In game development, hotfixes are critical updates that address bugs, improve performance, and enhance user experience. Effective hotfixes include performance optimizations like texture downsizing and AI entity reduction to help lower-end systems, input device compatibility fixes for various controllers, physics adjustments for realistic gameplay mechanics, and visual improvements such as shadow effects and UI enhancements. These updates demonstrate how developers continuously refine their games post-launch to improve stability, accessibility, and overall player experience.
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Running Train Update! Huge Hotfixes, Performance Boosts & Fixes 0.9.2Added:
Good day viewers. Got a bit of news to get through today. There will be three episodes. One on running train because there's been a couple of big hot fixes and one on ATS ATS and one on train sim world from just trains.
First up, running train from the developer Rizu. And I might point out this is a single person doing all this work and they have added some features to running train level distance traveled and accumulated points are now displayed on the main menu. And I should add for people unfamiliar with this that as usual I read this information to improve the accessibility for those who can't or won't go and read it for themselves.
A note on that one because distance traveled is a newly added cloud save variable data. Stats from previous runs will not carry over. Your stat will begin from zero. Apologize for any inconvenience.
In the evaluation screen, details showing your selected difficulty multiplier and the train model used during the run has been added. Visual improvements added a blob shadow effect beneath the AI traffic car. Pressing shift and middle mouse button now instantly reset all camera properties back to their default values. Stop tolerance on free mode increased to plus or minus 10 m. Added new style of stop marker. added an option for significantly reduce AI train spawning to improve performance on low-end PCs.
Fixes and adjustments. Diagram 1677A fixes fixed an issue where the players could not proceed past the Canamorei home signal. Diagram 1677A fixes departures from EA station and now 70 seconds earlier to balance the timet.
Updated the engine RPM logic on the DC85 series. is when the torque converter is locked. The engine is now mechanically locked to the wheels.
Reduced overall damping and running resistance, so trains should now maintain momentum better and lose speed less when coasting. Resolved an issue where third party masc plugins cause conflicting button registration with Xbox controllers. Xbox controllers should now function normally. Hopefully, this is the last time.
Fixed a HUD mashup glitch where the Zuki HUD would randomly display while using an Xbox controller. Fixed a bug where the controller button would fail to register in the session end notification. Clamped maximum forward speed to slightly faster for AI traffic to eliminate the car centipede reverse bug. Fixed UI background stretching issues on ultrawide monitors. Corrected inaccurate entrance and exit speed limits displaying on certain timets.
Updated the entrance and exit speed limits for Takahashi station. Fixed various typos, misspellings, and translation errors. Added a missing wiper mesh to static train models.
Downsize several non-critical textures such as bolts, labels, etc. And reassigned assets to different streaming groups to reduce VRAM overhead. While this should alleviate texture blurring, if you still experiencing blurry textures on lower spec systems, please try the following steps. Increase the system page file. Ensure your Windows virtual memory paging file has at least 2 to 4 gig allocated. Set your graphics settings and AI train frequency to low or medium before loading into a scenario to minimize peak RAM usage during map loading. Once the scenario loads completely, check if the texture display is correctly not blurry. The paging file is an interesting one. I wouldn't have thought that would really actually help very much. So, that's an interesting thought.
And there's one of the admins of the server asking for boosts. And Rizu is back with another hot fix. Added optional selection for UI stop marker overlay off 2D, 2D or 3D. Added new 3D UI stock marker overlay now correctly.
Respect stop mark overlay and settings.
Fixed credit menu crash stuck with gamepad. Fixed main new readability issue caused by new 0.9.2 update. Fixed jagged speedometer UI. Fixed train refusing to move when applying notch one to two in the very first station. Fixed abnormal rapid deceleration, lack of acceleration on curves over 100. Fixed misplaced tile at Iwanto.
Fixed misplaced rail and collision issue near Nagara. Fixed the flipped station signage at Nagara. So, Running Train is in early access and the releases are coming hot and fast. So, good stuff.
Good to see. and we'll see where this game goes. As I've said in my streams, I don't think it's the killer game that will replace other train games. This is inspired by Denture to Go. It's very similar to Train Crew and others.
Visually, it is the most stunning representation of a train simulator that we have to date. It's um probably a notch above Subway Sim 2, which was the previous highest. All righty, that's it for the news on Running Train. Enjoy yourselves. If you haven't gotten into this game yet, think about giving it a go. It's quite a lot of fun. All righty.
Have fun folks. Enjoy yourselves and we shall see you later. Bye.
We played a
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