This thread will stay locked until Early Access is available. Hello everyone, This is the dedicated master feedback thread for the Random Events (Signal Delays/TSRs) feature. Please keep all discussions only related to feedback and provide the game platform you are using in any comments for feedback. Thank you! Visit our support page for informative articles and FAQs. Our dedicated technical support team is also available to assist you there. When providing feedback, please always add the following details if possible: Platform (i.e.: PC, PlayStation 4/5, Xbox Series X/S, Xbox One) Service/Scenario played when the issue occurred. Repeatability. How often does this issue occur? Images/Videos of the issue occurring. As always, thank you for your feedback. All the best, Jan
Xbox series X- there is no briefing before you start driving about what TSRs there will be and where they will be, however from watching the previews over the last few weeks it seems that this isn’t exclusive to Xbox. On the riviera line, I had a TSR for 40, however there was not a board marking the start or end of this restriction. If I can find the service I’ll edit this tomorrow but I suspect this issue won’t be limited to one service
So I’ve spent about the whole day running up and down the Morristown line on Xbox Series X and it’s been nothing but phenomenal. However, I have yet to run into a TSR and haven’t seen a board for one in i think over the 10 runs I’ve done. I disabled them in settings and reenabled them but nothing yet. Anybody expierencing this?
Yeah same, the only thing that I encounter is speed restrictions and train faults. No random events though, aka being held up at a random Red signal.
Ran a full service on Riviera Line last night with the Voyager. Using all default settings, the frequency of diesel engine stalls is a bit ridiculous. I had at least 4 in one service. Only ran 2 services and haven’t seen a TSR yet though. I keep my fingers crossed that the telegraph will be fixed, I *really* don’t want to play with the track monitor on.
I like the idea of TSRs, but honestly the implementation is real poor. Had TSRs spawn fowling track, points and some are not spaced far enough so they collide with your train! Lack of associated warning equipment (Portable AWS and/or a Dalek) too is a shame. Attached is a minor few issues; the first doesn't need any introduction. The second image is a poor show, as the line is not bi-directional so you would never see this placed here. Also i thought there would be brief before starting a timetable stating where x TSRs where? So far not too impressed, but not as bad as the failures!
I think the TSRs are going beyond what TSW is currently capable of and makes these lackings more apparent. E.g., I had a TSR that was in the Riviera tunnels and there's no way I would have even known it was there without the HUD. It's pitch black in the tunnel and nothing can be seen (I did have the headlights on). I've generally felt like the headlights in TSW are much less effective than in the real world because often times nothing can be seen but black. At a minimum some amount of light should be reflecting back somewhere on the rails. So how is an operator supposed to get forewarning that a TSR exists? Two typical options in the real world are rail orders (either printout or on the electronic trip display), or dispatch radio chatter/warnings. Neither of these exist in TSW. So, I can't see how a player can cope with them without the HUD, and the points/scoring system is unlikely to make accommodations for the TSR(s) so I'll probably turn it off (granted, the bonus points from turning on the safety systems will more than likely compensate for any deductions made for being tardy/late).
OldVern I had to do a 3d run on Morristown before I saw tsr. They are really random. As far as the signals, it could happen, and you would not ever be aware of it.
I had been thinking thinking about this as well as far as "delayed signal clearing" goes. How would we ever know if this feature is even working, as frequently or not as it is supposed to, or at all? How are we supposed to know the difference between "delayed signal clearing" as opposed to an intentional red signal due to dispatcher/pathing, or an error in dispatcher/pathing? Perhaps a fault notice should show up for these as well, so we know what is going on, and also if this feature even works.
What should have been implemented is a random signal/track circuit/axle counter failure where you would be advised by the signaller/dispatcher the signal had failed then authority given to pass at danger. Mind I don’t know how NPC trains would have dealt with that.
If they don’t understand how to do it per the various railway rule books (UK and overseas), then better not to have bothered.
I think signal delays is the best implemented new feature, I’ve had three that I know of. Dawlish Warren on the down, around 20 seconds before the signal cleared in two services I’ve played. The one I was unsure of whether it was correctly implemented or a signal delay - UT218 before between Torre and Newton Abbot West Junction was showing a yellow, so I thought oh something must be coming across the Junction in front of me. Anyway on approaching it stepped up to a green so I looked at the map and there was nothing in the way. Whether that’s design or not? I was impressed.
