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TRANSPORT SIMULATION UK Trainz Classics 3 - Review |
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TRAINZ CLASSICS - HISTORY AND POLITICS Back in the glory days of Trainz, when Greg Lane was CEO of Auran, he posted a long term vision of how the programme would be developed over the coming years. One of those ideas was the release of themed packs - perhaps based on a particular route, or a certain type of railway operation or traffic flow. Now like many of those grand ideas, the themed packs disappeared for a while then returned somewhat watered down and mutated into something a little different Trainz Classics. Just to recall, TC was designed as a follow on from TRS2006. The idea being that Auran would release a series of routes, each of which would feature the latest version of the core software. TC1 and TC2 were actually released together and consisted of a North American suburban railroad and a fictional tramway system. TC3 is therefore the third in the series. However rather than being seen as add on packs to the current level of the main product (TRS2006), Auran courted some controversy by deciding to release each Trainz Classic as a standalone pack. Legacy Trainz content (routes and assets) from earlier versions of Trainz are not included in Trainz Classics, nor indeed is the content from previous TC editions. Effectively this meant Auran had scrapped backward compatibility and any route created in TRS2006 or earlier versions would not work in TC3 as you only get the assets required for the particular route. This was quite a break from tradition and has to be said not very popular with many long standing supporters of the sim, particularly when one Auran rep stated on a public forum that the company regarded purchasers of TRS2004 and TRS2006 as "former customers". However things have changed again at Auran, the company went through
what seem to be moderate to severe financial dfficulties at the end of
2007, following the relative lack of success with their MMORPG title,
Fury. Staff were laid off, the company severely downsized and many began
to fear for the future of Trainz and the support mechanisms (DLS and Forum).
However like the mythical Phoenix, Trainz has arisen from the ashes with
promises of all new versions (see main article) featuring full backward
compatibility. So it's kind of interesting where that leaves TC as a concept.
It certainly seems to have been relegated to an offshoot from their main
product and it's not even clear whether there will be a TC4. |
![]() Looking out the Class 40 cab |
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![]() Class 40 in the high fells north of Blea Moor Tunnel |
TRAINZ CLASSICS 3 - INSIDE THE BOX At the moment, Trainz Classics 3 can only be ordered direct from the Auran shop. It is very reasonably priced at £13.99 + £4.95 P&P. The product is shipped on DVD-ROM and is supplied in an Amaray case enclosed by an attractive (though some might argue not strictly necessary) cardboard outer sleeve. Included is a "Get You Started" fold out leaflet but like most software titles these days, the main manual is installed as a separate pdf file. Installation was relatively easy though there is a typo in the manual as you actually need to open a sub-directory on the disc in Windows Explorer (or the Run command) to access the setup.exe file. Although TC3 is supposed to update previous installs of TC1 and TC2 there have been some reports on the forums of major problems where the software installation has failed and indeed those affected have needed to use a Windows registry cleaner to remedy the outcome. As I never bought TC1/2 I can't comment directly on this but it is certainly unprofessional to ship a product with a defective installer that then requires advanced trouble-shooting to overcome the damage. Let's hope by the time this review is up, Auran have scrapped any remaining discs with this fault and pressed new ones. However good news is that once TC3 is installed, you can put the disc and case away for safe-keeping as the game does not require it to be in the drive while playing. One of the first things you should do is register your serial number at Planet Auran (or update your profile as an existing member) as amongst other things this will ensure you can access the Download Station to obtain extra content. In terms of system requirements, you will need 1.6Gb of Hard Drive space for the basic installation, with the recommended (as opposed to minimum) specification being a Pentium 4 3Ghz CPU, 1Gb of RAM and a 128Mb 3D graphics card with support for Vertex and Pixel Shader 2.0. My test PC is a Core 2 Duo 6600 (overclocked to 2.7Ghz) with a 512Mb
8800GT Nvidia graphics card and 4Gb of RAM - considerably in excess of
the above but as detailed below even this struggled a bit. Generally the
more processing power you throw at this version of Trainz, the better. |
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IT'S IN THE GAME On starting up TC3 you are presented with an initial screen that allows you to start the game, customize options, access the Trainz website, read the manual or open the infamous Content Manager Plus - CMP (now listed under Advanced Utililities) to access the DLS.Once you start TC3, the interface has undergone a facelift but is still essentially the same:
I'm not going to write a full review of TC3 general functionality as despite all the hype in truth it is not that much changed from TRS2006. Surveyor still functions as a very powerful route building tool. Driver still requires you to check or set the route as you go (more on that a bit later), manage other trains and the AI drivers as you work through the sessions. So nothing revolutionary in that respect. There's only the one route - but it's a big one, 90+ miles of the Settle and Carlisle through North West England from Skipton to Carlisle. Well you will actually find three other routes: Craven District, Vale of Eden and Yorkshire Dales but these are actually subsets of the main route reduced in size to accommodate sessions of a more local nature, so the sim is not unduly taxed loading up parts of the route which are not required.
