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Suly last won the day on November 21 2025
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Dear Developers, First of all, I would like to thank you and congratulate you on the latest update (Beta). A huge amount of work is visible, and the direction the game is taking is excellent. I play SimRail on the maximum possible graphical settings in 4K resolution, and I would like to share some observations and suggestions that could push the visual side and atmosphere of the game to perfection. Here are my points for discussion: 1. Vegetation and Terrain The new vegetation, specifically the trees and the new grass, looks perfect and has given the game a fresh breath of life. However, I noticed an issue with fields and sparse vegetation areas. Density/Blending: When driving past a field, I often see isolated "tufts" of vegetation on a bare, flat ground texture. It looks artificial and breaks realism. Would it be possible to increase the coverage density or adjust the underlying ground texture so the transitions aren't so sharp? 2. Sky and Clouds The sky is a dominant part of the view, but the current clouds look too blurry and lack depth. Contours: The clouds lack clear outlines and structure. Currently, they resemble a uniform fog or "smog" rather than real clouds. Greater sharpness and better definition of the clouds would significantly help the overall visual experience. 3. Ballast Material (Gravel) I see significant room for improvement here, as we look at the tracks 100% of the time. Reflections (Material Properties): The ballast currently shines unnaturally. It gives the impression of wet asphalt, even when the weather is sunny. It is necessary to adjust the material properties (increase roughness) so the stones appear matte and "dusty" as in reality. Depth/Plasticity: I would also strongly suggest implementing 3D textures (Parallax Occlusion Mapping) for the ballast. Flat stone textures really stand out negatively in 4K resolution. The combination of a matte surface and optical depth would take the game to the next level. 4. Sleeper Rendering (LOD) Many of us in the community have very powerful hardware, and the current settings limit us. Draw Distance: The sleepers (3D models) render only about 50 meters in front of the locomotive. At 4K resolution, it is very distracting to see them "popping in" right in front of the train. Please consider adding an "Ultra" draw distance option in the settings so we can see sharp sleepers at least 100–200 meters ahead. 5. World Liveliness (Immersion) The world of SimRail is beautiful, but sometimes it feels a bit "sterile." To increase immersion, I would suggest: Fauna: Adding birds (flocks over fields, birds sitting on overhead wires). People: More passengers, not just on platforms, but also visibly inside the AI trains. Railway Life: It would be great to occasionally see maintenance workers in vests along the track or shunters in stations. I believe these adjustments would make SimRail a visually unrivaled simulator. Fingers crossed for further development! Best regards, Suly
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Thank you for the great and specific response! I am delighted that this topic is already being actively addressed. And so that we don't just stick to the tracks... once you've finished the realistic dynamics, the only small things left for visual perfection will be farther rendering of sleepers, improved shadows, and a few more people at stations to bring things to life a bit. 😄 Please do not take this as pressure, but merely as a wishlist from an enthusiastic player. Thank you very much for your work and openness!
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Hello valued SimRail community and especially developers, I am happy to follow the continuous progress in SimRail. As I work directly in railway track maintenance, I have a unique perspective on how rolling stock behaves on real infrastructure, both visually and acoustically. The current simulation lacks fundamental dynamic and acoustic elements that would push the game to a new level of realism from a train driver's perspective. 1. 📉 Driving Dynamics: From Tabletop to Real Track Trains constantly move dynamically in reality due to the unevenness and stiffness of various track sections. Here are specific areas that should be improved in the simulation: A) Dynamic Movement on Straight Track (Vertical and Horizontal) Reality: The ride is never perfectly smooth. The state of sleeper packing and unevenness (in the order of millimeters) cause the train to constantly oscillate vertically on a straight section. Furthermore, there is dynamic horizontal movement (side impacts), as the track gauge is not constant. Proposal: Implement random/semi-random vertical and horizontal movement of the cab, simulating these real unevennesses and variable track gauge. B) Effect of Centrifugal Force in Curves (Horizontal Pressure) Reality: When entering a curve, a significant centrifugal force causes the axles to push strongly against the outer rail. The vehicle tries to move out of the curve, resulting in a characteristic movement with a return (head sway) back to level. Proposal: Realistically simulate this pressure and the dynamic reaction of the bogie. C) Change in Structure Stiffness (Level Crossings and Bridges) Reality: Level crossings and bridges are structurally stiff (inflexible) compared to the flexible ballast bed. Proposal: Simulate the train "bouncing up" when approaching a rigid structure (level crossing, bridge) and subsequent "dropping down" back into the flexible ballast bed after the structure. Critique of Current Implementation: The current oscillation is too regular and mechanical, and the disproportionate "jumping" on turnouts is unrealistic. 2. 🎧 Acoustic Realism: Sounds Reacting to Environment and Material The current soundscape appears static and ignores the basic acoustic principles of the real environment. Improvements should include: A) Acoustic Echoes and Sound Reflection (Reverb) Reality: Sound reflects off fixed, nearby obstacles. Proposal: Implement dynamic sound reflection (reverb) depending on the surrounding environment: Tunnels: When entering a tunnel, the engine/running sound should reflect strongly off the walls. Bridges/Underpasses: Temporary amplification and change in sound when passing under a bridge (underpass). Noise Barriers: A characteristic sound reflection when driving closely next to long noise barriers. B) Change in Sound on Different Surfaces Reality: A change in the subgrade material has an immediate and significant effect on the loudness and type of sound. Proposal: Include specific sound profiles for: Steel Bridges: When driving onto a steel bridge, there should be a distinct and loud rattling/clattering, typical for driving on a metal structure. Level Crossings: When passing over a level crossing (asphalt/concrete), the sound should be accompanied by a characteristic swishing/hissing tone that arises from contact with the solid road surface. Conclusion and Call to Action I believe that the implementation of these fundamental principles of track dynamics and acoustics would dramatically improve immersion and the authenticity of the train driver's feeling. These details are crucial for a game that prides itself on realism. What do you think? Have you also noticed these simplifications? If you support this proposal and want a more realistic driving experience, please like this post and share your experiences in the comments! Help us draw the developers' attention to these key details! Thank you for your time, and see you on the track!
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I like it. I will try it today. I especially dislike angular trolleys.
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Suly started following Cabin physics
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Hello, I would like to apologize in advance for my English, I use Google Translate. What I miss most about the game is the cabin physics simulation. It's like I'm riding a flat table. On curves, the train has to push it out of the curve, on crossings and bridges it has to swing, because these objects are hard compared to the rest of the gravel track. The same applies to switches, when I drive in a turning direction, there is a big shock. When I drive a Pendolino and drive 200kph, nothing happens even on a straight route, I doubt that all the tracks in Poland are so well paved. 🙂 I would like to ask the developers if they plan to implement this feature. It would change the driving experience and I think I'm not alone in missing this thing. Thanks for the reply.
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I have the same thing, plus I have a huge drop in FPS, I have an RTX 4070Ti, I have my graphics settings on Ultra, when I change the light setting to High, I get ~80 FPS, when I switch to Ultra, I get ~30 FPS. I play on 4k.