Dear TML Team (and all and one),
Greetings! I so adore the immersion of your prized simulator. It is far
more evocative of the long distance coach/bus experience than anything else out
there. Overnight I uninstalled ETS2, with its boxy every-city-is-the-same look;
the MarioKart-esque graphic rendering; the crappy modding. ANYWAY, I have some
ideas for Fernbus:
The premise of Fernbus seems to be you're the driver, the captain of the
vehicle. Move passengers successfully from Point A to Point B. Get some points.
Well and good, Perfect, for a first premise,
Yet the concept of coach driving can be further sub-divided into various
realms. One should show competence across these various realms--this leads to
good personal reputation for the driver; and fine (eventual) promotion,
maintains the reputation of the company which enhances the popularity of its
choice as the go-to carrier among customers. This goes for real-life, and might
therefore go for the simulator driver and his/her experience.
Translating this from real life into aspects that lead to an even more
engaging Fernbus Sim experience, let me suggest these:
Realm of PERSONAL ADMINISTRATION
1. A log book. How can we talk about anything else first when it comes
to long haul driving? I think in EU the driving hours are 9 in a 24 hour
period. A log book should therefore be maintained. It was a feature of the
prototypical truck driving sims such as Pedal to the Metal. With regards long
treks ranging further than a 9 hour single shift, there can be two options: a
time lapse where another driver drives the next stage--human driver
"rests," resuming when clear to do so. This could be an 'optional
option' if coded into the game--with ability to turn this stage driving feature
on or off. That is important since some people, like me, love putting in 7
hours of real game time to complete every beautiful mile in an even 24 hour
trek--alone. Not realistic, should never happen in real life; but this is
simulated life, and reality is therefore allowed to take a pause.
But there could be stages or shifts in driving to add realism and a
measure of needing to show good personal administration in terms of planning
one's driving hours. Pre-arranged before departure, a two-driver system (with
AI driver 'onboard' from starting point) could be used as a feature. AI driver
takes over from time to time, as is necessary; time lapses as human driver logs
rest... .
2. Courtesy and Professionalism. Points should be awarded for good
passenger and customer interaction. This leads to a concept of handling missing
passengers, and, let's be dramatic--medical emergencies. Someone who is unwell
should be given appropriate level of aid--even transfer to ambulance for
comprehensive medical care. So sick passengers seems like a reasonable place to
start--it happens in real life, with even a pregnancy coming to fruition in the
fullest way, yes--a live birth--on board a coach in Australia some years ago. A
live birth aspect in-game may scare the children. But a general "Driver,
can we stop? I am feeling unwell" might be enough. Taking action swiftly
and conscientiously to aid the passenger would then score the Human Driver some
points.
3. Good Samaritan/Road Sharer Behaviour. Reputation points might be
awarded for positive in-traffic transactions, such as giving way at those
switch-backs in and around Bern and Oberhof. Helping with roadside breakdown by
stopping and offering assistance, just as happens time and time again--to help
fellow travelers seems to be the gift, the natural instinct and inclination of
most professional drivers the world over, and opportunity to show this would
surely be a worthy feature of any quality Sim.
4. Specialized Service. There are no children passengers! There should
be--and they must have the right documents of authority to permit travel, including
carrying the name, address and contact of people they are meant to be traveling
to see. This would add another aspect to the doc and ticket checking aspect
already coded.
5. Appropriate care and handling of disabled or elderly, the blind. For
when the buses accommodate disabled passengers, as we see in Bus Driver style
games, driver would need to show ability in operating the wheelchair deck,
etc., and failure to get it right would result in deduction in points overall
to reflect on relative competency.
Realm of MECHANICAL COMPETENCY
Pre and Post Checks. Apart from getting along with people and offering
conscientious and appropriate service/care to passengers, the professional
driver needs to have the basics down. An option to run through a pre-leaving
checklist, making sure fuel, battery, coolant, oil, brakes, electrical, etc
etc, are all in order would be pretty simple to code and lead to a greater
sense of efficacy in application of mechanical principles, and lead to a deeper
sense of anticipation in starting the trip. A post-trip check, too, could be
scripted. Admittedly these are a little time-consuming (albeit present in
real-life) the fastidious side of driving coaches. But would add an aspect of
complexity in-game counterpart to the real requirements and protocols of
real-world drivers.
