Train Sim World: Developer Diaries

Written by: TrainSim-Steve

Following on from our previous announcement, I know you’ve all been waiting patiently for our next update on where things are with Train Sim World, and I’m pleased to share the video above with you all. This time our team shares more about the technology behind Train Sim World and how this comes together to give the most realistic experience ever delivered in a train simulator. Also, as you have all been busy sending in your questions, I’ve pulled some out of the bag and answered them below.

Train Sim World: CSX Heavy Haul Beta

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There’s still time to get involved on the Train Sim World: CSX Heavy Haul Beta which starts in early December. To get on-board, all you need to do is own all of the routes featured in TS2017: Pioneers Edition. This special edition of Train Simulator includes our latest and best routes from the UK, North America, Germany, France and Austria as well as the added bonus of becoming a Train Sim World Pioneer with Beta Access to our Train Sim World: CSX Heavy Haul Beta in early December.

Train Simulator 2017: Pioneers Edition includes all of the following:

  • Hamburg Lübeck Railway
  • Transport your passengers precisely on time along the Vogelfluglinie between Hamburg and Lübeck in the renowned DB BR 218 locomotive.
  • North Jersey Coast Line
  • Experience the precision of American commuter operations along the North Jersey Coast Line in the modern NJ TRANSIT ALP-45DP locomotive.
  • LGV: Marseille – Avignon
  • Drive at breakneck speeds along the breath-taking Ligne Grande Vitesse:  Marseille Saint Charles to Avignon TGV route in the iconic TGV® Duplex.
  • South Wales Coastal: Bristol – Cardiff
  • Take in the scenic countryside of Southern Wales in the distinctive Arriva Trains Wales Class 175
  • Semmeringbahn
  • The picture postcard scenery of the Austrian Alps dominates the stunning Semmeringbahn: Mürzzuschlag to Gloggnitz route.
  • Train Sim World: CSX Heavy Haul Beta
  • Obtain your copy of TS2017 Pioneers Edition before the Beta starts to secure your place on the Beta and be the first to play our next-generation train simulator. Your feedback will help shape the development of this project. The Train Sim World: CSX Heavy Haul Beta will start in December 2016 and is just the start of the journey. We’ll be introducing the other key territory routes as and when they become available.

Click the banner below for more details:

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Complete My Collection

Don’t forget, if you already own some of the content featured in TS2017 Pioneers Edition, you’ll be able to complete your collection and only pay for the content you don’t already own.

TS2017 Pioneers Edition (For Existing Players) offers a bundle discount of 75% off the total price of all the content included. While logged into Steam, go to the checkout and you’ll be presented with a total price of just the content that you don’t already own.

Your Questions

  • (Q) “Will there be a realistic braking that will include many aspects of braking not currently present in game and will there be a brake pipe connection feature?” from Drew Goff
  • (A) As you have probably already realised from watching our video above, SimuGraph allows an unprecedented level of freedom to simulate locomotive systems completely. Locomotives will feature a complete air simulation which means brakes will work as they do in reality. When you apply the brake handle in your locomotive, you’ll find that the last car in your consist will brake at a different time to the first car due to propagation of air in the system needing to travel the length of the train – all of this reproducing the way real trains brake. Of course I’ve simplified things here but the whole process is understandably complex.
  • To answer the second part of your question, SimuGraph also allows us to simulate connection of air hoses between vehicles and you’ll see that each vehicle in a consist is connected together when coupled. These hoses and other connections will swing back and forth as the train moves and this movement is not simply an animation – the physics system is driving how this moves, applying movement based on the forces at work.
  • (Q) “Will we be able to ‘kick’ cars during switching operations with this new simulator and will we be able to have working, fully functioning ‘Hump Yards’?” from Lance Hall
  • (A) Kicking cars is most certainly possible in the the new simulator and we are looking forward to bringing hump yards to Train Sim World in the future. The physics system is a considerable step forward and being able to kick cars and have them roll onward in a way that you would expect them to, as they do in the real world, is fundamental to the core technology behind Train Sim World. SimuGraph makes all of this possible.
  • (Q) “Will the brakes on rolling stock be animated in TSW like some diesel locomotive brakes are in TS 2016 and will locomotives and rolling stock have realistic physics?” from eddienzl1
  • (A) As you’ve probably already noticed in our video above, SimuGraph allows us to simulate all the components of each vehicle in the consist – so you’ll see brake cylinders and shoes actuate as you apply the brakes. It doesn’t end there, in the not-too-distant future, the brakes will generate heat which will in turn produce ‘brake fade’ and, as the heat builds to extremes, you’ll begin to see sparks as the brake shoes lose their effectiveness ultimately leading to more catastrophic situations.
  • SimuGraph provides greater flexibility to build the physics of rail vehicles in a way that makes sense to us as human beings – we’re used to the way the physical world works and we know when things don’t quite seem right. In Train Sim World, locomotives and cars will move, behave and operate just as they do in our real physical world. As a train fan myself, having trains that move in a way that is believable is incredibly important to me, as I’m sure it is to you, and when I’ve been playing some of the early builds of TSW, it always surprises me just how real the trains move and feel. I’m sure when you get to the Beta, you’ll understand exactly what I mean.

What’s Next?

We’ll have another Developer Diary for you in the next few weeks so watch out for it. As always, we’re open to receiving your questions, so please feel free to post them below or drop us an email at train-simulator@dovetailgames.com and I’ll add them to the list of questions to answer as we move forward.

