I have been in MP sessions with a dozen or more other participants, each of us running our own trains independently, but in response to signal indication and dispatcher actions. The multi-player (MP) feature is terrific, and works extremely well. The displays in the cab are quite realistic (and have won praise from a GE engineering staff employee), and display, for example, the status of the DPU's independent of the lead units, and EOT data if you have one of those affixed (and you actually do that when starting a run if you don't have DPU's). For example, DPU's function basically as they do in real-life, with the ability to fence them in operation. There's a lot more than makes Run 8 so appealing. And I have run mountain routes (including Tehachapi) in them, too. By contrast, I don't think I've ever had a knuckle or other such event in the other sims. It took a LOT of practice to be able to start a train on a grade in the mountains without taking a knuckle. I haven't had a knuckle in quite a while, but I had plenty of them in my early days in the sim.
#THE RUN 8 TRAIN SIM FULL#
Everything I had ever observed through the years or had read about train handling from outside the craft was called into full use very quickly, and constantly called upon thereafter.
#THE RUN 8 TRAIN SIM PROFESSIONAL#
A couple of professional railroaders whom I know have spoken well of its relatively high level of train-handling realism.Īs a non-rail who has copies of all of the major sims (and operates in them all regularly), I can tell you that Run 8 easily took the most time to get used to, and induced more pit-of-the-stomach feelings than any of the others, especially in its original route, Tehachapi.
#THE RUN 8 TRAIN SIM MANUAL#
P.S.If you didn't already know, you can set any manual switch directly from the map if you want, no need to get out and walk over to it.One more vote for Run 8 for the most realistic physics. I'm not a rail expert by any means, but I thought it was neat showing the difference between yard operations (essentially what you're doing before the manual switches), and main line operations where you're under control of the Interlock System (not sure of the UK term, but basically automated switching control). Just a quick note, be careful of the down-gradient on the cross-over track almost ran the red light at the destination because I wasn't paying attention!!Īlthough it really could have used some in-game explanation, I thought this was a cool little service. If it's still showing as red, you didn't do the switches right. Once you set the switches correctly, your "upcoming signal indicator" will change from red to yellow. If you follow the blue track back from the destination towards the start, you'll see a couple of places where the initial switch positions will send you into a siding that's permanently red-lighted (the two switches are between the start point and a 3 or 4 track siding that you'll see on your left as you start to move forward).
I don't have a way to show the map here, but you'll notice that the track you need to take to the destination point is highlighted in blue color. I spent about half an hour last night looking at the map and fiddling with it to get it to work. I can confirm that two switches need to be thrown to complete this service.
Click to expand.For anyone else who's stuck on this one: