Trying the steam loco now. Mixed feelings so far, not helped by a bit of trial and error for key commands which don't appear to have made it in the pop up Settings menu yet. Seems simplified physics and the sounds come across as synthesised, with hardly any track run sound. There doesn't appear to be a training scenario, just the one 2.5 hour passenger run in SP which seems to be an all stations local service with just four UIC coaches.
Hello OldVern, why did you not try first the tutorial ? It takes about 35 mins to complete it and it is nice explained how to operate the steam locomotive.
Hyce is a real steam engine train driver. And youtube much train simulator videos and real life videos. He and others are developing their own train simulator. Century of Steam He has now tested Simrail and driven the steam locomotive and he is largely satisfied with it.
Well obviously I have never driven a steam loco, but my experience is that while it might be slightly better than TSW but nowhere near the quality of steam that we have in TSC. the sounds in particular are very poor. Also, not available in MP and for SP just one training scenario and one two and a half hour scenario (that can't be saved) on a short, stopping local train does not give much of a run with it.
Server lag have been fixed but other than that I didn't really find any bugs in it I just finished the game after about 2.5-3 hours. The paper schedules have not been generated yet so there is empty paper in the cab. Timetable is not complete, new trains have recently been added to the multiplayer mode (EU3, PL8, DE3 and EN1 server only).
Yes, huge difference..... you can talk about the differences between a steam locomotive in the United States and in Europe.
It seems it's currently SinglePlayer only yes. You'll immediately notice different platforms, signage. Nice touch! Though I'm not sure if some server is running the 80s map yet. Haven't spotted 80's haircuts yet on the passengers
Have touched the steam loco. I am not a fan of steam but this one after some tweaks can pretend to be one of the best in virtual railway world
To be fair to Hyce, he actually did drive the same engine class on his trip to Bosnia (there numbered as class 33) a few months ago. Sure, he only got a few minutes at the regulator and didn't really work the engine like the crew did, but he also acknowledged that. He's not familiar with the operation of European engines, air brake systems or seemingly small details like different types of regulator, cutoff etc. and he said so himself. He does however understand how to operate steam engines in general and the dynamics and physics of steam inside the engines (which, apart from experimental projects of days past) is universal in all steam engines. He's also got two working ears to rate the sound of the simulated engine and more knowledge of acoustics than the average train enthusiast. I watched his stream and tried it for myself afterwards and have to say the chuff sounds at least are accurate for that boiler with that exhaust since I have seen and heard plenty of Kriegsloks (German class 52) in original configuration as well as engines of the sub class with newer boilers from the 60's in real life. That being said: they put a German Einheitslok low pitch hooter whistle sound on a polish engine with the original high pitched whistle the engines originally were fitted with and that most polish engines use. Why they did that is a total mystery to me.
I've generally found it to be a big mistake to assume anything is universal in the field of railways!
