I hope a new feature is that textures don't turn into a blurry low-res mess. Even Edinburgh-Glasgow just went blurry about 15 minutes into a run and never seemed to have problems with that route in the past. I just turned it off and played farm sim25 instead. Edit: this was using a class 380 in the sprinter timetable
This. Also hoping that a new feature is working passengers, it would add lots of immersion to the game if they could be implemented.
A Route Building Editor that (a) works, (b) comes with a full User Manual and (c) actually enables you to export your creations into the game. If this isn't present in TSW6 then I'd like DTG to be honest with us and actually admit that they don't know how to do it......even though they took lots of money from us, in the past, for this exact feature
I am looking on with massive envy at TSC, there’s a new route for the Spa Valley Railway and one for the Severn Valley Railway coming soon. An accessible route builder would open up all these possibilities for us TSW players.
I just think they want to maintain creative control over the process. And to be fair, while the TSC route editor is easier to work with, during all the time that product was DTG’s flagship sim they made very few improvements to the process. Terrain painting was never made easier or the ability to drop additional textures in to the palette. We asked for renameable station signs but that seemed to go in the too difficult basket. Steam Workshop only allows you to upload routes which reference official or Steam sold DLC content so no custom structures including station signs. And many of the assets built into DLC routes are complete units such as stations rather than breaking down into components, making them useless for personal projects.
Here's my wishlist: 1) Improved US diesel locomotive engine sounds 2) Dynamic exhaust effects for all diesel locomotives 3) improved steam locomotive physics 4) make all gauges and levers operational in all locomotives 5) more expert locomotives and troubleshooting and maintenance of locomotives 6) general optimization for better gpu usage 7) timetable random events 8) more user friendly scenario planner and with the ability to create more complex scenarios such as switching 9) more user friendly PC editor 10) Longer routes
Passenger comfort rating. Points deducted for sudden stops or accelerating too fast. Or at the end a ratting for each stop.
What I would like to see in TSW 6. Live weather Properly functioning lights on trains. So that you can see something at night and in tunnels, especially when using high beams, but you should also be able to see more with normal headlights.
British players will tell you that locos/trains don't need decent headlights because they're not meant to illuminate the track ahead. However, because of that many routes are totally pitch black at night ( BCC for example ) so are undriveable for many of us. US headlights are meant to illuminate the road ahead but TSW does a poor job of modeling them ( with a few exceptions. )
I don't think it's been said yet but I would like the Training Centre to be populated with TSW6 stock. The TSW5 Training Centre is still populated with TSW4 Deluxe Edition rolling stock like the Flying Scotsman and the Vorarlberg Talent 1
Bringing back the reflective boards and increasing headlight render distance would be a good start. I definitely think headlights are one of the aspects of the trains that needs to be improved the most.
A meaningful trophy system. I can drive terribly and get a platty. I don't want that as I know I've been speeding a lot, missed loads of stop markers, and still ended up 5 mins late! Where's the incentive to improve, or retry services to get a better medal?
Yes, the fact that British trains don't have this is a problem for British trains. German trains definitely have different lighting behaviour than British trains. So it would be good if this could be adjusted for German trains. As it is now, it's not even close to reality and ruins the immersion.
Better/updated ambient background noises at busy locations such as stations and cities. Better ambient noises for the countryside too... The current ones are very boring and generic in most locations. Euston is absolutely dead sounding as are most locations... I think London Victoria is the exception that got it right and has a very busy feeling and matching sounds to go alongside it, even the beeping of Oyster cards is included in the ambient station sounds! To remove that annoying bird tweeting sound when inside the cab or travelling at speed... I can be driving at 125mph with an air conditioned cab and still hear birds tweeting outside. It is such a small thing but really irritates me.
The weird light transitions when entering and leaving tunnels, it looked far better before they messed with it back in TSW4. Agree on ambient sounds, lovely to hear when you're sitting on a platform waiting for a train, silly when you're driving at high speed. There must be a way of increasing and reducing those ambient sounds depending on situation. Sat at a station and open the cab window, turn it up, pull away from station, reduce it. Showing the timetable (by pressing "T") when you take over a service in free-roam please. New passenger system. On some services there are no available seats even at midnight, on other services it's completely empty at 8am. Weekend timetables become a regular thing, useful for Gen 8 machines, something different for the rest of us. Stick the railtours on weekend timetables as in real life. They're rare on weekdays.
If you mean the " adaptive eye " feature, I agree. Either make it toggleable or get rid of it altogether. It's so extreme sometimes, I have to look away momentarily. My eyes are somewhat photosensitive and I'm sure there are other people who find it bothersome.
Yep, I've got a neurological disorder that makes my sight and hearing more sensitive at times, so I look away in case.
Also, when you see a train leaving a tunnel, each whole carriage adjusts to the brightness at the same time, and it looks a bit silly.
Yeah, like someone mentioned before - the beam lights needs to be directed on a tracks, not spread around. IRL lights on many trains create a beam which illuminates the track far ahead, and not everything in the area of 180 degrees in front of the cab! I don't understand what's stopping DTG from making normal spotlights, not household bulbs. You noticed, even when they make intense headlights, they still spray the light in such a way as to illuminate a huge area in width, instead of illuminating far ahead in length, as in reality.
