Route Cardiff City Network - Feedback Thread

Discussion in 'Player Feedback' started by DTG Jamie, Mar 18, 2025.

  1. OldVern

    OldVern Well-Known Member

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    In a deep sale only. Wish I’d waited for more off. Essentially a paid for proof of concept.
     
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  2. jack#9468

    jack#9468 Well-Known Member

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    Good for conductor mode, or if you just fancy a short run.

    Not much else.
     
  3. DJsnapattack

    DJsnapattack Well-Known Member

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    Personally I like the route.

    If you like short, commuter services or fast paced conductor mode runs it's pretty good.

    If you like anything else......... well it's not the route for you.
     
  4. simontreanor81

    simontreanor81 Well-Known Member

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    It's fine, really, the number of different endpoints is a positive factor. Routes are busy, but variety is lacking a bit - it'll be better when the 142 comes in. It is what is.
     
  5. WelshTM

    WelshTM Well-Known Member

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    Then you have two, three if you include Radyr, end points. Why include heath high level and cogan? They aren’t service end points. Feels like they were only added to say “look, we have x amount of services that you can drive” they dropped the ball with this route. Still hoping the line gets extended past Cogan and goes to Barry Island in an update. But don’t see it happening…
     
    Last edited: Oct 2, 2025 at 9:04 PM
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  6. Irascible_SAP

    Irascible_SAP Member

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    Train Sim World® 6: Cardiff City Network: Radur & Coryton – Penarth & Bae Caerdydd Route Add-On

    Scenario: Adverse Conditions
    Loco = Class 150

    (Platform = Steam) 20250930174752_1.jpg

    Issue #1:
    Upon arrival at Coryton, the player is told to shutdown the cab and change ends. Player presses E to stand up and player is pinned in place unable to move, only option is to break immersion and use the keyboard shortcut for switching cabs, where issue #2 presents itself.

    Issue #2:

    Now that the player has switched ends, this is his view
    (see included image).
    A random bright spot in the cab window, blocking the player's view of signals, upcoming station platforms etc. toggling headlights, cab light, player torch, and saloon lights has zero effect on removing the bright spot. there is a solid cab wall with zero lights behind the player, so where is this.. reflection? coming from?
     
  7. maccagee#4924

    maccagee#4924 Well-Known Member

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    Have the IETs been layered into this route as AI at Cardiff yet?
     
  8. neonym#9140

    neonym#9140 Member

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    I hoped there will be some update with TSW 6 release. I like this route, but driver in the wrong cab is something really annoying and it shlould have a high priority to fix that.
     
  9. WelshTM

    WelshTM Well-Known Member

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    Honestly - sounds like a low priority issue. It’s not a game breaking bug that makes it unplayable.
     
  10. OldVern

    OldVern Well-Known Member

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    Needs an extension preferably also to Rhymney and the Flirts adding.
     
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  11. coursetim

    coursetim Well-Known Member

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    Rather unfortunately I think that sums up the entire route for me. It's not unplayable or game breaking so it's a low priority issue.
     
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  12. WelshTM

    WelshTM Well-Known Member

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    Aye. Thats why I refunded CCN and waited. I got it as part of the special edition and I’ll be playing most of the other routes too, so it made sense for me.

    I don’t see CCN getting any updates unfortunately. I really would love it to, with Cardiff central being properly modelled (still think it’s criminal that they passed it off as far too much work!) the platform hopping removed when all routes between platforms are fully modelled (they are) and the obviously cut short route down the VoG extended to Barry Island.

    but yeah, most people have forgotten about this DLC and other than the (promised) GWR 150 sounds to patch over the tfw ones…. I think DTG has, too.
     
    Last edited: Oct 2, 2025 at 9:05 PM
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  13. DB628

    DB628 Well-Known Member

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    The GSM-R is always off on the Class 153 image.jpg
     
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