from devs PROJECT: Modernization of railroad traffic control devices on the Kozłów-Sędziszów route. PROJECT OBJECTIVE: To make the Krakow Railway Node more efficient and increase the number of railroad connections realized by improving the capacity of railroad line No. 8 on the Kozlow-Sędziszów route thanks to the reconstruction of Klimontów and Gniewięcin interchange stations. BENEFICIARIES: Users of SimRail - The Railway Simulator. Hello, today’s patch comes with increased train count on section to Kraków and Line no. 62. After introduction of new Timetable on 13th of December 2024 we said many Times that the main problem with rout to Kraków is capacity of lines exiting from Kozłów. In case of previous timetable from 13th of December assumed capacity for lines is 4 pairs per hour on section Kozłów-Sprowa-Starzyny and up to 5 pairs per hour on section Kozłów-Sędziszów. This is together 9 pairs of trains, which need to be splitted between very high capacity line Kozłów-Miechów-Kraków with SBL (Automatic Block Signals) with potential of 8-10 pair per hour and Kozłów-Bukowno-Dąbrowa Górnicza Wschodnia with potential of 4 pair per hour. In practice, it turned out that operating the long Kozlow-Sprowa and Sprowa-Starzyny routes, along with the single-track Starzyny-Psary and Starzyny-Koniecpol routes, caused difficulties, and some services were suspended so as not to overload the route. This eventually resulted in the new Kozlow-Krakow section being loaded with 5 pairs at the beginning, and eventually with 4.5 pairs per hour (9 trains). It must be admitted that such a traffic load on a double-track line equipped with SBL does not pose a challenge for dispatchers - trains overtakes are not frequent and communication with neighbors is limited to giving the numbers of outgoing trains. Additional capacity had to be found in order to be able to add more trains to the Kraków line. Unfortunately, the actual layout of the stations on the line was not helping. Therefore, we made the difficult and not ideal decision to recreate the Klimontów and Gniewiecin block posts in the form of APOs (Automatic Block Posts) - exactly the same operation as on line No. 62. This was basically the only way to give us more freedom with timetable achievable in a reasonable time. The theoretical capacity of this section in this situation exceeds 10 trains per hour. This value is definitely sufficient. This moves the bottleneck to the Kozłów exit towards Tunnel, where stopped freight trains need as much as 5 minutes to release the first block signal! The changes will include the signaling desk at Kozłów. The existing dominos from the line interlocking have been replaced with a occupancy slot, and control of the interlocking to Sędziszów will now be done from a separate computerized control-screen signal box. This morning we have 978 schedules daily. After the update there will be total 1067 trains, this is 89 more - all in Kozłów. The original plan was to add 130 trains every hour: a pair of Kraków-Sędziszów passenger trains, a pair of Kraków-Sędziszów freight trains and Borowa Górka-Bukowno-Sędziszów. However, our tests of the operation of the Kozłów-Tunnel junction showed that the smooth running of traffic requires a very skilled player at Kozłów, since he also has to take over the role of line dispatcher for the Tunnel-Charsznica branch and release trains on this section at the appropriate intervals. As a result, some of the new trains have been canceled. Nonetheless, it seems to us that both the Kozłów signal box and the others on Line 8 from Tunnel to Kraków are now more challenging. This is the end of work on the timetable in that area in the daytime for now - we are moving on to another part of our map.
Patch 20.01.2025 Singleplayer various fixes in singleplayer scenarios Multiplayer fixed HUD date when driving over a day change fixed VD behaviour in Zastow in some cases fixed dispatcher difficulty filter selection in the main menu added around 100 new trains per day to the timetable in the multiplayer mode Rolling stock fixed collisions in all coaches when player was walking between cars fixed lack of keypad connectiion on EN57/EN71 in double/triple traction fixed pantograph control in Dragon2 loco after switching to cab B fixed keybind for compartment lighting on EN57/EN71 fixed fast move function for power/shunt lever in EP08 fixed old destination board in EN57 fixed minor bugs in external model of EN76 fixed minor bugs in ED250 panel control lights fixed bug in connecting some passenger coaches fixed keybind for antislip brakes in EU07 fixed incorrect position of the brake disconnector lever on some freight cars fixed