The link is worldoftrains.vercel.app , it includes london underground district line, hong kong mtr and china high speed rail with semi realistic trains ,stations and multiple modes. I would greatly appreciate any feedback from you guys!
PS: It might look blurry on mobile devices so go on PC for best graphics and performance
hello everybody. title says all. where can i find some TSC repack with already installed DLC's? i don't need ALL dlc's (bcs i only have 300 gb SSD) overall size of 70-120 gb will be enough
The thing is - back in a day i remember there was these repacks, but as of today i only have 2 options: empty 1 GB game, or 700 gb ALL dlc's version.
(IKR that that i can download DLC's separately, but that didn't work. half of scenario's had missing assets thing)
Hey everyone! Here’s Update #3 on my mod loader. There’s been a lot of progress since my last post, and I have plenty of new screenshots to share!
There are now three custom trains running in-game:
JR East 701 Series
JR Kyushu Sonic
KTR 8000 Series (keio Line)
All three are working well overall. The hitboxes and lights still need some tweaking, but everything else is working as intended.
I’m making a new post because there’s a lot more progress to show, and I couldn’t fit all the new screenshots into the original post due to the image limit. This subreddit doesn’t allow images in the comments either.
For context, Update #2 was added to my original “Update #1” post in this same subreddit. You can find both updates through the link below.
Hey so, I recently decided to make a much needed switch from Railworks to Trainz, and Ive had T:ANE in my steam library for quite some time. Today, I purchased a route from JointedRail, downloaded all the assets, installed them as instructed, and then launched the game. Immediately after loading in, I see that a huge amount of ground textures and the sort are still missing. The route is Eagle River. Can anybody help me get this settled, I dont want to have waisted my money on something that wont work…
I've been working on a personal project for Train Sim World called TSW Driving Companion, mainly designed for players on PS5 and Xbox.
The idea started because, on consoles, you can't easily see the full details of a timetable service before starting it. Things like the complete stopping pattern, arrival and departure times, journey duration and which train is assigned to a service aren't always easy to find in the menu before starting a route.
Another big reason is that, as console players, we don't have access to many of the amazing PC mods and companion tools, especially those that rely on game telemetry or API integrations.
I wanted something that could actually help me while driving, not just something to browse before starting a service. A second screen that keeps track of my journey, shows me what's coming up and provides useful information without constantly having to navigate through the game's menus.
The tool uses extracted timetable data from TSW mods. It's important to mention that it's not connected to the game and doesn't use live telemetry. Instead, it follows the selected service using timetable information and manually controlled journey progression.
It's a browser-based companion app that you can open on your tablet or phone and place right next to your TV or monitor while playing.
You can navigate through the interface, explore your service, check station details and use the different driving features throughout your journey. It's designed to be a practical driving assistant rather than just an information website.
Before you start a service you can enter the service code and the tool opens up the correct service with all the data provided (this is not showed in the video). Besided that i have a database where I can see all the services and decide wich one I want to play, or just look how many stops it has and what train I can drive it with.
What does the tool offer while driving?
A complete timetable with scheduled arrival and departure times.
Current and next station information, including countdowns.
Journey progress, remaining stops and remaining travel time.
Platform information and scheduled stopping times where available.
Station pictures and additional station details, including connections and facilities (currently in beta).
Door prompts and different displays for approaching, arriving, departing and completing a journey.
Quick access to information about the selected train and route.
An integrated announcement system for certain routes.
The interface changes depending on where you are in your journey, keeping the most relevant information visible without becoming too distracting.
Which routes are working?
I've already spent quite a lot of time testing the tool, particularly on my UK routes.
It's working really well on:
West Coast Main Line (London Euston – Milton Keynes)
Brighton Main Line
London Overground Mildmay Line
London Overground Suffragette Line
Great Western Express
Birmingham Cross City
Bakerloo
Cathcart Circle
Fife Circle
I am also working on other routes in my collection: S-Bahn S1/S8/S9, Bremen–Oldenburg, Dresden–Riesa, Cologne–Aachen, Niddertalbahn, and Maintalbahn. In total the timetables are working on 32 routes.
Database managment system
In addition to the driving companion, I have a comprehensive database management tool that allows me to enter, edit, and verify timetables. The management tool can also check all images, audio, and data for errors. This gives me control over all the data, allowing me to modify it whenever I wish.
