1. Content
For the driving mode there are too many outdated vehicles that do not show what Trainz has been able to simulate for many years. These vehicles are mostly AI vehicles and are only used for dioramas. Almost all maps are dioramas I create. That's very unfortunate for Trainz. But for the construction mode you can access the old massive content database, that still saves Trainz.
2. Unfortunately there is no multiplayer since Trainz 2019.
Only the LOTUS Simulator from Berlin now has a multiplayer modulator, as the only "rail vehicle simulator". I think that's a pity.
3. Unfortunately, there is a lack of features that make Trainz suck and DTG Trainsimulator, LOTUS, and much more have. Is Gameplay in the Driving Mode. A career mode where you collect points is completely missing. Points are deducted in case of strong breaking and also the camera movement in the driver's cab is missing due to the G-forces like in train simulator. This makes train driving much more realistic. Train protection, timetable has shown PTP, that you can do this without restrictions as in TS, where you can only script a maximum of 300 objects in one cab. In Trainz I don't know such a limitation and you can do much more with texture animations.
And also raindrops simulation on the windowpanes are possible.
What's missing is a better lever control and the possibility to design your own GUIs for the levers, because the existing ones interfere and also the possibility to add buttons, which can be activated and deactivated with a mouse click.
The ability to add hall effects (also to big concourses). Generated darkness to tunnels (it's generated, because illuminated materials (like lights) have also an effect) and glare effects at the end of the tunnel, because of the brightness change.
First-Person Mode, The character can collide with the environment and can climb stairs and can move indoors so driver's cabs, he goes to a kind of different "level". It would be nice.
More interactions also in multiplayer with tasks like signal boxes, the basic functions are already there, you just have to script it correctly. And the possibility to schedule moves, but this is already possible with scripts.
To the editor features:
Another construction mode for splines and tracks, which is more precise, like in LOTUS or DTG Train Simulator, so you can lay curves and elevations much more exact, that would be so fantastic. The possibility of the generated vegitation brush, so that ground textures and flora are generated according to the template and the possibility to save these settings and take them from other routes. It also automatically adapts to the topography, if previously set, so that steep rock slopes look different from flat terrain. You can even paint city patterns or mountains. This makes the landscape much more realistic without much effort and you have almost infinite possibilities to create large routes very detailed.
Better copy-paste tools, so you can independently from the grid copy scenery objects, splines and tracks and save them in the pick-list. Snapping tools for scenery objects, splines, tracks and copied selections from the picklist as well as from the ones you copied before. This would help to build various infrastructure.
Track presets: Here you can preset the maximum permissible curve radius, height of the overhead contact line, type of overhead contact line, so that primitive overhead contact lines can also be generated automatically, interesting for exinsting bar pantographs systems. Current collectors can also, if previously set, recognize where the overhead contact line is and thus automatically adjust its height, nothing new in e.g. LOTUS. Also rod current collectors are simulated correctly, nothing new in LOTUS.
The maximum curve elevation can also be set during track presetting, so that transition curves can be created automatically with the elevation track tool. This has been possible in Train Simulator for years.
There are snapping points on catenary masts as well as Train Simulator, so that catenary lines can be created much more easily without a large number of catenary spines realistically. It goes much faster and looks more professional.
All other features that would be great are scriptable. But that people at the platforms move with an AI and also walk to the doors or walk to the exit or even interact at a so-called platform object e.g. a bench or a vending machine is not scriptable, so this Featrue would also be great, it gives the game more life in the cities and also on platforms. It wouldn't harm the performance, because only the user generates these people at a distance of one kilometre, other users e.g. at the muliplayer see other generated people. Also cars are generated this way, much better than the old Trainz Auto AI. They interact with e.g. level crossings. Cars and people are generated region-dependent. People are no longer comparable to a classic type of goods.
Possibility to script independent keyboard inputs would be helpful. Before, you had to use existed inputs, for example for EMUs, you used steam locomotive controls.
Cabs can be also a part of the locomotive and can be also seen from the outside. Important for the First-Person-Mode and other possibilites.
You can even build Minigameserver with a lobby, levels, different jobs (signaller or traindriver) and tasks (drive the Freighttrain from here to there and you get 500 points), or you can work in a station shop, when you want. (The shopdesk is just a scripted cab, that you can see from the outside, see above.) You can also script the First-Person mode with interactions without a cab. E.g you can't walk to the end of the map, or you can show a textbox on the Border, when you reach it. This all would be possible. The API is given.
A lot of features that can really usher in a new Trainz era.
Unfortunately, some routes may not be compatible anymore, but maybe there will certainly be a converter ingame for that. I know, Trainz isn't a simulation but it would be a Train Game with incredibly possibilities and a lot of existing content.
