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ISSUE 13 — OCTOBER 2012 - RailWorks Magazine

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<strong>ISSUE</strong> <strong>13</strong> <strong>—</strong> <strong>OCTOBER</strong> <strong>2012</strong><br />

The <strong>RailWorks</strong> <strong>Magazine</strong>


A Northern Rail Class 142 ‘Pacer’ stands at Bishop Auckland with a local service. This long awaited<br />

addition to the RW fleet has been created by Waggonz, and published by Armstrong Powerhouse for a<br />

price of £11.99.<br />

Editor Adam Stratton<br />

info@railworksmagazine.co.uk<br />

Graphical Design Daniel Wigg<br />

Main Contributor Sean Harris<br />

Special thanks to Waggonz for<br />

giving up their time to allow<br />

us to interview them.<br />

All pictures from external sites credited<br />

where appropriate.<br />

First things first...<br />

So, we have received the latest<br />

instalment of Train Simulator, and<br />

yes, that is ‘Train Simulator’ and not<br />

‘<strong>RailWorks</strong>’ – sadly, this name, as<br />

RailSimulator.com have confirmed,<br />

has now become completely<br />

defunct in favour of the more<br />

somewhat generic and ambiguous<br />

name. Even so, there are no plans<br />

for a ‘Train Simulator <strong>Magazine</strong>’<br />

name change or anything similar –<br />

the name ‘<strong>RailWorks</strong>’ will be here<br />

for life!<br />

Unfortunately though, there is a<br />

bombshell to drop. I must<br />

announce that after this issue, we<br />

have made the decision to release<br />

the magazine every other month, at<br />

least for the time being. The work<br />

required to produce an issue for a<br />

small group of people is becoming<br />

increasingly much, and other<br />

commitments have found their way<br />

in. As I say, we hope this will only<br />

be temporary, but the next issue,<br />

14, will be released in November,<br />

and every two months thereafter.<br />

Also, we hope your enjoy this new<br />

look to the <strong>Magazine</strong>. We’ve<br />

started from scratch; overhauled<br />

the design and turned things<br />

portrait for a more magazine-like<br />

feel. If you don’t enjoy it, we would<br />

like to hear your feedback.<br />

Adam<br />

Editor<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 2


CONTENTS<br />

Contents<br />

5<br />

9<br />

Page 4<br />

What’s new?<br />

Page 5<br />

TS20<strong>13</strong>: an in-depth look<br />

Page 9<br />

Interview with Waggonz’ Dave and<br />

Chris Dewhurst on the Class 142<br />

4<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 3


NEWS<br />

Digital Traction goes electric<br />

And announces upgrade plans<br />

As well as preparing for the release of the Standard<br />

2MT for TS20<strong>13</strong>, Digital Traction has just shown ‘clay’<br />

renders of their new Class 87. One of the most<br />

powerful locomotives in Britain, it is the first piece of<br />

electric traction we have seen from the developer, and<br />

will provide another means of traction to the West<br />

Coast Main Line.<br />

Additionally, DT have just added to the<br />

vintage coaches catalogue in releasing<br />

their LNER ‘Teak’ Coaches. The luxury<br />

wooden-bodied passenger stock is<br />

priced at £5.99.<br />

Just Trains’ new ‘City’ gains interest<br />

A new screenshot posted on Just<br />

Trains’ Facebook depicting a picture of<br />

the iconic and much-loved GWR ‘City’<br />

Class. The class, best known for ‘City of<br />

Truro’ arguably believed to have been<br />

the first loco to reach 100mph, and a<br />

preserved ex-mainline stalwart, adds<br />

to the sudden rush of steam traction<br />

being prepared. Just Trains plan to<br />

model both the rebuilt and un-rebuilt<br />

versions depending on whether<br />

reference material is available for the<br />

latter.<br />

It is all systems go for some of the older products<br />

from DT, as updates for the 2P, Standard 4, and Unrebuilt<br />

Light Pacific are underway. Amongst the plans<br />

are new textures, new cab for the ‘2P’, and proper<br />

steam effects for the Light Pacific.<br />

Digital Traction Facebook<br />

Another Class 40?<br />

A new developer for TS20<strong>13</strong> –<br />

under the name RailRight – is in<br />

the process of building a Class<br />

40 for the game, which, if<br />

released, will be the third ‘40’ for<br />

the sim; the others being from<br />

Digital Traction and Iron Horse<br />

House.<br />

RailRight say that they plan to<br />

model a vast number of variants,<br />

