Comparison between the two

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Re: Comparison between the two

Unread postby hminky » Fri Apr 13, 2012 3:57 pm

b737lvr wrote: and the sim looks like a cartoon.

That is why RSC will never improve their product everyone's reason for using it is looks.

If you can sell the game on looks to new people why improve gameplay.

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Re: Comparison between the two

Unread postby Rich_S » Fri Apr 13, 2012 6:21 pm



Viewing the Maris Pass Trainz route in the fifth thread reminded me why I never tried Trainz. I'm guessing the route uses default Trainz tracks? It's the look of the default ties that really turns me off in Trainz routes, they look like they are bowed in the middle. Viewing the Reading & Northern Trainz Route in these videos has changed my mind and I'm very impressed with this great looking route, but before I go out and purchase Trainz, just how many routes use that new track texture? And another question I have, what is the percentage of North American prototype routes (both freeware and payware) in Trainz vs. fantasy or freelanced routes? Maybe it's just me, but it seems like Rail Works has far greater fantasy or freelanced North American routes than prototype routes.

Regards,
Rich S.

P.S. Harold, I don't run a lot of steam, but the only engine I've experienced that problem with is the RSC K4.
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Rich S.
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Re: Comparison between the two

Unread postby hminky » Fri Apr 13, 2012 6:54 pm

Rich_S wrote:
Viewing the Maris Pass Trainz route in the fifth thread reminded me why I never tried Trainz. I'm guessing the route uses default Trainz tracks? It's the look of the default ties that really turns me off in Trainz routes, they look like they are bowed in the middle. Viewing the Reading & Northern Trainz Route in these videos has changed my mind and I'm very impressed with this great looking route, but before I go out and purchase Trainz, just how many routes use that new track texture? And another question I have, what is the percentage of North American prototype routes (both freeware and payware) in Trainz vs. fantasy or freelanced routes? Maybe it's just me, but it seems like Rail Works has far greater fantasy or freelanced North American routes than prototype routes.

Regards,
Rich S.

P.S. Harold, I don't run a lot of steam, but the only engine I've experienced that problem with is the RSC K4.


Four clicks will change the track texture on any route. That is why Trainz is so popular. It is easy.

Trainz like Railworks most routes are freelanced. It started out as a Model Railroad sim and seems to be moving to reality. MSTS is the only Trainsim that is geared for proto routes. Surprising since the Route Editor is so dreadful.

All the Britkits steamers derail. The old time 4-4-0 and 2-8-0 almost derail, they leap upon resume but don't derail. Hard to believe the in-house loco does.

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Re: Comparison between the two

Unread postby stresstool » Fri Apr 13, 2012 9:36 pm

Probably like lots of others, I have love/hate relationships with Trainz and RW and MSTS.

The things that bug me the most about Trainz are:

1) It likes to draw distant tracks way off the edge of the universe. That can be mitigated some by extending the draw distance to as big as it can be or putting in distant fog.
2) The texture of the tracks. Where does that hump in the middle come from? I keep expecting to see a center rail there, ala O-gauge.
3) The default sounds of the engines for some reason grates on my nerves. I always have to swap all default engines for some payware from VMD or Jointed Rail (really good stuff that is).
4) The default junctions look pretty weird with no moving points or check rails, etc.

But, in fairness, it seems the default stuff on all the sims is annoying in one form or another.

The likes I have for Trainz are, not surprising, with their dispatch mode and the AI control. When it works, it is fantastic. Can't be beat. Take control of any train anywhere at any time and give it instructions to go where ever you want. Make it load/unload consists, etc. The AI will obey signals and set their own switches (if possible) as it reaches them rather than as MSTS and RW do setting the entire path from the start with no possibility of deviation. It has triggers and other types of events to make AI do some really neat stuff. Make the AI pickup or dropoff cars and have other AI's pick them up, etc. Just cool. Pickup the Marias Pass route for Trainz. I don't know if it is still in there, but there was a fantastic scenario (session) where you have to keep an aluminum factory busy. The guys (Josef?) did a brilliant job putting that together. The AI doesn't always work and sometimes it does some very weird stuff (like make an AI drive the 24,000 miles around world to reach an adjacent siding instead of just backing up). But it's no worse than MSTS randomly doing a phone home and/or RW doing an SBHH. With Trainz, a derail of the player or AI train (I'm not sure there is a distinction of a player vs. AI since you can take control of any train at any time, all trains are potentially player trains) does not end the session. You might not be able to continue if a derailed train is blocking your path, but if you have the option to route around it, you can continue.

If you are into payware, I can highly recommend the Murchison Route. I believe the route itself was done mainly to demonstrate how to use all the objects it provides for use in your own route. But the route itself is brilliantly done.

This is all kind of old news. I haven't done anything with Trainz in quite a while. I'm not sure what has changed since the 2010 release.
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Re: Comparison between the two

Unread postby hminky » Fri Apr 13, 2012 10:25 pm

Tracks with humps have went away now there is high def.

Trainz also has narrow gauge:

Image

That was Rollins Pass 1915 from TrainzItalia changed to narrow gauge with a few clicks.

Forgot about Proto-Clinch at TPR shown with updated trees:

Image

Harold
Last edited by hminky on Fri Apr 13, 2012 10:26 pm, edited 1 time in total.
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Re: Comparison between the two

Unread postby Machinist » Sat Apr 14, 2012 2:00 am

b737lvr wrote:I would like to see RSC to implement trainz AI features. Pffft! what am I talking about that will never happen

If Scenario Editor had at least a path trigger to control AI Trains (currently is time controlled), a path trigger to sounds, and a time/size controlled instruction's screen (positioned on the top of screen, not in the center) would be an awesome starting towards a scenario editor for real, therefore the end of the current DNA* problems with AI traffic.

* I mean, also, the end of 99.9999% of problems. I've beta tested missions (for others, beyond mine own missions) over 600 hours long on Trainz and never (never!) saw trainz collision, trainz (AI or not AI) derailling on junctions against etc. etc. etc., unless the mission creator was too much rookie on the stuff.
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