Loving the route so far, but the 101s brake on Xbox (maybe console in general) is still waay too sensitive IMO, just pressing the trigger and It flies up making It very hard to brake precisely. It needs to be more in line with the TVL and NTP versions. I know this was pointed out early in this thread so hopefully JT are aware of it. But I thought I'd bump it again. JT Benedict candacedtg Put this together to show the issue also, Video is just holding down the trigger and bumper to apply/release the brake intercut with using the shortcut to return to lap:
I thought that was intentional. I believe it was said at some point the NTP and TVL versions weren't realistic in regards to braking.
Intentional would suprise me? For it to be that sensitive? You press the trigger and it flies up to like 50%? Makes it very hard to trickle the lap and be direct with the stopping in the same way as the older versions. But if that's how it's supposed to be maybe it'll just take some getting use too
Why is it that when I try to create a scenario on this route, whatever station my service starts at, there's no loading times, it immediately starts with the instruction to drive to the next station? I want to simulate the loading/unloading at the start of the scenario in order to give time for AI trains to do their thing. Frustrating and no matter where my train starts, it's the same. Is this a bug with route or scenario planner?
Have neutral zones still not been added to the UI (path monitor)? I've already asked about this a couple of times, but there's a discount on Steam right now, and I want to buy it, but I'm interested in this question.
No you have to remember where there are but after a while you will know where they are. Just get its a great route loads of stuff to do.
I always used this, provided by a member of the community. Now I can remember mostly where they are but I still keep it handy.
I don't notice or miss the signs, they are difficult for me to read. I know that WCML is a good route. I already bought it, but I returned it because of the neutral zones, which I kept missing. Excellent reference guide, thank you!
I find them difficult to spot however dosent put off playing it. Its one of my favourite routes and I know where most of neutral zones are now.
The other tip is that the only markings on a catenary mast that are wider than the mast itself are the neutral zone signs. The one that catches most folk out is just after leaving Carlisle heading south because the black warning sign is to the north of the station. Get up to line speed quickly and then as you cross the lines below, get that throttle down and off and coast through the section.
Just searched and here's other tips for you all. Everyone has their own way of remembering what the zones are. https://forums.dovetailgames.com/threads/wcml-preston-to-carlisle-neutral-sections.88967/
Probably neutral sections will never be on the track monitor as only JT bother to implement them properly, and actually putting them on the monitor would be for DTG to do
I actually don't mind the neutral sections not being on the HUD but It'd be nice to see it be able to be toggled. It keeps me on it a bit more watching out for them showing up and means I have to pay attention more. Makes the route more fun to me and helps me learn the route more!
Love the neutral section modelling on this route. Really brings an extra layer of immersion. However, don't worry if you miss them, as it doesn't really make any difference, other than running the tap changer down to zero before you can take power again (and very, very occasionally you might have to raise the panto again).
Hopefully the person who made the neutral section map for this route, does so again for Preston-Crewe. Out of interest, what other routes have working neutral sections? The only one I know of is Manchester Airport Commuter, which being a short route is easy to remember where it is.
WCMLs is the only other one that has it somewhat modelled I think. (UK, I have no idea about elsewhere).
AFAIR Heysham was meant to be included but abandoned due to time constraints and not much traffic. Windermere was never listed as part of the project. Both would have been nice, but they already gave us over 90 miles still the longest UK route in the game.
From what I remember: the route is Dresden Leipzig and Salzburg Rosenheim. I don’t remember the specific place in the first one, but in Salzburg Rosenheim near the German-Austrian border. Plus, it seems there is a Mittenwaldbahn on the route. However, on all these routes there is literally only one neutral section.
It's a fantastic route, already but can you imagine just how even better it would be with this branch scenerised? I sometimes drive along along it just for the sake of it. There's trackside scenery until it veers away from WCML and the scenery only fully runs out between Kendal and Burneside. After that, nothing at all but the green! There's some nice gradients which make it an interesting drive, especially in Windermere direction between Burneside and Staveley. One reason I'd love to see it finished is because the 108s used to run on the Windermere branch in the 1980s. It would be nice to have another line for the 108 to drive on when the new route appears. All about those cross-sales! And I'm hoping when the Blackpool Branches 86/87 addition finally appears, they also layer the 108 into that.
Oddly all the stops on the Windermere Branch are selectable in Scenario Planner. Created a dummy scenario to go between them and it works albeit with basic place holder scenery.