with weathered textures as well<br />

as clean, and progress has been<br />

made on the split headcode,<br />

centre headcode and headcode<br />

disc front ends.<br />

RailRight Facebook<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 4


NEWS<br />

An in depth look:<br />

Train Simulator 20<strong>13</strong><br />

September 20 th was the day<br />

things changed again. Out<br />

with the old (though, days<br />

shy of being a year old, not<br />

very!) and in with the new;<br />

Train Simulator 20<strong>13</strong> has<br />

arrived.<br />

As we explained in the last<br />

issue, the overhaul of Train<br />

Simulator <strong>2012</strong> suggested a<br />

bias on the ‘game’ and ‘ease<br />

of use’ aspect; at least, that<br />

was what RailSimulator.com<br />

made it out to be when<br />

listing the new elements on<br />

their ‘Engine Driver’ blog.<br />

However, the truth is<br />

different – there are many<br />

more unsung enhancements<br />

that didn’t get a mention on<br />

‘Engine Driver’, and this<br />

article aims to give an insight<br />

One new feature is the ‘Collection Menu’ which gives a<br />

visual list of all the add-ons you have purchased<br />

through Steam.<br />

on the main<br />

ones, as well<br />

as detailing<br />

the principle<br />

features that<br />

have been<br />

glorified ever<br />

since<br />

announced.<br />

A good thing<br />

to start with<br />

is what you<br />

are greeted with as you start<br />

the new simulator (what<br />

doesn’t greet you is the<br />

launcher window; present<br />

since the original <strong>RailWorks</strong>,<br />

this has been removed and<br />

all settings are changeable in<br />

the game itself) – a freshly<br />

revamped front-end<br />

interface which, instead of<br />

listing toplevel<br />

options,<br />

shows you<br />

your<br />

catalogue of<br />

DLC you’ve<br />

bought with<br />

corresponding<br />

picture, and<br />

suggestions<br />

The new style main menu is a stark contrast to its predecessor.<br />

you ‘might like’ from the<br />

Steam Store. You can click on<br />

the thumbnail of one of your<br />

DLC and use it straight from<br />

there; it brings up a list of<br />

the scenarios that utilise it.<br />

Clicking the ‘Main Menu’<br />

button there’s the more<br />

familiar view of options,<br />

though they are different, as<br />

shown above.<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 5


NEWS<br />

Let’s take a brief look at<br />

the new Quick Drive<br />

function; as it says on<br />

the tin, this is a feature<br />

available currently for<br />

DLC routes only, but<br />

allows you to set up a<br />

free roam scenario with<br />

preferred weather, time<br />

of day, etc, quickly<br />

without the chore of<br />

loading the scenario<br />

editor. As a bonus, it<br />

adds AI trains along the<br />

route (although, it does<br />

depend on the route)<br />

that are triggered to<br />

start when you near<br />

them on your train. The<br />

AI is authentic to the<br />

route you have chosen,<br />

and additionally if you<br />

own DLC that might<br />

also be found on the<br />

route, you might see it;<br />

for example, I was<br />

surprised to see a<br />

Southern Class 171<br />

travelling down one of<br />

the suburban lines of<br />

South London from my<br />

‘377’. My only wish<br />

though would be to see<br />

a bit more AI on some<br />

routes when<br />

appropriate; it’s needed<br />

more for London-<br />

Brighton, as I<br />

mentioned, and the like.<br />

Relay Play is the next<br />

new feature to cover.<br />

This was never<br />

advertised as<br />

‘Multiplayer’ so the fact<br />

that a vast number of<br />

players (and us<br />

admittedly, having used<br />

the term “multiplayer”<br />

loosely in RWM12) have<br />

referred to it this way<br />

seems to be a<br />

misconception. Sure<br />

enough, it is not<br />

multiplayer, or at least,<br />

not in the sense that<br />

many would assume; as<br />

was explained in the last<br />

issue, you are able to<br />

complete scenarios in<br />

The interface shown after completing a session in Relay Play.<br />

stages with friends. But<br />

you cannot see your<br />

friend live, completing<br />

their stage of the<br />

scenario. You start the<br />

scenario on your own,<br />

and when finished, can<br />

‘send’ the second leg to<br />

one of the users on your<br />

Steam Friends list. They<br />

can then complete the<br />

second leg and view<br />

how well you did on<br />

yours, and on<br />