Emergency Mechanical Aspect. A blow out, a flat tire, overheating engine
(here we would need to politely remind supportive high profile companies such
as MAN that this is nothing personal!) Difficulty in the air system making
brakes lock on (mine for some reason lock on ANYWAY! Let's all experience the
pain!) And how to best deal with these eventualities--or call for a replacement
coach. This would be a moderately exciting and pretty dramatic element enhancing
one's engagement positively with real life driving challenges. Flat tires can
be changed--did you put out the markers to warn traffic of the breakdown
environment? (Did you remember to pack the warning triangles at pre-check?)
"Realms" of Personal Interest and Realism
From the get-go Flightgear, the open source flight sim, incorporated
three aspects that we might consider here. One is real world weather, using a
small set of scripts to access METAR values, those weather values related to
flight which then dictate certain steps a competent pilot should go through to
manage flight dynamics in-flight. For the driver, up-to-date information about
rain, snow, flood, sleet or blood-drying drought can be accessed from weather
servers, thence appropriate weather conditions can be triggered in-game from
those values, bringing weather realism most completely to the game. (By the
way--visually--when will there appear rain on my windscreen again? I have no
need of the wipers....And the condensation build up on the windscreen as in the
earliest incarnations of this awesome Sim? I miss those terribly!)
We might concern ourselves with real-to-life road conditions. Too much
coding to script countless scenarios for traffic conditions, but basic traffic
information can be gleaned from traffic servers in most World cities and even
simplified but true to life representation would make this SIM POP. Traffic
build up requires re-routing, and yes, it seems every time I'm in Nice, I get
lost at the airport (ha!) and there is always a morning traffic jam requiring
me to hop kerbs and take some bizarre steps to get the trip underway (this even
with traffic density set to 38-42). Specific real world traffic scenarios could
be somewhat incorporated in-game, based on current traffic information.
Depending on how abstract or real, some level of what is happening in the world
today traffic wise could be realized in-game.
Enhanced pPersonal Interest comes from player involvement and
interaction. Steam offers some promise of that premise, but then no-one is
talking. Well and good! We are too busy driving! But what might be interesting
is a form of Bus RADAR. I steal this idea--ahem, no, am "inspired" by
Flightgear again--from what is seen at that open source flight sim. They have a
very elegant and simple set up where the Sim pilots can log into a Google (I
think?) server and thus supply their simulated location, which is then plotted
against a map. Cool! My bro and his bestie are about to fly out from San Fran. Wait
for me, I'm coming too! Real time flights can all be seen, if one has the
address to the map. Bus RADAR access in-game would follow that idea, and we
could see fellow players in real-time positions as they appear on the road.
This further leads to a set of "Let's see one another"
possibilities--where we can see other players driving, and even drive with
them, perhaps by combining coach services during peak times of passenger
transport, or running tandem schedules; or even co-operating to make connecting
services connect in a coach route network (player-built or pre-built). All it
would require is server space to upload the relevant information, such as model
vehicle, skin, etc., and positional information with this information then
accessed and delivered to other drivers as they meet one another along the
autobahns. That then initiates a certain kind of thinking: a possibility of
chat, even by incorporating microphone access, so that fellow drivers can talk
to each other. This then takes our wonderful Sim and pulls it from the desktop
and takes it more into an online frame of contextual reference, which may not
be desirable necessarily. But Flightgear thrived with such a novelty, pushing
it out from potential to reality. And no-one has been harmed.
So: real-world weather conditions; a seeing one another aspect. The
third aspect of Flightgear was failable systems--something we have talked about
already, in terms of breakdown possibilities.
Those are my ideas for now. I work on commission But
freely I discuss, only wanting this to be the best damn coach sim in all of the
coded worlds and the worlds beyond. Thank you for this Fernbus Simulator. I
love it, I always have.
Posts by Sibelitour
We are closing this forum
In recent years, a large and active community has emerged on our Discord server. Many members are therefore no longer active in this forum and contributions from new users were not answered or only answered late. We are therefore closing this forum with immediate effect. Old posts will still be visible, but it will no longer be possible to write new posts. You can find our discord server here: https://discord.com/servers/tml-studios-224563159631921152
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I agree with Ivan--better fuel stops. Not forced 15 minute breaks either, but an ability to plan out the aspects of the trip with total freedom.
Thank you, Valentina, for the encouragement and the link! It would be great if the system was overhauled to allow for aspects that should exist, or do elsewhere.We can hope. It would also make the game possibly very heavy weight and harder to run. Already the graphics are the heaviest on planet Earth for a sim...it seems... .