penalty points for opening doors after cab activation fixed interior lighting on some passenger carriages fixed passive driven mode switch on ET22 added assimilation (pressure equalization) when brake handle is in driving position in Ty2 added more output fields for better diagnostics in Ty2 fixed calculation of wheelsets loads fixed starting temperature of coolant and automatic heaters in E6ACTad changed sound of diesel engine in E6ACTad Scenery fixed overhead wires issues in Pruszków fixed bugged buildings in Opoczno and Idzikowice fixed various issues in Krakow Batowice dispatcher building fixed stopping points at all stations between Krakow and Tunel fixed broken signals and signs models on whole scenery fixed factory building in Wolbrom station fixed presignals on Krakow Glowny station fixed passage near Katowice Szopienice Pld. station (80s) fixed stripes on the entry signal to Krakow Glowny from Plaszow direction fixed passenger displays on Krakow Glowny station fixed platforms markings on Krakow Batowice station fixed We8 and We9 signs near Goszcza station fixed collision on buildings near Krakow Glowny station fixed cars paths near Krakow Glowny station fixed cars paths near Miechow station fixed platforms markings on Krakow Glowny station fixed terrain near Sosnowiec Glowny station fixed collisions on Pruszkow station added two automatic block posts (APO) between Kozłów and Sędziszów - Klimontów and Gniewięcin. Dispatcher fixed line block type between Kozlow and Tunel fixed various bugs in EDR fixed day/night switch in domino panels fixed various bugs with overhead nicknames fixed difficulity levels for signalboxes fixed various bugs in Slomniki, Zawiercie, Zastow, Niedzwiedz domino panels fixed level crossing in Bukowno
Is it only me who thinks development has been slow on simrail in the past year. The last year hasn't dramatically developed the simulator in my opinion. (Yes I know we have Krakow now) They have promised quite a lot before, such as new routes, editors, etc 2-3 years ago. But almost quit about these. This they wrote in autumn. Better than nothing...... EN: At what stage of work are the foreign routes? EN: After the release of the full version of the game, we will publish information on the additions that are being made, but work is still ongoing.
update MULTIPLAYER added hiding of player nicknames displayed next to vehicles when HUD is off. STOCK fixed ED brake in Dragon locomotive Fixed parking mode in ED250 fixed the lights programmer and behaviour of SHP in Traxx and Dragon locomotives fixed direction boards in new EN57/EN71 EMUs (EN57-206, EN57-612, EN57-650, EN71-002, EN71-004, EN71-015) fixed compressor keybind in EP08 locomotive fixed battery on keybind in EU07/EP08 locomotive fixed freeze of the simulation when changing view after disabling fireman SCENERY fixed LOD of passenger information displays in platforms DISPATCHER fixed the behaviour of the ‘1’ key which was incorrectly refreshing timetable fixed an assist that kicked a player for not accepting a line block from different station SINGLEPLAYER fixed bugs in DLC Caro Pack missions OTHER fixed "return to main menu" button fixed freezes of next signal info in HUD
12. 02/25 updaye SINGLEPLAYER fixed freight scenario Krakow-Sedziszow fixed freight scenario from DLC Cargo Pack fixed scenario Warszawa-Krakow 2xPendolino MULTIPLAYER fixed virtual dispatcher behaviour between Zawiercie and Grodzisk added keyboard navigation for trains/stations selection fixed train compositions for multiplayer mode STOCK added EP08-008 livery fixed tutorial for EU07 locomotive (added skipped radio part) fixed bug causing incorrect camera rotation after returning to the cabin from leaning out of the window fixed wipers animation on all vehicles fixed synchronization of coupling covers in Pendolino fixed issues when driving double Pendolino under ETCS SCENERY fixed distant signal ToT in Sosnowiec Kazimierz fixed distant signal ToN in Dabrowa Gornicza Huta Katowice fixed signal repeater position in Krakow Glowny fixed W6 signs on the map not giving points fixed wrong radio channel number on Katowice Zawodzie fixed wrong radio channel number on Dabrowa Gornicza Zabkowice DISPATCHER fixed issues with switching camera in private chat using keys 1, 2 and 3 improved the assistance system - kicking a player only is triggered only for line blocks created by BOT fixed lamp desk in Grodzisk Mazowiecki OTHER improved operation of ETCS level 1 fixed sky rendering transitions between clouds and horizon
Still awaited here too. A decent single player timetable with save game would mean SimRail a viable competitor for my time with TSW and the other sims.