completion, their data is<br />

sent back for you to<br />

view. This is really the<br />

only means of<br />

communication in Relay<br />

Play.<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 6


NEWS<br />

Steam Workshop was<br />

known about for a long<br />

time before the revelation<br />

of TS20<strong>13</strong>. Used for other<br />

games on Steam, this is<br />

where you can upload your<br />

scenarios (and only<br />

scenarios – hopefully only<br />

for the time being) to<br />

Steam, a community most<br />

likely bigger than any<br />

download site. Instead of a<br />

download button – rather<br />

confusingly – there is a<br />

‘Subscribe’ button, which<br />

downloads that scenario<br />

straight to your game, and<br />

re-downloads it when the<br />

creator releases an updated<br />

version. In a fashion<br />

becoming increasingly<br />

familiar to the internet, you<br />

are also able to rate, and<br />

comment on the content.<br />

So, what are the unsung<br />

features of the upgrade?<br />

Only mentioned in a James<br />

Woodcock Podcast was the<br />

sound improvement, the<br />

inclusion of EFX means that<br />

you will be able to hear<br />

reverb in tunnels, going<br />

under bridges, and in<br />

stations with overall roofs<br />

(the atmosphere at<br />

Paddington is brilliant!).<br />

While this enhancement<br />

was still present in earlier<br />

versions, it was only if you<br />

had a costly EAX sound<br />

card.<br />

While the likes of Quick<br />

Drive and Steam Workshop<br />

may not appeal to some<br />

users, definitely one that<br />

will please everyone is the<br />

huge improvement to<br />

performance. Many users<br />

will be able to enjoy<br />

smoother framerates on<br />

lower-end machines,<br />

something I am certainly<br />

very grateful for. On routes<br />

such as notoriously<br />

demanding London-<br />

Brighton, being blessed<br />

with 30-40fps on low TSX<br />

settings (which still looks<br />

good) is a godsend for me.<br />

Oh, and camera movements<br />

are a lot ‘smoother’ too;<br />

although subtle, it really<br />

makes the game look more<br />

modern.<br />

Route builders will also<br />

discover a few new things in<br />

the editor too. In the upper<br />

tab is a ‘torch’ button, which<br />

does as the real thing does<br />

– essentially allows you to<br />

see in the dark. It creates a<br />

light wherever you move<br />

the camera, and also turns<br />

on any light emitters you<br />

might have placed on the<br />

route, ensuring you obtain<br />

perfect results when<br />

aligning your emitters<br />

without having to exit the<br />

editor.<br />

Also, at last, TS20<strong>13</strong> brings<br />

the gradient smoothing<br />

tool. Simply by using the<br />

select tool to highlight a<br />

portion of track that<br />

includes a gradient change,<br />

and clicking the button on<br />

the upper tab, you now<br />

have a realistically smooth<br />

gradient transition. Usage<br />

of the select tool means<br />

that in theory, you are able<br />

to adjust the curvature of<br />

the transition.<br />

A new asset is the “Tunnel<br />

Occlusion Volume”, which,<br />

when placed inside a tunnel,<br />

makes everything dark as it<br />

should be - and that<br />

includes the train!<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 7


NEWS<br />

Sean Harris, who purchased an<br />

Xbox controller to trial the new<br />

compatibility, tells us what it’s all<br />

about:<br />

“The ability to use an Xbox 360<br />

controller for Train Simulator<br />

20<strong>13</strong> is an unexpected<br />

phenomenon. Previously in Train<br />

Simulator <strong>2012</strong> there was no<br />

option in-game to use a<br />

controller internally however as<br />

soon as you plug your controller<br />

(providing the operating system<br />

recognises it) every option on<br />

the main menu has a coloured A,<br />

B, X or Y icon on for you to know<br />

what to press.<br />

“You can navigate all of the<br />

menus with ease; even with little<br />

or no experience of using Xbox<br />

360 controllers (like me). Ingame<br />

you can move and pan<br />

about smoothly; there aren’t only<br />

two speeds you can go any more<br />

with the controller! Inside the<br />

cab you can pan about the cab<br />

quite a lot with ease too.<br />

“This can also be beneficial in the<br />

long-term too. Sitting further<br />

away from the computer is now<br />

possible (as most Xbox 360<br />

controllers come with a 1.8m<br />

