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sunt din România si folosesc TSW si TS dar SimRail mi se pare cel mai reusit..in ceea ce am lucrat eu in relitate in romania...de TSW nu imi pot da seama..pentru ca nu am lucrat in vest sau america...SimRail ,se apropie f mult de realitatea din estul europei..seamana foarte mult cu ceea ce am facut eu in realitate..sunt indragostit de simRail..chiar cu minusurile care le are...arata a simulator adevarat in ceea ce priveste ideea ta..da mi se pare una buna
- Today
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NightWallker started following traxx
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The problem actually lies with the entire game, not just the electric locomotives. The core issue is the poorly conceived and ill-thought-out scenarios, which completely ruin the multiplayer (MP) experience. As a result, many people are quitting the game in favor of better train simulators, such as TRS 22, TSW 6, or TSW 7. Instead of including these scenarios in multiplayer, the developers could have focused on freight transport—for instance, hauling cargo to factories, delivering coal to power plants, and returning empty coal wagons to the mines. Alternatively, players could transport different types of cargo and then swap wagons at a freight yard, allowing each player to continue their journey with a new load. That kind of gameplay would be much more engaging for the multiplayer community and would likely attract more fans. As it stands, the game is going down the drain and losing its player base. Paying 40 euros for this is just a waste of money, especially since the game fails to deliver what was expected—particularly in multiplayer. And if you try to contact the developers, they don’t even respond!
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augusto oliveira joined the community
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Hello, I would like to report what may be a fundamental issue in the traction physics model used by electric locomotives in SimRail. The issue became noticeable while operating the TRAXX locomotive with a freight train of approximately 3000 tonnes, but I suspect it may affect the overall electric locomotive traction model rather than a single vehicle. Observation: In real electric locomotive operation, the highest traction current is typically drawn during startup and at low speeds, when maximum tractive effort is required. As speed increases, tractive effort decreases and traction current generally decreases as well. In SimRail, I observe behaviour that appears to be reversed: - Relatively low current at startup and low speeds. - Current increases as speed increases. - Wheel slip is more likely to occur at higher speeds rather than during startup and initial acceleration. - Adhesion behaviour appears to be linked to this increasing current. From an operational perspective, this feels unrealistic. In real locomotive service, wheel slip is primarily a low-speed phenomenon because maximum tractive effort is developed during starting. Once the train gains speed, the risk of wheel slip generally decreases significantly. In SimRail, the opposite seems to occur. This creates a situation where the locomotive can appear more prone to wheel slip at higher speeds than during starting, which does not correspond to real-world locomotive behaviour. Because the observed behaviour involves both traction current and wheel slip characteristics, I believe the issue may originate from the underlying traction and adhesion calculation rather than from a single locomotive implementation. I have experience with real electric locomotive operation, which is why this difference became particularly noticeable during heavy freight runs. Could the development team please verify whether the relationship between traction current, tractive effort, speed and adhesion is functioning as intended? Thank you for your time and for the continued development of SimRail.
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emanuelransom joined the community
- Yesterday
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Lukaszjag95 joined the community
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Sonikku started following [FORUM] Problem z powiązaniem konta Steam – kontakt z administracją
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Dobry wieczór, Mam problem techniczny związany z powiązaniem konta Steam z profilem na forum SimRail. 28 października 2026 r. wysłałem szczegółowe zgłoszenie przez formularz kontaktowy forum, a także wiadomość na adres contact@simrail.eu. Formularz wyświetlił potwierdzenie wysłania wiadomości, jednak nie otrzymałem numeru zgłoszenia ani informacji umożliwiającej sprawdzenie jego statusu. Chciałbym zapytać, czy istnieje możliwość skontaktowania się bezpośrednio z administratorem technicznym odpowiedzialnym za powiązania kont Steam i forum. Ze względu na prywatność wolałbym nie omawiać szczegółów dotyczących moich kont publicznie. Mogę natomiast przekazać wszystkie niezbędne informacje oraz potwierdzić własność konta Steam w korespondencji prywatnej. Będę wdzięczny za wskazanie właściwej osoby lub sposobu kontaktu. Z góry dziękuję za pomoc. Pozdrawiam, Sonikku
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Sonikku joined the community
- Last week
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Kra_art joined the community
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filip_lesniak21 joined the community
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David Wale joined the community
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Też mi się wykłada cała aplikacja przy wejściu do trybu dyżurnego, jeśli próbuję cokolwiek zrobić za szybko... po ok. 10 sekundach już OK. Ale jak spróbuję wcześniej cokolwiek zrobić, to wywala.
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Świetna robota!
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NightWallker joined the community
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Dodatki pod Xboxa Series X
chancellor replied to Damian Komorowski's topic in General Discussion [Singleplayer]
Właściwie to wiemy: zewnętrzna firma TakeIt Studio. Wiemy też, że PlayWay S.A., a nie SimRail S.A., zajmuje się wersjami konsolowymi, co też widnieje w sklepach PS i XBOX. -
Dodatki pod Xboxa Series X
Matys replied to Damian Komorowski's topic in General Discussion [Singleplayer]
To niech zwrócą pieniądze klientom. Dziaderskie podejście. -
Lorenzo. joined the community
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_rozip_ joined the community
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Dodatki pod Xboxa Series X
Krzysztof Bąk replied to Damian Komorowski's topic in General Discussion [Singleplayer]
Pisałem do Play Way, którzy mają udziały w studiu od Simrail i sytuacja została mi przedstawiona w skrócie że nic się z projektem na konsole nie działo bo gra się kiepsko sprzedała i miała słabe oceny. Dla mnie to żenujące bo wydali produkt z dużą ilością błędów które uniemożliwiały dokończenie scenariusza i byli zdziwieni jakie były oceny. A kontakt nawet kogokolwiek ze studia kto by się odniósł co się dzieje w sprawie konsol tu nie istnieje. -
Crossing management
lewnemejski replied to PaperBoat's topic in Suggestions for improvements [Multiplayer]
It is the same IRL. Another station with that is Ł.Kaliska. However other stations in game does not have that feature because IRL situation is the same. -
Crossing management
PaperBoat replied to PaperBoat's topic in Suggestions for improvements [Multiplayer]
I thought it was possible to manage the crossings like in Zgierz: where the main one is manual, but you can close it automatically by setting the train route. I already knew the difference between open-line crossings and station crossings @wunder99: But in Zgierz, setting a route triggers the crossing to close and open automatically, while still allowing you to operate it manually like in any other station. I don't understand why this is only possible in Zgierz. Was it like that in real life as well? -
I have experience with real electric locomotive operation and this behaviour is significantly different from what is normally observed in service.