I think it is a cardinal sin to fall back onto an economy element for immersion. It is already done by others, and it is not the original premise. The premise is that we are drivers, not managers; although a manager mode would make happy people those who need that aspect. But not me. I find it not part of my spirit, not that of the road. I don't find stepping away from long haul trips immersive but rather imitative of that other one, ETS2 and such. Greater sense of adventure, of professionalism--getting immersive with passenger needs and needs of road users, needing to show and experience technical competencies in events of normal operation, and in operation under special conditions (weather and late connections, or whatever imagination conceives); dealing with danger, dealing with unruly passengers, misadventure or general malevolence might better suit the original basic concept. But yes, Ok. Conceded. People need more than there is--they are crying out for something extra. And embarrasedly attempting to move our attention to Tourist Bus (if if if that's what the latest buzz and focused campaign is about) is not an answer. We do not want to find we have spent so much energy, time, money, in playing some experimental prototype, but need this Ferny of ours to adapt and grow as we have by playing it.
10000 character limit at the linked part of the forum! What the heilige? Scared of discussion? Certainly room for none.... . Ehhh... ok... 70000 small messages coming to them, then! No, it was not so bad... Only one short'd message. -
Seriously, the vegetation is wayyyyyy too heavy. I'm running Fern off an SSD with i5 and down to 0fps for seconds at a time while every roundabout and fenceline is rendered with overgrown brown grass. At any rate, our Europe does not look like that, bristling with overgrown brown tussocks in every direction. Like--whaaaa???? Better compression algorithm and maybe grouped effects rather than propagating the same ugly tree and grass as individual textures over and over and over again..... Vegetation, no--scenery update sorely required.
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Dear TML Team (and all and one),
Greetings! I so adore the immersion of your prized simulator. It is far more evocative of the long distance coach/bus experience than anything else out there. Overnight I uninstalled ETS2, with its boxy every-city-is-the-same look; the MarioKart-esque graphic rendering; the crappy modding. ANYWAY, I have some ideas for Fernbus:
The premise of Fernbus seems to be you're the driver, the captain of the vehicle. Move passengers successfully from Point A to Point B. Get some points. Well and good, Perfect, for a first premise,
Yet the concept of coach driving can be further sub-divided into various realms. One should show competence across these various realms--this leads to good personal reputation for the driver; and fine (eventual) promotion, maintains the reputation of the company which enhances the popularity of its choice as the go-to carrier among customers. This goes for real-life, and might therefore go for the simulator driver and his/her experience.
Translating this from real life into aspects that lead to an even more engaging Fernbus Sim experience, let me suggest these:
Realm of PERSONAL ADMINISTRATION1. A log book. How can we talk about anything else first when it comes to long haul driving? I think in EU the driving hours are 9 in a 24 hour period. A log book should therefore be maintained. It was a feature of the prototypical truck driving sims such as Pedal to the Metal. With regards long treks ranging further than a 9 hour single shift, there can be two options: a time lapse where another driver drives the next stage--human driver "rests," resuming when clear to do so. This could be an 'optional option' if coded into the game--with ability to turn this stage driving feature on or off. That is important since some people, like me, love putting in 7 hours of real game time to complete every beautiful mile in an even 24 hour trek--alone. Not realistic, should never happen in real life; but this is simulated life, and reality is therefore allowed to take a pause.
But there could be stages or shifts in driving to add realism and a measure of needing to show good personal administration in terms of planning one's driving hours. Pre-arranged before departure, a two-driver system (with AI driver 'onboard' from starting point) could be used as a feature. AI driver takes over from time to time, as is necessary; time lapses as human driver logs rest... .
2. Courtesy and Professionalism. Points should be awarded for good passenger and customer interaction. This leads to a concept of handling missing passengers, and, let's be dramatic--medical emergencies. Someone who is unwell should be given appropriate level of aid--even transfer to ambulance for comprehensive medical care. So sick passengers seems like a reasonable place to start--it happens in real life, with even a pregnancy coming to fruition in the fullest way, yes--a live birth--on board a coach in Australia some years ago. A live birth aspect in-game may scare the children. But a general "Driver, can we stop? I am feeling unwell" might be enough. Taking action swiftly and conscientiously to aid the passenger would then score the Human Driver some points.
3. Good Samaritan/Road Sharer Behaviour. Reputation points might be awarded for positive in-traffic transactions, such as giving way at those switch-backs in and around Bern and Oberhof. Helping with roadside breakdown by stopping and offering assistance, just as happens time and time again--to help fellow travelers seems to be the gift, the natural instinct and inclination of most professional drivers the world over, and opportunity to show this would surely be a worthy feature of any quality Sim.
