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Posted

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. 馃搲 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. 馃帶 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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  • SIMRAIL Team
Posted

Part 1 is in partial development, some sneak peeks will be shown soon (better quality than short clips on discord). At first we need to get rid of waving/pendulum effect and replace it with something more appropriate and this is implemented in closed beta. Further development of this is discussed.

Part 2 is a bit tougher and will be part of internal discussion in nearest future (after second map DLC).

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Posted
6 godzin temu, Kr贸lik Uszasty napisa艂(a):

Part 1 is in partial development, some sneak peeks will be shown soon

Sneak peeks are comming!

hell-yeah.gif.3469021acea17bb944754cde1479e07e.gif

Posted
20 hours ago, Kr贸lik Uszasty said:

Part 1 is in partial development, some sneak peeks will be shown soon (better quality than short clips on discord). At first we need to get rid of waving/pendulum effect and replace it with something more appropriate and this is implemented in closed beta. Further development of this is discussed.

Part 2 is a bit tougher and will be part of internal discussion in nearest future (after second map DLC).

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. 馃槃

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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