And for god's sake, with the on train fault particularly doors, please extend the timeout for the "Do you want to give up control of this service?" message to pop up. Last thing I need when I'm walking the full length of an Arrow set on both sides is that in my face every two minutes. Or better still, as suggested before make that function a player one - i.e. we decide whether or not we want to abandon the train.
And another one from me, back on Riviera Line I just had a 40 MPH TSR between Laira Jn and Plymouth bringing a Voyager on to the main line. There should have been a warning board and magnet for this before the Down Loop entered the Down Main.
On PC/Steam, every time I've encountered a TSR on the Morristown Line (2 times so far), the signs have been facing the wrong direction.
Took my first look at Dresden to Leipzig. 70 km/h TSR approaching Dresden Neustadt. The warning board was only positioned about 200 metres before the start of the restriction and the "A" commencement board had planted itself in the middle of the track on an adjacent line. Not good. The algorithm needs reworking. Also, I thought advance warning of TSR's on DB are signified by a special sign, not the usual triangle shaped yellow board?
Well, they are signified by a special sign (currently not how it is in the game): they require two additional lights as you can see here: Besides, there should be a 1000Hz magnet attached like in reality, that'd bring a lot more immersion, too.
Didn't get a chance to grab a picture, but had an instance just now of the commencement board for a speed restriction on NJT, being in the middle of a diverging track.
Hi Vern. This hasn't been an issue I've seen crop up, but if you're able to grab a picture or coordinates, I'll be able to get this logged. (Just helps reproduce the issue!)
As the TSR’s are random it might never occur in that location again. I’m not a coder but basically there needs to be some sort of inhibit in the process which prevents the speed (or advance/termination) boards being placed where that emphatically wouldn’t happen in real life, be that on the edge of station platforms or smack bang in the middle of the “four foot” centre of a track section. As a right side failure the algorithm then needs to go further back to the first suitable location where the boards can be placed.
PS5 Pro I was generally looking forward to this feature, that it would be a great revival within the services, and that two identical services would actually be different from each other ...... as we were allowed in August, and everyone was happy about it ....... but the reality I would say is far below expectations ....... if I forget the slightly non-functional marking of the section for slow driving, and as has already been mentioned here, it is not always in the right place and on the Dresden - Leipzig map many times the signs of the end and beginning of the section are strangely rotated, so it actually doesn't work very well even then ........ but personally we were looking forward to the occasional confusion with the change of the stop signal to the signal allowing driving ...... and although on Dresden - Leipzig I have all layers of traffic and I have already tried several services twice, three times, so I don't know, maybe it's a coincidence, but nothing actually happens, everything is the same ...... I have the level set to normal for these events .......
Wouldnt the first picture of this post show a very similar case? https://forums.dovetailgames.com/th...gnal-delays-tsrs-feedback.93915/#post-1043829 As much as I love the idea of TSRs, I would actually propose to limit them to a stretch of track without platforms or any switches. Even though you may teach the signs not to stand on the middle of a diverging track, in reallity you need additional signs if there is a switch in the way of the TSR, that would indicate to the driver for which line the sign is meant to indicate the speed restriction for. Of course, this could be made part of the code, however, I am assuming its not an "overnight job" and it would be nice if we would get this into some kind of playable state rather sooner then later...
Apart from the various issues already mentioned, I want to report that the speed restrictions also almost always have the same speed limit. - 70 km/h in Germany. - 40 mph in UK. - Haven't played enough US to say. There's very little variation from these, at best I found a 50 km/h in Germany and 35 mph in the UK.
I have it set to high and don't think I've had a signal delay yet - it would be nice to have a bit of detail from DTG about this feature, for example, is the signal delay just for the player train next signal or does it apply to all AI? I've only played the UK route so far.
I was looking forward to the signal delay feature the most, it could have substantially improved the core gameplay but I'm not sure its enabled. From a few tests on different routes I've never observed any delays, signals always clear instantly when a train clears a section. This is very different from the initial presentation where it was said that this would make every journey different. I know the dispatcher has had some issues in the past and this feature may have caused more issues, but I would still appreciate the feature being enabled even if it occasionally bricks things. Looking at the implementation in the editor it looks like that by default there should be a signal delay 25% of the time, up to a max distance from the player of 200m. I don't know if this means for signals on the player route only, or if it includes all signals in the vicinity. If its for the player route only I don't see how that is going to cause many knock-on delays. As others have said some clarity would be nice about what the expected behaviour should be
I’m exactly the same I have never had any signal delays whatsoever? Was really looking forward to this new feature but so far I see no difference.