Comment from devs in one of the upcoming updates new container wagons will be put into your hands. We know you have been waiting a long time for the final third wagon for the DLC Cargo Pack, which was unintentionally mentioned in the roadmap as ‘Sggnss’. The bad news is that ultimately this wagon will not be there - for which we apologise to you and understand that some of you (let's hope as few as possible!) may be unhappy about this. The story is very simple: the wagon was to be made by an external developer, which ultimately didn't meet our expectations. We therefore had to take matters into our own hands and start from scratch to ensure a proper quality. The work has been going on for some time, but we are announcing it at this point - when it is clear exactly what will be released. And from now on, it will only be good news We thought about whether and how to get out of this no-win situation. It wasn't easy, because at the beginning there was announcement of an Sggnss wagon and, let's face it, this type of wagon is not popular in Poland. In principle, we could have just found such a wagon, made it like it is and pretended that nothing had happened. On the other hand, we took this situation as an opportunity to develop the game further - if this is the case, maybe there is a way to be able to provide you with something more? A small digression entitled Rabbit entertains and teaches about railways will follow at this point.Railway wagons and some other vehicles have a double designation.In the case of freight wagons, we are talking about the wagon series - a letter designation according to the standard, which describes the most important features of the wagon's construction (e.g. Eaos - a four-axle coal wagon with a speed of 100 km/h without the possibility of unloading on a head turntable) - and the type (e.g. 408W, 412W, 430Wa) - a designation chosen by the manufacturer, under which the entire design is concealed.I mention this because the Sggnss wagon series designation alone does not tell you what specific type of vehicle or manufacturer it is.Add to this the fact that I don't think any screenshots of the wagon in question were published anywhere, and we had a free hand as to which specific wagon to choose. Reviewing the designs of many container wagons, we came to the conclusion that some of them are more similar to each other, others a little less so, but what they have in common is the general idea of the chassis - longitudinal beams with a widening in the middle and some reinforcements across. This gave birth to one of the crazier ideas - would it be possible to make more wagons from one base? This would solve another problem that had been with us for a long time - containers on Res series wagons of type 424Z. Platforms with stanchions are not the best choice for intermodal transport, but we had to somehow accommodate this with what we have. The answer is yes, it can be done.We ended up with not one, not two, but three container wagons. The basic wagon for the DLC is the Sggrss type 629Z wagon, which has most of the same features as the planned Sggnss: maximum speed of 120 km/h, loading length of 80 feet, K-type composite brake shoes. In addition, it is supported by the fact that it is articulated, has a higher payload, was manufactured in Poland and is used by our Partner, PKP Cargo - so it can have full carrier and keeper markings! An additional wagon for the DLC is Sgns* wagon type 434Z, which has a maximum speed of 120 km/h, a loading length of 60 feet, cast iron brake shoes and is also of Polish manufacture and used by PKP Cargo. This wagon is added as an extra free of charge for the waiting time and for all those who were expecting a four-axle wagon on two bogies. The prepared carriages required minor development of the motion physics in SimRail, which is definitely positive. Among the innovations are: the independent selection of the braking force of each carriage independently, the calculation of the friction coefficient for K-type composite pointers, the use of a valve to limit the braking force during service braking (so-called Knicksventil or kink valve). Finally, at this point I would like to add that the way these carriages are braked may be really surprising to some of you for the first time, but I believe you will be able to adjust yourselves to it.
The time they took to write that, they could have written some more SP scenarios and added code for a save game!
Perhaps they are struggling in the same way as DTG in implementing a fail-safe save game that preserves all script states and hundreds of variables? On the other hand, Run8 and RailRoader have customisable save game options, and while not having 'the ultimate in realism' in train simulation (read in-cab air conditioning, hot plates, passengers fighting to get on or off etc), their save game functions never gave me any problems restoring a previous session.
True. Run 8 you can even load a save within a save, so to speak, if you want to spawn a specific train into the world.
