This game looks phenomenal. Bravo! I'm making flight sims with what feels like similar design sensibilities. I would love to pick your brain on open world sim development in Unity sometime. I assume we are working through some similar technical issues :)
Diesel Railcar Simulator
A downloadable game for Windows
Diesel Railcar Simulator - A train driving simulation set in the British railways of the late 1960's, modelling the passenger diesel multiple units, or 'railcars', of the era.
Hours of gameplay in two fictitious routes with Inter-City, semifast, stopping and empty coaching stock train services. All services have tens of departures over the 14hr daytime timetables, running times varying between 15 and 120 minutes. You can choose to drive any train while the other trains run under computer control.
Great replayability. Your driving style and timekeeping are evaluated and scored upon completing a run. Try the same run again to reach a higher score by braking more accurately or by driving more economically. You'll still need to prepare for suprises as traffic and delays may change from run to run.
For beginners and experienced trainsimmers alike. Integrated tutorials are included to assist beginning drivers in learning the train controls and operation. An optional key assistant shows which keys to press, when and why. Enable simple controls to operate the train with up/down keys only, while the actual throttle, shifter and brake levers are computer-controlled. Experienced drivers can operate the levers and other controls directly from the keyboard.
- BR diesel railcar classes included: 112, 117, 122, 126 and 127
- All parts of the vehicle drive train (engines, fluid couplings, gearboxes, torque converters) are simulated to ensure realistic behaviour
- The suspension of each vehicle is made up of axle boxes, bogie frames, planks and bolsters, all individually simulated to make the vehicle bounce and sway over uneven trackwork
- Two fictitious routes with different characteristics totalling over 150 miles: 4- and 2-track main lines, short urban and suburban lines, mountainous rural single track lines
- Route features: semaphore signalling, trackwork with superelevated curves, klothoid transition curves and individual rail joints
- Regular runs and special rescue runs where a train has broken down at one of the stations and you're dispatched from the depot to get it back
Recommended system for decent quality graphics: Windows PC with dual-core CPU, 4GB RAM, 1GB free disc space and GeForce GTX 750 / Radeon HD 6950 comparable GPU. The sim also has lower graphics quality settings for less performant hardware.
No DRM (Digital Rights Management) technology. Steam key included.
The simulator is in Early Access, meaning that it's incomplete and missing some features. The missing features will be released later without additional cost. You should still make the purchasing decision based on the merits of the currently available version.
Why Early Access? The simulator has been in development for many years. It's time to get feedback from a larger crowd of players, be they experienced or beginning trainsimmers, to get the details right and see if the base concept and features could be turned into a new serious contender on the trainsim market.
Approximately how long will this game be in Early Access? The simulator is expected to be in Early Access for a few years.
How is the full version planned to differ from the Early Access version?
Planned additions and improvements:
- More diesel trains and a train editor
- Sound improvements
- More detailed physics (handbrake, stopping of engines)
- Graphics improvements: lighting, terrain and texturing, grass and bushes, fields and forests, roads and fences, more detailed track models, better signal models, better station platforms, improved train exterior/interior models and texturing...
For more details, please see the devlog.
What is the current state of the Early Access version? Apart from the train editor most base features are in place and functional. The collection of routes and trains is still somewhat limited but offers hours worth of driving. Physics and sounds are quite good but can still be improved. Visuals need a lot more work but are good enough not to distract.
Will the game be priced differently during and after Early Access? The price may be raised with some of the updates.
How are you planning on involving the Community in your development process?
Feature requests and other suggestions will be considered for implementation if they are technically feasible and sufficiently small in scope. All ideas are still welcome even if they don't make it to the simulator.
If the community feels an important feature is not prioritised high enough, the order of the updates may be changed. The players may also have access to test versions in advance of the official releases.
Communication takes place mainly through the sim's Steam discussion forum.
