/activity wise? Keep up the great work, can't wait to see more next month!
RoscoMontana
2025-03-01 13:57:03 +0000 UTCThey said they will be somewhere in the video
Caeasarus
2025-03-01 13:30:49 +0000 UTCSome questions that popped up when watching. 1. With world events will there be an option for random events? 2. Will she get a dev vlog just for showing of customization options for different rolling stock? 3. When will the passenger cars seen near the end of the vide be shown off more closely?
Emil Persson
2025-03-01 12:48:29 +0000 UTCI hope those keys will be remappable :)
Karl Mathew Prager IV
2025-03-01 12:48:15 +0000 UTCMother******* Conrail as a livery is truly glorious.
Locomotion04
2025-03-01 12:46:25 +0000 UTCThis was great, appreciate the look into smaller, (though in my opinion still kickass) look into other things in regards to trains! I especially appreciate the extra gameplay testing footage when Q&A was happening. This was something I've been kind of wanting to see so again, kudos to you all! Keyboard commands are very reminiscent of MSTS and Railworks, though this is something I personally appreciate as I have far too many hours logged on the smokebox engines in those games lol. Another small suggestion I have is in regards to wheel-slip for the locomotives. If you are taking inspiration from many other train games, a feature that the black 5 from Bossmangames from Railworks has is that when you hit shift-D, the throttle valve will close quickly. I know wheel-slip was touched on a bit in the shay dev vlog and you guys are still working a bit on developing that, having an option to "Shift click" the throttle shut input and have it quickly shut may potentially make things somewhat more intuitive with train handling. Again, really looking forward to more progress and appreciate the answer for my question!
RF3985
2025-03-01 12:35:09 +0000 UTCOh boy time for the short devlog of this month, *sees video runtime*... Hot dang xD
Bram Gerrits
2025-03-01 11:48:57 +0000 UTCOh boy 3 a.m. *violently eats cheeseburger*
Grizzly Flats Brakeman
2025-03-01 11:05:50 +0000 UTC