05.03.2025 EN: Dear SimRail fans, along with the container wagons, you will receive a small timetable update consisting of: 1) rearrangement of the times of TDE 1320xx and MPE 531xx trains on the section Józefinów - Korytów with a commercial stop in Grodzisk Mazowiecki 2) launching a pair of TDE 1420xx/4121xx services on the Dąbrowa Górnicza Towarowa - Szeligi section together with opening of the line to Marków station - route speed 100 km/h 3) launching a pair of express TDE 2420xx/4220xx connections (and some loose locomotives) - route speed 120 km/h! 4) shifting the running of trains 4241xx by half an hour 5) other minor fixes
There seem to be 1st tests of save/load function in scenarios, so maybe we'll get it sometime at the end of the year (or next year). Here's a screenshot of the menu with "Load" & "Save" positions visible, from a video I saw on a chat in Polish Facebook group: In the video itself it was shown loading an earlier saved state. It was very choppy with scenery and objects slowly starting appearing in the 1st few seconds, but according to Bartłomiej Skwara who uploaded the video, it isn't final or even initial version of the function.
Good to hear there is some progress on this basic feature. Obviously loading, checking and initiating hundreds of variables is going to need some serious testing.
One thing I'd seriously prefer changed from what I saw in the test video would be having the save loaded in a paused state, at least until all the elements loaded, or have a loading screen with progress bar. In the video the train you are controlling was already moving with the saved speed but without tracks, signs or signals being yet rendered (you could be missing some important information).
They'll work something out along these lines. Reloading a saved Run8;World has all the trains paused until the CTC is fully initialised. SimRail's dev team will have to take the same hurdles as TSW's And with the console market luring, those Dev's need to exercise patience and strict quality assurance or SimRail will end up in the same mess that is TSW5.
DLC łódź is coming soon, because a new depot called "dlcappid"has been added to SteamDB. And it's certainly not just an addition to the DLC Cargo Pack, because in the tab DLC appears as a separate hidden.
UPDATE 13.02/2025 MULTIPLAYER new services introduced, with some freight trains capable of doing vmax=120km/h* all container train consists changed not to use Res cars anymore system now can detect if the train can reach the next station with the route set (trying to dispatch a train on a dead-end track should not be possible now) Fixed first Vmax set after spawning a train A detailed train composition changelog can be found here STOCK new Sgmmns-x car introduced for all players new Sggrss and Sgns(s) cars introduced to Cargo Pack DLC new keybind for train heating added keybind fixes for 4E compressor and cab light switches ED brake in ET25/E6ACT locos fixed random air pressure bug in EU07/EP08 fixed fixed energy consumption summary showing wrong values when using diesel engine ET25/E6ACT cruise control now has 5km/h-step settings parking brake is now engaged automatically in ET25/E6ACT when the cab is deactivated fixed battery loading gauge in EN57 and ET25/E6ACT Fixed adjusting force to wheels pressure in EU07/EP08 when driving backwards "small" (pantograph) compressor behavior fixes in EU07/EP08 locos SCENERY Szeligi - Marków line opened DISPATCHER domino-panel frame positions fixed SINGLEPLAYER new introduction scenario added for the new container-cars LUA: non-narration type sounds can now be played, with their volume levels defined separately LUA: more flexibility with awarding action points is now possible OTHER ETCS: fixed a bug when no MA is given before entering FS L2 area ETCS: fixed wrong velocity by leaving SR mode in Level 1 Fixed work of key binds using special keys Ctrl, Alt, Shift Added information about brake regime of all distributor valves in a vehicle
SimRail - The Railway Simulator: Łódź - Warsaw DLC soon available on Steam! Discover the charm of the new railway route from Łódź to Warsaw! The latest DLC takes you onto a realistically reproduced, highly detailed railway line starting at Łódź Widzew station, through Koluszki, Rogów, Skierniewice, and Żyrardów, all the way to Grodzisk Mazowiecki (and then on to Warsaw!) Take the controls of the legendary EN57 electric multiple unit, this time sporting the Łódź provincial livery (EN57-919), and run regional passenger services across the picturesque landscapes of central Poland. Known among fans as the “kibel,” the EN57 is the longest-serving electric train on Polish tracks—a true legend that has been handling regional rail connections for decades! Each station along the route has its own distinct railway character. Your journey begins at Łódź Widzew, thoroughly modernized in recent years, now a vital interchange point for the city of Łódź and a technical base for the local carrier. Koluszki, primarily an interchange station, has been in operation for over 170 years! Traveling toward Warsaw, you’ll pass the home of Polish Nobel Prize winner Władysław Reymont, who once worked as a track operator on the Warsaw–Vienna Railway. In Skierniewice—another key junction—you’ll see the historic 1845 roundhouse, while Żyrardów station will greet you with a distinctive water tower visible from afar. Faithfully recreated stations and stops convey the atmosphere of one of the most important railway lines in Poland. Feel the day-to-day commuting experience between the heart of Poland and the capital. New challenges await both in the expanded multiplayer mode and in single-player missions, where you’ll personally grapple with the unique pace of commuter traffic and the intense flow of passenger trains interspersed with demanding freight services. Will you manage to get passengers to their destination on time during rush hour? Climb aboard the EN57-919 and find out for yourself in the newest expansion to SimRail – The Railway Simulator. Release Date April 2025
yeah and the persistence they keep evading these wishes is perhaps telling it is too difficult to implement? or the lure of multiplayer on paid subscriptions for konsole players is overwhelming already?