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![]() Still high oStill High On The Fells |
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![]() Coasting Down Towards Appleby |
In general terms I found the route very satisfying and finished to a good standard. As someone who has traveled the real Settle & Carlisle on a number of occasions it does a convincing job of conveying both the windswept high terrain and more pastoral countryside the real route passes through. Lots of custom buildings, particularly for stations and a new signaling system with working AWS (where the loco is fitted). There's one or two locations with the odd track dogleg, mainly through pointwork but this is something all Trainz route builders struggle with a bit, getting the splines to draw exactly as you want them. Interesting to note the default track method has been used (with a custom track system) so points and crossings are laid without frogs or checkrails, rather than using detailed turnouts which are actually quite possible in TRS. On the subject of default, some of the existing TRS2006 textures and buildings have been used along the route - while not a particular problem these have of course been seen before (in just about every freeware route on the DLS) so they are a bit clichéd. Freeware builders can now access some beautiful detailed trees from the DLS, every bit as good as those seen in the EA/Kuju Rail Simulator, along with some grass and general vegetation which help to create a more convincing real life appearance. There's also a few locations at bridges where the terrain does not appear to have been closed up against the track, leaving a slight visible gap. However these are relatively minor issues and do not really detract from what is otherwise a very nicely constructed route. If your appetite for driving the S&C has been whetted, then you're going to need some trains with which to do it. This is where the developers have really excelled and produced a motive power and rolling stock pack which alone is worth the purchase price. A selection of BR steam and diesel locos is offered along with Mark One passenger coaches and a variety of freight stock. Some real crowd pleasers such as the 70000 Britannia 4-6-2 steam loco and the ever popular Class 40 diesel-electric. Fans of Triang Hornby in the 1970's will be pleased to see an 0-6-0T Jinty (no need to fill up with pseudo-smoke), a LNER A3 4-6-2 Pacific and of course the mighty BR Standard 9F 2-10-0 steamer. While it might be churlish to mention, there are a couple of omissions - the Settle & Carlisle is synonymous with the Class 44/Class 45 "Peak" Class diesels but an example is not included here. The Mark One coaches come in maroon and blue/grey but there are no buffet or restaurant cars or indeed sleeper vehicles, all of which would have been a common sight along the line in the 1960's. Bit disappointing that the Class 40 uses the same default Class 37 cab from 2001 - this is old... I believe the team who worked on the pack are looking to put out a new cab as an update. However this does highlight the issues when 3D or "Virtual" cabs are a requirement rather than 2D. |
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SOUND, PHYSICS, OPERATION (NOT NECESSARILY IN THAT ORDER)
Okay, it's time to get down and dirty and have a drive along the line. The main route comes with ten sessions to get you started, while each of the mini-routes has four sessions. Some of these are AI only but others require you to drive hands on. Now unfortunately, Auran has still not really addressed the issue of how to set would be drivers the challenge of proper timetable operation. Sessions load with a briefing and timetable (though this fails to re-appear if you save and continue later). However once you start driving there is no monitoring of your progress, warning if you run early etc. You just, erm, drive. Add to that there is still no AI signalman or dispatcher - you are responsible for moving or changing any points en route that do not lie correctly for your progress, as do any AI trains on the route (unless they get stuck!). This unfortunately leads to some confusion - on two of the northbound activities I tried, a signal check was encountered at a wayside station. On cautioning myself past the signal at danger (well, I am also the signalman), I found the points to the goods yard and main to main crossover set in reverse. I had to normalize these before proceeding further. On another run, departing Carlisle with a freight train I encountered a signal at danger. Nothing obvious so again I passed at danger to examine the line ahead whereupon an AI bore down on me. I quickly reversed behind the signal, when the AI passed the signal then came off for me to proceed. Third time, departed Carlisle with a local passenger train. Next signal at danger - this time I can see the points incorrectly set so stop at the signal, change the points, signal clears to green and away I go, no near miss with AI trains. So an obvious recipe for confusion, yes? One cannot know whether the signal check is due to the genuine presence of AI traffic or that the route just needs to be changed for the passage of the train. Auran need to get this addressed - the stations and infrastructure at both Carlisle and Skipton are massive affairs. Self dispatch and signaling might work on a small branch line but not on a fast main line with major interlocking. I mentioned timetables above - the other feature also still missing that
was present in earlier versions is Scenarios. These gave specific tasks
to run to with a particular train and while sessions can be quite powerful
depending on the commands used, they are no substitute for a tightly monitored
run to a timetable. |
![]() The Famous Ribblehead Viaduct |
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On a brighter
note the new signaling looks and works very well. Distant signals now act
as such and the working AWS adds to the atmosphere of a real railway.
