Train Life - A Railway Simulator

Train Life - A Railway Simulator

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 This topic has been pinned, so it's probably important
Aug 11, 2021 @ 8:06am
Share your suggestions!
We strongly believe that Train Life is going to be an even better game if the community is involved. So we want to give every player an opportunity to share their thoughts, feedback, and suggestions that could help us make the best version of Train Life possible.

This topic is dedicated to that purpose. We can’t promise we will agree with every proposition neither that we will implement all of them, but we promise to keep a very close eye and interest in it.

Who knows, your idea might be in our next update. Let us know what you think (also don't worry, we're still checking the other threads, this one just serves as a mega thread).
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Showing 1-15 of 634 comments
As written in an other thread Raildriver support is a must have in a train / rail simulator. It's the most common input device since MSTS days for people who don't use keyboard / mouse for controlling their train.
Realistic length, height and width of rolling stock correspond to the reality.

Realistic length of railway lines.

Rolling stock and line from more countries.

Realistic accelerate and decelerate rate.

Different looking of passengers, some passengers may carry baggage.

Solid objects that other objects cannot go through.

Livery Editor, That would be cool to customise your own trains colour as well as company logo
More realistic rail infrastructure. This here looks to unrealistic to me.
https://s20.directupload.net/images/210812/rwt9zlmr.png
The game must fully support use of a gamepad on PC (XBox, Logitech, etc.), and preferably with a view to achieve full implementation on XBox and PS5 (and their controllers).
Please make sure it is possible for people to easily read text on the HUD, in the UI, and in the company management sections, with large plain uncompressed fonts with adequate character spacing with good contrast to the background. Even better - make it an option for users to change font sizes and background opacity.

Please note that some people play PC games on a large TV when sitting on a couch three or four metres away from the TV screen.
Originally posted by Sim Guide:
The game must fully support use of a gamepad on PC (XBox, Logitech, etc.), and preferably with a view to achieve full implementation on XBox and PS5 (and their controllers).
You don't use gamepads on train simulators (PC). Or would you play Super Mario with a steering wheel? It's the same...

Also PC is not a console.
For me it's nice if the T16000M will be supported by the game. Other joysticks also. But I've got the T16000M. ;)
Originally posted by Metallos:
Originally posted by Sim Guide:
The game must fully support use of a gamepad on PC (XBox, Logitech, etc.), and preferably with a view to achieve full implementation on XBox and PS5 (and their controllers).
You don't use gamepads on train simulators (PC). Or would you play Super Mario with a steering wheel? It's the same...

Also PC is not a console.

Yes I do. I use the XBox controller for both TS1 and TSW on PC. It is more immersive than using a keyboard and mouse. Far more immersive.

Also, gamepads are specifically made for use with PCs. This is perfectly normal.

If Train Life does not support a gamepad on PC, then I will not be using the software at all.
Originally posted by Sim Guide:
Yes I do. I use the XBox controller for both TS1 and TSW on PC. It is more immersive than using a keyboard and mouse. Far more immersive.

Also, gamepads are specifically made for use with PCs. This is perfectly normal.
Controlling a train with a gamepad is immersive? Have you ever seen a loco driver with a gamepad in his hands? And TSW is a console-orientated game although the PC version came out earlier than on consoles (at least it got a partially Raildriver support after nearly 4 years out on market).

And gamepads are specifically made for use with PCs? Sorry, you're absolutely wrong. Gamepads are made for consoles (first gamepads were used on the NES, before that joysticks were used because earlier consoles had the games from arcade machines). Home computers (C64...) and later PCs had joysticks and "specialised" simulator input devices like flightsticks, yokes or steering wheels + pedals were common on PCs long before gamepads came out of the "niche area".
the possebility to walk free like in derail valley
The track map should be realistic.
The platform should have different marker let the train to stop.
The editor should be able to let the player to make their vehicle.
Originally posted by Metallos:
Controlling a train with a gamepad is immersive?

That is a good question, and the answer is "yes".

Controlling a virtual train with a physical hand-held controller is immersive. Additionally, it is not "immersion breaking", like looking at a keyboard. Humans can quickly develop good hand/eye/mind co-ordination with devices like gamepads, and rapidly develop muscle memory for the various designs that are available on the market for the PC today. The net effect is that the user forgets they are using a controller at all, and becomes more immersed in the action/activity that they are engaged in. So, the answer is "yes". Very immersive.

Obviously, a train simulator should also support devices like RailDriver, even for the almost completely insignificant minority of people that would use that specific device. That could be thousands of people by the way, but that number is swamped by the other 100 million people with multi-functional hand-held controllers.

If gamepads (and PC-based consoles like XBox and PS5) are excluded from Train Life, then that would massively limit the user-base. Consequently, it would take many more years to develop the software, and the smaller subset of potential customers would have to pay much much more, for much less content, of a much lower quality than desired, delivered over a much longer period of time. This would be detrimental to those users that have a RailDriver, whether that device is supported or not (I hope it will be).
The schedule should calculate accurately, Some driving game measure the time is not the time you see at the schedule.
Nacon  [developer]
1
Aug 16, 2021 @ 5:14am 
Thanks for all that suggestions! I'm adding a lot of them in our database. don't le met stop you :)
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