Update log
Full Railroader update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Gameplay
- UI and audio
Railroader 2024.6.6 is now available on the Experimental branch! This release brings a bunch of bugfixes, but also some map changes we think you'll enjoy.
We plan for this to be the last feature release for the 2024.6 experimental branch, and work toward releasing AE Waypoint Mode and Timetables on the main branch. There will likely be a few followup bugfix releases, but we will save new features and significant changes to 2025.1.
On to what's new!
Map Updates
We're pleased to have finally added a wye at Sylva! For a long time now we've wanted to add some sort of means of turning trains, and this has certainly been a popular request from the community. Historically, the Tuckasegee & Southeastern Railway had an interchange with the Southern adjacent to Sylva Paperboard, so we've drawn on that design and added a leg to form a wye. We also added a new (historical) customer off of the wye: Sylva Building Supply.
A new customer has erected their elevator and silo in Andrews: Tatham Grain & Seed Co. Also with a historical basis, this industry takes its rightful place just east of the Andrews station. As such the Andrews signal milestone staging track has been moved toward the station. If you have milestone cars there you will need to move them so the signal crews can find them.
Sometimes map changes break the game's ability to restore the positions of cars on the changed tracks in saves. We've improved detection of related issues in this release and you should see the Lost & Found window if any cars need to be re-placed.
Finally for the map we've added new buildings at various locations: Alarka Copper Co., Nantahala Power & Light, and Union Lumber Co. There's also a new (curvable) crossing pad.
Speaking of model updates: the T-22 ten-wheeler has been updated! We have updates under way for several other engines - look for them in future updates.
Auto Engineer Waypoint Mode
We've made a number of refinements to AE Waypoint Mode:
In ABS the AE will now throw switches within interlockings, rather than creep into the plant. (RR-666)
No longer throws switches while its max speed is set to zero. (RR-660)
No longer tries to clear points it is already clear of.
There are still several known issues that we're working on and plan to address in future updates. The AE will sometimes:
Roll up to clear CTC switches very slowly if the switch is not set for the route it wants to take. (RR-697)
Display incorrect notices such as "Switch Against" when reaching a waypoint. (RR-607)
Fail to couple to another cut of cars, particularly when it is already very close to the cut. (RR-618)
Appear to be stuck with status "Couple" when it cannot move to clear switch points due to uncoupled cars on the other end, even if points are already lined. (RR-642)
Auto Engineer Changes
There have also been some refinements to the Auto Engineer in general: it now correctly treats intermediate signals as "Stop and Proceed". We've also reduced the stop distance before stop signals to 15m.
Also, we've removed the AE Orders tab in the locomotive Inspector window. It did not support AE Waypoint mode and we want to focus our effort on making a great AE orders UI in the HUD. Although the Inspector Orders UI had its uses, at this time we don't think it is realistic to keep both in feature parity.
Timetables
We released timetables in
Source
