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SubwaySim 2 News

A Look at Our Dedicated AI Traffic Vehicles!

Last week, we were up close with the player, and today we're taking things to the complete opposite end of the spectrum. We’re showing you how public transport in Berlin and Hamburg comes to life - because if only you as players were riding trains, the cities would feel rather empty. That’s why this week’s topic is AI rail traffic.

[h2]Many Vehicles For a Vivid Environment[/h2]

In SubwaySim 2, not only are the player-operated lines running on their real-world schedules. Even visible lines and additional public transport beyond the subway are included. Additionally, in Berlin, a purely AI-controlled version of the famous GI1E multiple unit, also known as "Gisela," operates on Line U2 alongside the A3L92 and HK trains. Even though the U2 is not usable for you as players, tracks are still in place to simulate AI rail traffic as closely as possible.



You might be wondering why laying out tracks is necessary in these areas. One reason is to ensure that AI train travel times feel realistic. For example, if you encounter an AI-operated U2 train at Wittenbergplatz in Berlin and continue toward Warschauer Straße, you will then see the same train arriving at Gleisdreieck.



Additionally, tracks serve as our fixed reference point in the world—from there, the environment is built, stations are constructed, and the city is shaped. By preparing this foundation early, it also becomes easier for us to possibly expand with additional lines and stations in the future.



[h2]S-Bahn Trains[/h2]

Even beyond the subway system, SubwaySim 2 includes rail AI traffic - particularly for other rail-bound means of transport. In addition to the U-Bahn, our new game features trains from Berlin's and Hamburg's S-Bahn (light rail) networks, adding even more life to the cityscape. To achieve the most authentic representation of these systems, we have recreated the class 481/482 for Berlin and the class 474 for Hamburg.



Just as any other AI vehicles, S-Bahn trains also run on their real-world timetables. This means you can see them arriving at well-known stations at their usual times—whether at Warschauer Straße in Berlin or at major transit hubs like Barmbek and Berliner Tor in Hamburg. Thanks to frequent AI traffic, the entire network feels much more alive, providing an even more immersive experience. It truly creates the impression of a vibrant, fully functioning urban transit system, where not only you as players are traveling, but also countless other virtual passengers reach their destinations.



[h2]One More Thing...[/h2]

And there's even more! Berlin features one more highlight: When arriving at the Warschauer Straße terminus station, you can enjoy a clear view of the M10 tram line. That's why we decided to include yet another vehicle, namely Berlin's Flexity tram, together with its stations. And just like the subway and S-Bahn, the tram also operates on its real-world timetable—so you can watch it transport passengers from Warschauer Straße across the bridge and northward.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

Starting a Shift in Berlin and Hamburg

Today, we’re taking you on a different kind of journey. We’re looking at how starting a shift in Hamburg differs from Berlin. And one thing is clear: just as the two cities are unique, so are their U-Bahn systems.

[h2]Starting a Shift in Hamburg[/h2]

SubwaySim 2 brings several improvements to the timetable system. In SubwaySim 1, train deployments and withdrawals were already simulated correctly, but players had limited opportunities to operate these services themselves. That changes in SubwaySim 2! Now, you’ll have the chance to start routes from a depot - such as the Hellbrookstraße depot (Bba), which we introduced back in December.

But enough talk - let’s take the driver’s seat and begin our shift!



If you’ve played SubwaySim 1, this screen will look familiar. This list determines the train number, which you then enter into the IBIS (Integrated Onboard Information System). In real life, this information is used for the destination display, interior information screens, and announcements. In Sandbox Mode (formerly Expert Mode), we also use the IBIS code to determine your route’s final destination.



The train number consists of the departure station and departure time, while the destination number is taken directly from the list. Now, when we check the front of the DT5 or the in-car displays, they already show the correct destination - passengers can begin boarding!

Interestingly, many trains on Hamburg’s U3 initially display a "wrong" destination. For example, trains heading to Wandsbek-Gartenstadt first show "Hauptbahnhof Süd" (as seen above). Only after passing Sierichstraße does the destination automatically switch to "Wandsbek-Gartenstadt" - just like in real life, and in SubwaySim as well.



[h2]Starting a Shift in Berlin[/h2]

We start our day in Berlin in a similar way. This time, we head to the Warschauer Straße depot - which we previously introduced in a post. Today, we’ll be taking out an A3L92 train.



Berlin also uses a code-based system - however a totally different one than Hamburg. The A3L92's system is called ELA (Elektrische Lautsprecheranlage, or Electric Loudspeaker System). Unlike Hamburg, Berlin uses a fixed four-digit code for each start-destination combination on a line. This code remains the same regardless of time or direction.



To find the correct code, we first select the right line. In this case, we’re starting a U3 service from Warschauer Straße (WA) to Krumme Lanke (K). So, we check the last row (departure from WA) and the first column (arrival at K). The number 3390 appears - this is the code we enter into the ELA system.

