What changed
0 fixes2 additions4 changes0 removals
changedBug fix - train movement stutter (regression since v0.1.7)
addedTrains at 1x and 5x speeds appeared to "snap forward" every game-minute (~60 wall-seconds at 1x, ~12 seconds at 5x) instead of moving smoothly. The frontend interpolation was gated on the game-minute counter from a pre-lockstep multiplayer design; now refreshes on every tick. - Smooth motion at every speed multiplier. - Backend physics were always correct - this was a frontend display bug only. Saves, economy, signal logic all unaffected by the prior behaviour. - The bug shipped with v0.1.7 when realtime speeds were introduced. Players running at 30x, 60x rarely noticed (game-minute boundary fires every 1-2 seconds); players at 1x, 5x got the worst of it.
changedNew - station hierarchy on the map Stations were previously uniform circles regardless of importance. The simulation already knew which were major hubs; the renderer just didn't surface it. - Size scales with each station's demand_base. Glasgow Central, Edinburgh Waverley, Inverness etc. now render visibly larger than rural halts. Curve is clamped so the spread isn't extreme. - Termini (end-of-line stations) get a thicker contrast outline - cream on dark themes, slate on light. Mallaig, Wick, Kyle of Lochalsh, Stranraer, etc. read instantly as "end of line". - Junctions (3+ tracks meeting) get a thicker stroke + extra size bump. Central Belt hubs visually announce themselves as network nodes. - Glasgow Queen St/Central correctly classified as termini even with the walking interchange between them - interchange shuttles are excluded from degree counts.
changedNew - track variety The whole track network previously rendered in one drab slate-blue line, regardless of underlying type. - Electrified tracks render in a warm copper-amber tint vs the base slate-blue. Reads at a glance which corridors carry overhead wires. - Double-track lines are roughly 50% wider than single-track. The Glasgow-Edinburgh corridor visibly outweighs the West Highland Line. - In-use tracks (carrying at least one service with an assigned train) render at full opacity; idle tracks fade to ~50%. Your actual operational footprint stands out from the full infrastructure graph. - All renderer-only changes against data already in the simulation - no map re-bake required.
addedNew - train state indicators (2D mode)
changedThe train dot was previously just a circle. You couldn't tell direction without watching motion, full vs empty without clicking in, or broken-down vs stopped without the train panel. - Train head: rotating teardrop shape with the pointed end leading. See at a glance which way every train is travelling, even when stopped at a platform. Rotation applies instantly to bearing changes (no animation, no snap-on-speed-change). - Load bar: thin coloured strip below each train showing passengers, capacity. Green at low load, amber half full, red nearly full. Updates smoothly as passengers board and alight. - Breakdown badge: a red "!" appears at the top-right corner of any broken-down train. Fleet-wide problems are now visible from the map; no more drilling into the train panel to find what's wedged. - Load bar and badge are screen-aligned (they don't rotate with the train), so they stay readable regardless of direction. - 3D mode unchanged - GPU box extrusions are still the visual when 3D is on, all three indicators hide automatically.
Shane's Trains changes
changedBug fix - train movement stutter (regression since v0.1.7)
addedTrains at 1x and 5x speeds appeared to "snap forward" every game-minute (~60 wall-seconds at 1x, ~12 seconds at 5x) instead of moving smoothly. The frontend interpolation was gated on the game-minute counter from a pre-lockstep multiplayer design; now refreshes on every tick. - Smooth motion at every speed multiplier. - Backend physics were always correct - this was a frontend display bug only. Saves, economy, signal logic all unaffected by the prior behaviour. - The bug shipped with v0.1.7 when realtime speeds were introduced. Players running at 30x, 60x rarely noticed (game-minute boundary fires every 1-2 seconds); players at 1x, 5x got the worst of it.
