The Issue: Compatability; what "new" version is the best?

SlackAction

New member
Hi all,
I ran Trainz 2006 a while back and enjoyed it thoroughly until my desktop cratered. I have since recovered (albeit with a new PC) and I am ready to get back into Trainz.
My first issue is compatability. I'm sure everyone here is well aware of the frustrations that arise resulting from Auran's release of a "new" version of Trainz every few years, rendering previous versions obsolete and creating issues for those wishing to preserve old content.
Keeping this in mind, which version (Trainz 2009-Trainz 12) is the most stable, and easiest to convert content to? It seems I've heard good things about Trainz 2010, but it's over two years old now.
I would like to run the old World of Trainz (Phil Campbell) units if at all possible. I realize that they are becoming very dated, but Phil is the only one who has the CP AC44s and Evolution units. From what I've heard, WoT content is doable in Trainz 12, but is quite a nuisance.

Also, I'm quite confident that my rig will run Trainz, but it looks like my weakest link is my graphics card. I have a GeForce GTX 660; will that be enough?
I'm also running Windows 8.

I apologize if this post is all over the place; I'm just looking for some input before I make a purchase. Thank you.
 
Probably TS12 is your best bet. TS2010 isn't so bad - and has a lot more content built-in - but TS12 is definitely more stable. I haven't used TS2009 enough to comment on stability.

I can't comment on WoT, but a GTX660 is a pretty sweet card and you should have no trouble. The jury is out as to how well Win8 works, but there is a recent thread in the Parts & Labour Forum from a popular user who recently reverted back to Win7. It's a worthwhile read, though AFAIK Trainz doesn't have any issues running in Win8.

Edit: Here's the thread:

http://forums.auran.com/trainz/show...-gone-back-to-Windows-7&p=1089354#post1089354
 
2010. TRS2009 could be considered TS2010 beta, the last patch left a bunch of unpatched bugs. TS12 eliminated compatibility mode completely and added more new and improved useless error messages, so nothing works in TS12 unless it's perfect. For max compatibility TS2010 is it, the only thing TS12 has for my purposes is multiplayer, and that works like a government employee.

As for graphics, I got a GT430 on one system and an 8400GS on the other, TS2010 and TS12 both run okay on those - not great, but okay. GTX 660 should steamroll over the bumps with no problem.
 
Hmmm... so TS12 is stable, but lacks compatibility mode. It's a shame we can't have the best of both worlds. I'm worried that if I get 2010, 2013 will be released and everyone will jump ship.

Anyways, thanks for the help.
 
FWIW, most of of the content on the DLS has been fixed so that compatibility mode will not be an issue. Not everything, but about 95% of it. WoT and stuff on third-party sites is a different ball of wax, though I'd also say that about 95% of the stuff on third-party sites works in TS12 too.
 
For that matter, got the bucks and disk space get them both, you can have both installed at the same time. I just wouldn't waste money on TRS2009 if I knew what I know now. On my system TS2010 and TS12 are equally stable, I do most of my work and testing in TS2010 because (1) create in 2010 and test in 12 insures compatibility with both, (2) TS12 currently has some bugs in surveyor, (3) TS12 ain't as much fun for single player due to switches locking outside the default radius when approaching at speed - makes kicking/humping cars or the flying switch type maneuvers a lot more difficult, and more frequent derailments due to inability to change a switch set the wrong way if you notice it too late.
 
TRS12 is easily the best and most stable version to date except for the locking switches. Wish they would unfix that.
 
So switches cannot be lined easily during a session like in 2006?

It's a matter of how far away a train has to be before the switches lock. On TS2010, you pretty much have to be on top of a switch - well, maybe a locomotive length - before the switch locks. In TS12, it's more like 1/4 mile. I guess it's a big problem for yard operations. I agree that this feature should be reverted or at least the session creator should have direct control over when and how far away a train has to be for a switch to lock.
 