cable) and this can potentially<br />

prevent eye or back problems.<br />

“However the drawback with this<br />

is that you cannot zoom into<br />

things like the HUD’s so seeing<br />

(for example) your speed is tricky<br />

if you are 1.8m away.<br />

“Like with most other things it<br />

does need a bit<br />

of getting used<br />

to, to completely<br />

control the<br />

simulator<br />

however it is<br />

possible and<br />

beneficial with<br />

this experience.<br />

However I have<br />

found<br />

disadvantage too;<br />

for ‘advanced’ trains (such as the<br />

Waggonz 142, Just Trains<br />

Voyager/67/153 etc.) you need<br />

the mouse or keyboard to<br />

control things like the master<br />

switch, DSD etc. which means<br />

unless you have a wireless<br />

keyboard and/or mouse you still<br />

need to use these peripherals.<br />

“And here is probably the best<br />

bit. You don’t need to buy a<br />

brand new, official Xbox 360<br />

controller <strong>—</strong> most unofficial<br />

controllers will do the job just as<br />

well too! Even though I would<br />

recommend an Xbox-style<br />

controller because of their<br />

ergonomics, almost any USBwired<br />

PC compatible controller<br />

will work. I personally bought a<br />

Madcatz Xbox 360 controller<br />

from Play.com for £16!”<br />

So, there’s a rundown of some of<br />

the outstanding new elements of<br />

the game. The supplied versions<br />

of TS20<strong>13</strong> have changed so there<br />

is now a somewhat confusing<br />

The new ‘torch’ function lights up everything within its radius.<br />

new structure to the sim. The<br />

default routes are now the Isle of<br />

Wight, Sherman Hill, London –<br />

Brighton and Northeast Corridor,<br />

with Munich-Augsberg to follow.<br />

The old predecessors are now<br />

available as separate DLC, along<br />

with the old ex-default assets,<br />

which are sorted into the<br />

“European” and “North<br />

American” asset packs. The<br />

downside to this is that if you<br />

were building a route that used<br />

the previously default assets, new<br />

users will have to pay £3.99 for<br />

the assets.<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 8


FEATURE<br />

A look at the Class 142 by<br />

Waggonz<br />

Waggonz, a duo of TS<strong>2012</strong><br />

developers fairly new on the<br />

scene, have just released<br />

their first item of driveable<br />

rolling stock for the<br />

simulator: the Class 142<br />

‘Pacer’. We interview Dave<br />

and Chris Dewhurst to see<br />

what the add-on<br />

incorporates.<br />

What is Waggonz and<br />

how did it start?<br />

We are two brothers, Chris<br />

and Dave, who have been<br />

playing Train simulators<br />

since the original release of<br />

Microsoft Train Simulator<br />

(unless you want to count<br />

Transport Tycoon). Our first<br />

model was going to be a<br />

Class 91 in 2007/8 and we<br />

were going to call<br />

ourselves “<strong>RailWorks</strong>” if you<br />

can believe it! The thread<br />

about the 91 still exists on<br />

UKTS but unfortunately the<br />

pictures, and more<br />

importantly the model,<br />

don’t. We spent the next<br />

few years working full time<br />

together in a DIY store but<br />

when in 2011<br />

we were both<br />

made<br />

redundant, we<br />

decided to<br />

give<br />

developing<br />

add-ons for<br />

TS<strong>2012</strong> a<br />

serious go.<br />

We like doing<br />

things that<br />

Interviewed by Sean Harris<br />

haven’t been done<br />

before such as our<br />

first release, a<br />

European wagon<br />

called the SGGRSS,<br />

an articulated (the<br />

first articulated<br />

wagon in <strong>RailWorks</strong><br />

we believe),<br />

intermodal carrier.<br />

After our second release;<br />

the HIA coal hopper, we<br />

played around with the idea<br />

of dynamic dirt and graffiti<br />

so rakes of wagons got<br />

progressively dirtier and<br />

randomly graffitied. After<br />

that we decided to do a<br />

drivable unit, and here we<br />

are now.<br />

Can you tell us a bit about<br />

the real-life Class 142?<br />

First built in 1985, the Class<br />

142 was a development of<br />

the preceding class 141, a<br />

cheap DMU for rural branch<br />

lines. The body is based on<br />

a Leyland National bus and<br />

earlier models retain many<br />

“bus like” features. Mounted<br />

on two axles per body, this<br />

caused problems navigating<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 9


