Tuesday, December 13, 2016

Run 8 Train Simulator

How has this eluded me for so long?







I've been playing train simulators on the PC since about 2000 when Microsoft Train Simulator (MSTS) first hit the market. MSTS morphed into Railworks at some point, then Railworks morphed into Train Simulator which is what is available today on Steam.

Just the other day I discovered Run 8 Train Simulator V2. I never even heard of it until last week. Apparently it has been out (version 1) for 3-4 years now, but version 2 just came out in November 2016. Probably the reason I haven't heard about it is because I really haven't been following any of the train simulator forums like I did many years ago when I was still into MSTS.

Anyway, here's my plug for Run 8. The graphics are good but they are not cutting edge technology by any means. The train models look good up close. Road numbers so far are authentic.

UPRR ES44AC #5299

Cab interiors are modeled and mostly functional (some buttons/switches are not modeled). Braking is fully modeled and the physics are quite realistic. It takes a while and some finesse to bring an 8500' train of 12,000 tons to a stop on a down-grade. During switching moves, you have to get out of the cab and down on the ground to close air valves, open couplers, and throw manual turnouts.

Cab view of UPRR 5299. Most controls seen to include the MFD's are functional. The fan isn't modeled... :P

Overall, the graphics at ground level (i.e. train level) are quite impressive and give the needed immersion for driving a train.

Looking over the hump at Barstow CA BNSF yard into the bowl. Yes the hump is functional with retarders

Pre-dawn shot inside San Bernardino CA BNSF Intermodal Yard. Clouds rolling in...

Here's Tehachapi loop modeled to scale to include signalling, grades, etc.



Engine facilities at UPRR West Colton yard

Where Run 8 really shines in my opinion is inside the actual world that it is simulating and the ability to be part of that world on a multiplayer server. There is a fully functional dispatching system where human dispatchers can control movements of not only AI controlled (computer controlled) trains, but also human controlled trains as well.

Fully functional dispatch board for BNSF/UPRR Cajon Sub

Using the dispatch board, a dispatcher can not only see what traffic is out there but he can control turnouts and signals and direct movements of individual trains via the functional radio system. The radio actually functions in on-screen text, but it serves the same purpose as voice radio. For example, in the board above, UP and BNSF trains share trackage rights over some of the Cajon Sub. UP trains would be on Channel 14 while BNSF trains would be Channel 65. A player on Channel 65 could talk to the BNSF dispatcher and the UP trains would not see his text and vice-versa.

Populate the world with through trains, terminating and originating trains, locals, yard switchers, and industrial switching, and it can get quite busy. Through trains can be assigned to the AI and they will follow their routes, obeying the dispatcher and signal rules automatically. Real-life train symbology and train movements are modeled and simulated here. For instance, you can have BNSF train H-BARGAL, which is a high-priority manifest train originating in Barstow (modeled in the Run8 world) and running to Galesburg, IL (not modeled in Run8). You would start the train at Barstow and move it over the modeled line until it reaches the end of the modeled world at which point it disappears. You can drive it or you can have the AI drive it.

Anyway, I'm having a blast with Run8 right now. More productive time down the crapper!

Visit the Run 8 website for more info and to purchase Run 8.

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