The physics attributes of motive power and rolling stock has been updated for TC3. There certainly seems to be a discernable difference over earlier versions - the Class 40 accelerates progressively with a heavy consist in tow. Steam physics are particularly improved. While it's still possible to coast through a tunnel with the firebox doors open, no blower on and not get immolated, changing the cutoff has more of an effect than in earlier versions. The Britannia is a class act and on the ruling 1 in 100 climb you need to balance regulator and cut-off to avoid rapid lowering of the steam pressure. I suspect matters are still simplified, but it is much better. Auran have persisted with offering a choice of "proper" simulation controls in the form of cab mode or the more simplified "DCC" mode akin to a model railway transformer. I have never liked using DCC and it's a bit of a shame that several of the supplied sessions only offer this to drivers. This route is representing a real railway not a model and DCC should be made obsolete. Trainz veterans will of course find it is a matter of seconds to load the session in Surveyor and save under a revised name with different control method, but novice users might struggle. Another claim to Improvement is in the sound reproduction. Now it seems common knowledge that sound effects in TRS took a bit of a dive between TRS2004 and TRS2006. They do seem to be a little better in TC3, in particular the track sound with the jointed effect back in place and a very satisfying clatter as you run through pointwork. Traction sounds are excellent - the diesels all have smoothly ramping custom sounds. Steam effects have been worked on and match the cylinder strokes - at high cut-off there's a satisfying bark from the chimney which gradually muffles as you pull the reverser back. On the down side I have experienced occasional sound dropout and stutter despite having an installed soundcard and the latest drivers. Driving in cab mode you now get an enhanced "Heads Up Display" (HUD) which tells you amongst other things the current gradient and the next upcoming speed limit - though the effectiveness of this last feature is limited as there is no indication how far, could be 400 yards or 4 miles. Still it's a useful driver aid not present in earlier versions. |
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In terms of how TC3 performs I have to admit to some disappointment and concern. Despite the relatively simple nature of the scenery there are places where the frame rate drops to single figures or worse (stops then stutters forward). Something seems seriously amiss - I have a pretty much state of the art PC (as detailed above) which can run the first person shooter and renowned benchmark Crysis with hardly a pause for breath. And remember, we are not talking about a super detailed all new game engine, we are talking the Auran Jet 2 graphics engine from @2003 which by all measures modern PC's should eat for breakfast and come back for more with even the most intense detail. Ah, perhaps that's part of the problem in that the code is just so old, it is just not really compatible with Direct X 9 & 10 and Geforce 8800 type graphics cards. However the flipside to that argument is that TRS2006 works as smooth as butter on the same PC, with detail sliders maxed out, the view distance extended out to around 2km and a route packed with scenery, detailed foliage and grasses. So something, somewhere in TC3 is causing a problem - maybe it's just the length of the route, maybe it's the 3D track system, maybe it's those multi wired telegraph poles all along the route or perhaps the rolling stock. Now I don't want to labour the point and for most people turning down a few settings will allow 95% of the line to be enjoyed at a reasonable, smooth frame rate. Nevertheless, Auran should heed this as a portent as they move forward to TRS2009 and TRS-X that the Jet 2 graphics engine is not 100% attuned to the latest hardware or quite up to the task of running the type of long and scenery intensive route that many people want to see. A single route project like this is also one which would benefit greatly from some sort of career mode. It's a long and varied route but there are still only so many times you can drive along it without needing some further motivation. |
![]() Heads Out View In A Pastoral Scene |
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![]() Journey's End At Carlisle Citadel Station |
SUMMARY TIME
Okay let's draw these ramblings to some sort of conclusion. First of all, while I may have touched on a few negatives above, I actually think that TC3 has delivered a very good route and a superb collection of motive power and rolling stock. It is only let down by some of the constraints imposed by the basic Trainz game engine and methodology of operation. Now as I said at the beginning of the review, Auran seem to have turned their philosophy and concept of Trainz on its head with TRS2009 essentially becoming the way forward. Does that therefore leave TC3 in the position of being a standalone experience, rather than a mainstream product? Well in my opinion, I think that it does. It's a great shame that it wasn't put out as an update to TRS2006, so that users could experience all these new features on existing or third party routes along with the new rolling stock. While many will breath a sigh of relief that some of the older items have been "retired", by not including the base TRS2006 assets in TC3 it means that people cannot import their favourite routes or trains as TC3 simply includes the assets and rolling stock to populate its own route. There is an unofficial procedure to copy the TRS2006 assets into TC3, but this is not endorsed by Auran and can have erratic results - particularly where scripted content is concerned. Some of the default assets in TRS2006 are "broken" and some are locked as they were part of the demo routes supplied by commercial routes. We don't know exactly when TRS2009 will be coming out so there is certainly potential to build routes in TC3 Surveyor. However if you don't do the TRS2006 import you will be limited to the Northern England influenced supplied assets (and remember, nothing from Europe, USA or Oceania in the pack) along with anything compatible from the DLS. My own view is that most development will still be done in TRS2006 (or TRS2004) while Trainz users wait on news of TRS2009. |
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give considerable thought as to how to score TC3 and in the end decided
to base it on three criteria:
TC3 Route - 90% FINAL SCORE = 88% |
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(This page created on 06/10/07 and last updated on 27/07/08).