My wishlist 1. A major overhual for passenger system 2. fix the bugs and glitches 3. New routes set in rhe region never or less seen before in TSW—like East Anglia, Southwest England, or NI in the UKor the Berlin,Brandenburg, Thuringia in Germany, or new country 4. More route remaster like BML, ECW and Rapid Transit 5. Nighttime lightning improvement so urban area would no longer looks so dark 6. Automatic announcement for future game 7. More German high-speed route 8. Better game performance 9. New Steam loco
I’m a huge lover of TSW and it’s little nuances, however, I really hope to see the following things in TSW6: 1) Better Passenger Behaviour. 2) GSM-R that we can actually set up with headcodes at a specific signal. 3) Better, less looped sounds for trains. 4) No trees or water that fly through the cab while driving. 5) Some longer routes, like the JT WCML North route. 6) Route immersion with train and platform announcements. Busy sidings and yards with more activity like the OTS WCMLS timetable 7) Bugs that actually get fixed. Especially as DLC is getting quite expensive. There’s no excuse for such slow patches or just not fixing issues! 8) For the love of God, NOT ANOTHER CLASS 66
Expert BR 101 actually has this, with EXTENSIVE section about it in the manual... all of it is actually optional if you do timetable, you can complete a run just fine, but personally, I do stuff like entering train number, uploading and registering train data, and ZVM (sth like letting the dispatcher know the train is ready for service) call... other than that, it has tons of options you can use in timetable, scenarios and scenario making and some of the newer UK DLCs have the option to at least turn the GSM-R on and it at least looks like it is functional (tho in reality it does basically nothing)
Sorry to burst your bubble here and I don't want to sound like a spoil sport but I simply see no way that mods will ever be intergated for consoles, no matter how many times people ask/wish for it. There are very few console games out there that I know of that actually officially support modded content, and they all use their own proprietary engine which would have been specifically coded to have proper mod support built in. Unreal Engine does not have official mod intergation and it would be a fair bit of amount of work to get PC content onto console builds which is something DTG would have to implement themselves. No doubt that's going to be a fairly time consuming and complicated process. The PC side represents a very small portion of TSWs entire playerbase which is probably another factor into why we won't ever see official mod intergration either. If you want to use mods, you're just going to have to get yourself a PC as much as it's a bit blunt for me to say.
Snowrunner, Expeditions, Roadcraft (all Focus titles), Baldur's Gate 3, Transport Fever 2 all have mod support on console using mod.io. Skyrim (and possibly other Bethesda titles) have mod support using Bethesda's mod system. Its not as impossible as it used to be, and if other Focus titles are using mod.io there's hope for TSW to use it at some point in the future https://mod.io
Seem to remember reading an article about The Witcher 3 getting mod support on console in the near future not too long ago, as well
I'm a bit embarrassed to admit it, but I am actually hoping for a German-spec Class 77 with PZB (which is just a Class 66 with cab air conditioners on top)...
I have quite a few mods installed on Snowrunner, however, 60 percent of them are simply unavailable on consoles. Not even manual tweak mods, but rather models of the same trailers or equipment, which for some reason do not have console versions.
And dostos (at least not the same variant we've been eating since the first TSW) for Germany , whether it's Dostos or Class 66, I'm overdosing
If its the same as with TF2, to be available on consoles they have to be stripped of any real life company names by the author, and I believe some may use mod functions that haven't been made available on the console versions. They then have to be vetted by the publisher before being made available. I assume some mod authors just aren't interested in the hoop jumping
Where? I've never heard this being mentioned anywhere There is no hope for mods to come to console for TSW, ever. Not if they continue to use Epic's Unreal Engine.
In an ideal world, it shouldn’t need mods on any platform. The quality should be there that these are not required and if the price needs to match then so be it. This not quite finished and rough around the edges approach that seems to be used is really unacceptable. Yes, patches are inevitable, but normally products outside the TSW franchise are generally patched until they in a very good working condition and bugs are ironed out. Sadly, not an approach that DTG and the vast majority of DLC builders seem to employ.
I wouldn't go that far personally. Euro Truck Simulator 2 is pretty playable vanilla but the mods do make a huge difference and there are tonnes available to download. Though their mod manager does tend to get on my nerves every time an update happens and permanently disables mods that are no longer compatible.
That's exactly it. In my experience with other games, on consoles, even with a mod browser, there is no guarantee that all mods will be available. I may be wrong, but the current creators club is this is the maximum that will be available on consoles. Considering all the moderation policies and other things. Why did console owners suddenly decide that they would have access to the entire range of mods available on PC, If some kind of mod launcher will be made, I don't understand. This has never happened before.
Why not? Mods are created so that the author of the mod could share their vision of the game. Mods are not created for everyone, but for persons who share the author's point of view and want to play with such changes. No developer will ever create software that contains absolutely everything that users want(if this is not specific software developed for a specific user for huge amounts of money). But mods that fix bugs because the developers doesn't care - yes, this shows how sh*tty the game support is. And such mods should make game developers ashamed.
This sort of mod is what I was referring to: ‘mods that fix bugs because the developers doesn't care - yes, this shows how sh*tty the game support is. And such mods should make game developers ashamed.’
My wishlist A real bug tracker tool, publicly accessible where we can see what’s already acknowledge and what isn’t.
Not really you only get maybe a 1/4 of the mods PC gets and nothing that requires scripting as that requires it to be certified first. And that costs $$$ And unfortunately mods, routes and timetables require scripting. Pretty much all that we have in Creators Club, scenarios, liveries, and formations seem to be all we can get without it being certified first. And adjusting the base game script other the producers of the game is not allowed 100%. They don't want to risk viruses. That is why consoles are called closed systems.
What of the above is anything to do with: mod.io supports Unreal Engine, is a third party service with a half decent search engine that is standardised across every platform and game that uses the in-game browser, and has nothing to do with DTG's add-on manager or Sony (beyond having to comply with their policies regarding UGC) Let's stick to the technicals and not modder's apathy eh