I got Simrail as a Christmas gift and the multiplayer is not that bad. If you select an empty-ish server, then it's basically a single player game.The main issue is that you cannot pause it, but you can activate autopilot to step away for a while.
The roadmap update is like a bomb. If they manage all of this within the next year this will put pressure on DTG. This is good as it will bring even more fresh air to the market.
Yes indeed. Now they this year will have routes in Poland and the USA and Germany. And once they've done the first route, it's so much easier for them to do more routes in these countries. yes this looks so promising
They arnt doing the US route, that is being made by Searchlight Simulations in partnership with the Simrail devs.
I'd say SimRail has gone a rather fast development pace taking into account that developers are new- comers in game development realm. Yes, they do not have experience in some kind of media hype but they have demonstrated that they are solid professionals in many terms: working with game engine, optimization tweaks etc I hope they will take Run 8's vision and game building not DTG's
Anyone interested to see how train simulator is developed ? Now you have a chance ! "Would you like to spend a day with the creators of SimRail - The Railway Simulator❓ Together, let's support the noble cause of the "Wielka Orkiestra Świątecznej Pomocy"! " https://allegro.pl/oferta/dzien-w-studiu-produkujacym-gre-simrail-the-railway-simulator-15068806124
Now there's left to see liveries of cars from 80's - would be somewhat brown / green-brown. I can imagine them fitting better when coupled with the steam loco. What is DC?
an extract from dev's post about current state of comiing shunting opirtionsx Ad 1. The posssibility of setting shunting singal are present in the game from the very beginning, but they are disabled on public servers - maybe some of you remember, what wahs happening during the playtests, when trains were sent to another stations with shunting signal. In singleplayer mode the shunting is working, they are present in a few missions. Regarding compliance with shunting signal by bots, a lot of bugs was fixed. They were preventing bots from stopping at some combinations of signals. Nowadays bots drive according to all signals correctly, redarding theiers actual driving mode. The same applies to the player, who has the same driving mode granted internally by the game. It means, that there is no problem with passing "shunting stop" signal with a timetabled train, but when one is shunting, the same signals are treated the same as SPAD (signal passed at danger). Ad 2. There was made a big step forward with driving back and forth. Bots and player are given correct informations about signal placed in front or in back of a train, depending on the direction of motion. It means, that some of the old missions, which included change of the direction of motion, should work properly now. There should not be problems with faulty signals and differences between what a driver sees in GUI and what a train does - the best example is the bug, when it was impossible to pass backward a signal. Ad 3. There were some internal problems connected with dividing and merging trainsets. For comparison - in MaSzyna* there is no trainset, every train is a set/collection of vehicles and more sophisticated functions are implemented in bot-driver algorithms. In SimRail every vehicle belongs to a trainset, what is very convenient for us (developers) but has main drawback - synchronization. The most interesting and enjoyable work with basic mechanic is done - one can disconnect from or connect to a trainset and drive with those carragies or wagons. Signals and GUI work properly in both directions (like in point no. 2), but there is a lot of work to do - tedious work of searching and testing for any bugs resulting from dynamic changing trainset for a vehicle - it's a lot of places. * For those, who are not Poles and are not familiar with it - MaSzyna is another polish, over 20 years old train simulator. Some of our staff was involved in developing it and it is very well known among polish railway enthusiasts. Summing up point no. 1-3, we can mark shunting as done if any of those situations can be simulated: 1) driving at shunting signal between two tracks at one stations or from a siding (e.g. going with elf from depot in Katowice to a platform), 2) changing of direction of motion (e.g. driving with regional train from Katowice to Sędziszów via Sosnowiec Gł.) 3) possibility of coupling or uncoupling vehicles from trainset (e.g. decoupling a locomotive from cargo train in Łazy or KWK Staszic), however we want the game physics and mechanic to be finished for all of these case and we don't want to wonder anymore, if the foundation works. Ad. 4. Why I'm not writing about singleplayer? Well, it depends only on the author of a mission, what will be done, how the trains will be routed. The main train will be always driven by a human player. It means, that it is not a problem with game engine - one has to write proper commands, radio texts for one train (or more, if one wants that for decorational trains too). In multiplayer, there are four cases to analyze, when a dispatcher and a driver can be human, bot or mix of them. Both a player and bot have to be capable of setting a route, driving a train and communicating with each other. Moreover, we want to have flexible, generic algorythm, that we won't be forced to prepare manually train routes for every of our over one thousand trains, which are simulated everyday on every server. All the changes which can be done by a player (direction, consists, trainsets) have to be synchronized with server. This is area of interenst of another developer, so I'm not speaking for him. The same applies to the bot-dispatcher, who has to able to set a resonable train route for shunting. The more difficult shunting in multiplayet, the more changes in logic. Therefore there were provided some informations, that in multiplayer the first case will by with changing direction of motion or a train with EMU
from twitter the netto revenue for all SimRail copies exceeds $1 million Mission, AI and Maneuver Editor will be released in a single patch
From devs "The Tunel - Kraków Główny section is part of the Warsaw - Kraków route, which will appear in SimRail as a free update."
Going well but the big question is when will some of these updates drop, particularly the ET22 freight pack and the transition out of early access?
Hello OlVern, this DLC should be released after the game leaves the early Access, so after second part of big update…. I personally think, maybe May/June
Workshop support will be added to the game and community-created content will be uploaded. Same as in TSC. First, it only applies to the mission editor with AI trains.
We are also still waiting for the final step out of early access and the promised SP improvements including the checkpoints. Still no release date for the ET22 pack either.
The ET22 DLC is in the final testing phase now. The small electrical contactors click and move - video and piccies on the discord.
Love how the locos don't need to look in the game like they went out straight from a factory or repainting.
I feel that's to be expected when even a company like SCS, who have map DLC down to a rather consistent schedule and pricing scheme don't announce it till about a week out. None of the flight sim developers are any better, I think some of them only give about a days notice of their products going live or something like that.
The cargo pack DLC is coming in the following weeks. Shunting operations will be included. More screenshots there: https://www.facebook.com/simrail202...1bMAm333RZJgVnXsccF3iZdV6KLwBR62TSB7n5JXoUYpl
I think teasers and spoilers are not necessary. TSG shot themselves in the foot, three locos announced (420, 232, 218) and all seems vaporware for three years now. Not even sure if Maik is still on board or threw the towel - he's not been seen here, even disappeared from rail-sim.de. DTG's suspension system announcement backfired. Better to announce it when it's ready. Speculation is just a pastime, not resulting in anything useful. And often leads to quarrels (why not this and that...)
Conversely, there is the need to show that progress is being made. Considering that it looks likely that most of the stuff that they said would be coming within three months in January will in fact be coming out in May or later...
Then so be it. It's better to do extensive testing, and some things discovered there may need a lengthy rework. What they released so far has always been pretty polished (pun intended) stuff. I think some users in here (not addressing anyone specifically) come across as being childishly impatient, two days after a route release screaming "What's next???".
... just my point. I'm confident they'll deliver, that's what's important for me. Though what I already got for 20 bucks beats other sims by lengths in terms of price vs value.
That was not a rant that was my opinion on teasers which I'm free to state, accept that. I'm not keen on getting into an argument like you seem to do.
I'd say that's a fair point. It also seems to be over-running a bit in terms of the announcement to move out of early access and enhance the single player game, along with the checkpoints.
I'd rather have teasers and consistent development updates than radio silence broken only by "Hey, this releases in 2 weeks, preorder now". And yes, that also involves difficult news like the postponement of projects and cancellations.