well, I just set both to ZDS BR120 and then did the usual setup... I have no idea how this is done IRL, but considering the length of the train, I welcomed the additional power and braking - without second loco in the back, I doubt I would have reached 200 kph during that relatively short LZB section... and when approaching Mainz Hbf when I got that red before the bridge, I was thankful for the additional brakes as well as far as I know, only on Hamburg Lubeck you had ZDS BR120 set up at the start... other routes you have to do that setup yourself
it works, I checked the sounds and also with camera 3 I looked onto the power display (set it up to show kN for each traction motor before teleporting back into original cab) ... also, you can tell by the nice acceleration it gets from complete stop ... with single 101, it is a bit sluggish at first, but with two it starts up almost like EMU
Here we go then... So much for chaining services and keeping a back and forth run going. Loaded back into my S9 run and on arrival at Wiesbaden Hbf returned to free roam then hurriedly ran across to a S8 service on another platform due to depart imminently. All was well until coming to a stand between Mainz Ost and Mainz Hbf. 2D map showed pretty much everything else stood at red signals too. I deleted the train that was blocking my path into Mainz Hbf and got signalled into the station with a red at the end of the platform. Train on adjacent platform 20 minutes late with green signal but not moving, presumably blocking me. Opened 2D map and deleted at which point TSW froze and then crash dumped with a UE4 error. So it seems you can't rely on the save game being able to reinitialise the trains and signals on this route, an old chestnut which I thought had been purged from the game.
We need more passengers, way more passengers, the route looks dead especially at frankfurt fernbahnhof. Also could we get an extension from Frankfurt to Hanau to finish off the route? It isn't that far. Also I didn't know the local trains went underground! I thought they switched ends at Frankfurt. Also I've seen passengers stuck underneath the platform at a station.
I also had this problem once. I think it was in one of the underground stations and I think in Frankfurt tief. 500Hz comes on and I brake towards the Hp0 signal and when I had a speed of only about 5km/h, the emergency brake kicked in.
There are no 500 Hz magnets, but there are multiple GPA speed traps at very low speed. In reality they have signs with allowed speed, so far I was able to go through the last one when I was below 10-15 km/h. There is an incorrect signal on Wiesbaden approach on S1, while on other tracks they are distant signals, on this one should be only a repeater - remove Ne 2 sign, and add the additional white light instead.
After some further drives - when I came with the 430 to a stop for loading/unloading passengers there is some strange weird pause where nothing can done. Some kind of lagging. Also when the unloading/loading is finished and the game gives me the signal that the departure time has reached - theres too some strange lagging/pause where nothing reacts for example I cant release brakes in that time. I didnt´t experienced that with other trains. And as suggestion: If this route could get an extension that would be really nice. And if it´s not possible to add the tunnel to Offenbach and the part to Hanau to give us a complete S8/S9 then perhaps at least one thing: - the northern route section between Hoechst and Frankfurt HBF. That would allow to use the RE-service between Frankfurt and Wiesbaden over the complete length. Would be round about 6km additional. And as I see on a map - there is no need to build another station. - OR IF EASIER: let change the routing of that services over the section we have here and is used by the S1. (via Griesheim, even if that might be not so real). But I Dont´ know if the timetable would cause the RE would get stuck behind a S1.
I´m not sure but I believe I´ve heard in one of the official streams, that there the train is not allowed to exceed <15km/h (or was it 5km/h?) if there is a red. It´s in real a strange weird PZB implementation...
BUG - STEAM (PC) I'm driving S8 35824. I'm stuck at Wiesbaden Ost together with an AI train. This is because of 2 trains standing head to head further down the line. (at mouse position) : These are the culprits: EDIT to add: After teleporting to Wiesbaden Yard, manually deleting both AI trains, my signal went to green. So i teleported back to Wiesbaden Ost and finally could finish my service (and collect 14.8k AP).
Is just or are some of the timings way to short. Like im do an s8 job gives me 90 seconds to do 2.2 miles.
Timings seem all over the place. I have had some which are impossible to maintain and other sectional times where you arrive up to a minute earlier. I'm beginning to think they bit off far too much than TSW is capable of with this route! And pretty much complete silence from DTG or the German route building sub on the issues raised so far.
PS5 player here: My game crashes every time I turn on the wipers on the Br430, already reported the crash many times on my PlayStation
If you want to do the 101 hauled services more realistically by not having the rear loco powering, seems you can't shut it down. I went to the back of the train, keyed in and was unable to lower the pantograph (tried from both cabs). So I decided to uncouple and leave it behind, which then gave me an "Objective Failed" message after subsequent station calls.
I see mastery foe this route is up to the usual DTG standards. I've just completed a run in 411 which according to the run report was 46km long (just over.) Have just checked the mastery (level one requires 48km) and would expect the requirement to be almost complete but no! It's only counted 17km!
PC (Steam) Timetable Service: S8 (35828), departure 10:46 Frankfurt HBF, destination: Wiesbaden HBF via Mainz HBF => stuck at red signal short before Wiesbaden Ost. (before me one other train, and before them a train in the station). The whole section to Wiesbaden HBF seems blocked. After deleting some of the standing trains: It seems that KI train S9 (35933) causes the problem, because his path leeds to that track in Wiesbaden Ost, where I should arrive. So that train goes over the wrong sided track. [reported]
Probably going to help reporting signalling lock ups if running the full or reduced (“standard”) timetable. In the case I reported yesterday evening, it was the full timetable. Sadly does seem DTG have pushed their “Otto” dispatcher beyond what it’s really capable of deliverIng with this route. What we need is a compromise timetable somewhere between the two, one that doesn’t shaft performance and gives the signalling logic wiggle room so as to not lock up. However I’m getting a BML sense of deja vu already about this one. Pushed out, knowing there were potential issues but the whole thing is so fragile going in and trying to change anything will bring it crashing down. Ergo, don’t expect too much to change and it will be on the express path to oblivion even faster than SoS or PFR.