4. Specialized Service. There are no children passengers! There should be--and they must have the right documents of authority to permit travel, including carrying the name, address and contact of people they are meant to be traveling to see. This would add another aspect to the doc and ticket checking aspect already coded.
5. Appropriate care and handling of disabled or elderly, the blind. For when the buses accommodate disabled passengers, as we see in Bus Driver style games, driver would need to show ability in operating the wheelchair deck, etc., and failure to get it right would result in deduction in points overall to reflect on relative competency.
Realm of MECHANICAL COMPETENCY
Pre and Post Checks. Apart from getting along with people and offering conscientious and appropriate service/care to passengers, the professional driver needs to have the basics down. An option to run through a pre-leaving checklist, making sure fuel, battery, coolant, oil, brakes, electrical, etc etc, are all in order would be pretty simple to code and lead to a greater sense of efficacy in application of mechanical principles, and lead to a deeper sense of anticipation in starting the trip. A post-trip check, too, could be scripted. Admittedly these are a little time-consuming (albeit present in real-life) the fastidious side of driving coaches. But would add an aspect of complexity in-game counterpart to the real requirements and protocols of real-world drivers.
Emergency Mechanical Aspect. A blow out, a flat tire, overheating engine (here we would need to politely remind supportive high profile companies such as MAN that this is nothing personal!) Difficulty in the air system making brakes lock on (mine for some reason lock on ANYWAY! Let's all experience the pain!) And how to best deal with these eventualities--or call for a replacement coach. This would be a moderately exciting and pretty dramatic element enhancing one's engagement positively with real life driving challenges. Flat tires can be changed--did you put out the markers to warn traffic of the breakdown environment? (Did you remember to pack the warning triangles at pre-check?)
"Realms" of Personal Interest and Realism
From the get-go Flightgear, the open source flight sim, incorporated three aspects that we might consider here. One is real world weather, using a small set of scripts to access METAR values, those weather values related to flight which then dictate certain steps a competent pilot should go through to manage flight dynamics in-flight. For the driver, up-to-date information about rain, snow, flood, sleet or blood-drying drought can be accessed from weather servers, thence appropriate weather conditions can be triggered in-game from those values, bringing weather realism most completely to the game. (By the way--visually--when will there appear rain on my windscreen again? I have no need of the wipers....And the condensation build up on the windscreen as in the earliest incarnations of this awesome Sim? I miss those terribly!)
We might concern ourselves with real-to-life road conditions. Too much coding to script countless scenarios for traffic conditions, but basic traffic information can be gleaned from traffic servers in most World cities and even simplified but true to life representation would make this SIM POP. Traffic build up requires re-routing, and yes, it seems every time I'm in Nice, I get lost at the airport (ha!) and there is always a morning traffic jam requiring me to hop kerbs and take some bizarre steps to get the trip underway (this even with traffic density set to 38-42). Specific real world traffic scenarios could be somewhat incorporated in-game, based on current traffic information. Depending on how abstract or real, some level of what is happening in the world today traffic wise could be realized in-game.
Enhanced pPersonal Interest comes from player involvement and interaction. Steam offers some promise of that premise, but then no-one is talking. Well and good! We are too busy driving! But what might be interesting is a form of Bus RADAR. I steal this idea--ahem, no, am "inspired" by Flightgear again--from what is seen at that open source flight sim. They have a very elegant and simple set up where the Sim pilots can log into a Google (I think?) server and thus supply their simulated location, which is then plotted against a map. Cool! My bro and his bestie are about to fly out from San Fran. Wait for me, I'm coming too! Real time flights can all be seen, if one has the address to the map. Bus RADAR access in-game would follow that idea, and we could see fellow players in real-time positions as they appear on the road.
This further leads to a set of "Let's see one another" possibilities--where we can see other players driving, and even drive with them, perhaps by combining coach services during peak times of passenger transport, or running tandem schedules; or even co-operating to make connecting services connect in a coach route network (player-built or pre-built). All it would require is server space to upload the relevant information, such as model vehicle, skin, etc., and positional information with this information then accessed and delivered to other drivers as they meet one another along the autobahns. That then initiates a certain kind of thinking: a possibility of chat, even by incorporating microphone access, so that fellow drivers can talk to each other. This then takes our wonderful Sim and pulls it from the desktop and takes it more into an online frame of contextual reference, which may not be desirable necessarily. But Flightgear thrived with such a novelty, pushing it out from potential to reality. And no-one has been harmed.
So: real-world weather conditions; a seeing one another aspect. The third aspect of Flightgear was failable systems--something we have talked about already, in terms of breakdown possibilities.
