Trainz Plus Beta TLR Phase 3 - Mac & Windows (133399 & 133407)

n3v_laurence

Moderator
Hello Everyone,

We now have the Mac version of TLR Phase 3 ready for testing. The Mac build, in addition to all new TLR Phase 3 & S20 features, includes a new audio method which should fix the breakage caused by iOS 26 and upscaling for retina screens.

Could all Mac users please review audio and provide comments on any issues new changes they encounter. As this will Mac users first time accessing TLR Phase 3, please refer to https://forums.auran.com/threads/trainz-plus-beta-tlr-phase-3-132833.182313/ for details on all the new Dispatch Manager & Passenger Line features.

For Window users, TurfFX is now re-enabled for DirectX 11. DirectX 12 option has also be re-enabled, but is still currently a work in progress.


Key Features:
  • Passenger Support (TLR)
  • Advanced Dispatch Settings
  • Automatic Runaround Support
  • Full Imposter Support
  • S20 Bulk Replace options
  • S20 Inspect Baseboard
  • New Build version 5.7

Change Log: (133110 to 133407)
  • [Fix] Low resolution text for very long logs
  • [Fix] Driver control centre not resizing correctly
    • New: Driver Control Center can now be resized
  • [Fix] Effect Layer cursor missing
  • [Fix] Slow update of terrain edits in Surveyor
  • Toggling thumbnail causing asset palette to scroll
  • Tweaks and adjustments to the UI
  • [Windows] DirectX 12 option re-enabled
    • Note: This is a WIP feature
  • [Windows] TurfFX re-enabled for DX11
  • [Mac] New audio method to resolve iOS 26 update
  • [Mac] Upscaling support for retina monitors
  • [Mac] [Fix] Path searches constantly increasing
  • [Mac] [Fix] Command icon misalignment


Known Issues:
  • This build lacks precache shaders. Stuttering and small freezes during first loads of routes is to be expected as well as longer initial load times. 'Compiling Shaders' can be seen top of the screen during initial runs and slow performance is to be expected during this process. This process is slower in this build and may take longer than expected
  • MPS is not supported for this build
  • Some rotation of Imposters may appear slow
  • Passenger Lines can not be assigned platforms
  • Assets may randomly render below ground for HD routes
  • Mix of metric and imperial values used with Dispatch Manager & Passenger Lines
  • Missing $stringnames for non-English localisation

REMINDER:
** Please ensure you have a backup of your local data folder before using it with Trainz Plus Beta **

INSTALLING & PATCHING:

For Trainz Plus Beta via the Trainz Plus Beta Stream
Trainz Store Only:

PC: Requires Trainz Plus 133110 (PC). This is a small patch 47 MiB for build 133407

Mac: Requires Trainz Plus 132317 (Mac). This is a large patch 9.1 GiB for build 133399

Please report any bugs using this link: https://n3vgames.typeform.com/to/xRdryu


Change Log: (132833 to 133110)
  • Additional Information now accessible on Dispatch Manager
    • Locomotive names
    • Product
    • New option Items (Passenger Lines)
    • Focus on <Driver> (Listed under Status)
  • Passenger Lines
    • Track Path & Passenger Icon will show when selecting Passenger Line from Passenger Line Window
    • Colour option for Track Path can be configured for Passenger Line
  • S20 UI Improvements
  • Increase score for distance for nearby Passenger Lines
  • Save games now list as Save Game type in Content Manager
  • [Fix] Crash for 'Show Industry' when using unknown commodity
  • [Fix] Drag & Drop to Content Manager inconsistency
  • [Fix] Highly reflective clutter
  • [Fix] Undo track height changing trackside assets height
  • [Fix] Merge Route being significantly bigger & junk data randomly occurring in route & session saves
Change Log: (132513 to 132833)
  • [Fix] Stall when enabling generating lines
  • [Fix] Failure to Assign Task on first attempt for Passenger Lines
  • [Fix] Driver commands not correctly refreshing
  • [Fix] PF trees placed with incorrect rotation
  • [Fix] Large transparency shift with imposters for foliage assets
  • [Fix] Improvement to Imposters for non-foliage assets
  • [Fix] Undo of a Junction creation causing offset of other trackside assets
  • [Fix] Filter and Asset Palette bugs
  • [Fix] Blue texture after bulk replace on HD Terrain
  • [Fix] Several Inspect Baseboard bugs (incorrect texture % usage, delete textures when multiple versions used, undo after several texture deletes)
  • [Fix] A route specific case which had constantly increasing path searches
  • Added entries to Activity Logs for failed dispatch message (Assign Tasks)
  • New TLR banners