Each A3L92 consists of two cars: a K-Wagen (Compressor Car) and an S-Wagen (Control Car). The S-cars always have even numbers, while the corresponding K-car has the next odd number. On the A3L92, the even-numbered car always leads towards Krumme Lanke. Depending on whether you enter the code in the S-Wagen or K-Wagen, the ELA system assigns the correct direction for your journey.



Once we confirm the input, the rollband display on the A3L92 scrolls to the correct destination. The in-car displays and announcements are also controlled by the ELA input. Lastly, in Sandbox Mode, the ELA code also serves as an instruction for the signal box, indicating where your journey is headed. Ready for departure!



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

A Crucial Collaboration And A Groundbraking Experiment

Today, we'll be taking a deep dive into an exciting topic. Once again, we're focusing on the Berlin route, and we'll talk about fascinating details about the HK, a modding pilot project, and much more.

We're thrilled to announce an exciting collaboration: SubwaySim 2 is being developed in partnership with the team behind U-Bahn Sim Berlin (known from https://www.u7-trainz.de). In this post, we’ll give you an overview of what this collaboration looks like and how you, as a player, will benefit from it.



[h2]Key Details and Insights into the Berlin U-Bahn[/h2]

The U-Bahn Sim Berlin team is actively supporting us by providing invaluable insights into the daily work of U-Bahn drivers. Their feedback on vehicle operation, handling, and the unique characteristics of different train types has been instrumental in making the digital versions as realistic as possible.

[h2]A Modding Pilot Project[/h2]

One of the main focuses of this collaboration is an experimental modding interface for SubwaySim 2, which we’ve been developing in the background. With the U-Bahn Sim Berlin team, we have experienced modders working with us to develop, test, and refine the interface. The goal is clear: if this pilot project proves successful, we aim to open SubwaySim 2 for modding in the future. More on that later.

[h2]Wait… Modding?[/h2]

Some of you may already know that Simuverse itself originated from a modding team. While it wasn’t railway-related back then, modding has always been in our DNA.

One thing we haven’t shared about the MEGA Update for SubwaySim 1 is that since then, we’ve been using the Lua scripting language for development, taking an important step toward modding capability. That’s why we’re especially excited to be testing a modding interface for the first time through this collaboration.

By the way, the U-Bahn Sim Berlin website is also featuring a post about this announcement today - make sure to check it out for additional insights! To their Discord-Server



Note: This is currently a pilot project. While we hope for successful results that will allow us to introduce a full modding interface for all players, we can’t make any promises yet. We’ll keep you updated on the progress!

[h2]The Sound of Berlin's U-Bahn[/h2]

Without the right sounds, a U-Bahn simulation just doesn’t feel right. That’s why working on vehicle audio has been a particularly important part of our partnership. From the acceleration sounds to the hum of the HK’s motor fan and the iconic door signals, all of SubwaySim 2’s Berlin U-Bahn sounds were directly recorded, isolated, and prepared for dynamic implementation in Unreal Engine by the U-Bahn Sim Berlin team.

We’ve already teased the HK in previous posts, and there will be a dedicated feature on it later. But for now, we’re incredibly proud of the high-quality audio we’ve achieved thanks to this collaboration.



The team’s assistance was invaluable as some members are actual U-Bahn drivers who experience these sounds every day. They understand the subtle differences in audio better than we ever could - an essential advantage when capturing and fine-tuning sound. Their detailed knowledge helped us craft an audio experience that not only sounds realistic but also dynamically responds to the train’s movement and behaviour.



[h2]The HK’s Interior Display[/h2]

As part of our collaboration, we also hold regular feedback and brainstorming sessions. During one of these, we discussed the LCD passenger display inside the HK. What seems like a simple element at first glance turned out to be far more complex.



Typically, we have two options on how to recreate such displays in the game: Either we create individual textures for every displayed text, or we need to simulate the entire functionality of the display directly in the game.

While the first option allows for precise visual detail, it doesn’t quite support dynamic text - meaning it wouldn’t work for elements like the time and date display. That's why in the end, we decided in favour of the full display simulation, even though it takes much more effort.



This approach allows us to update the text dynamically in-game and offers much more flexibility in presentation. Together with U-Bahn Sim Berlin, we developed an Unreal Engine material that uses a special mask to control individual display segments separately. The team also created several custom fonts, including various special characters, to ensure an authentic representation of the real display.



Some of you might be wondering: why not just display the text using a font?
Since Unreal Engine converts fonts into pixels internally, it would result in blurred segment edges. On lower graphics settings, the display wouldn’t meet our quality standards. That’s why we had to take this more complex route to balance quality and performance.

Developing this system required multiple iterations, as certain characters needed precise alignment within the segments. We also needed extensive references to ensure accurate representation. Additionally, different font sizes couldn’t simply be scaled - they had to be custom-made.

