I've just downloaded the latest version with the Class 37 and all I can say is this is superb! Thanks to all the developers. I'm off to drive the Newspapers freight runs.
Plan for next updates
Here's a list of the updates planned for Diesel Railcar Simulator. Please read the up-to-date plan from Steam (no Steam account required). This is a copy of the Steam post for those who can't access the Steam community domain. Feel free to post comments here!
- First version of the train editor
- Ability to import your own 3D-models for trains and scenery
- Train physics improvements
User interface update
- Better graphics, layout and easier use
- Tool for making translations and uploading them to the Workshop
Poll to let users prioritize updates
- Focus on gameplay features (more fun with the existing content)?
- Focus on more content (editors, compatibility with other sims)?
Multiple updates with stuff listed below and from the wishlist (details to be announced later)
- Increased terrain resolution and more textures
- Grass and bushes
- Fields and forests
- More realistic roads and fences
- More and better house/building models
- More realistic and detailed track models
- Uneven track 3d-models to match rails to wheel movement
- More realistic signal placement
- Better signal models
- Improved and more flexible bridge models
- Better station platforms, buildings and props
- Improved train exterior and interior models and textures
- New DMU classes (to be announced later)
- Missing train physics will be added (handbrake, stopping of engines)
- People inside the trains
The intent is to release an update every 2-3 months, but this cannot be guaranteed.
Features on the wishlist may be included in some of the updates but it's not guaranteed.
- Routes and trains from other eras and countries (players may also develop new content with the editors once they become available)
- Hardware support: Virtual Reality, joysticks, gamepads, Rail Driver controller
- Weather effects
- Nighttime lighting
- Digital elevation map and OpenStreetMap support for route editor
- Animated vehicle ends: buffers, couplings, hoses, gangways etc.
- Train failures
- Automatic four seasons
- Scenery animation: pedestrians, animals, cars etc.
- Saving a run and continuing it at a later time
- Linux/Mac versions
- Other signalling systems
- Translations to other languages
- Water (streams, river, lakes, seashore)
- Selecting which gauges to display on HUD
- Animated crossing gates
- Dynamic destination boards, route indicators, unit numbers etc.
- Proper run ending procedure: stopping engines, applying handbrake, removing key etc.
- Reducing train spawning and destroying to make them as persistent on the rail network as possible
- Turntables and traverses
- Chaining services to make multiple runs with the same train in one session
- Loading and unloading freight wagons
- Request stops (on-demand passenger stops)
Things that very likely will not be included
- Detailed support for electric trains and steam locomotives (it might be possible to do these with the train editor but the physics and operation may be unrealistic)
- Detailed simulation of signalman's or guard's duties
- Walking outside the train
Get Diesel Railcar Simulator
Log in with itch.io to leave a comment.
Even though it’s about 50 years too late, I would love to see the Class 172 in this game with its 6 speed ZF gearbox 🤤.
Me too even if I'm more fond of the older trains! Maybe we'll start seeing modern DMUs from the community once the train editor is ready.
Edited the post again to show more realistic release dates and full content of the v1.2 update
Hey, how about in-game weather?
Hi Morgan, weather is not planned (currently at least) because it's quite a complex topic: it needs graphical effects e.g. rain, thunder, fog, reflective puddles, working windscreen wipers + all the quality level options for slower PCs + all the sound effects. Rain and wind affect adhesion and physics and the AI driver needs to be able to handle the changing weather conditions (wheel slip and slide). Reduced visibility caused by the fog also must affect the AI driver's behaviour (can't see so far), etc. etc. It's not high on my to-do-list but it's not completely ruled out either...
So I've edited the post to update the planned release months. From recent and past experience it seems that developing an update takes closer to three months rather than the two I was hoping to achieve.
No pressure, I'm happy to wait until it's ready, but any news on v1.2?
I'm running late with the v1.2 update (still working on the new route) so it'll be released in January. I'll post some more detailed news and screenshots next week or the week after that!
How long will the new route be?
Not sure because I haven't started yet (still working on the tooling). What do you think of the current route, is it too long or short in terms of service running times? I'm guessing most people would enjoy running times between 20 and 40 minutes.
Personally i would like a terminus to major station /terminus with an extensive suburban network and a 60 to 90 minutes run the thing that annoys me is the fact that as you go past woodham gobion it ends a minutes it suddenly end without no warning,i would at least like to terminate in a station.
In 1.3 Editor update (Feb 2018) it says "loco + wagons and coaches." what type of loco do you mean like steam or diesel? i would assume diesel but i don't want to be mistaken