Those are my ideas for now. I work on commissionBut freely I discuss, only wanting this to be the best damn coach sim in all of the coded worlds and the worlds beyond. Thank you for this Fernbus Simulator. I love it, I always have.
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I forget which bus it is, but this also occurs for me--when the interior lights are on. I turn off the interior lights, passengers fall over and people scream murder; but I can see where I am going again
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Such as those along the bridges and balustrades of Paris... Love the design by day. But at night, the light is not only too intense, but too "thick"--It is like passing through milk or cream and it's not light-like. These lights are almost like transporter beams! Where shall I reassemble after passing through these?
You know the old song-- "Memory"? It is from Cats, a musical by ALW (Andrew LLoyd Weber). A pretty famous song: much air time in the '80s, it has been explained to me. And online radio often breaks it out, depending on the (sad) station you can tune as you drive. But these lyrics:
"In the lamplight, the withered leaves collect at my feet
And the wind begins to moan"
Do you know what withered the leaves? And that isn't the wind moaning! In fact, the density and whiteness of the lights might be described as irradiating--the leaves are exploding, moaning first, then exploding, then disappearing, for such is the over-generous intensity of such lights.
Please adjust. And to save another post--
Headlights! I am glad to see that 1.27 has a high beam. Still, distance of the beams, low or high, seems inadequate. Brightness of low beam seems to be too dim. -
Under 1.14 the weather was brilliant! Whoever created that, my sister would kiss (yes, she is young and pretty and I assume the aspect of her kissing is not so bad looking too). Like her, I am also a fan of the old weather. The air conditioning fan whirrs, the windscreen shows condensation in the night as we pass under the yellow lights of small towns. There is a sense of time passing, a sense of people breathing, and of heating meeting cooling. Or a stormy day, grey and menacing, trees tremble, all those cute little people wearing their winter wear; and onboard we are in the amniotic security of the coach saloon, as rain gathers to the windscreen; we are all warm and dry and free to watch the rain as it gathers to the windscreen and windows, the wipers are on, we see the black gloss of the wet streets...
But no--we don't anymore.
When it rains, nothing touches the windscreen. When it rains now in the Sim, now, it never STOPS! I drove from Nice to Brest with this constant rain all around our vehicle, but not once did I need to activate the wipers! XD
There are no black wet roads, there is no condensation on windscreen, there is no way that we can be happy with this weather oversight. The Weatherman on the news would say, "There will be extensive periods of small white things like thin bars falling for the next 20 hours or more, but it is ok. Ignore it. It won't go away when you ignore it, but you won't catch cold--you won't even need to raise an umbrella." -
We already have the infamous ETS 2 (Euro Toll Simulator 2, by SCS--oh, ahem, I mean truck) in the gaming world. For the sheer glut of tolls it has become an unrealistic experience overall. PLEASE, dear TML people, do not continue to add tolls to the Fernbus maps.
The argument seems to always arrange itself along the line of "But it is for realism." My clock keeps real time. My senses keep real time. Neither does shrink to gather itself to fit the mold of a condensed "Simulated" toll experience. Example: "Well," The Developer explains, "There are actually 7 tolls between Atown and Betown. So, you must endure 7 tolls, too, in simulation, as you would n real life!" Thank high Himmel it is only 7. In ETS2 it would be 70! But there is also a 7 hour REAL drive between Atown and Betown. In my study, where I drive in our Simulator, there is not more than 32 minutes, say, between these two points. And as smart as the gameplay may be, and as realistic as the coach in all its beauty and glorious design is--there is no way my senses compensate to make the difference between a real and simulated 7 hour drive. Hence, the tolls are distracting and diminish the overall smoothness of a real drive in a fine coach.
So please, please...by nacht und nebel, lose the plans for more and more tolls...make any plans for more tolls vanish before you create the frustrating experience already there in ETS2. There is enough already.
We could also ask to verify the realism of the tolls extant in Fernbus now--is there really a toll to LEAVE Paris? Why is Marseille walled in by tolls--why are the towns and cities becoming toll zones entered and exited by tolls, tolls tolls? Is it a subconscious appeal to the player to recognize a greater danger--an allegory--of these vast, dark Covid-19 days of checkpoints and lockdowns?
We might also question again the realism of the tolls--no lane lines. No toll pass magic: in real life, it is usually not a gate operated toll, but Toll Pass ''magic'' means you don't even really have to decrease your speed by much to pass through. So please--reality check the tolls.
Signed,
I Hate Tolls.