changedNew - station hierarchy on the map Stations were previously uniform circles regardless of importance. The simulation already knew which were major hubs; the renderer just didn't surface it. - Size scales with each station's demand_base. Glasgow Central, Edinburgh Waverley, Inverness etc. now render visibly larger than rural halts. Curve is clamped so the spread isn't extreme. - Termini (end-of-line stations) get a thicker contrast outline - cream on dark themes, slate on light. Mallaig, Wick, Kyle of Lochalsh, Stranraer, etc. read instantly as "end of line". - Junctions (3+ tracks meeting) get a thicker stroke + extra size bump. Central Belt hubs visually announce themselves as network nodes. - Glasgow Queen St/Central correctly classified as termini even with the walking interchange between them - interchange shuttles are excluded from degree counts.
changedNew - track variety The whole track network previously rendered in one drab slate-blue line, regardless of underlying type. - Electrified tracks render in a warm copper-amber tint vs the base slate-blue. Reads at a glance which corridors carry overhead wires. - Double-track lines are roughly 50% wider than single-track. The Glasgow-Edinburgh corridor visibly outweighs the West Highland Line. - In-use tracks (carrying at least one service with an assigned train) render at full opacity; idle tracks fade to ~50%. Your actual operational footprint stands out from the full infrastructure graph. - All renderer-only changes against data already in the simulation - no map re-bake required.
addedNew - train state indicators (2D mode)
Bug fix - train movement stutter (regression since v0.1.7)
Trains at 1x and 5x speeds appeared to "snap forward" every game-minute (~60 wall-seconds at 1x, ~12 seconds at 5x) instead of moving smoothly. The frontend interpolation was gated on the game-minute counter from a pre-lockstep multiplayer design; now refreshes on every tick. - Smooth motion at every speed multiplier. - Backend physics were always correct - this was a frontend display bug only. Saves, economy, signal logic all unaffected by the prior behaviour. - The bug shipped with v0.1.7 when realtime speeds were introduced. Players running at 30x, 60x rarely noticed (game-minute boundary fires every 1-2 seconds); players at 1x, 5x got the worst of it.
New - station hierarchy on the map Stations were previously uniform circles regardless of importance. The simulation already knew which were major hubs; the renderer just didn't surface it. - Size scales with each station's demand_base. Glasgow Central, Edinburgh Waverley, Inverness etc. now render visibly larger than rural halts. Curve is clamped so the spread isn't extreme. - Termini (end-of-line stations) get a thicker contrast outline - cream on dark themes, slate on light. Mallaig, Wick, Kyle of Lochalsh, Stranraer, etc. read instantly as "end of line". - Junctions (3+ tracks meeting) get a thicker stroke + extra size bump. Central Belt hubs visually announce themselves as network nodes. - Glasgow Queen St/Central correctly classified as termini even with the walking interchange between them - interchange shuttles are excluded from degree counts.
New - track variety The whole track network previously rendered in one drab slate-blue line, regardless of underlying type. - Electrified tracks render in a warm copper-amber tint vs the base slate-blue. Reads at a glance which corridors carry overhead wires. - Double-track lines are roughly 50% wider than single-track. The Glasgow-Edinburgh corridor visibly outweighs the West Highland Line. - In-use tracks (carrying at least one service with an assigned train) render at full opacity; idle tracks fade to ~50%. Your actual operational footprint stands out from the full infrastructure graph. - All renderer-only changes against data already in the simulation - no map re-bake required.
New - train state indicators (2D mode)
The train dot was previously just a circle. You couldn't tell direction without watching motion, full vs empty without clicking in, or broken-down vs stopped without the train panel. - Train head: rotating teardrop shape with the pointed end leading. See at a glance which way every train is travelling, even when stopped at a platform. Rotation applies instantly to bearing changes (no animation, no snap-on-speed-change). - Load bar: thin coloured strip below each train showing passengers, capacity. Green at low load, amber half full, red nearly full. Updates smoothly as passengers board and alight. - Breakdown badge: a red "!" appears at the top-right corner of any broken-down train. Fleet-wide problems are now visible from the map; no more drilling into the train panel to find what's wedged. - Load bar and badge are screen-aligned (they don't rotate with the train), so they stay readable regardless of direction. - 3D mode unchanged - GPU box extrusions are still the visual when 3D is on, all three indicators hide automatically.