In the meantime, we’ve dropped in a high quality version of the artwork and two more exclusive screenshots of Train Sim World: CSX Heavy Haul (note you can click on the images to make them larger) to adorn your computer desktop 

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Profile photo of TrainSim-Steve

TrainSim-Steve

29 Comments

  • Profile photo of Luke

    I was wondering if you plan to allow gauges, controls or locomotive monitors (like in the dash 9) to be “popped” out into another window like you can in flight sim x? (Sorry if my terminology is incorrect I’m just getting into the rail sim hobby.)

    • Profile photo of TrainSim-Steve

      There are currently no plans for a feature such as this. This may be something we’ll consider at a later date but for now, we’re entirely focused on delivering the technology platform.

  • Profile photo of amtrak fan

    Will Train Simulator World’s multiplayer function similar to Flight Simulator X in that people can be the Dispatcher along with others being the conductor and Engineer?

    • Profile photo of TrainSim-Steve

      We’ll have more information Multiplayer at a later date. There’s still many things we need to work out and when I have more information on this, I’ll share it here 🙂

  • Profile photo of Benjamin Batchelor

    So that means that on electric trains, pantographs and shoes will be animated? That’s all I’ve ever wanted since the original Rail Simulator

  • Profile photo of Majesticdogbeard

    Given the newly announced unreal engine 4 support for the also newly announced Nintendo switch, would it be possible for me to play TSW on the Nintendo switch?

    • Profile photo of TrainSim-Steve

      We currently have no plans to bring Train Sim World to Nintendo Switch but should this change, I’ll post an update here

      • Profile photo of pschlik

        That would be cool though. Sadly, Nintendo is not too nice with 3rd party games (switch might change that) and right now it is more worthwhile to chase down a PS4 release than trying to bug Nintendo.

  • Profile photo of pschlik

    Will you be releasing more screenshots in between videos? All the special effects and YouTube compression makes most of the scenes in the video not really acceptable to use as wallpapers, and then there are only 4 other screenshots to choose from, two of which are just looking at couplers-I want to see more of the locomotives.

    • Profile photo of TrainSim-Steve

      There will be many more screenshots coming!

  • Profile photo of Major Dunbar

    Will we be able to still create and share scenarios?

    • Profile photo of TrainSim-Steve

      I’ll have more information on this in the coming weeks!

  • Profile photo of eddienzl1

    When steam locomotives come to train sim world, will the smoke effects be realistic. For example in real life when a steam loco goes through a tunnel it is enveloped in its own smoke.
    Will countries that have multiple couplings show the adapters between different coupling types. For example in NZ our steam locomotives have english/norwegian couplings but our 56 foot passenger cars have automatic knuckle couplings commonly seen on American trains. To connect the passenger car to the steam locomotive an adapter goes into the steam loco’s coupling.

    • Profile photo of TrainSim-Steve

      There is still a great deal of work ahead of us to bring steam engines to Train Sim World. This includes work on the particles system to generate smoke and steam effects. I’ll have more information when we get to this at some point in the future.

      Coupling adaptors will definitely be required with mismatching couplings.

  • Profile photo of Ferramero

    As everyone above also is, I’m really excited for this next generation of train simulator. From what I’ve seen, DTG is doing a fantastic job in preparing this game. My only questions as of right now are how will the HUD look in TSW? Also, I just want to clarify that TS2017 will be it’s own game from TSW and will continue to be supported after the release of TSW. Correct?

    • Profile photo of TrainSim-Steve

      I’ll have more information on the in-game display information in the coming weeks and yes, TS2017 will be separate from Train Sim World and will continue to be supported for the foreseeable future.

  • Profile photo of kapitanlirr

    This is very encouraging to hear. Usually dovetail only cares about a mythical “casual” simmer but i guess Dovetail finally realized even casual simmers appreciate a detailed mechanical simulation.

  • Profile photo of Tmann26

    99 PsI on the rear!? Wowza! EQ is usually set for 90 on freight, I’m happy to see 88 before doing an air test. 😉 I’m liking what I am seeing, keep up the good work!

  • Profile photo of Stuart G. W. Steel

    A question that will be on most people’s minds is will there be any form of steam traction in the full version of TS World?

    • Profile photo of TrainSim-Steve

      We’re as passionate about steam engines as you are, so they will definitely come to TS World in the future

      • Profile photo of lizardgai4

        I can only imagine how much processing power it will take to run all those little parts at once with actual physics

  • Profile photo of exether_mega

    Will it be possible to have a broken knuckle in a consist due to tractive effort or as a random incident like a blown turbo ?

    • Profile photo of TrainSim-Steve

      SimuGraph makes it possible for things like this to occur, this will include things like snatching and over-stressing couplings

  • Profile photo of Major Dunbar

    I have two questions. Will we be able to ride along in the cab as the train drives itself?
    Will we be able to use cut-out cocks and angle cocks? Riding as the conductor would be more fitting if the player is going to be walking outside of the engine since the engineer has to stay at the helm.
    Also, i think it would be neat to be able to walk in and out of a local yard office or bunkhouse.

    • Profile photo of TrainSim-Steve

      There are no definitive answers to your questions currently but as soon as I’m able to answer them, I’ll post an update here.

  • Profile photo of Train Simulator

    Really perfect, I have a question.

    In a collision, the objects present in the scene will be damaged?

    With Unreal Engine 4 is possible this feature, I know.

    • Profile photo of TrainSim-Steve

      There will be no destruction of vehicles or environment in Train Sim World

  • Profile photo of Major Dunbar

    I was just going to suggest maybe adding brake cylinder and brake shoe animation. But now I see DTG has been working on so much more. Iv never been more excited for any game!

  • Profile photo of Andy (gougaaa)

    This is shaping up to be everything I had hoped for. Really excited to get my hands it, both the simulation side and hopefully in the future the route building/loco building side. Looking forward to the next diary.

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