Change Log: (132284 to 132513)
  • New Window: Advanced Living Railroad Settings
    • (Global) Dispatch Status, Train Return Tasks, Automatic Run Around, Automatic Driver Spawning, Stuck AI Cooldown Timer, Stuck AI Restarting Attempts
    • (Freight) Automatic Freight Dispatch, Maximum Delivery Distance, Minimum Time Until Empty, Queue Full Percentage
    • (Passengers) Automatic Passenger Dispatch, Automatic Line Generation, Minimum Line Length, Maximum Line Length, Minimum Station Distance, Maximum Station Distance, Allow Mid-Line Start
  • Passenger Stations filter added to Dispatch Manager
  • Dispatch Manager will now display passenger stations
  • New Window: Passenger Lines List
    • Lines are given a scoring which help determine which lines are 'good'
    • New options:
      • Rename Line
      • Edit Line
      • Clone Line
      • Disable Line
      • Import Lines from Session Rules
  • Passenger Lines can be assigned to Automatic Scheduler or to a driver directly
  • Automatic Runaround Support (Enabled by default)
  • S20 Bulk Replace options: Everywhere in the Route, In Current Baseboard, In Selection
  • Inspect Baseboard added to Marquee contextual menu
    • Options added for the listed textures
      • Copy
      • Replace Texture with Selected Asset
      • Delete Texture from Baseboard
      • Focus in world
      • Select in World
      • Select in Assets Palette
      • List Assets in new window
      • Refresh
  • New Window: Validate Route Data - This replaces Delete Missing Assets & Compact Route
    • Delete Missing Ground Textures (Default Enabled)
    • Delete Missing Splines (Default Enabled)
    • Delete Missing Objects (Default Enabled)
    • Delete Invalid Track Objects (Default Enabled)
    • Validate Layer for Track Objects (Default Enabled)
    • Delete Overly Long Splines (Default Enabled)
    • Recalculate Splines (Default Disabled)
    • Rebuild Named Object Tables (Default Enabled)
    • Validate World ID Polarity (Default Warn Only)
    • Compact World IDs (Default Disabled)
  • [Fix] Imposters correctly render with screenshots
  • [Fix] Junction Leaver offset when adjusting position using the Info Palette
  • Assets will show current seasonal version on Asset Palette
  • All compatible scenery will now render using the Imposter System
 
Last edited:
in (Beta) Build 133407, the FPS still significantly drops when driving and looking around (tested on the Milwaukee Road Avery - Drexel, Session: "MILW - Transcontinental Westbound Freight Train (summer time)"
 
The pre-caching process took a number of attempts (100% CPU and > 95% memory), however, now runs quite well.

The Direct X 12 just causes a crash out of the rpogram...
 
I have used TLR with my route that has a stub passenger terminal. The Dispatch Manager will not create passenger lines from the terminal. Has anyone else seen this problem?
 
Apparently it does.
"The Mac build, in addition to all new TLR Phase 3 & S20 features, includes a new audio method which should fix the breakage caused by iOS 26"

Yes it does, but please give the audio a good work out. Be on the look out for any sounds that sound broken such as crackling or intermittent or anything that sounds not as it should.
 
in (Beta) Build 133407, the FPS still significantly drops when driving and looking around (tested on the Milwaukee Road Avery - Drexel, Session: "MILW - Transcontinental Westbound Freight Train (summer time)"
Have you waited for the compiling shaders to complete?

What kind of numbers are you seeing that represents significant drop?
 
I have used TLR with my route that has a stub passenger terminal. The Dispatch Manager will not create passenger lines from the terminal. Has anyone else seen this problem?
The station being a stub should not play a part, It could be the station is either too far away or too close to other stations. The min and max station distance by default are 100m and 10km. First check that is not a factor.
 
Have you waited for the compiling shaders to complete?

