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Diesel Railcar Simulator News

Scenery patch 12

Scenery patch 12 is now live with the following changes:



[h3]Editors[/h3]
  • Fixed possible crash in route editor
  • Fixed possible train and timetable editor undo/redo crash
  • Fixed LOD generation crash when switching quickly between train editor and simulation
  • Fixed manually placed custom objects sometimes not appearing properly in route editor until refreshing
  • Fixed direction selection to work correctly when editing a speed limit
  • Made editor right-click popup scrollbar stand out better
  • Simplified formation names in timetable editor when displayed as options
  • Changed route editor to not create a track/road section between nodes if they're over 10km apart horizontally or 1km vertically, to prevent the editor from freezing
  • Added ID number to model node choices in editors to distinguish between nodes with the same name


[h3]Editor side panel[/h3]
  • Added "industrial" object category to the route editor side panel. Moved some old models there and added new ones: chimney, cooling tower, mine headframe 1, mine headframe 2
  • Added gradient auto-adjustment option to track/road properties in side panel
  • Added route editor side panel option to automatically adjust node gradient when moving it
  • Moved rarely used curve speed limit generation and cleanup options from right-click popup to the side panel in route editor
  • Made AWS electromagnet link field editable in route editor side panel


[h3]Signalling[/h3]
  • Fixed vanishing custom signal posts
  • Fixed disc signals sometimes appearing without disc or counterweight
  • Fixed (LMS) semaphore signal appearing empty in some cases when max number of arms is set to zero on one side and non-zero on the other side
  • Fixed possible wrong arm order in auto-updated semaphore signals
  • Fixed incorrect main arm for some signals
  • Fixed disc signal animation entity id when creating an editable model
  • Added "disc signal post only" model (disc signal post without concrete foundation)
  • Added "GWR backing arm" model


[h3]Custom models[/h3]
  • Fixed normal maps for custom models to work properly
  • Fixed normal vector calculation for custom models to reduce discontinuities along UV seams
  • Fixed problem with asset packing sometimes not updating all files in an already existing pack
  • Fixed train asset packing to not turn models by 180 degrees
  • Changed texture packing to always downscale non-power-of-two textures in order to save memory
  • Changed importing of custom textures to treat them as having linear colour space (except albedo and emission textures which are assumed sRGB)
  • Optimised automatic LOD generation for custom models
  • Optimised rendering of packed models


[h3]Miscellaneous[/h3]
  • Fixed possible crashes at start or during simulation
  • Fixed "path is empty" crashes
  • Fixed problem with AI trains sometimes spawning late
  • Fixed speed limit signs to load properly when the game is started with non-default working directory
  • Fixed trains to spawn at the correct (shorter) starting positions where possible


[h3]Visuals[/h3]
  • Fixed problem with lights sometimes missing from state animations
  • Fixed problem with state animations sometimes not working correctly
  • Fixed normals and texture coordinates of built cross sections in some cases
  • Fixed possible problem with speed limit sign normal vectors
  • Fixed rendering of some scenery objects with negative scale
  • Fixed problem with sleepers and fishplates bunching up in the wrong places
  • Fixed alignment of auto-generated turnout sleeper texture
  • Fixed wrong material being selected for autogenerated turnout sleepers
  • Added rail fastenings to auto-generated turnouts. This requires the fastening model to be set up for each rail in the path type for custom track types
  • Added "rnd" and "vehiclernd" animation variables


[h3]Sounds[/h3]
  • Fixed problem with custom sounds sometimes needing program restart before they start working
  • Fixed mixing options to work correctly for non-looping sounds
  • Adjusted audio mixing to get rid of panning effect
  • Changed custom sounds to be automatically converted to mono when loaded
  • Added support for packing .wav sound files to train assets
  • Added sound proto cloning option in the editor sidebar
  • Fixed sound behaviour cloning to clone protos too
  • Added "fix unused sound protos" option to sound behaviour in train editor side panel
  • Added "enable broken sound workaround" option to vehicle definitions in train editor
  • Fixed missing or incorrectly positioned sounds in Classes 112, 117, 126 and 127


Some modded trains based on old Classes 112, 117, 126 or 127 may still have broken sounds (missing or incorrectly positioned). These are sound protos marked as UNUSED in the train editor sound list. They're "unused" because they don't have any bindings to actual sound sources (=physics components).

Some of the sounds have played correctly regardless, although in the wrong location, usually at the centre of the vehicle. This is because of another bug which causes the sounds meant for the other vehicle to also play for the broken vehicle. Without this bug (or workaround) some of the vehicles would be silent.

