Run 8 Train Simulator Download Free

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Run 8 Train Simulator Download Free
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Train Simulator 2018 Free Download Full Version RG Mechanics Repack PC Game In Direct Download Links. It Is Highly Compressed Game. Run 8 Train Simulator v2 runs on Windows 7 or newer 64 bit operating systems. 1.7 GB of hard drive space is needed. 1.7 GB of hard drive space is needed. These are the minimum computer specs that we recommend. Run 8 train simulator game link- https://baypirateproxy.org/torrent/14348593/Run_8_Train_Simulator_(Including_DLC_Add-ons).

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Run8 Version 2 update released.

Looks like the new update is out. Apologies about the change log formatting. It's a copy and paste.

Run V2 02.20 Update Released

Run 8 Studios today released the first update for Run 8 Train Simulator V2.

Format Note: In calculating the moving wall, the current year is not counted. For example, if the current year is 2008 and a journal has a 5 year moving wall, articles from the year 2002 are available. Moving walls are generally represented in years. In rare instances, a publisher has elected to have a 'zero' moving wall, so their current issues are available in JSTOR shortly after publication.

The update is available for download at: http://www.run8studios.com/updates_dlc.shtml

The 02.20 update brings several fixes to the sim but also introduces some new features, including:

DirectX 10 support. For users without a DirectX 11 compatible card, the sim with automatically switch to using older DirectX10 compatiblity settings.Shadows (DirectX 11 only. These can be turned if desired as well)AI trains now call signals. Can be adjust to turn off, call or everything or 2 levels inbetween.Updated rail soundsCan choose to use your client horn settings or the servers Here's the full changelog for 02.20.2017:

Mojave Sub: NB signals at north-end of Wash fixed, removed naughty switch-link for VulcanIf able, sim will automatically use DX10.1 shaders if the card cannot support DX11. NOTE: Shadows will only work in DirectX 11 mode!Null-reference crash condition fixed regarding MU Connections during uncouplingOptions Menu is disabled except for the License Tab, until the License is enteredFixed Hyrailers not showing properly over the networkOccasional F3 Horn Menu Crash (Null-Reference) should be fixedCab Signal now shows the correct indication, for the signal currently governing the train (ie, the one you just passed), instead of showing the next signalFixed CSX Boxcar loading the wrong model when emptyfull. Note: there is no 'open' model at this time, so the car will appear with the door closedFixed several wellcars showing the wrong modelFixed a duplicate Xing-Gate at West AmboyReverser can no longer be changed when in Dynamic-Brakes modeBrake Squeal is now only heard on your own train; other players will not hear your squealing, as it was getting “stuck” on the networkFixed a bit of floating track in the Barstow Departure YardDoll-Arm blue-lights will now stay lit at all times if no Day-Nite Sensor is specifiedFixed a crash-condition when riding another player's locomotive during couplingFixed exporting of Switch-List (was exporting to the wrong location)Fixed Clients not seeing Host-TMU trains spawned with locomotivesWhen entering the Transaction ID to the License Tab, it will automatically remove any spaces, and check the text for illegit characters. If bad characters are found, the user is notified with a message boxAI Trains can now call stops and signals, new F1 Menu Slider sets the functionalityIf a train corrupts somehow on the Host, the Host's log should show the tilenumber of the location of that train's controlling-unitATSF Rock load fixedCouper-Force display for the RailDriver has been fixed (simple division error)Erroneous leftover duplicate couplers removed from a few boxcarsFixed Handbrakes always being set on a train after relinquishing (Auto Parking Brake option has to be turned off)Setting zero for car-capacity for a car-type at an industry will now cause that type of car not to be included in the generated manifestsGenerated manifest trains no longer include cars for industries on missing routesAI, when calling signals and stops, will call its direction if it has been setFixed bug preventing AI from blowing for the nearest crossing under certain circumstancesDefect Detectors now have an option to be heard in-cab only, or always when within rangeAdjusted 'Home' train-brake key operation to prevent issue with very quick keypressesFixed null-reference condition regarding thunderstorms and lighteningEOTs can now be hung on CabeesesIncreased the stretch-force limit when uncoupling (ie, you can still pull the pin)Train Directions set on the DS Screen are now seen by all Client-DS usersFixed a condition that prevented menu settings from saving properly when exiting the simulatorFixed a condition that allowed negative speeds to show on the DS ScreenAdded Speed-Limit as an option for the RailDriver DisplayFixed minor issues regarding bell and reverser changes not immediately showing over the network, both keyboard and RailDriverCircuit Breakers and Gauge Light switches now have a keyboard assignment, see Keyboard pdf fileES44 Radio Lights fixedNew menu option for Horn-Bell Config: you can choose to use the Host's, or stay with your own config. This is an F2 Menu Client Tab option and must be set before joining the HostIncluded files for two Terrain Tiles that were problematic on the Cajon Sub next to West Colton YardAir-Flow CFM added to locomotive 'Shift-Z' displayAcid tankers now load properlyMaersk-Hyundai wellcar now loads properlyFixed an airbrake condition when client-spawning from the TMU, where the EQReservoir would be stuck at zero even when using the Airbrake CheatWhen in Emergency in the old EMD cab, the red PCS light will now start blinking once the system has timed-out and is ready to be reset. Reset the PCS by putting the Reverser in Neutral, and moving the Train-Brake Handle to ReleaseHeadlite Switch sound will now play when actuated via RailDriverNetwork Text message now sent when a client AI-Recrews a trainFixed a PCS glitch regarding a train in emergency being AI-Recrewed over the networkAI Locomotive 'Power-Moves' should no longer stop at passenger-stopsFixed an audio problem when SD70-ACes going into emergencyAxle-Clank sounds have been improvedRailcar rolling sounds have had their volume increased a bitCorrection to locomotive brakepipe to prevent accidental emergency-application of train brakes on very short (or single-loco) trainsRailDriver Users: mitigated an issue due to channel-noise caused when actuating the front headlite (wiper) switch after a train-brake application, which causes a small amount of cross-channel noise onto the train-brake channel, which caused the trainbrake application sound to play at odd moments. The sound is prevented from playing for a brief time after the headlite switch has been movedFixed an Auto-MU condition that could errantly set DPUs against the trainMinor tweak to hump-codeAvatar Tags now default to Off, and the setting now also savesFixed a condition where a locomotive's bell would stay ringing when relinquished or when changing control-unitsFIxed Auto-Saves leaving old .Info files behindFixed an errant switchstand inside a building at the Barstow Marine Corp baseFixed missing decal on Phase-4 P42Fixed a condition that could allow over-length auto-generated AI trains at Yermo, which could end up spawning over an incorrectly-thrown switchAuto-generated AI Amtrak trains in the Selkirk region now moBetterly reflect real-life consistsAdded Block-Lights at Yermo on Mains 1, 2, and 3Fixed a stuck-camera condition with the '4' TrackingCam, when the unit being tracked was deleted or had disappearedFrame-Rate control changed to a slider for moBetta control of fixed frame rate, between the values of 10 and 120. Slide all the way to the Right for UnlimitedBrad created a cool new world-save sessionCorrection to AI behavior regarding consecutive Approach-Medium signalsOptimization of train update logic to reduce the number of other trains considered as coupling-candidates each cycleFixed SD40T-2 loading the wrong default modelNigel tweaked a few model and terrain texturesRun8 now has Shadows! They are Off by default, so you will need to enable them. They are controlled from the F1 Menu's Graphics Tab:The Update Slider controls how often the shadow-angles are recalculated (which can reduce shadow-shimmer), and does not affect performance. When all the way to the Left, angles will update each frame; each notch to the right increases the delay by one second. Having updates each frame can cause a shimmering effect due to the quantized and pixelized nature of rendering as the shadow moves with the sun; using a delay causes the shadows to “hold still” for a few seconds at the expense of a small jump as the matrices recalculate to match the current sun-angle. Pick your poison..

