Run8 v2 is probably the most realistic simulation I've ever touched. The Multiplayer is definitely worth checking out on it's own. http://www.run8studios.com/
If you want anything realistic, this is a great game to check out, and if you ask me, it's well worth the $50 asking price.
if you have a high-end i7, wait two months for Train Sim World and enjoy like, 60 miles worth of CSX Keystone with no multiplayer
anything else get ts2017 and try not to look too closely at it because you'll start seeing where they fake stuff.
Its not just a train sim, ok?
It's also A HOBO SIMULATOR. TSW almost makes me forget how awful Trainz is.
oh yeah tbh hoboing inside the autoracks/boxcars is gonna be radical.
i guess you'll be able to get the full hobosperience by hiding in DPUs.
>>3179>He doesn't know that nearly every railroad locks them up and that they'll even be inspected at run through terminals and there are now inward facing cameras in new engines.
its a video game
you can literally climb onto the ai trains and ride in them
is this place like 4chan but for trains?
Ok look I know I'm acting like a damned necromancer with this old-ass thread, but the wallet is itchy and I'm looking on Steam. Train Sim World is out for a month now and while it looks pretty, the reviews on Steam aren't looking too nice. I really, REALLY don't want to start selling my internal organs for TS2017. Is TSW as bad as they say?
TSW is OK but the next bit of content will be overpriced garbage. When it's a few years old, it'll be a good game, though.
There's also not going to be anything like an update on it from now until the next content drops in a few months.
TSW is basically one giant route. Not worth the money right now, especially compared to TS2017. Like >>3981
said it'll be good in a few years.
No worries, it's on topic so you should be fine. TS2017 does have ridiculous DLC prices, but if it wait for the summer and winter Steam sales, you can usually get pretty good prices, especially on bundles.
A slightly more left-field option is Simutrans.
This game sees you run a transport company, from tiny feeder buses to a local station to airports and the metal birds speeding between them.
It obviously takes a more managerial approach, especially compared to TS17 and its Unreal counterpart, but it offers an interesting experience. It even has its own forums, where you can see other people's maps and get nightly development builds.http://forum.simutrans.com/index.php>>3981
: The next TSW route seems to be London to Reading. The folks at Dovetail appear to have skimped, giving us a mere 35 miles or so of route, only three train types, despite at least six operating on that section of line. It'll also require the Heavy Haul route as a prerequisite, as Dovetail want to fleece as many people for as much money as possible. It almost makes EA look like a charity.
I told you, bro. Overpriced garbage. Dev team locked in a basement working 50 hour weeks as managers rub hands together (((happymerchant.jpg))). It's maturing, though - in a few years it'll probably be great.
And I will say, despite it's shortcomings it is easily the best train simulating train simulator out there. It's young and innocent, give it more time.
In all honesty, I'd take run8 v2 over TSW any day.
So what does Simutrans do differently to set it apart from, for instance, OpenTTD?
There's not a whole lot of difference between the two, but if you're new to management, I find Simutrans to be easier to get a grasp of and start working on.
I think the main difference between the two is the fact that you can run different packs of trains and vehicles for each different game you play, with each of them offering a different set of challenges and foibles. As far as I'm aware in TTD, the only vehicle set is the one you get at the start. The pack I use is the UK pack, and it is loaded with English, Welsh and Scottish trains from way back in the 19th Century to the modern and efficient electrics and bi-modes in operation today.
The only major problem is the lack of a tutorial feature - you're left to either figure things out for yourself or find a video on YT. But it just adds to the challenge >:)
Not so, there are craploads of vehicle packs on BaNaNas, the package manager for OTTD
Is Trainz 2004 good?
I have not tried this so I have no idea how good/bad it is.http://www.jbss.de/hpg_eng.htm
– BAHN (originally a tram sim but seems to have trains, too).
I've played this quite a lot actually.
You build a train or tram network (buses and ships also exist on special track types).
The trains then run automatically. This is done through schedules. You set up lines and timing points. Switches are set by lines or also timed. Trains can be sent off and on duty to depots or sidings.
Also a complex signal system and fully working shunting (as seen in one of the banners).
Generally it allows you to build extremly large networks. WN3 is probably the largest savegame in existance, it has around 30 000 individual vehicles and covers an area of 270 000 sqkm.
What it's not is an economic simulation, as you build entirely sandbox, starting on an empty green field.
Graphics-wise it's 2D sprites of trains running across the screen, as the technology behind the program dates back to 1991.
I can't believe this game is still be updated. I played the shit out of it on my Pentium II machine in the early 2000s.
I think that Densha de Go! series is the best if you actually like video games. It's more of an arcade game featuring train driving than 'tistic simulator and it's very fun.
