Thanks for implementing the shutdown button I've run into troubles with cold start, where aux compressor fills the reservoir only to 7.15, raising panto takes it below 7 and HS refuses to close. If I drain it and start anew, the panto drops and the cycle repeats. I didn't come up with any solution, just spawning a new loco worked, where the pressure didn't go below 7.2 after panto raise. I assume there is some variable with too broad randomness which can lead to such deadlock. Ran into this problem when starting the MFA loco from cab 2, if it's relevant. Also, MFA cab 2 cooling fan switch does not animate.
Thanks for the new additions to the 101 Expert! But when will this bug be fixed, that you cannot move the cursor left or right when changing views? Don't know how it is on other platforms but it's on Xbox
PS5 Dont know if this was already mentioned but there is a little sound bug on the Expert 101. When sitting in Cab and opening the windows, the sound behaves accordingly (sound get louder, ambient noise is also noticeable) but if you switch to outside view and going back into cab view the sound goes back to "closed window sound". It resets if you close and reopen the windows.
Thanks to the new update of the DB BR 101 Expert we can do cold starts via the right screen, however once the locomotive is cold and I start it I am unable to close the circuit breaker because I do not have 7 bars, I do not know how to run an air compressor when I am only on battery. Does anyone have the complete manipulation to do? Thank you
Yes. The detailed instructions to do that will be included in the next version of the Expert 101 manual, but Raph posted a quick guide here that you can use until the manual is updated.
I answered your cold start question here: Br101 Expert: Cold Start Considerations. | Dovetail Games Forums I will look into the cooling fan switch, I thought I fixed that already! Inkar No changes has been made to the Frankfurt-Fulda Expert timetable since it was released back in October (or whenever it was). Unfortunately we duplicated it too early and there were a lot of changes to the original timetable since then. Fixing these issues now is not really feasible so the plan is to delete the Expert timetable and redo the copy, but starting from the updated timetable. When this will happen I can't answer but I would not expect any changes until Autumn. Apologies for the inconvenience! We learned our lesson
Not a big problem since I learned that I can disable the 363 layers as a workaround to make the current timetable work until you can update or remake it with the fixes. Just wanted to make sure you had this under your radar.
I'm having an issue where the SIFA pedal in the cab car requires the SIFA key (Q) to be held down, otherwise the brakes come on. I suppose this is realistic as a real driver would keep their foot on the pedal, but I'm sure it wasn't like that before the update? It would be nice to have the option of the SIFA working as it does on other German TSW stock.
Not quite sure what's going on for you because what you described is not intended (and I'm not able to reproduce that either). Having to press a key while playing is just a painful experience and honestly not that realistic anyway (resting your feet on a pedal is not like having to hold a key on your keyboard) However, now that you mentioned it, maybe some players are that masochistic so I might add that as an option in the Sim Control page for a future DLC and/or patch of the BR 101 The way Sifa is simulated on the BR 101 & Bpmmbdzf Expert, if the vehicle is stationary Sifa will activate if you press down on the pedal, throttle knob or the Sifa buttons. If you keep holding down any of these, after 30 seconds you get an alert and then emergency, just as if you are moving. However, when moving you also have the deadman function where if you don't hold down any of the above mention buttons/pedals you get an emergency brake after 5 seconds (you do get the aural warning after 2.5 seconds, but not the visual warning, as per the prototype). To not have Sifa going off when stationary drivers will simply not depress the pedal (no reason to since you are stationary and the deadman device isn't active) and this is simulated on the BR 101 & Bpmmbdzf Expert by having the simulated driver press the pedal when the train starts moving and then release when stopped.
I've had another play with it, and I think the issue was that I had the Sifa cut-out valve set incorrectly! When set to 'aus', the Sifa behaves as I would expect, when it's set to 'ein', I get the issue which I previously mentioned.
Hah, bit offtopic in here but that is exactly the way I have SIFA set up, on the (lowest resistance set) throttle pedal of a fanatec clubsport pedal set, need to keep pressed down and occasionally release like IRL. Just that little bit of extra realism =P (and making use of these pedals, I haven't simraced in ages).
I have finally had the chance to use the updated Expert 101 DLC and want to share my three highlights - The absolute biggest improvement for me is certainly the virtual conductor. Finally a realistic handling during stops! I cant express how much this adds to the immersion for me, personally. - The new adhesion model is absolutely amazing. I am now only driving is misty and drizzly conditions Suddenly it becomes a challenge to actually drive a heavyish IC up to Kaiserslautern and still be on time. Cant wait to try this on KWG once the new gameplay pack will be released... - I like the fact that it is now possible to de couple the e brake lever permanently from the Brake valve lever. Especially handy in above mentioned conditions if you want to make sure not to slip during entry into a station or similar. I have noticed a couple of other things as well. I do appreciate that the loco seems to be more stable now in free roam. I had issues getting cab and loco communicating properly when assembling my own consist in free roam. This seems to be gone (not sure anything has changed, tbh, but it now works for me...). Other stuff is also quite noticable, like some fixed PZB indications. Also, not to forget, I am finally able to start ticking off all the IC services in TT on MKN. They were waiting to be driven after the expert TT was available. All in all really happy this has finally made it to us. Next step for the Expert 101 is now the gameplay pack. Cant wait...
