1. After uncoupling, depends on the train settings (how many players coupled together, any engine left from other player), one will be declared the controller, or none. But always, you can hit shift-E to gain back control.
2. If a player get lost (connection problem, or hit ESC to quit), his train will disappear, unless it is coupled to another player's train, then it will become the asset of another player. Server quits means all other players will get disappear in the client's sim, but spawned AI will continue to move (as ghost at this stage).
3. Client has to choose explore mode, so no timetable.
4. You can couple to any train, but coupling to an AI is not fully tested (I once coupled to one, drag it back to the yard, but that is pretty much the whole test we have done on this topic).
5. No manual change of signals yet. Signal is the constant updated area in OR, so we decided to postpone it, although we have already implemented the click-and-pick function in the dispatcher viewer window.
2. If a player get lost (connection problem, or hit ESC to quit), his train will disappear, unless it is coupled to another player's train, then it will become the asset of another player. Server quits means all other players will get disappear in the client's sim, but spawned AI will continue to move (as ghost at this stage).
3. Client has to choose explore mode, so no timetable.
4. You can couple to any train, but coupling to an AI is not fully tested (I once coupled to one, drag it back to the yard, but that is pretty much the whole test we have done on this topic).
5. No manual change of signals yet. Signal is the constant updated area in OR, so we decided to postpone it, although we have already implemented the click-and-pick function in the dispatcher viewer window.









I adore the work you guys do and I hope the beta comes out soon. This is just as I imagine the multiplayer to be.
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