In order to download this game you must purchase it at or above the minimum price of $15.99 USD. Your purchase comes with a Steam key. You will get access to the following files:
- Version 1.40 (route editor) released!36 days ago
- Route editor preview 3 (tracks)76 days ago
- Route editor preview 2 (Scenery)Nov 27, 2018
- Route editor previewOct 13, 2018
- Timetable editor quick startAug 26, 2018
- Version 1.30 (Timetable editor)Aug 24, 2018
- Coming soon: better reflectionsAug 10, 2018
- Coming soon: haze effectAug 09, 2018
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Hello, Lapioware. I'm business development manager of international publisher. The reason i'm reaching out with you is that we are providing worldwide publishing services for premium PC games. Your game fits this category and really stands out from others in our opinion. If you are interested in, please add me in skype: siller1231
Hi Yury123, I don't have or use Skype at all, how about an e-mail instead: email@example.com
bonjour, quelles sont les ameliorations que vous allez apporter au jeu a la prochaine mise a jour? et quand pensez vous l installer?
The most important new feature for the next update will be the route editor. I've posted a couple of videos:
In addition there will be optimisations, bugfixes (like fixing the key configuration with AZERTY keyboard) and graphics improvements. The update will hopefully be ready for testing this month and the official release in January. I'm sorry it's taken this long to make the update but it turned out to be much more difficult to do than I expected.
🚉 chu chu
Are steam keys not available? I do not have an option to claim a key on the download page.
Still plenty of Steam keys left! There should be a button for claiming the key somewhere around the middle of the download or purchase page, but it might require you to first link your Steam account before you can claim the key. It's been a while since I did this myself so I don't quite remember the details.
hey love the new timetable editor (only recently was able to play it), though one thing i was curious on was if there will ever be support to have different trains run at different times (example: suburban down 10:00 being a class 117 whilst the 15:00 is a 112)
I thought about adding support for different formations in the same template but it turned out to be a bit complicated so had to drop the idea. If I figure out how to make it work in the future I'll certainly do it. For now you'll just have to create separate templates for different formations.
bonjour pouvez vous rajouter l eclairage sur les autorails?
Yes, headlights, signal lamps and other lighting will be added in one of the future updates, though not in the next one. Maybe in the one after that.
Is it possible to create mods for the game at all?
Yes, the latest version (1.30) has a timetable editor which you can use to create your own traffic to the existing routes. The editor can be started from the top of the service selection screen. The next update (1.40) is to include a route editor.
Congratulation!!The simulator is terrific! Really beautiful and realistic .. it feels like to be in the cabin.. the sensation of leaping from the driver chair. I wanted to ask if it will be possible to derail in the future .. I think it's more exciting to know you can get out of the tracks in case of excess speed. :)
Thank you Donstover! Yes, I guess it would be a good idea to implement actual derailments. It would add to the realism and make the sim more credible, knowing that there are consequences (other than just losing points) for breaking the rules.
Now @Lapioware Ive had this game for a cuple of mounths But Theres one issue WHERES THE MULTI TRACK DRIFTING????
It's been there from day one :) You'll just have to overrun a trailing point set against you and then reverse, and the front of the train will go to the other track.
I was playing DRS a few days ago when I thought about something. The maximum speed limit on both mainlines is actually 90mph however at this speed your target speed is always 70mph . I think that the target speed should be based on what the actual line speed limit is rather than on how fast the train can go since the train can overexceed its maximum speed.
I respectfully disagree :) In real-life you can exceed the line speed limit at the risk of derailing or damaging equipment. You can also exceed the train's designated maximum speed at the risk of derailing or damaging the train. You shouldn't do either though. In the case of the 1st gen DMUs the max safe speed is probably limited by the power train, but for safety reasons, many other trains have lower max speeds than what they could actually reach.
When you say improving existing routes can you get rid of all of these entry portals and exit portals and replace them with terminus stations. having portals is a bit unrealistic.
In real world the continuous railway network is a large complex web that can't all be modelled as one route so you'll end up with some branches and stubs that lead to unmodelled parts of the network. These are often modelled as portals of some kind in the other train sims as well. Then again the current routes are fictitious so the portals could be replaced with terminus stations to form a small-ish but complete railway network. Another option would be to have the run start and end at a non-terminus station instead of a portal.
Is there going to be a third full route?