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Hello, I would like to report what may be a fundamental issue in the traction physics model used by electric locomotives in SimRail. The issue became noticeable while operating the TRAXX locomotive with a freight train of approximately 3000 tonnes, but I suspect it may affect the overall electric locomotive traction model rather than a single vehicle. Observation: In real electric locomotive operation, the highest traction current is typically drawn during startup and at low speeds, when maximum tractive effort is required. As speed increases, tractive effort decreases and traction current generally decreases as well. In SimRail, I observe behaviour that appears to be reversed: - Relatively low current at startup and low speeds. - Current increases as speed increases. - Wheel slip is more likely to occur at higher speeds rather than during startup and initial acceleration. - Adhesion behaviour appears to be linked to this increasing current. From an operational perspective, this feels unrealistic. In real locomotive service, wheel slip is primarily a low-speed phenomenon because maximum tractive effort is developed during starting. Once the train gains speed, the risk of wheel slip generally decreases significantly. In SimRail, the opposite seems to occur. This creates a situation where the locomotive can appear more prone to wheel slip at higher speeds than during starting, which does not correspond to real-world locomotive behaviour. Because the observed behaviour involves both traction current and wheel slip characteristics, I believe the issue may originate from the underlying traction and adhesion calculation rather than from a single locomotive implementation. I have experience with real electric locomotive operation, which is why this difference became particularly noticeable during heavy freight runs. Could the development team please verify whether the relationship between traction current, tractive effort, speed and adhesion is functioning as intended? Thank you for your time and for the continued development of SimRail.
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Fixed the Ko and the eletrification signs on track 6. Platforms were not visualised on the real desk.
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There are no vehicles or pedestrians at railroad crossing
drp cwl replied to 胸针's topic in General Discussion [Singleplayer]
Bit late here but there is a setting under graphics for max car limit, by default I think it's set to 0, but you can turn it up so card can spawn and wait at crossings. Hope this helps. - Earlier
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Przechodziłem przez podobne problemy i pisałem na ten temat nawet na angielskim wątku forum, ale wątek jako jeden z bardzo niewielu nie ma tagów i wydaje się być ignorowany. W moim przypadku problem się dzieje w bardzo losowych momentach - czasem się zdarza w Warszawie na/przed Centralną, zdarzyło się zaraz po załadowaniu scenariusza w Skierniewicach, zdarza się na innych trasach w losowych momentach w polu. Każdy przejazd to jest loteria, więc nawet nie próbuję ryzykować wchodzenia na multiplayer. Jedyne co wyczytałem z logów to tyle, że w losowym momencie gra próbuje zwolnić pamięć czyszcząc obiekty z puli ponad miliona załadowanych (???). Raz zdarzyło się na Centralnej, że losowo udało mi się zwrócić kamerę w dół w podłogę jak symulator się zaczął zawieszać. Klatki wróciły do 60 FPS, ale jak tylko podniosłem kamerę z powrotem do przodu to zaczęły znowu spadać - musi być jakiś problem z elementami scenerii, które z powodu jakiegoś błędu ładowane są przez skrypty w grze w nieskończoność, co zawala RAM i zawiesza symulację. Bez względu na to kiedy to się stanie, na mojej maszynie sytuacja kończy się uwaleniem procesu przez system po ~5 minutach od zawieszenia z powodu zawalonego RAMu (mam 32GB, nic więcej w systemie nie działa poza Steamem i grą). Więcej informacji i logów ode mnie w poprzednim angielskojęzycznym wątku:
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Problem Title: Game freezing (AppHangB1) on RTX 4070 after update – temporary fix by forcing DX11. Message for Developers: Hello, I would like to bring to your attention a persistent software stability issue in SimRail following the recent October update. This issue causes the game process to completely freeze, logging system error codes 20a3 and 7651 along with an AppHangB1 event. By default, when launched normally via Steam, the game automatically boots using the DirectX 12 graphical API. However, this interface currently exhibits a severe conflict regarding resource allocation and workload distribution between the CPU (Intel Core i9-11900KF) and the GPU (NVIDIA GeForce RTX 4070). As a result, the Unity game engine gets stuck in an infinite loop directly within the RAM, causing the screen to freeze entirely. Furthermore, Steam does not provide any built-in launch pop-up menu to select an alternative renderer. A 100% functional workaround is to manually force the older DirectX 11 API by adding the -dx11 parameter into the Steam Launch Options. After switching to the DirectX 11 interface, memory management and graphical thread processing become significantly more stable compared to version 12. The hardware workload distribution runs flawlessly, and the game operates completely smoothly without any crashes or freezes. It would be highly appreciated if you could add a separate launch option in Steam allowing players to choose between DirectX 12 and the more stable DirectX 11 interface, or optimize memory management under DX12 for the newer Ada Lovelace GPU architectures. Thank you.