Thoughts on Trainz Railroad Simulator 2022

by my side it's just a couple of day I'm working on 22 and, far to be confident, it seems to me quite a good improvement. Probably a lot more to do but Trainz is already a 20 years long WIP so... go on!:p
 
Youtuber Approach Medium (some of you may have seen his videos) has a video that he posted recently: [h=1]Trainz 2022: Surveyor 2.0 FIRST LOOK![/h]Here is the link:
[h=1]https://www.youtube.com/watch?v=8RIdYfcdXfc&t=4915s[/h]The video is long (1:40) but it is not a tutorial - instead he plays the role of a new user to Surveyor 2.0 experimenting and discovering all the features. For anyone curious about 2.0, well worth your time.
 
. . .physics aren't good in Trainz. . .Physics are another big problem. Multiple unit trains can accelerate very fast. Wheel slip can occur anytime, although it shouldn't. Weather should also have an effect on wheel slip.

Trainz actually has pretty accurate core physics and all the things you mention are fixable/possible. The problem is that most content creators either don't understand how to configure the enginespec files properly, or just can't be bothered and use generic enginespecs. 99% of the problem with a lack of accurate physics in Trainz lies at the doors of the content creators.
 
Trainz actually has pretty accurate core physics and all the things you mention are fixable/possible. The problem is that most content creators either don't understand how to configure the enginespec files properly, or just can't be bothered and use generic enginespecs. 99% of the problem with a lack of accurate physics in Trainz lies at the doors of the content creators.


We had a go at creating reasonable engine specs but they we found when a new version came out the old engine specs were no longer as accurate. So we need stability in what the engine specs do as well.

Cheerio John
 
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