I have been using Trainz 2009 for over a year now and I must say, it is much more stable compared to previous versions of trainz. I think Trainz 2009 is at it's best when you patch it to service pack 3. Service pack 4 ws the worst even though it allowed you to use most content for trainz 2010. I just ordered Trainz 2010 Engineers Edition a couple of days ago so it should be arriving tomorrow. Based off of what I read over the forums, it seems that Trainz 2010 Engineers Edition is better than Trainz 2009. I am not sure exactly why it is better. I know there are new routes and content for trainz 2010 along with something called layers and speed treez or treez. Now from what I read on the forums for Trainz 12, that is a bit of a different story. It has it's goods and bads. One thread explained that the Content Manager has a better error correcting system compared to Trainz 2010 which leads to most things running pretty smooth in Trainz 12. Trainz 2010 error correctin system in Content Manager may mark pieces of content as not being faulty when it really may be. That leads to stuttering and fps dropping. The reason Trainz 12 is bad is because it lacks compatibility mode.

You can probably experiment between Trainz 2009, Trainz 2010 and Trainz 12. I didn't even know N3V fixed a majority of the stuff on the dls to work in Trainz 2012. I knew that they were working on it but I didn't know almost all of the content on the dls was fixed. That's great and the fact that most of the content from third party sites works in Trainz 12 is great. The only thing is, Trainz 12 is more demanding on computers compared to previous version of Trainz.
 
Up to 2010 the default locking radius is 20 meters, it doesn't matter if you're approaching the switch at 5mph or 100mph, if you're not within 20 meters you can throw the switch. In TS12 an additional trigger was added that locks the switch further away depending on speed of approach. Dunno what the actual formula is, but in 2010 if I'm rolling along at 50 and see a switch 1/4 mile ahead is set the wrong way I can throw it and avoid a derailment. Same situation in TS12 you throw it into emergency and pray. If it's a half mile ahead and locked and you can get it stopped or slowed down in time it will unlock so you can throw it, but it definitely screws up flying switches, humping, and other moves that depend on throwing a switch between cars. Department of "what were they thinking", the idea was to prevent players derailing each other in multiplayer by throwing a switch in front of the other player's train. So instead we have more derailments in single player if a switch is already set the wrong way before you get there. It's not impossible to work around, in TS12 single player you just have to get used to being a lot more careful about setting up your path before you start moving.
 
One last question; regarding speed of approach Sniper, will switches still lock inside that 1/4 mile radius in Trainz 12 even if you are stopped completely?

Thanks for the feedback everybody.
 
You can always alter the switch control radius in TS12 Surveyor. I did that for my yards and tight switching locations. It makes things a lot easier to be able to switch cars, and yes hit the lever when you realize that the train is going to derail!

John
 
No, if you manage to stop or slow down enough they will unlock. The subroutine seems to be geared to how many seconds it will take to arrive at that switch, if you're stopped dead the time is obviously infinity. Like I say once you get used to it, you set and check the switches further ahead and don't have the derailments unless you forget one and discover it too late to stop. Again, unless money is really tight I would get both TS2010 and TS12. If TS12 had an expansion pack with a whole bunch of additional routes you'd probably pay for that, think of TS2010 as a route expansion pack because it has 50 built in routes.
 
SlackAction, no, if you are stopped, or even moving fairly slowly, the switches don't lock unless you are almost on top of them. Re: WoT, I just bought a CN SD75I from them, and while it had a couple of errors when I got it, I was able to fix them without much trouble to get it running in TS12. Re: CPR locos, there's an ES here: http://esporbust.com/trs-2006-locos.html and a couple of ACs here: http://trainzproroutes.org/tprdownloads/index.php?act=category&id=60 I don't remember whether they needed me to do any fixing or not, but if they did it was fairly simple, because I am not by any means an expert!
 
There are several custom HUDs available which display the status of the next turnout you are approaching, which goes a long way towards obviating the problem.
 
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