What kind of numbers are you seeing that represents significant drop?
the shader compiling is already finished and as soon as I start to roll, the FPS drops from around 60 to circa. 30-45, if standing still in roaming view I get like 90 FPS (even when I move the camera)
my hardware if relevant: AMD Ryzen 7 9800x3D, 64GB RAM, RTX 4070 TI Super, Trainz (Beta) and SSD installed on a SSD
 
"The Mac build, in addition to all new TLR Phase 3 & S20 features, includes a new audio method which should fix the breakage caused by iOS 26"

Yes it does, but please give the audio a good work out. Be on the look out for any sounds that sound broken such as crackling or intermittent or anything that sounds not as it should.
I can also confirm that the Mac build gives sound again. I even hear a choir now and then!
 
I have used TLR with my route that has a stub passenger terminal. The Dispatch Manager will not create passenger lines from the terminal. Has anyone else seen this problem?
Hi,
I’ve had problems with some stations. For example “station brick large” - this is just a station platform without track attached. The station is placed, then a marker is placed. This isn’t recognised by the AI.
Neither are the AJS invisible stations…

in the previous beta pware reported

I also had similar problems with old invisible platforms. The DLS contains some that work very well in TRS22 and Trainz Plus.

<kuid2:458053:106098:2> Invisible platform 30 meters narrow
<kuid2:458053:104098:3> Invisible platform 15 meters
<kuid2:458053:100619:4> Invisible platform 30 meters
<kuid:458053:113095> Invisible platform 100 meters
<kuid2:458053:100327:7> Invisible platform 50 meters

Development: Trainz Plus - b132284
Testing: Trainz Plus beta - b133407: TRS22PE - b132285
GTX1050Ti, RTX3060Ti and RTX3050Ti, Win 11”

Cheers,
C9in
 
The station being a stub should not play a part, It could be the station is either too far away or too close to other stations. The min and max station distance by default are 100m and 10km. First check that is not a factor.
There are no stations within 100m and 4 stations within 10 km.
Hi,
I’ve had problems with some stations. For example “station brick large” - this is just a station platform without track attached. The station is placed, then a marker is placed. This isn’t recognised by the AI.
Neither are the AJS invisible stations…

in the previous beta pware reported

I also had similar problems with old invisible platforms. The DLS contains some that work very well in TRS22 and Trainz Plus.

<kuid2:458053:106098:2> Invisible platform 30 meters narrow
<kuid2:458053:104098:3> Invisible platform 15 meters
<kuid2:458053:100619:4> Invisible platform 30 meters
<kuid:458053:113095> Invisible platform 100 meters
<kuid2:458053:100327:7> Invisible platform 50 meters

Development: Trainz Plus - b132284
Testing: Trainz Plus beta - b133407: TRS22PE - b132285
GTX1050Ti, RTX3060Ti and RTX3050Ti, Win 11”

Cheers,
C9in
I tested this by adding an inviable station asset that the dispatcher does see. Same result, the stub ended station has the status of "no reachable stations found".
 
That may not help…
I’ve seen several examples of the AI finding a station, then not able to find a line from it.
Try substituting a single or double terminus with attached track
 
the shader compiling is already finished and as soon as I start to roll, the FPS drops from around 60 to circa. 30-45, if standing still in roaming view I get like 90 FPS (even when I move the camera)
my hardware if relevant: AMD Ryzen 7 9800x3D, 64GB RAM, RTX 4070 TI Super, Trainz (Beta) and SSD installed on a SSD
I can confirm there's a problem here. On my smaller somewhat busy Gloucester Terminal route with a 12 km (7.5 mile) mainline, I can see up to 67 fps outside the cab in less-scenic'ed areas. When I go into the cab, the framerates drop down to 35 fps. If I press pause the framerates will increase until I drive again then slowly decline over time.

On my very large route with some scenery issues, procedural-track will lose its rails, and the framerates will drop down to 9.8 fps or less. If I press Pause, they will climb and remain up in the 20s until I pass that section. If I don't pause, then the program never recovers and continues to stutter.

I haven't reported anything about this until now because I wasn't sure if this is a route issue or program issue and apparently, it's a combination of the two with this large route.

My hardware is:
i9-12900K
64 GB RAM
RTX 3080

The OS and programs reside on an SSD, but the Trainz data is located on a 12 TB Seagate Iron Wolf hard disk located in an external Oyen multi-drive enclosure.
 
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