Im fed up now tried 3 different jobs all 430 get about a mile frankfurt hbf and get out of video memory crash. This on xbox x and with reduced timetable so what f☆☆☆☆k is going on. DTG silence speaks volumes. I cant get a redund been to long now. Now had an out of video memory crash with an ICE 1.5 miles from frankfurt hbf.
Well it's been 4 days since release (when you typed your message, three days) so don't you think it's a bit early to expect a response?
Not really. We paid £30 for this amid all the usual high fives and congratulations on the stream. The warts are starting to come through thick and fast. They could certainly pop a quick confirmation in about things like bridge and tunnel reverb which seems to come and go depending what type of train you’re driving and at certain structures but not others. And I’m sure the beta team must have picked up on what appears to be a high frequency of signalling AI collapse (with and without saving the game) but the decision seems to have been taken by DTG to “publish and be damned”, so do they have a plan to fix it? As said many times before, up to a point people can expect the odd issue or snagging fault but transparency and acknowledgement from the devs goes a long way to offset the concerns. And we know all too well from past history with complex routes, that DTG are very nervy about going back in to fix anything.
To me it feels very unfinished and buggy. That's the reduced timetable. Feels they haven't test properly with all crashes and blocked path ways . Even some of the lighting and sounds are off. And would be nice if acknowledge this. And say they are working resolutions. Think it would help knowing they are doing that. And that we haven't just chucked £30 down the drain.
Hm, I tend to drive mostly with cab window open, but the tunnel reverb is present and very strong for me. At least in tunnels. I made about 15 full runs by now and rarely encountered any bugs that I would consider game breaking. Mostly it's just cosmetic bugs and few incorrectly linked signals, but I accept that these types of issues are difficult to test properly. Still hope to see them patched, but I'm fine if those are reported by players who mass-play through the whole timetable, and not caught by QA. I would like to see platforms revisited regarding spawn of objects and people, and from what I saw posted around the pathfinding is really broken in freeroam, but rest is pretty bugfree for me.
Can’t help but think we paid £30 to be part of a stress test to see how far TSW can push in terms of traffic density. And part of me still wonders whether this was originally intended as the TSW6 German route but realised what a disaster it was going to be so pushed the release forward and now gone to their backup project for that.
Well xbox x is struggling and there is barely any traffic no layers and it still freezes and crashes. Did pay to be the beta team .
In the Flip Flop scenario the brakes on 143 do not work properly. You have use the Emergency Brakes to get the train to a full stop.
Tried this very service myself and had no issues around Wiesbaden. Hp0 first at the exit out of Wiesbaden Ost and a Hp0 at the entry into Hbf. But both cleared more or less on time, allowing me to pull into my final platform with a minimal delay of about half a minute. It just shows that the dispatecher really needs to be taught how to be more dynamic...
No you're right, it should be better at release. It's just that I've decided for myself it's better to not buy on release day and wait for the feedback, and (If necessary) the first patch. Higher expectations just seem unrealistic. And I have he strong feeling that a lot of the bugs discovered during (beta) testing are not getting fixed before the first patch anyway and left in at release (at least below a certain threshold of 'acceptable' quality).
I'm afraid that the signal Lukas was so happy to have in the game is not actually correct and needs to be changed, as it shouldn't show Sh 1 together with valid train aspect. If it was mechanical then yes (as that would otherwise show restrictive Sh 0), but when it's equipped with light shunting signal, it should go off when permissive aspect is signalled (and then it also must not have mast sign). Foto from stellwerke.info:
Wait in the photo you attached there is also a speed reduction warning. Has it been added recently or it's another inaccuracy?
Just noticed. The BR 143 in this route is a complete separate game entity from all the other 143 in the game, was weird that I had 0 AP on it, now I see that there are two 143s in the statistics as well: - BR 143 DB is the one from Frankfurt S-Bahn - BR143 DB (note that the name is missing the space) is the one that shows all the previous versions from RSN to the Dresden routes. This seems to me like a honest mistake, someone wanted to correct the naming and ended up creating a full new loco ingame
Tea and biscuits for Vern but... nevertheless this route perpetuates the same old nonsense of having train doors open which are off the actual platform: Oh and out of interest I'm replaying the S8 0747 from Wiesbaden which had the signal lock up yesterday, but this time from a clean load straight into the timetable, not chaining from another service and save game. Will see what happens!
my crash to desktop above was doing chaining as well S8 to Wiesbaden, then the S8 on another platform back to Frankfurt, game crashed around Mainz-Bisschofheim I didn't get red lights around Mainz though Maybe staying in one gamesession for too long causes it? The one to Wiesbaden was the one frank351981 mentionned, that one gave no problems
Thus far the clean start of my S8 0747 from Wiesbaden is behaving itself, though just had to save and come off. I mean, on the positive side when the route is behaving itself the experience is quite pleasant. Set this run up for November with a bit of cloud and very light fog and with the sun rising looks sublime. By all accounts this route should put a tick in my electric bus stop anathema but it doesn’t seem as tedious as the likes of BCC or Goblin Line. Even with the short distance between some of the stops you can give it a bit of welly and the 430 is probably the best sounding German train since the 218. So by no means all bad.