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The Samples Slider sets the number of shader-samples used when smoothing the shadow edges, and might affect performance. Setting towards the right increases the shader-sampling value. The effect is most noticeable when viewing up-close shadows

The Quality Slider sets the number of Shadow Maps used, as well as affecting the render-distance and amount of objects used to cast shadows, and this will affect performance the most. Set to the left for lesser-but-faster shadows; to the right for maximum-quality-but-slower

There are several on-off switches for choosing which scenery items cast shadows, which can be set to suit performance needs. NOTE: Turning off the Shadow Master switch will disable the other switches On the Graphics Tab is a new option for 'Presenter Mode', which is related to the Frame Rate Note below. Depending on your system, one setting or the other may give you smoother performance:When set to 'Immediate', DirectX will not wait for the next monitor refreshcycle, it will simply render immediately

When set to 'One', DirectX will wait for the monitor-refresh to render. If set to 'One', the highest FPS you'll ever see is your screen's refresh-rate (usually 60hz, sometimes 120hz or 144hz). Set it to suit your purposes

FRAME-RATE NOTE: If you were used to seeing FPS higher than your monitor's Refresh Rate (for example, 332 FPS), you may notice you only see 60 or 120 now. The truth is, you only ever saw 60 or 120 before, since your monitor will only ever display a maximum of its Refresh Rate. The other frames above that simply get ignored and do no good; that is not a V2 thing, but rather is simply how rendering works. The card 'renders' the frame, but it never makes it to the monitor. So basically what I'm saying is 'Don't freak out if your old FPS of 697 dropped to 60, because you never actually saw more than 60 (or 120 or 144, depending on your monitor's refresh-rate). You're not seeing a degradation of performance.' GSYNC Note: For NVidia graphics users who also have a suitable GSync Monitor, if you wish to properly use GSync with V2 you'll need to set your graphics-card's GSync option for 'Windowed and Full-Screen'. Those using GSync will never see FPS higher than the monitor's max refresh-rate, typically 60, 120, or 144hz, regardless of the above settings. I have noticed, on my machine, GSync works best above 35 fps and when set to values away from even-divisions of monitor refresh (ie 55 or 63 instead of 60). Set V2's FPS Slider to a value that suits your purpose

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