I can understand why folks are tepid on something calling itself a sim, especially in this subreddit (trainsim definitely preys on us train lovers). Long story short, definitely bookmark this one or give it a try if you are willing to deal with some jankyness while the game is refined. It took me around 4-5 hours to get my first line from start to the lumber camp up and running, and probably another 3-4 hours to make a spur over to the lumber mill. The rest was running trains from various production points to processing points or to sale. In terms of play time I've played 15 hours and I'd say around 1/3 to half was spent prospecting, clearing, and building my rail lines. Then build more infrastructure to take what you can now produce to better production points to produce higher value goods. You gotta build infrastructure to be able to run your trains and make enough money to buy more rollingstock. The progression is definitely slow but in my opinion rewarding. My biggest complaint at the moment is a fairly benign detail, the top speed of an engine seems to be reverse of how it should be, with the best attainable speed available with the reverser lever set fully forward or reverse, instead of increasing torque but reducing speed. given how you start though, producing rail and or paying for rail would be more punishment than benefit. though I could be convinced otherwise, it could be interesting to have to refill water towers or buy/produce rails and sleepers for track. there's minimal or zero resource management for infrastructure beside fuel depots. Couplers are the classic link and pin style, last time I saw those were in the old train museums, very neat! It's definitely got a few spots where they went gamify instead of ultra realism which I think would probably just make the game more tedious without adding much fun. Walk into this one with patience or don't jump in yet, the controls are a little weird, there are minimal hotkeys, most interfacing is with simple UI or sim style direct click and drag interaction with controls in the cab/cars/switches. definitely an american west expansion feel to the assets. It plays a bit like Derail Valley but set in the 1800s. it's definitely still early days content wise but the core concepts definitely work (bugs to be expected).
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Otherwise, stop trying to sell me arcade games.īeen playing this the last few days.
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Allow me to pick a starting point on a map and construct a train, drive it across the country in real time without having to pay some sketchy British DLC Factory for the privilege of doing so.
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#NO INVISIBLE TRAIN ON RAILWORKS DOWNLOAD SIMULATOR#
I would like to see a developer take the look and feel of Train Sim World, and incorporate the same sort of real world rendering that Microsoft Flight Simulator accomplishes with photogrammetry and satellite data, and if possible real world AI. This looks interesting, but from a pure simulation standpoint, what are we simulating here? Is it strictly one steam engine? Are we able to grow the railway into the modern tractive era? Do you simulate air brakes? Coupler drag or the slack on couplers during braking or acceleration? Is there wheel slip? Is weight of cargo accurately figured into the "simulator"? What about the effects of weather? Is there a weather engine? What about day and night cycles? Still want to call it a "sim" Note, there are three 60mph TSRs en route today due to tunnel upgrades and also it's very busy on the network this morning so you may get held behind other services.I think the point is, is that the word "sim" gets slapped on to a lot of things. Take this GWR HST from Brighton-Clapham Junction during Rush Hour on 'The Great Western' railtour from Brighton to Penzance.