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- Creating routes from any number of waypoints to simulate real railway controls.
- Points and signals are set automatically when a route is activated.
- Avoidance of conflicts by locking points or track sections.
- Automatic release of routes after a conflict has been resolved for automated operation.
- Support of complex track structures such as slip points, turntables or bascule bridges within routes.
- Categorisation and filtering of routes for a better overview.
- Support of variables and keywords for routes.
Advanced driving physics
- Vehicles, cars for example cars, can head for a destination and automatically follow the correct turns.
- Road crossings no longer have switches, as several cars can drive on different lanes at the same time.
- Integration of the old “roads without lanes” into the new road system so that all roads now have lanes.
- New roads with integrated lanes, e.g. roundabouts, large intersections and 45° branches.
- Reduction of the standard acceleration of vehicles from the online catalogue.
- Variable track contact spacing of signals to stop trains before the signal
- Variable offset of signals to the track.
- Linking of track contacts with signals or switches to define different properties depending on the switching status.
- Acceleration contacts now also accelerate stationary vehicles, e.g. trains waiting in front of a signal or cars in front of a traffic light, including automatic reaction delay.
- Vehicles are no longer accelerated by the vehicle in front when the vehicle is on braking. This prevents driving through traffic lights at red.
- Visualisation of integrated track contacts, for example for signals.
- Pre-configuration of signals in the online catalogue with typical standard values so that trains stop and start automatically.
Virtual depots and virtual connections / portals
- Replication of fiddle yards for storing trains or vehicles in a depot
- Trains or vehicles can enter a depot manually or via event management, or they can be released from any depot
- Bridging any route by teleporting trains / vehicles with the help of portals
- Full support for linked cargo
- Support for basic shapes, including slopes, freely configurable
- Tables can be extended in any direction
- Floor panels can be merged with other floor panels
- Simplified and improved editing tools
- Extended the Adjust terrain function with real-time preview and course option
- Support negative heights
- Storage and performance improvements in large systems
- Optional deactivation of the sub-page to increase performance
- Easier transparency using the toolbar
- Categorisation of the ground textures for a better overview
Extension of event management
- Complete control of routes and fiddle yards using event management
- Target control of vehicles based on a list of track contacts
- Locking / unlocking of points
- Optional formatting information for the “Set label” action
- Play animations in a user-defined area (via Lua)
- “Follow path” now retains the scaling of the original model by default
- Support of “rigid” splines, eg for overhead lines, which maintain a straight course in curves
- Improved display of city and country roads
- New water spline for laying rivers
- Visualisation of virtual tracks in the track editor, facilitates the configuration of road crossings, for example
- Visualisation of the selected level of detail (LOD) in the preview window of the model editor for better control of the LOD
Improved user guidance
- Extended automatic height adjustment to align objects not only with the terrain, but also with other objects, for example: stacking containers
- Improved selection of tracks without bedding
- Start scenarios for a faster layout start
- Accelerated loading of assets
- Avoidance of jerking during operation due to asynchronous reloading of missing resources
- Improved display of text on monitors with high DPI
- Bug fixes and detail improvements
Incompatibilities / behaviour changes to previous versions