If you've made train mods based on the core DMU classes, you can fix the sounds by right-clicking on each sound behaviour in the train editor's sound list and choosing "fix unused sound protos". This will attempt to add the missing sound sources based on the existing, working protos. You'll also need to uncheck the "enable broken sound workaround" checkbox for each vehicle definition. Otherwise sounds for all vehicles using the same physics device will be played for every vehicle, creating a strange echo effect.

[h3]What's next?[/h3]

The next major update will be the gameplay update along with smaller patches as required.

Roadmap for Gameplay update

The next major update for Diesel Railcar Simulator will be the gameplay update, to be released in the second half of 2024.

Gameplay features are not the sole theme of the update: quality-of-life improvements and a smoother onboarding process for newcomers are also planned.



Single runs with a personal scoreboard are currently the only form of gameplay, but many people find this classic sandbox style of simulation unsatisfactory. The next update addresses the problem by adding more goal-oriented gameplay:
  • Career mode for progression and coherent gameplay experience
  • More detailed and transparent scoring, including an option to display the score during the run
  • Player profiles with detailed statistics
  • Steam achievements and leaderboard


Other gameplay features to add more depth and variety:
  • Derailments
  • Accurate collisions between trains and track ends
  • Free roam or one-off services
  • Continuing with another service when the run has ended (in the opposite direction for example)
  • Guard mode for goods trains: play as the guard in the brake van
  • Tandem drivers: an AI (or playable) driver in every drivable unit or locomotive in the train that cannot be controlled from the leading unit. This can be used for mixing different locomotives or having a banking locomotive at the rear


New players often find it difficult to learn how railway traffic works by using the HUD helpers alone. For seasoned players, another stumbling block is the setup of Workshop train mods. Therefore, one of the key priorities is making it easier to...
  • Learn signals and traffic rules for those who are not already familiar with how railways work
  • Download and manage Workshop mods
  • Change trains and liveries without having to create a new timetable


Many people find the current user interface difficult and unintuitive. Menus look crowded and can't be navigated with a gamepad. The default control scheme is also unlike in any other train sim. This is why the next update will include a new, improved user interface:
  • New, simplified menus that can be used with a gamepad
  • New HUD that looks better and is easier to read
  • Revised control schemes
  • Map view during the run


Due to time concerns, some of the planned features may have to be postponed and released in patches after the update proper.

What about shunting, weather effects and train breakdowns, aren't these also gameplay features? Yes, but these require major changes to the AI and physics, so it's best to leave them for a separate update. The next update focuses on gameplay features that can be implemented with minimal changes to the AI and physics.


[h3]Current status of development[/h3]

At the time of publishing this post, the following features are half done or waiting for testing and polishing: derailments, accurate collisions, new scoring system, new control scheme and tandem drivers.


[h3]Post-gameplay roadmap[/h3]

There will be at least three major updates afterwards (not necessarily in this order):

Train update
  • Improved train physics: wheel slip and slide, shutting down engines, draining oil from torque converters
  • New physics components: support for diesel-electric power train, automatic gearboxes, air brakes and driver/guard operated doors
  • Head and tail lights, interior lights, animated headcode boxes
  • Handbrakes on all vehicles
  • Improved train graphics: more details and better texturing
  • Improved train sounds: more authentic sounds, better mixing, new sounds like flange hiss and rail whisper
  • New locomotives or railcars


Traffic update
  • Shunting
  • New goods wagons
  • Custom signal system logic like speed signalling
  • Request stops (passengers requesting to board and alight)
  • Improved pathfinding and signalling AI: making pathfinding more reliable and transparent for timetable creators
  • More detailed simulation of the British railway operating procedures, including improvements to the absolute block signalling and interaction between drivers and signallers


Environment update
  • Weather effects and working windscreen wipers
  • Seasonal effects
  • Moving road traffic
  • Moving passengers
  • Animated train staff
  • Improving and completing the scenery system


Further updates like new routes, trains and other countries to be announced later.

Questions, suggestions, feedback? Leave a comment below!

