Tsc V Tsw Rolling Stock Performance

Discussion in 'General Discussion' started by kilt46, Jun 29, 2025.

  1. kilt46

    kilt46 Well-Known Member

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    Is it me or is all of the rolling stock in TSW much less responsive than TSC. I am playing back to back loco runs ( e.g. DE BR114 on both platforms then Class 166 on both platforms etc). It feels like TSC locos are more responsive. Quicker acceleration, more responsive brakes. To be clear I am using AP rolling stock when I can. Am I going crazy?
     
  2. kilt46

    kilt46 Well-Known Member

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    TSW appears to be running 2x CPU than that of TSC. Also TSC uses more memory than TSW.
    upload_2025-6-29_16-55-18.png
     
    Last edited: Jun 29, 2025
  3. Bekns

    Bekns Active Member

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    Not sure about MU's as have never driven them but loco hauled braking is too responsive in both sims, specially when longer trains are concerned. The brake pipe equalizes far too quickly and recharges just as fast, irl it takes some practice to get it right but I get that the sims are trying to strike a balance between realism and playable for the average user.
     
  4. Pookeyhead

    Pookeyhead Well-Known Member

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    Is that because it's not CPU intensive, or because it's more multi-threaded. A better chart to use would be the performance tab, not the processes tab. Btw.... that's not playing TSC.... just showing you for reference. Screenshot 2025-06-30 06.46.35.png
     
  5. kilt46

    kilt46 Well-Known Member

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    Was wondering if that was causing the stutters in TSW. TSC on my end is now running very smooth. Files are all now executed on SSD. Only real pain now is the long load time via the menu. Would be nice if there was a quicker way to load a specific scenario without the menu.
     
  6. Bekns

    Bekns Active Member

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    I have quite a large install so now I renamed my routes folder and created a new one and just cut and paster the routes to it that I wish to dabble with, at any one time I only have approx 3 - 4 routes 'installed' and the menu load times are way quicker plus you dont have to scroll endlessly looking for the route with the scenario you wish to drive.

    As a side to all this I now sort my routes into region areas making it easier to locate which one I need, I also spent time creating new empty folders and naming them 'RouteNumber - RouteName', that way they are easy to search for as well, not my idea originally, read it on a forum, UKTS I think.

    There are programs that do this as well but I had a bad experience with one previously so I go the manual route now.
     
  7. Pookeyhead

    Pookeyhead Well-Known Member

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    Long menu loading times is probably because of large rolling stock content and your scenario database is massive. Even a SSD won't help much here.
     
  8. Hipper

    Hipper New Member

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    This idea is new to me! Could I ask you a bit more about it?

    1. Where routes require other route's assets to work, I presume that is a consideration?
    2. I presume the routes keep there original GUID. How do you rename routes - e.g change 'Just Trains - Chiltern Main Lines' to 'Chiltern Main Lines' and will doing this affect anything else (such as the use of its assets in another route?)?
    3. Does it make any difference to the TSC load time or just the menu load times, and of course easier menu navigation?
    4. I've often found it irritating that, for example, a Class 66 loco can be found in the loco menu as 'Class 66' and 'AP Class 66' (not to mention the computer way of looking at numbers where 166 comes before 66). However there is the 'Search' box to help here.
     
  9. 749006

    749006 Well-Known Member

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    You rename a route in the Build Menu - Highlight the route and click Rename
    You are only changing the name and the GUID stays the same so any scenarios you download will still work.
    Without separating the AP Class 66 from the default version how would you tell them apart
     
  10. kilt46

    kilt46 Well-Known Member

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    I have tested this. The assets and routes are separate. The initial load is the assets. The secondary load for the menus is dependent on how many folders are directly in the Routes folder. As Benks suggested I renamed mine to ‘Route’ and created a new folder called ‘Routes’ where I pasted the Route folders as needed. Works like a charm. Access to the assets were loaded. This reduced the menu overhead. A word of caution. This is a very manual process. Also having a database to reference the desired folders to copy to make active is a must otherwise you will simply go insane.
     
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  11. Bekns

    Bekns Active Member

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    Hi Hipper

    As mentioned the assets for any route are kept inside the assets folder so when one route needs another routes assets they are referenced from there, the files in the content folder are just for the individual route so as long as the assets folder is in place it doesnt matter if the needed routes content folder is in another location. Menu load times are way quicker and menu navigation is way easier but no it will not really improve load times for the game itself.

    I dont actually rename the route itself, I just name a duplicate empty folder so when I am browsing / searching for a route I can see what route folder is what, here are some screenshots that hopefully give you an idea of what I mean.

    upload_2025-7-4_5-12-14.png
    Content folder with regionally sorted folders


    upload_2025-7-4_5-13-8.png
    Current 'Routes' folder with routes I am currently dabbling with


    upload_2025-7-4_5-15-44.png
    UK region folder with currently not using routes

    As kilt has mentioned this is quite a manual process but once setup is quite easy to maintain, you just have to be mindful of installing new products / mods whether by Steam or 3rd party, my install is hidden from Steam as well so the Steam verify doesnt get it the mix either cos if Steam sees missing files it will then redownload them which is just a case of deleting them as you have them installed just not visible by the game.
     

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  12. Hipper

    Hipper New Member

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    Bekns. Thanks for that. I now understand. I may employ this idea and see how it goes.

    I also now grasp the usefulness of duplicate but empty route folders. I posted a thread questioning these on the TSC/Technical Reports forum. Somehow these duplicates had been created so perhaps it is included in some route downloads.

    Empty Route Folders | Dovetail Games Forums
     
  13. e.leerentveld

    e.leerentveld Well-Known Member

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    The stutters in TSW are caused by Unreal Engine (UE) loading in the next bit of the world just over the horizon. DTG can't do anything about that - it's a flaw of UE that plagues every game that uses the engine. It's just that some game dev work around this in level design by timing the world loading points in the level's design (which is why they make you crawl through narrow passageways, or ride elevators, or wait in front of doors for a second, or plan a cut scene of some sort right at that point).

    Since TSW is modeling real world locations, DTG doesn't have the luxury of doing anything about the stutters by changing the 'level' design.
    No amount of hardware can fix this, as even the fastest SSD will not stop UE rendering worlds the way it does.
     
  14. Bekns

    Bekns Active Member

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    Yeah not sure about the ones you have found, I had to manually create all mine. I just copy the folder using the right click and drag method and then rename it and delete the contents, it is purely so I can quickly see what folder is what and also search for a route using the search function.
     
  15. Hipper

    Hipper New Member

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    Interestingly I've just done a complete re-install, at least the Steam assets anyway, and there are no duplicate routes yet and none with names on them, just GUIDs. I'm now going to slowly add third party routes and assets so I'll see what happens. So far I've only added the Moorgate Extension which sits inside the ECML-S folder.

    When I get round the naming empty folders strategy I was thinking of making a new folder and copying the folder name, adding the name in a form I see fit - eg 'ECML-S'.
     

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