There new features are great- or appear to be great. But, unless one is a DB driver, without a manual it's pretty academic. I have no clue how to use any of them (save the physics tweaks, of course)
One question to the devs. I remember that in the original version of this DLC the fault system only worked within the vehicle you were driving the consist from. I seem to remember we have had a brief conversation about it around here. After the update I do get the occasional fault at the other end. Just had an ASG switch in the loco, while driving the cab car. That was actually one thing I was hoping for as well, tbh Question would just be if the chaos factor I have set in the driving vehicle also affects the other end of the train (probably doesnt make much sense when something breakes in the cab car when driving from the loco, though...)?
Now I am completely spoiled; I cannot drive a TSW Intercity service without virtual conductor! I wish we could get this feature for all relevant passenger services.
adam#5121 You mean virtual conductor i guess.... If it works as it should be the conductor will close the doors instead you as a driver like the real world. There is square on the right of your'e screen that will not show anything until the door closing procedure is finished and you as driver only revert the door switch and you can drive to the next destination. You will see as all doors are closed that the gray square had a green circle that will let you know "all clear you can depart" It requires full Expert settings. So you need check in the settings of all settings for the 101 Expert is set that you use it as "Expert Mode" under "Player Assist". And the virtual conductor will only work with configuration that includes the 101 Expert and the official coaches. So Expert stuff only.
Is this to do with a non yet released patch for consoles?! Wow, what can be so difficult to release this? I thought this was simply an oversight and DTG just need to push it out the door… sorry to hear that, it’s really a much different and improved experience now. Hope you get this update soon! Just in addition to what jesper2805 has said already (as I have seen this leading to confusion with others), once you enabled the feature you need to restart the service, otherwise it won’t work. Once it has been enabled, it will stay enabled, though. So you need to do this only the first time…
When I asked for this feature to be added in Simrail, it was simply added in first upcoming hotfix, accompanying the HUD loading finish with a whistle and radio confirmation in chat, nothing too difficult. By now the logic was improved so that the virtual conductor also checks if the train path is set etc before conducting the train. When I asked Matt for it in TSW, he said that it would have to be different for each country, the procedures are complicated and it's difficult to do, so in other words, never..
I agree, TSW seems to lack some kind of underlying complexity (if this would the right word for it...), which would allow for stuff like this to be added at a later date, without it having been thought about during the initial development process of this software. Therfore there is no possibility for the virtual conductor to actually make sure that the train is allowed to depart, before he sends his Zp9. Nevertheless, I am happy we have come this far, at least And, yes, the whistle would be a nice touch, which I would assume could also be added by TSG...
The fault simulation is enabled in two ways: 1. automatically when you take a seat or spawn in a BR 101 or Bpmmbdzf Expert with Expert Mode enabled, 2. manually if you enable it in the EBuLa Sim Control page. Both of these will apply on all Expert vehicles in the formation, not just the local vehicle, same for disabling the fault simulation. This is not the case for changing the Chaos Factor. However, the "back end" logic already supports making it apply on the whole formation and it would be as simple as ticking a checkbox for this to be changed. Would that be preferred? I have a faint memory of considering whether to change this already months back, but I think one counter argument to making it act on the whole formation was that players might want the local vehicle to be more "faulty" while keeping the rear vehicles normal since having to go back and fix faults is more time consuming, but maybe that is a weak argument tbh. The Virtual Conductor can be enabled with Expert Mode both enabled or disabled. It is disabled by default since it is quite a significant change to the player experience so I wanted it to be an "opt-in" feature. Well not quite never since it's a feature on the BR101 Expert, right? Regarding having the virtual conductor wait for the signal to clear before closing the doors, that's quite problematic since some station stops will have "close doors" as literally the trigger for requesting the path ahead and clearing the signal. So if the conductor waited for the signal to clear on these stations it would wait forever. I have some bodge solutions that I might try, but it's a headache and likely something that will break the dispatcher (and would need iterative fixing and time consuming testing) since the core door states are heavily integrated with the dispatcher/AI trains, so it's not really that high up on my TODO list
"Never" as in Matt's reaction for implementing into the core as general functionality. Or well, putting on the shelf of "nice to have" things among the seventeen thousand items already there, from which we tend to see one added per game iteration. I'm glad that you could get it running (and frankly surprised that the game allows you to question such indirect information about departure from vehicle scripts), of course if you could make some script variation of that which could be quickly deployed across all the german vehicles, it would be a big win for all of us. Also, if you can actually prompt this information, I suppose it is not unfeasible to prompt the whole schedule page of the esc menu and bring this data to ebula screen, right..? Not talking about actual route ebula, but a list of planned stations and times. BR 430 is capable of showing next station on MFD, seemingly pulled from the dispatcher instructions.