Scenery patch 11

The eleventh scenery patch is now released with the following changes:

[h3]Editors[/h3]
  • Fixed problem with route editor map view becoming unresponsive after adding a new chain but cancelling immediately
  • Fixed possible crash in route editor when left-clicking on things in the map view
  • Fixed crash in route editor when changing a node's model source to cutout speed limits while model ID is blank
  • Fixed route editor to update map view after removing things like nodes
  • Fixed possible broken animations when manually placing multiple instances of the same animated model
  • Removed option to merge a looping track into itself in route editor because it would crash
  • Disabled compression when saving data to files in order to make the process more robust
  • Changed file writing to automatically save a .backup copy of the previous file


[h3]Editor side panel[/h3]
  • Fixed possible crash when selecting an option from the editor side panel
  • Fixed problem with side panel tree not responding correctly to mouse button clicks until after clicking at least once on the map view
  • Fixed problem with random tree item being highlighted after selecting an option from a list in the side panel
  • Fixed editor side panel to scroll back to the correct position after selecting an option
  • Fixed bug where a new child node added via the side panel would not appear correctly
  • Renamed side panel bottom edge "Add" button to "OK" since "Add" doesn't make sense in some contexts


[h3]Signalling[/h3]
  • Fixed possible crash in signaller AI
  • Fixed signaller AI to not clear a signal if the signal section overlaps an earlier cleared section (which might lead to conflicting route setting at junctions in looping tracks)
  • Added option to create a fixed distant (one that always shows "caution")
  • Added option to link a distant to the next signal only, effectively creating a repeater
  • Added "SigRoutes" to the route editor side panel when the properties of a signal are opened. These represent the possible paths from that signal onwards to other signals or track sections/ends that can be cleared
  • Added signal option to disable the automatic update of sigroutes


[h3]Custom signal models[/h3]
  • Added option to hide the default models of signals and distants
  • Added function to create the equivalent default model of a signal or distant as plain editable nodes and animations
  • Added entity ID field to node animation data for linking the animation variables to a particular object like a signal or a distant
  • Changed distant and signal descriptions to include the entity ID in the editor side panel
  • Added GWR siding arm model to the built-in library


[h3]Miscellaneous[/h3]
  • Fixed possible crash when loading a route
  • Fixed possible crash when generating LODs
  • Fixed crash when loading a packed model that has invalid file path characters in its ID
  • Fixed possible crash when loading a packed model with high number of vertices
  • Fixed cutout speed limit signs: reshaped '6', rescaled '7' and restored old thinner and more realistic arrows
  • Reduced memory consumption of the terrain system
  • Added low memory notification




The picture shows a custom tall semaphore with co-acting arms for visibility. Screenshot from a work-in-progress route mod.

[h3]What's next?[/h3]

The next major update will be the gameplay update (more on that later), and smaller patches as required.

Scenery patch 10

The tenth scenery patch is now released with the following changes:

[h3]Graphics[/h3]
  • Added new speed limit and whistle signs by Radical Mesh
  • Added new building models (names with "uk" prefix): fire station, football stadium, hotel, medical practice, park football field, police station and public toilets
  • Added new scenery models: garden sheds (5 variants), goal posts, hay bales and palisade fences (models only, no chain types)
  • Fixed Class 03 body swaying in the wrong direction in turnouts and sharp corners




[h3]Model packing[/h3]
  • Fixed problem with models loaded from pack briefly appearing in the wrong place
  • Fixed model packing for trains to use the correct scale
  • Fixed normal vectors and face winding for packed models when scale has negative components
  • Fixed node material overrides to work with packed models
  • Fixed model loading from legacy pack
  • Optimised LOD generation for packed models


[h3]Miscellaneous[/h3]
  • Fixed possible crash when reloading scenery in route editor
  • Fixed incorrect signaller message about blocking train on Lambourn RAF Welford shunting run
  • Fixed possible crash when preloading scenery for a route while running out of hard drive space
  • Added new Class 37 horn sounds by Redcliffish
  • Added new DMU brake application sound by Bescot


[h3]What's next?[/h3]

The next major update will be the gameplay update (more on that later), and smaller patches as required.

Scenery patch 9

The ninth scenery patch is now live with the following changes:

[h3]Graphics[/h3]
  • Fixed two problems with packed models sometimes appearing incorrectly positioned, rotated, scaled or broken (please repack if you're using packed models in your route)
  • Fixed occasional incorrect animations for objects like disc signals that might cause them to display the wrong aspect
  • Adjusted post-processing, sky and lighting


[h3]Other[/h3]
  • Fixed crash when loading the Lambourn workshop route on systems that use decimal comma instead of period
  • Fixed possible problem with train models getting reloaded unnecessarily
  • Fixed "path not found" problem in timetable editor when a track has two nodes at the same location
  • Fixed "path not found" in some cases when the path requires reversing direction
  • Fixed lost terrain node when changing position from the side panel in route editor


[h3]What's next?[/h3]

The next update will be the gameplay update (more on that later), and smaller patches as required.