You need to complete routes without losing all your game points which are discarded for breaking the speed limits, time schedule and missing the stops, while also trying to acquire more points by driving and stopping with a high precision. All this affects your score which can be boosted up by chaining the perfect arrivals in earlier games or just driving without making mistakes for a long time in later titles. Basically it's a two button memorization-heavy game which sometimes requires a precise input, and together with great sound (OST by Zuntata, btw) and visual design (later games have really nice lighting palettes with muted colors and I personally like the Japanese cities and countryside aesthetics) that's all you need. I also like the fact that it was first released in arcades with a smashing success and following million seller home console port on Playstation, really shows that this game is not just for train enthusiasts and can amuse them, general gaming public and passerby in game centers all alike. I wish more simulators, not only the train ones, were designed with this philosophy in mind - building a simple and addictive game first and only then add up stuff for your core simulation-longing audience. Actually, all my modest interest in trains which makes me watch Russell Totten's show on youtube and lurk place like this comes from this video games series which I tried randomly several years ago.
Finally, if someone is interested, I suggest starting with Densha de Go! Final and then moving towards the earlier games in the series which I find more unforgiving and fun.
Okay, I just picked up Railway Empire for the XBOX 360 (I wasn't sure if my PC was up to spec, so I played it safe and got a console version). So far, the placement of track is a lot like "Sid Meier's Railroads". But it's not quite so simple.
For those expecting the game to evolve to later technological periods, for those wanting to see steam give way to diesel and electric, you will be disappointed. It's all 19th Century steam.
>>5342>early skyscraper>horse drawn carriages>coffin feedwater heater>two ~50% grades visible in background
What the hell are they even trying to do?
There were horse-drawn carriages still operating in the late 19th to early 20th Centuries. Henry Ford's "Jew-Flattening Machine" (pic related) wasn't in widespread use yet; at least not in that game.
As for train grades, like I said a few posts up, track place is reminiscent of "Sid Meier's Railroads". Though I'm not sure yet how that would affect the operation of the trains in-game, since I'm only at the part where I'm helping Thomas Clarke Durant lay out the Union Pacific's half of the Transcontinental Railroad.
Early skyscrapers? The game probably has enough lattitude to where one's rail line can have such an effect on the economy that office towers and other such could be built.
I guess it all falls back on the old line, "It's just a video game."
Oh I know, I just had to poke some fun at the game.
Are you enjoying it so far?
I really want to get it but it's more money than I can spend at the moment.
It's a ball-breaker. But I'm determined to enjoy it. It's been a time-sink.
So first you start out at the historic Transbay Terminal in San Francisco, which is better known for the legendary Key System, but it was reached by the Sacramento Northern (and also the SP's IER) for a brief time between the opening of the bridge railway in 1939 and the end of SN's passenger service in 1941. The route re-creates the Key System cab signalling while on the bridge railway (it was also used by SN and the IER when using the bridge railway). Traffic is VERY dense on the bridge railway, as it would have been.
Then there's a bit of street running through Oakland, first on the Key System's C line tracks on 40th street up to the cute, CUTE little 40th & Shafter yard, where the SN tracks branch off from the Key System. The C line tracks are modelled a bit further to the other side of the Broadway cut, to 41st and Piedmont Station. You get to drive up there on the introductory run. Quite a nice detail.
You then continue the street running up Shafter Ave. until reaching the ROW. From there on you can get your train up to speed, easily reaching 60 mph. You fly past the last suburbs of Oakland, up the hills, across a tunnel, and then down again toward Contra Costa county, through a few small towns, orchards, and then the marshy area leading up to Suisun Bay.
Again, sorry if it sounds like shilling, but the route is absolutely GORGEOUS, they've modelled quite a bit away from the train line, so it never looks bare or sparse. Period cars driving on the road (you can race them at times and feel like a boss) on the road and properly dressed people waiting at the stops make the whole thing feel very much alive.
There's basically three "runs" you can make, each one divided into three or four "missions" (whatever you call it) of around 20-50 minutes each. The first run is the introduction from SF to the ferry slip at Mallard, second one is the other way around, plus one more from SF to Mallard. Each run has its distinct peculiarities, there's some flag stops at times, a stop for some freight pickup, whatnot. Together with the varied track (street-running, mountainous with slopes and tight turns, then more straight track across flat land) it keeps you busy at all times.
There's also some freight missions which seem intredasting, but don't draw my attention so much.
The historical accuracy is just amazing. I've been looking at old photographs, and it's really spot on, stops and signalling and schedules are all extremely accurate to the point of what level crossings had wigwags or just a crossing sign.
I'm just sad my PC won't let me run this in 1080x1920 and highest detail setting.
Shill or not, I do want this game now..
Has anyone bought Rolling Line? How good is it without a VR headset? The price is very tempting.
Railway Empire plays like Railroad Tycoon 3 but with a tech tree and block signals. It goes right up to without including the transitional era; the only diesel in the game is an E-unit equivalent that serves as the 'ultimate technology' express engine.
I haven't played Transport Fever so I really can't say, but if it's anything like its predecessor, Train Fever, then it plays like a shallower, clunkier, 3-D Transport Tycoon. Benefit of the doubt: It may have improved since I played (pirated) one of the early releases.
looks neat, but what am I looking at exactly? A pitch for a mod? A design for a new game?