This explains what has lead to my perception, though. What has changed with this update is the fact that the chaos factor is now stored and reloads when you load a train again. As I am always driving with a chaos factor of 8 it makes sense that I now start to see failures at the other end as well, as the chaos factor is still set from the last time I altered it on this side as well. For me this is absolutely fine as is. If you want to add a certain "comfort" to the system, you could add the possibility to set the chaos factor on the other end remotely from the EBuLa screen you are driving the consist from. I have to say that I would really like this to be implemented at some point as well. I am aware that many services are not set up as "dispatch beyond", which, I believe, should completely be banned from being used when setting up a TT. Its just not realistic for the dispatcher to wait for me to close the doors... As a compromise one could say that the virtual conductor should only be enabled on expert TTs. As such you would have control over the quality of the TTs used for this feature. Alternatively, I have not tried this yet, but would it not be possible to force the doors closed from the loco?! In such a case (and they are quite rare, tbh) one could just force close the doors in order to unlock the signal switch?!
Having a simplified EBuLa that grabs destination names and timings like the PIS does is possible, but you would still need a map (the data structure) to get kilometer values etc, and this simplified EBuLa would not have access to other data like signal locations, speed limits etc like the real EBuLa. Basically we can access an array of "structs" with the destination name, scheduled arrival, scheduled departure and some other irrelevant (for this conversation) data, no hectometer values etc. Maybe it would be "better than nothing" but I'm pretty sure there is a better way to do EBuLa in TSW. Make no mistake, dispatch beyond needs to be disabled in some situations. This was the case when TSW was released and is the case today. If two trains arrive at around the same time at a station but one of the trains is scheduled to depart before the other, you will need to disable dispatch beyond on the later train, otherwise it may (if the player drives fast, or on the flip side if the player drives slow) reserve the block from the early train. Not doing this would not be a realistic outcome (just because you arrive a couple of minutes before scheduled arrival won't mean that you get to depart earlier) and is especially problematic if you have something like train A with arrival and departure time 16:32 and 16:37 while train B has arrival and departure time 16:33 and 16:35. You do not want train B to be held up by train A and have to follow. That turns into a 4 minute delay because the dispatcher unrealistically just decided to clear the later train before the early one, not because of some realistic reason The only reason why you don't notice it as much on certain newer timetables is because timetable authors now use two load nodes in succession, where the first node has dispatch beyond disabled but scheduled departure set as would be according to the real world timetable, and then the second load node is just a 1 second quick fire to set dispatch beyond enabled. This way the signal clears when the scheduled departure time passes, without requiring doors to close. Basically the simulated dispatcher would clear the signal when the train in question is scheduled to depart, so no unrealistic telepathic check that the doors have closed. It's not 100% realistic because in the case above the dispatcher would probably clear train A at 16:35 instead of 16:37, but after talking with some real dispatchers there is always the convenient excuse of the dispatcher getting distracted with some other train
This: https://online-ebula.de/ Not for free, because it is a lot of work to collect all needed information.
Thanks for the insight. Interesting what helping tricks one needs to use in order to make a good working timetable... But for me it just proves the point that the dispatcher is in desperate need of an overhaul. A truely dynamic dispatcher would be a dream come true. I mean to such an extend that it dynamically routes trains around a broken down unit, for example. Obviously alot more interaction between the driver and the dispatcher needs to happen for this in the first place. But in times of AI and their like I am sure there would be a way (if it would fit into DTGs business model and vision for this game / simulator).
This is exactly what I want, yes. Even if there was an ebula coming at some point to TSW, it will almost surely not be retroactive for any routes released previously, exactly because it will be missing all of the locations and other informations. So this "immersive timetable HUD" still makes big sense to make in my eyes, as it can be deployed easily across the board right away.
Sorry for the confusion. What I meant was that I have it and I love it. It is so nice to be able to drive a passenger service completely HUDless and not have to open the HUD at every passenger stop. I would love to have this feature for all intercity runs, especially on the ICEs.
In my view, it would be way better than just nothing, even if it wouldn't have the granular utility of a full Ebula simulation-- simply having text in columns rather than a blank screen would be a big plus, rather like having "functional" GSM-R that doesn't actually contribute to gameplay at all still aids with immersion. There is a potential problem I guess with the BR 612 and 411, since at the moment those trains use the Ebula screen to display GNT data.
There was a thread with such a suggestion before, where I was suggesting to not use the hectometer boards but simply the distance to the next signal / station or whatever is in front of you on the EBuLa screen, rounded to 200m, like the usual distnace to the boards. All of this should be available of the shelve. Not a really close representation of an EBuLa but a compromise which would allow more people to drive HUDless... Here the link: https://forums.dovetailgames.com/threads/timetable-under-t-key-on-ebula-screen.80754/#post-828828 Then again, I am using the EBuLa protonmw has developed, which is now also linked to TSW through the (beta?) API from DTG. It works and looks really great, so, I am sorted in this regard
I have considered that, but my ancient PC is already on the edge of collapse just running TSW5 with no other apps open