Let's not confuse the ability to save the game with the Lódz DLC. The base game update is a separate thing. As I saw on discord there will be an update as well, the content of which is not yet known. It will probably be a changing train direction and you don't have to drive the train out to a portal, but they said they might not be ready by the time the dlc comes out.
I think the point is they are dropping DLC while we are still waiting for features that were supposed to be in the release version coming out of early access. If what you say about changing trains is true, they are doing everything but address the SP game and saves/checkpoints.
The save system is being developed, it's still in very earlie dev. and it seems it's not so easy to add. On forum or discord, one developer explained why it is not easy task. Main problem is that there are many AI trains on the route (500km+) and the issue is that some trains might be on track switch, which can crash the game when you save/load. Another point is when the game left EA, they've added variance for the AI trains (every time you open scenario you will have diffrent AI train). For example: Train A is a passanger with 3 wagons but when you reload the scenario it might have 5 wagons. Train B is cargo, in this case it might be short or long, etc. So better for them to take time and do it correctly and to give some future that is not working....
Noted! Well the Lodz route does look quite nice so I can see me adding it and just running in MP. At least it looks like the station buildings are nicely detailed and finished, unlike - ahem - Cardiff in a certain TSW DLC just released. What we don’t know yet is how much the route is going to cost but if it was a choice between that at £30 or Cardiff network, well no contest really!
I know what you mean! Well hopefully the SimRail route will be no more than £25 so having decided not to buy Cardiff or Thomas, that should leave me enough in my Steam Wallet to cover both that and the Dutch route.
In fact, there is no choice. Neraly any TSW's addon is meaningless. 90 percent of the routes are single-use. These are essentially closed, isolated systems without any real overlap- you will never get an physical extension of the route within the framework of the same rail-road network. While the addons in the form of routes in games like RUN8, ETS2 and now in Simrail make sense - you really get an increase in the territory, where in the future you will have multiple options for trips and interesting events in the living world, unlike the ossified and overscripted, I would add outdated TSW's system. Simrail has broad perspectives under certain circumstances, TSW - no. Personally, I get a lot of pleasure from driving process in SimRail. Every time you get into a new live situation, and when you exit the game, you realize that life doesn't end there - that there are services going on, the time of day is changing, people are going home or to work, some of the dispatchers are yawning at their modest stops, and there are those who solve serious problems. A commuter train raced by...here the heavy "bull " ET22 is pulling tank wagons past an industrial zone- the life of the railway, which is not like the previous one...Simrail is unique in some respect. To be honest, I prefer to press the alarm button rather than the save game button) I am sure they will implement this, testing is already underway, of course it will take time. However, I don't care about saving because the main core is in another place.
Single player mode is important too, as a save game. The community creates amazing scenarios ! So, a save game mode is very important that you can fully enjoy the scanarios created by the users