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Thread: OFFICIAL SIM COMPARISON THREAD

  1. #21
    Join Date
    Nov 1999
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    Default RE: tentative release dates in public domain

    >>>KUJU Rail Simulator - haven't seen much of anything that really tells us what it will be like,<<<

    Oh come'on Sniper, mate, you surely remember the dim dark days pre-MSTS, where nary a sparrow's fart was heard until release day, and only a minor burp afterwards. ;-)

    I'm sure Kuju will have learned from the fiasco surrounding MSTS little quirks/foibles/bugs, that a proper beta testing program is essential for the future of their KRS franchise. That covers accurate documentation, too, this time, I hope....

    More than a few people, so I've read, and also some I've spoken to, say they are going to wait and see what the new sims are like before they buy. Yeah! Right! ...and pigs fly. Just don't get ahead of me in the checkout queue.

    Cheers Bazza




  2. #22
    Join Date
    Nov 2005
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    Glen Allen, VA
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    213

    Default RE: tentative release dates in public domain

    Well, the need for comparisons is over.
    Sharon Evans
    Activities are what make train simulators run
    Charter Member 2002

  3. #23
    Join Date
    Nov 1999
    Location
    North-Central Connecticut, USA
    Posts
    691

    Default RE: tentative release dates in public domain

    >Well, the need for comparisons is over.


    To wit, see this thread:

    http://www.uktrainsim.com/index2.php...7539b50f20b6f2

  4. #24
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    Default RE: tentative release dates in public domain

    For what it is worth, The editor of virtual Railroader on line magazine (www.virtualrailroader.com) and I created the same route for 4 of the current simulators, Trainz, MSTS BVE and Rail 3d. The articles on 3 of the 4 and the routes are on line now, whith the 4th (Rail3d) in the editing stage.
    I am by no means a crack route builder in any of the types, but this would give you a chance to look at pretty much the same thing in each simulator. SAs has been alread pointed out, they do different things in different ways for different uses with different looks.

  5. #25
    Join Date
    Nov 1999
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    Stevens Point, Wisconsin, USA.
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    14,705

    Lightbulb Well, how about some pics?

    Gotta sweep all the cobwebs outta here, post some comparison pics.









    Obviously some differences in operations, but them's the visuals.
    Attached Images Attached Images

  6. #26
    Join Date
    Dec 2007
    Location
    Concord, NC
    Posts
    1,075

    Default

    So far we have MSTS, KRS and RW.

    My Comparison
    MSTS:
    Pros:
    Alot of Addons in all areas, including routes, locomotives and rolling stocks
    Best handling and physics (as long as it's not the default stuff)
    Best AI out of the three

    Cons:
    Oudated, including graphics
    Can be cumbersome to work with
    Editors often crashes
    Not supported by Microsoft or Kuju.

    KRS
    Pros:
    Updated Graphics
    Control Familiarity from those coming from MSTS
    Does have a more stable Editors and easier to use.

    Cons:
    AI problems
    Signaling problems
    unrealistic physics
    Not very many NA Addons available.
    Can get technical help from RSDL, but not supported in terms of content or fixes.

    RailWorks (RW):
    Pros:
    Updated Graphics (from KRS)
    Familiarity of controls
    Universal platform
    Uses Steam for updates (Yes I am counting this as a positive)
    Is supported by RSDL and will most likely see updates and fixes to the problems it has.
    Is own by RSDL, and not EA which will allow RSDL to build and expand RW.

    Cons:
    AI pathing problems
    Signaling problems
    unrealistic physics
    Some problems fixed by Mk I & II for KRS reappears in RW.
    Not very many NA Addons available.

    If you want to add to this list you can.

    IMHO: While right now MSTS is leading the pack in terms of physics, AI, and I guess signaling, I do think that RW will close the gap and maybe even pass MSTS within a year or a year and half.
    Sean Summer
    CEO of Blue Ridge Mountains Machine works.

  7. #27
    Join Date
    Mar 2007
    Location
    Mobile, Al
    Posts
    393

    Talking

    Trainz 2006 version.

    Pros:
    Can do everything that everybody wants as far as driving physis, AI, has a lot of very talented people making models. Lots of routes.

    Cons (mine)
    colors are to bright...something just doesn't seem right. Maybe the creator don't know how to weather their models.
    Has to call home to get all assets every time you run the program.
    Switches are not realist except that you can modify to look just like RW.
    Dem...have not tried.
    takes a powerful pc...I didn't have any problems with it but I have a good pc.

    Please update/correct me if I'm wrong.

  8. #28
    Join Date
    Jan 2008
    Location
    Visalia, California, USA
    Posts
    198

    Default

    Quote Originally Posted by kin__3 View Post
    Trainz 2006 version.

    Pros:
    Can do everything that everybody wants as far as driving physis, AI, has a lot of very talented people making models. Lots of routes.

    Cons (mine)
    colors are to bright...something just doesn't seem right. Maybe the creator don't know how to weather their models.
    Has to call home to get all assets every time you run the program.
    Switches are not realist except that you can modify to look just like RW.
    Dem...have not tried.
    takes a powerful pc...I didn't have any problems with it but I have a good pc.

    Please update/correct me if I'm wrong.

    My Pros for Trainz:
    Easiest editors out there, I've built dozens routes from it, have yet to make one in MSTS (And I've played with it for twice as long!).
    Has close to if not more free (and payware) content as MSTS.

    Cons
    No doppler effect for sound
    Aging game engine is similar in every version

    Just my thoughts
    Kyle
    Name: Kyle. Core i7-3770K @ 4.5 GHz, 8 GB DDR3-1866, 2 TB storage, 2 x R9 280X in Crossfire

  9. #29
    Join Date
    Apr 2001
    Location
    St. Catharines, Ontario, Canada.
    Posts
    3,224

    Default

    I guess I should of had a peek here before I bought Trainz 2010. But being an experienced MSTS user I've now jumped the ship (or at least have taken a leave).

    I really have to make a route for this regardless of the issues. Get myself a little more memory, and possibly a video card. But it's not running that bad at the moment. I think the signals are deceiving in some routes. But I take it that you can be totally realistic with them if you have the patience. We will see.

    Changing a switch in an activity to get the signal to change is not prototypical. Now if you can lock out certain switches (haven't seen this yet) then perhaps this has some potential.
    Really want to see how random I can make these trains spawn and how the system handles it. Once again I have some reading to do, unless others want to shed some light on this topic.

    Thanks

    Sean

  10. #30

    Default

    The thing you'll realize quick with Trainz is that it has no real dispatching system. You'll have to do most of the stuff yourself.

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