ISSUE 13 — OCTOBER 2012 - RailWorks Magazine
ISSUE 13 — OCTOBER 2012 - RailWorks Magazine
ISSUE 13 — OCTOBER 2012 - RailWorks Magazine
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
<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