In the end, we’re convinced that this effort was worth it. On top of that, we gained valuable experience with complex matrices, which will help us implement future display systems. We hope you’re as excited about this detail as we are - and we can’t wait for you to experience it in action!



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

How Platform Monitoring Works in Berlin

This week, we're looking at the Berlin route again. This time, we're focusing on platform monitoring during train dispatching. Many of you are already familiar with the system in Hamburg, where platform cameras display live footage on the left-hand screen in the DT5 cab. But how does it work in Berlin?

[h2]Using Mirrors and Monitors![/h2]

In Berlin, platform monitoring systems are permanently installed on the platform itself – in the form of mirrors and monitors. This is the perfect opportunity to take a closer look at this system while also introducing a few more stations.



[h2]Schlesisches Tor[/h2]

We begin at Schlesisches Tor, the first station after the terminus at Warschauer Straße. With its distinctive S-shape and preserved historic entrance building from the imperial era, it is one of the most recognisable stations on the line.



This station features monitors that use cameras to oversee the platform. However, not all monitors are the same – they come in different configurations, with one to three screens, and some are equipped with a glare shield for better visibility in sunlight.



[h2]Kottbusser Tor[/h2]

Kottbusser Tor, located in the heart of Friedrichshain-Kreuzberg, features both an above-ground platform for the U1 line and an underground platform for the U8. The upper level is positioned at the centre of a large roundabout.



Now, let’s take a closer look at the mirrors mentioned earlier. This station has multiple mirrors on each side since shorter train sets stop earlier than longer ones. This means the placement of the mirrors had to align perfectly with the stop markers we introduced previously. One major challenge was setting the correct angles to ensure that train drivers have an optimal view from the cab.





[h2]Prinzenstraße[/h2]

Like Kottbusser Tor, Prinzenstraße station is equipped with mirrors instead of monitors. It is located near the Prinzenbad, with its main entrance situated in an adjacent building connected to the station via a bridge over the street.



For SubwaySim 2, implementing the mirrors was a particular challenge. Until now, the player’s position never directly influenced what could be seen from a platform mirror’s perspective. Several iterations were needed to simulate mirror behaviour accurately while maintaining performance.

The best solution was to treat the mirrors similarly to the monitors by technically implementing them with cameras. This required tracking the player's position relative to the mirror to ensure realistic behaviour. A virtual camera now mimics the player’s viewpoint but in a mirrored reflection.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

A Closer Look at Hamburg's Tunnels

We're heading back to Hamburg, and this time we're taking a closer look at the changes made to the tracks in the tunnels. As we've mentioned before, all tracks in Hamburg have been completely re-laid for SubwaySim 2. To highlight the differences, we’ve prepared some direct comparison shots. But first, we have an important announcement.

[h2]Good News for Console Players![/h2]

The release of SubwaySim 2 is getting closer with each passing week. While we still can’t reveal the release date today (we kindly ask for a bit more patience), we do have great news for console players. SubwaySim 2 will be available for PC, PlayStation 5, and Xbox Series S/X, and this week, we’ve launched the PlayStation Store Page – don’t forget to add SubwaySim 2 to your wishlist!

[h2]Track Halls and Tunnels Around Berliner Tor[/h2]

Let’s start with the tunnel exit after Berliner Tor station heading towards Lübecker Straße. First, here’s how this section looked in SubwaySim 1 (SubwaySim Hamburg):



In the original game, tunnels were mostly dark, especially on higher graphics settings. To give you a clearer view of the track layout, we’re showing screenshots from SubwaySim 1 on “Low” graphics settings without shadows. The focus here is on track and tunnel design rather than direct graphical comparisons (which would require identical settings).



Now you can really see the difference. In SubwaySim 2, we’ve deliberately chosen to illuminate certain tunnel sections more than in real life, allowing you to appreciate the underground structures. If you look closely, you’ll also notice changes in the track layout.

Thanks to original track plans provided by HOCHBAHN and our new track system, the tracks now match real-life layouts with impressive accuracy. Curve radii, superelevation, gradients, and more have been precisely replicated for the most realistic track design possible.



Note: This screenshot was taken with high graphics settings to highlight the lighting effects. Again, it is not meant as comparison of visual quality as such.

Let’s look at two more images of the same location from the opposite direction. Again, we’re starting with an image from SubwaySim 1 (on low settings), followed by the comparison from SubwaySim 2.





[h2]A Look at Berliner Tor's Other Side[/h2]

For the next comparison, we’re still at Berliner Tor, but this time on the other side of the station, heading towards Hauptbahnhof Süd. Here too, the track layout has shifted significantly due to the track overhaul. Most notably, the tunnel halls have been given a major visual upgrade.





Here’s one last comparison from around Berliner Tor. Pay close attention to the tracks and the arrangement of the track curves.



Thanks to our new track system, we can not only implement superelevation but also avoid unwanted, unrealistic curves. The difference is especially noticeable here, significantly enhancing both the track layout and the driving experience.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!