Friday 29 May 2009

RailWorks Feature Update

With RailSimulator2: Railwroks 14 sleeps away, Pual Jackson has given Simmers more information about the up-comming Railworks platform... Including some of the features to expect ;-)

Take a look, The full post is below:


Dear Rail Simulator Enthusiasts

As we approach the RailWorks release on 12th June a number of you have been asking what the key features are that make it stand out against previous simulators.

Well the first thing to say is that we have set out with an entirely new idea about what it is to be a “Simulator”. The team have worked hard to integrate our technology into Steam. Some of you will have first hand experience of Steam already, some of you won’t. Essentially Steam provides a secure mechanism for both delivering and updating our software as well as a wealth of other features. It already has over 20 million customers and the enhancements in technology are considerable (for more information about visit About Steam ).

Steam was selected because it is well suited to our long-term strategy for RailWorks. Unlike most other software, RailWorks will not be a static piece of software with an add-on every now and then, as we have been used to in the past, but a dynamic, constantly improving platform that will keep everyone in the world up to date and in sync with one another. In other words, your copy of RailWorks will have identical core features to everyone else’s.

Over time we have a rolling and flexible program of advancements and new features planned that we expect to be delivering over the coming months and years. I say flexible because whilst we have our own ideas about what the platform can do, we will be receptive to what our customers are asking for and what new technologies allow us to deliver.

In addition to the features available in Rail Simulator, RailWorks includes but is not limited to:

* The Dispatcher has been improved with added functionality including error reporting for problematic scenarios and further enhanced AI traffic handling.

* The physics engine of RailWorks includes detailed modelling of coupling slack and absorption between rail vehicles. Experience the jolting of unbraked freight and take care to manage the motion of your train through crests and dips to ensure the ensuing dynamic forces don’t break couplings!

* The first stage of dynamic steam effects have been achieved in RailWorks. Smoke effects have been tied in with the motion of the locomotive to realistically blast steam as the train accelerates.

* The ability to manually input the number of your choice onto rolling stock*. Not only this, but new locomotives also features the ability to define head codes, and destination boards and even nameplates.

* The German signalling system provided with RailWorks has been completed re-written from scratch with much greater extensibility for future expansion. New features include accurate block signalling on plain line sections, correctly measured spacing, marker signage warning of approaching equipment and also shunting aspects to allow great scenario and operational diversity.

We have included graphical advancements both to our technology and the routes that make the simulated world much richer, more exciting and smoother.

* New routes and content that we have included in the core simulator. Each of the new routes has been especially designed to not only provide a new take on the gaming experience but also exhibit particular aspects of our new software.

* We have spent considerable time and effort in creating an in game WIKI with literally hundreds of pages of manuals, working guides etc to allow you to really bring out the best in the simulation and tools.

*The number input must be in the context of the vehicle being edited.

Finally I want to tell you a little about our vision for the RailWorks platform going forward. This year we are building a new driver interface option that we believe will deliver significant improvements to the realism of the driving experience. We are looking to continue the graphical advances to such things as lighting/lights and the sky dome, whilst further increasing the practical draw distances we have already made.

Information outputs will be moved on with plans for schedule prints and video outputting. Further thinking is also going into how, and how far an element of economic and commerce simulation might be desirable and also online play capabilities.

We will have more to say before the twelfth, but hopefully that is a reasonable summation of where we are at today.

Warm regards
Paul Jackson - CEO RailSimulator.com

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