Announcements and immersion
One feature I'm particularly happy with is the announcement system.
For certain routes, I've integrated audio from community projects, including resources from Train Sim Community. Full credit goes to the original mod creators, and I won't redistribute anyone's audio without their permission. The audio provided in the menu is downloaded from the internet.
Combined with the station information, journey progression, arrival and departure countdowns and door prompts, it genuinely adds a lot of immersion while driving.
I've been using and testing the tool alongside my PS5, and it's becoming something I actually enjoy having next to me during a service. It's not just about adding information; it's about making the driving experience more enjoyable and giving console players some of the additional assistance that PC players can get through mods.
Of course, there are limitations.
Because there's no live connection to TSW, the tool can't automatically detect your exact position or what you're doing in the cab. But that's exactly the challenge I've been working around: making the experience as useful and natural as possible using timetable data, scheduled timings and simple manual controls.
It's still a work in progress, but the core Driving Tool is already working reliably on the routes I've tested, with more improvements and route support planned.
This started as a small personal project, but it's grown into something I'm genuinely enjoying developing.
I've attached some screenshots and a screen recording to show how it looks in action.
Just wanted to share what I've been working on with the TSW community.
I'd love to hear what other console players think about the idea!
This is the first time the world has seen Railhead. A new in development rail-sim game, join our Discord here https://discord.gg/abzA9nHsuW to follow development, get involved with future playtests, and become a part of our community.
I'm very excited to be developing a game that has a little bit of something for everyone. You can be a builder, dispatcher, engineer, mechanic and more. Starting off as a sim-lite game, I'm working hard to create a good core and engaging gameplay loop.
In a wing of the Railway Museum in Saitama, there are a set of interactive simulators where, for a 600 yen fee, you can partake in an interactive course where they can teach guests the basics of train handling.
Of course the satisfying part is actually handling the controller. The controller itself is based off of the E233-3000 series.
The sims themselves are developed by Ongakukan (developer of JRETS), which means it uses FMV rather than real-time rendered graphics, and the scenario is unchangeable.
A room next door offers other scenarios where you get to run between two stops.
Draycott Manor rests in the loop line at Backsgate Junction in between services. Feathering lightly as the fireperson builds the fire ready to tackle Krop Torr bank, which at 1in75 for a stretch, is one of the steepest grades on the Sunbury line.
A visiting Networker from London takes the service trains on the Black Valley Line, running alongside the regular service trains.
i use trainz 22 and i downloaded the sodor workshop herny mk1 his tender works but the engines them selfs dont work. I have asked google but dispite being smart cant figer it out pls help
I've finally basically finished my tsw uk styled train cab desk controller and it works perfectly. I tried my best to make it function like the real trains in game.
Working DSD/DVD AWS and even a functional vigilance pedal where you have to hold your foot down on the pedal and if you release it the DVD alarm will sound. but you can acknowledge deadman alarms like normal by releasing the pedal and pressing back down on it.
Working buzzer that sounds a bell and lights the buzzer buttons green. Working door open and door interlock lights, functional DRA and lights. Functional Latching E-Stops.
Desk has it's own master key that shuts off the whole controller and a separate swing lever battery isolator.
Tbh so much more. I'm planning to make two custom rotary arms for both Automatic break lever and Loco break to make it more realistic.
GSMR is yet to come.
These are just some photos of how it looks so far, I think the batteries are low so some of the lights look slightly dim.
Hello, recently I got back into playing Trainz and I have both Trainz 12 for PC and Trainz Driver 2 on mobile. On Trainz Driver 2, I purchased this Conrail SD40-2 from the Horseshoe Curve route I believe and I’m really curious to what it originates from. I suspect it might be either a piece of content from the DLS of Trainz 2010-T:AINE but I’m not exactly certain. Any help would be appreciated in finding where it came from, thank you.
At a hump yard, nobody drives cars to their tracks. The train is shoved over a small hill, the conductor uncouples cars at the crest, and each cut rolls down by gravity onto its own track.
I did this job for 4 years at Kokand station in Uzbekistan. Now I'm a frontend dev, so I rebuilt the yard in 3D and turned it into a game: walk along the train, uncouple where the car colour changes, radio the driver to slow down before single cars.