I'm probably not going to make any more routes but I'm going to improve the existing ones. Hopefully people will use the editors to create new routes but if that doesn't happen then I'll look into making some more (real-world ones).
bonjour peux tu integrer un controle manette complet ou partiel stp
I think you've already asked this :) Yes, there will be full controller support later. In the meantime you can use an external program to configure a joystick for the sim as described here: https://steamcommunity.com/sharedfiles/filedetails/?id=1347790178
While playing DRS I realised that it would be great to have a fully accesible cab. What I mean by that is maybe if you could control the train's wipers and if the trains had destination blinds showing where the train was going. Also, it would be great if the trains had lights at each end and that these could be controlled from the cab.
That's true yes, these features would be nice and I'll try to fit them in at some point, but they're relatively minor details compared to some of the other missing stuff so they're not yet a high priority.
I hope one of the locos is the class 37
It's quite possible, there's a screenshot of it with temporary textures in the RPS interview.
In version 1.3 you said something about adding new dmus and a loco plus carriages. What classes will these new trains be? And when will version 1.3 be released?
There's a more up-to-date plan over at the Steam discussions forum (no account required for reading). The locos will be 03 and/or 08 and/or 37 with Mk1 coaches and/or freight wagons but I'm going to release two editor updates before that. Developing the editors is taking a lot longer than I originally expected because they're technically quite complex. I shouldn't really give any dates because I've done such a poor job of estimating them in the past, but the next update is quite likely to be released next month.
salut chef, peux tu augmenter le reglage de zoom dans la cabine stp
Sure, what kind of improvement are you thinking of?
qu on puisse se reculer du tableau de bord pour mieux voir les instrument
Hey man, just wanted to say your simulator is going really great. Looking forward too all the cool features you have planned
pouvez vous mettre les panneaux d avertissement avant le changement de vitesse limite de troncon svp?
In reality there weren't advance warning boards for the speed limits in 1960's UK so I'm leaving them out. For more modern routes there will be advance warnings
continuez vous a developper un mode multiplayers?
Probably not because it's difficult in many ways. I'll reconsider after DRS is complete!
dommage le coté cooperatif serait interessant comme dans trainz ou open rail
I've watched a couple of videos of Trainz, Open Rails and Run8 multiplayer. The problem is that they don't seem very fun. Train Simulator 20xx is still the most popular train sim even if it doesn't have multiplayer.
Lesj ai decouvert un mod multi sur ts 2018 dans le workshop steam
Can you share a link to that mod?
If you had the chance to design the multiplayer for a train sim, how would you do it?
Is it possible to mod this game at all?
cool une mise a jour prochainement avec des nouveautées?
Yes an update is probably going to be released next week, but it's a small one with some bugfixes and optimisations. The route editor is still not ready.
Feedback on 1.2.6 Beta:
- in my case, scenery loading stutter feels a bit more intense now; maybe I should test with hard drive caching off to check impact.
- the "sim step" parameter might be higher than 1.2.3.
- reflections "on" has more fps impact and introduces a jittery feel to motion in this build.
- have not encountered any bugs / crashes.
Thanks! I'll need to revisit the scenery loading mechanism and release another beta. The performance issues in general are something I didn't expect or really notice on my own laptop, but I'll go again through the changes I did to see if there's anything obvious there that might have an impact.
How do i make controls simple mode i forgot
It's under the "Tutorials" button in the service screen where you select Drive/Watch
Will you be able to extend routes with the route editor?
Yes, you'll be able to load, edit and save again any route. If people want it, I can consider doing some kind of protection so that you can distribute a route you've done without letting others make changes to it.
Diesel Railcar Simulator is the first train sim I have purchased since way back when MS train simulator came out and this is far more enjoyable. Until this came out the available train sims on the market have had very mixed ratings but this sim is fantastic. I know you mentioned that the sim currently focused on Diesel mechanical / hydraulic for time being and that's fine (class 35 or 43 or 52 locomotives maybe?). But it would great if you managed to get diesel electric supported for this sim, it could allow DEMU class 205s for instance. Also, if diesel electric were supported, would physics support for purely electric locos (apart from track infrastructure) really be that much more work given that both are driven by traction motors?