For the driving mode there are too many outdated vehicles that do not show what Trainz has been able to simulate for many years. These vehicles are mostly AI vehicles and are only used for dioramas. Almost all maps are dioramas I create. That's very unfortunate for Trainz. But for the construction mode you can access the old massive content database, that still saves Trainz.
2. Unfortunately there is no multiplayer since Trainz 2019.
Only the LOTUS Simulator from Berlin now has a multiplayer modulator, as the only "rail vehicle simulator". I think that's a pity.
3. Unfortunately, there is a lack of features that make Trainz suck and DTG Trainsimulator, LOTUS, and much more have. Is Gameplay in the Driving Mode. A career mode where you collect points is completely missing. Points are deducted in case of strong breaking and also the camera movement in the driver's cab is missing due to the G-forces like in train simulator. This makes train driving much more realistic. Train protection, timetable has shown PTP, that you can do this without restrictions as in TS, where you can only script a maximum of 300 objects in one cab. In Trainz I don't know such a limitation and you can do much more with texture animations.
And also raindrops simulation on the windowpanes are possible.
What's missing is a better lever control and the possibility to design your own GUIs for the levers, because the existing ones interfere and also the possibility to add buttons, which can be activated and deactivated with a mouse click.
The ability to add hall effects (also to big concourses). Generated darkness to tunnels (it's generated, because illuminated materials (like lights) have also an effect) and glare effects at the end of the tunnel, because of the brightness change.
First-Person Mode, The character can collide with the environment and can climb stairs and can move indoors so driver's cabs, he goes to a kind of different "level". It would be nice.
More interactions also in multiplayer with tasks like signal boxes, the basic functions are already there, you just have to script it correctly. And the possibility to schedule moves, but this is already possible with scripts.
To the editor features:
Another construction mode for splines and tracks, which is more precise, like in LOTUS or DTG Train Simulator, so you can lay curves and elevations much more exact, that would be so fantastic. The possibility of the generated vegitation brush, so that ground textures and flora are generated according to the template and the possibility to save these settings and take them from other routes. It also automatically adapts to the topography, if previously set, so that steep rock slopes look different from flat terrain. You can even paint city patterns or mountains. This makes the landscape much more realistic without much effort and you have almost infinite possibilities to create large routes very detailed.
Better copy-paste tools, so you can independently from the grid copy scenery objects, splines and tracks and save them in the pick-list. Snapping tools for scenery objects, splines, tracks and copied selections from the picklist as well as from the ones you copied before. This would help to build various infrastructure.
Track presets: Here you can preset the maximum permissible curve radius, height of the overhead contact line, type of overhead contact line, so that primitive overhead contact lines can also be generated automatically, interesting for exinsting bar pantographs systems. Current collectors can also, if previously set, recognize where the overhead contact line is and thus automatically adjust its height, nothing new in e.g. LOTUS. Also rod current collectors are simulated correctly, nothing new in LOTUS.
The maximum curve elevation can also be set during track presetting, so that transition curves can be created automatically with the elevation track tool. This has been possible in Train Simulator for years.
There are snapping points on catenary masts as well as Train Simulator, so that catenary lines can be created much more easily without a large number of catenary spines realistically. It goes much faster and looks more professional.
All other features that would be great are scriptable. But that people at the platforms move with an AI and also walk to the doors or walk to the exit or even interact at a so-called platform object e.g. a bench or a vending machine is not scriptable, so this Featrue would also be great, it gives the game more life in the cities and also on platforms. It wouldn't harm the performance, because only the user generates these people at a distance of one kilometre, other users e.g. at the muliplayer see other generated people. Also cars are generated this way, much better than the old Trainz Auto AI. They interact with e.g. level crossings. Cars and people are generated region-dependent. People are no longer comparable to a classic type of goods.
Possibility to script independent keyboard inputs would be helpful. Before, you had to use existed inputs, for example for EMUs, you used steam locomotive controls.
Cabs can be also a part of the locomotive and can be also seen from the outside. Important for the First-Person-Mode and other possibilites.
You can even build Minigameserver with a lobby, levels, different jobs (signaller or traindriver) and tasks (drive the Freighttrain from here to there and you get 500 points), or you can work in a station shop, when you want. (The shopdesk is just a scripted cab, that you can see from the outside, see above.) You can also script the First-Person mode with interactions without a cab. E.g you can't walk to the end of the map, or you can show a textbox on the Border, when you reach it. This all would be possible. The API is given.
A lot of features that can really usher in a new Trainz era.
Unfortunately, some routes may not be compatible anymore, but maybe there will certainly be a converter ingame for that. I know, Trainz isn't a simulation but it would be a Train Game with incredibly possibilities and a lot of existing content.
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