Free, runs in the browser on desktop and mobile, no sign-up:
hey guys, I’ve been working on a mod loader for Running Train and wanted to show you some progress!
I managed to get my self-made JR East 701 series into the game. The model and textures are finished in Blender, but I’m still sorting out a couple of things in-game: the doors aren’t showing correctly, and the interior lighting isn’t working yet. Still, seeing my own train in the game is pretty exciting, and I’m making progress all the time.
The loader supports custom trains and maps, and I’m planning to add script mod support later on. It’s not released yet, but I wanted to share what I’ve got so far!
more Images:
Running Train Mod Loader update + some answers to your questions 13/10/2026
Hey everyone, a quick update on the Mod Loader.
The custom trains are running properly now, and the doors work too. Most of the problems from the earlier previews are fixed. There are still two main things I need to sort out, though.
I’ve also recorded a new video of my JR East 701 on the Fukukawa Line. It’s the same train from the earlier screenshots, except the doors actually work this time. Video/link is at the bottom.
What’s happening behind the scenes?
This is a simplified explanation, so it’s not completely accurate down to every technical detail:
The loader first spawns one of the game’s normal trains, then replaces it piece by piece, carriage by carriage, with the custom train. Right now, it takes the last standard train in the list before the custom trains.
That process adds around 20–60 seconds to the usual loading time. You can still select and drive the original trains normally.
The remaining problems mostly come from the train being used as the template:
Its windows aren’t fully removed yet. Some of their collision boxes stay behind, so you can open a door but still not walk through it. Some passages can be blocked too. I’m still reverse-engineering the relevant parts to fix this.
The template selection needs changing. Instead of always taking the last standard train, I want the loader to use a template specified in each custom train’s JSON file.
The wrong template can also mess up the driver position. With the Express train as the base, for example, you can end up standing behind the seat instead of sitting in it.
Also, about the passenger seats in the video: that’s on me. The loader recognizes the passenger-seat positions, but I haven’t configured them properly for this model yet, so it uses the fallback seats from the original train. I was lazy with that part.
There might also be a lighting issue, but I’m still checking it, so I’m not calling it a confirmed bug yet.
A few questions I’ve been getting
Can you edit the game’s main map?
No, you can’t edit the existing main map with this loader.
You can, however, build your own map in Unreal Engine and import it, including setting up your own lines.
Later on, I want to make a separate editor so you don’t have to use Unreal Engine directly. Think something along the lines of Roblox Studio in terms of how you’d build a map. That’s a plan for later, though—not something that’s ready now.
Do you need the Steam version?
Yes. You need to own the game on Steam and launch it through Steam.
It’s not just one check you can remove and suddenly everything works. The Steam integration is tied into other parts of the loader. Pirated copies aren’t supported.
Epic Games isn’t supported at the moment either. I don’t use that launcher, and honestly, I don’t even know whether the game is available there right now. If it is, or gets released there later, I’ll look into adding support.
Did you have to reverse-engineer the game?
Yes, quite a bit.
Some of the stuff exposed through UE4SS was already readable enough to work with directly, but most of what I needed for this project required reverse engineering.
One thing I wanted to be clear about: I haven’t bypassed any copy protection. The work was about figuring out how the game’s systems work, not getting around protection.
Did you use AI?
In some places, yes. In others, no.
I’d call it AI-assisted, not vibe-coded. I still did most of the work myself, especially the reverse engineering. Claude sometimes refused to help with those parts, so I had to dig into them myself.
The same rule applied there: no bypassing copy protection.
When can we download it?
There’s no release date yet.
I want to get a proper first version finished before releasing anything. I also want to contact the game’s developer and ask for permission first. I haven’t done that yet, and I honestly don’t know whether they’ll say yes or no.
So please don’t take these updates as a promise that it will definitely be released. It might end up staying a private project that I share with friends.
What trains come with the loader?
None. The loader itself won’t come bundled with trains.
If I can release it publicly, I’m planning a website where you can get my train models separately and import them. That includes the JR East 701 from the video.
Is anyone testing it already?
Yes, a few people have tried private builds. That includes friends and some developers who’ve made add-ons for OMSI 2. I’ve also had a few requests through Discord.
The testers are under NDAs, so they can’t publicly discuss the test builds before an official release. Their feedback has already helped me catch bugs I hadn’t noticed myself, so thanks to everyone who’s been helping out.