Thanks Jakkson! Diesel-electric support will be coming eventually as soon as I get some other stuff out of the way first (the editors for instance). I'll need to research how it works in detail to model it to the same fidelity as the mechanical and hydraulic transmissions. The train editor will allow the community to add the classes you mentioned while I focus on developing the core sim.
It's true that the diesel-electrics share a lot of similarities with purely electric locos but I don't yet know to what extent. There might be some differences in the control mechanisms. The infrastructure is also a major point, not just in the 3D-modelling of the power rails or overhead electric lines, but because of how multiple electric trains drawing current from the same transformer affect each other's performance, unlike steam or diesel locos which are independent of each other.
bonjour, pensez vous rajouter le mode multijoueur prochainement?
Multiplayer is probably quite difficult to do so that it works reliably, is fun and doesn't suffer from abusive players, so I'm going to leave it out unless I figure out a way to solve all the problems easily.
pouvez vous mettre le frein d urgence en plus du frein conventionnel
Yeah, I'll add emergency brake in one of the train updates where new trains are added and physics improved
bonjour allez vous modifier les horaires? car certains sont impossible a realiser a cause du temps d attente au feu rouge
Yes, in the next update I'm going to adjust the timetables to make sure all services can be run to time.
Personally I quite like the idea of starting some services with a delay; kind of "do you best to recover time" challenge mission that adds a random element to the simulation; so I don't see them as a bug or issue.
That's true and I agree but there are some services which can't be run to time under any circumstances. The randomisation will always result in starting late or being held at a signal so long that you'll always be late at the last stop. I'm going to make sure all services can finished in time at least sometimes.
bonjour pensez vous mettre un support manette sur le jeu
Oui :) Not in the next update but in the future there will be support for gamepad/joystick
You can already use a gamepad or joystick with the help of another program, here is a guide (not written by me):
Would it be possible in one of your updates to add traffic on the roads? Like cars , trucks and buses etc. The towns and roads seem a bit empty without anything moving about.
Yes, road traffic is in the plans but first I need to make the editors and improve the road layouts, so it'll probably be a very late stage feature.
Do you have an idea on when version 1.3 will be released? Or is it still a while from now?
Hoping to get the beta version of the next update ready for testing by end of May but no guarantees!
bonjour envisagez vous de mettre du materiels diesel francais comme les abj ou abh metrique ou les x 2000 corse et des routes reelles?
I can only promise that I'll try to do very easy to use route and train editors for the community. There are many players from France so I hope some of them will try making real French routes and trains.
What kind of features are you planning to put in the route editor ?
At first, the bare minimum to be able to make routes similar to the ones currently in the sim: track laying, semaphore signals, distants, AWS magnets, stopping areas/markers, scenery features, timetable creation... I'll be adding more advanced features in later updates!
This is by a mile the most realistic of all the train sims. In regards, physics, sounds both dmu and rail sounds. Plus operation of the units themselves. I was a shed fitter on BR WR, mostly dmu's but also all the hydraulic classes from joining in the late 1960's. It doesn't get any better than this and i look forward to future development. Particularly in regards the editors, both route and scenario creation.
I just purchased this a couple of hours ago, as someone who has driven these in the early 1960's
on the Midland Region, got to say I am very impressed :O)
Hope you keep on with updates :O)
Charlie, thank you for the very generous tip! If you have any stories or comments to share in regards to the performance or operation of the units I'm all ears! I know that the brakes in the simulator are probably underpowered at low speeds because the behaviour of the cast-iron brake blocks is not simulated quite correctly.
Updates will definitely be continued barring any force majeure! The progress might be a bit slow because of the genuine complexity of all the stuff involved.
Thanks IKB, the route editor is currently in the works and I'm excited to see what people can do with it once it's ready! I'd be interested in any knowledge that could be used for improving the realism of the simulator, based on your experience working with the DMUs!
Do you have to activate the game on steam to receive future updates or not?
No need to activate on Steam, updates will be continued here as well. In fact, the next update will be later today.
Glad to see it out on steam. Congrats on the release!