FEATURE<br />

tighter curves, producing a<br />

less than smooth ride,<br />

especially on jointed rails;<br />

this earned them the<br />

nickname “Nodding<br />

Donkeys”.<br />

They are now more usually<br />

seen on busy commuter<br />

routes, mainly in the north<br />

of the country and South<br />

Wales and until last year<br />

areas of Devon. Despite<br />

their faults there are groups<br />

dedicated to the<br />

preservation of Class 142<br />

when they are ultimately<br />

retired in 2019.<br />

What inspired you to<br />

create this virtual version<br />

of the unit for TS<strong>2012</strong>?<br />

We looked at the routes,<br />

both payware and freeware,<br />

that were available at the<br />

time and tried to<br />

find a unit that<br />

would work on most<br />

of them. The ‘Pacer’<br />

had already been<br />

created by RailVision<br />

and was a popular<br />

download, but was<br />

looking slightly<br />

dated against the<br />

then current releases by<br />

Oovee and Just Trains so we<br />

decided it was a good unit<br />

to produce.<br />

How long did it take for<br />

the whole creation, from<br />

start to finish?<br />

We started in October 2011<br />

but took a couple of<br />

months out over Christmas<br />

and New Year as we didn’t<br />

seem to be making any<br />

progress and weren’t sure<br />

whether we would continue.<br />

When we came back to it,<br />

we took a fresh look at it,<br />

decided what parts of the<br />

model we should keep and<br />

which parts needed<br />

remaking. Since then, we’ve<br />

been at it solidly up to the<br />

release.<br />

Is there anything about<br />

the model that, in<br />

hindsight, you would<br />

change on the first<br />

finished model?<br />

Not change, no. But if we<br />

were going to do it again I<br />

would probably have<br />

approached the whole<br />

project from a more<br />

structured point of view.<br />

There were some days and<br />

even weeks when we<br />

wanted to get something<br />

done and halfway through<br />

got distracted and gone<br />

onto something else, which<br />

then hindered other things<br />

later on.<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 10


FEATURE<br />

What was the toughest<br />

and easiest part of<br />

creating the model?<br />

Being a current DMU the<br />

easiest part was actually<br />

building the model as there<br />

is a plethora of reference<br />

material available. We had a<br />

basic shape within a day or<br />

two and just went from<br />

there. We were also highly<br />

fortunate to be approached<br />

by a 142 driver who helped<br />

us get the acceleration and<br />

braking right almost<br />

immediately. Also we were<br />

fortunate to have had a<br />

product published by<br />

Armstrong Powerhouse as<br />

when he heard we were<br />

making a ‘Pacer’ he offered<br />

to implement the sounds<br />

for us which took a lot of<br />

work of our shoulders.<br />

The hardest part was<br />

getting some of the new<br />

features working. With the<br />

introduction of Train<br />

Simulator <strong>2012</strong>, a lot of new<br />

effects were available, such<br />

as lights and rain effects,<br />

but it was largely<br />

undocumented on how to<br />

recreate them. Getting the<br />

rain on the glass to work<br />

with the wipers in particular<br />

took us about a week of<br />

trawling the internet and<br />

dissecting other trains to<br />

figure it out. Another hurdle<br />

is the scripting which was<br />

necessary to have some of<br />

the features we wanted,<br />

Dave luckily has a bit of<br />

experience with<br />

programming in other<br />

languages but occasionally<br />

got stumped on nuances<br />

particular to the code that<br />

<strong>RailWorks</strong> uses that he’s<br />

never seen before, luckily<br />

there were usually people<br />

on UKTS available to help<br />

out and steer him in the<br />

right<br />

direction.<br />

What new<br />

features can<br />

be found<br />

with the<br />

Waggonz<br />

Class 142?<br />

With the<br />

release of<br />

models such<br />

as the ‘150’ and ‘156’ by<br />

Oovee and the “Advanced”<br />

range from Just Trains we<br />

realised that a basic model,<br />

although easier, would not<br />

be the most desired option.<br />

With this in mind we have<br />

had some interesting ideas<br />

on how to make the ‘142’<br />

more immersive, such as<br />

being able to change the<br />

dot matrix destination<br />

display from a working<br />

keyboard in the cab,<br />

working saloon lights and<br />

passengers that instead of<br />

being a static group,<br />

change each, and every<br />

time you open the doors, as<br />

well as being able to<br />

simulate Empty Coaching<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 11


FEATURE<br />

Stock scenarios. By changing<br />

the destination to “Not In<br />

Service” or “Depot” all the<br />

passengers get off and stay<br />

off.<br />

Could you tell us what is<br />

next in the pipeline for<br />

Waggonz?<br />

We have started on a Class 90<br />

but it is still very early in<br />

development. Keeping with<br />

our “first for <strong>RailWorks</strong>”<br />

theme we have some<br />

interesting ideas such as a<br />

dynamic engine model, so<br />

each unit behave slightly<br />

differently as it would in real<br />

life (engines overheat, brakes<br />

get worn etc). Once the Class<br />

142 is released we will put our<br />

full attention to that.<br />

Afterwards we are tossing<br />

around a few ideas, about<br />

either a Merseyrail Route,<br />

with included 507/8 (which<br />

could easily be converted into<br />

a Class 3<strong>13</strong> for other routes),<br />

or another Engine. Chris<br />

wants to do another multiple<br />

unit but we’ll see.<br />

The Class 142 ‘Pacer’ is now<br />

available at Armstrong Powerhouse<br />

at the price of £11.99.<br />

The <strong>RailWorks</strong> <strong>Magazine</strong> 12

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