DTG in the last have said it was roughly a third per platform. That's probably changed (in favour of PC) but as far as we know it was 1/3 / 1/3 / 1/3.
To the team at Firefly was there any thought or did by any chance did it come close to linking Paddock wood to Ashford and also linking the SEHS DLC that way as well, considering how straight the run was? I know it was the MVL but that would have been cool as well IMO, finishing a Javelin HS, jumping on a train to Paddock wood or tonbridge changing for a run up the MVL then back onto the SEHS sections
Those stats were back around TSW2 RushHour, there was a more recent discussion about it (few months/a year ago) where PC numbers had grown. I don’t recall there being any mention of console platform stats since that TSW2 discussion (other than I think Lukas mentioning gen8 numbers had shrunk). Either way, between this and a couple of other comments, you clearly have a weird thing about Xbox, which is whatever, but like it or not it’s still a significant part of the community & I imagine it’s a pretty strong conversion factor for console to PC.
I seem to remember - although I admit I'm maybe wrong - that those stats were repeated c. TSW4, if not 3.
The mod makes it a nice train to drive. Of course the conundrum now, is that MVL effectively duplicates the Class 700 runs from SEHS, do you play in the latter to get the Journey achievements or the former for the improved scenery and ambience?
only partially - on SEHS you go from Dartford via Strood to Rainham... and here you go from Gravesend via Strood to Rainham... so yeah, the second half is kinda deja vu, but I dont mind we'll have sth similar with Trent Valley when it comes out
It doesn't affect performance. At least I didn't notice . And yes, it adds to the gameplay for the services on Medway to nicely complement it.
I would say the former. The class 700 journey is just an endless repetition of the same Rainham-Dartford back and forth. Running the 700 a few times on the MVL iteration is just more enjoyable.
I've been using the Definitive stutter fix via engine.ini by d Brunner a well known member for a few years now. Since playing this route I've had crashes. Is this something I can no longer use as it workes perfectly on all my routes.
Really enjoying the route living locally and knowing it like the back of my hand. A couple of things though: 1. Where is the old wagon at Maidstone West shown in the development thread but then missing on release? 2. Hoo and Tonbridge Yards completely empty of any stock. Even a few rakes of wagons and locos if they didn't want to create memory problems surely. SEHS does it. Completely spoils immersion at these points on the route. 3. Why only the one siding at East Peckham Tip Sidings? Same mistake TS Classic made. Same reference maps perhaps? A timetabled service with some box wagons would have been nice. 4. Would have been great if the gate at Allington was animated so opens when you operate the freight service in there? Not a major problem , but for 2026 surely not beyond the realms of possibility. As a freighty, I have to say it is so refreshing to be trusted witn operating a full length train into Allington with the required shunt moves rather than those nonsense c.8 wagons trains into Newhaven Town Yard or Watford on East Coast way or West Coast South respectively. Makes such a difference. Not sure about the double heading of the timetabled service unless the physics of a single loco are that way off which wouldn't surprise me. The train wouldn't make any money if it needed double heading!
1. It's unlocked in the mastery 2. You need Cargo line 1+2 (currently in the sales) for all freight layers AND have the layer switched on. 3. Oh bugger. I'll flag it! 4. It does animate, so not sure what you mean The double header into Allington was necessary here. Not sure if the 66 is under-powered, but we could not reverse a full load into Allington in the wet without it!
Here - the statics are on a different layer to the running freight, so could you check these are ticked?
The section in MVL is the fun part since you get fast stretches from Gravesend & upto Rainham, but I’ll still prefer the SEHS section as it gives a more meaningful run.
Those lines have caused crashes for me on a number of routes since TSW6 launched last year, to such an extent I had to remove them last September to be able to use TSW6 at all. I would strongly recommend you remove them now. The core of the game is in constant development and flux, so no ini mod is ever guaranteed to work forever.
Ah thank you! Have layered them in now by ticking the 'all layers' in settings. Will now work to get the wagon at Maidstone West . At Allington just remembered the train driving through the gate across the railway but will try it again. Congratulations on a super route. The best in the game thus far for atmosphere, accuracy and feel. And thank you for not skimping on the freight interest which so many British routes do.
Ouch that shouldn't happen at all. Once the exit signal clears the gate opens or if you are entering the siding you have to call the signaller (old TSW style) to get permission to enter. Which way were you going, in or out?
Just to note that the Grampus wagon is Tier 2 mastery - 5/5 timetabled services and 70 miles so very easy. Wasn't aware of that until today as we have no control over how it's administered, and can't see it in our builds as DTL is disconnected.
Directly from the British Ace's stream, on PS5 if I'm not mistaken: the change at Gravesend highlights the overexposure and the 'constant fog' effect of the new route (on the left) compared to SEHS (on the right).
Spent most of the weekend on this route and honestly it’s top tier. This needs to be the non negotiable standard of routes moving forward. The lighting is really nice as are the sounds. Despite playing on it for hours and hours so far I keep hearing new sounds! The addition of features such as the GSM, the adjustable seating levels, the announcements chimes etc make all the difference.
Since installing this route the 395 in Medway and now is SEHS are unplayable due to frosted windows. I have turned off ALL mods but the problem now seems permenant. Anyone any ideas?
The orange PIS mod is known to conflict. If you have disabled all your mods then the next step would be to move your engine.ini file somewhere safe and let the game create a new one on startup
That’s not ini related. It is mod related, so you’ll need to have another look as you will still have some in there.
I don’t know what to tell you. There is no overexposure (it’s actually the opposite) nor constant fog effect on MVL. Nothing has been done to change fog in any way, shape or form, it is entirely default.
I turned off all mods in mod manager and then set the game to turn off mods in the menu as well. Restart: no difference. Strangely removing the ini file has cleared the problem. here is what I removed...... [SystemSettings] ts2.save.CheckpointsEnabled=0 r.ViewDistanceScale=2.3 r.StaticMeshLODDistanceScale=0.80 r.LODDistanceFactor=1.15 foliage.LODDistanceScale=1.9 foliage.DensityScale=1.0 foliage.MinLOD=0 r.HLOD.DistanceOverride=0 r.HLOD.MaximumLevel=0 r.LODFadeTime=2 r.SkeletalMeshLODBias=-2 r.LODBias=-1 r.DetailMode=3 r.TextureStreaming=1 r.MipMapLODBias=-1 r.Streaming.Boost=1.15 r.Streaming.MaxTempMemoryAllowed=384 s.AsyncLoadingThreadEnabled=1 s.EventDrivenLoaderEnabled=1 r.DefaultFeature.AntiAliasing=3 r.TemporalAACurrentFrameWeight=0.18 r.TemporalAASamples=16 r.BloomQuality=1 r.BloomIntensity=0.95 r.DistanceFieldAO=1 r.DistanceFieldAOScale=1.1 r.EyeAdaptationQuality=2 r.ShadowQuality=5 r.Shadow.MaxResolution=2048 r.Shadow.DistanceScale=1.1 r.Shadow.CSM.MaxCascades=4 r.SSR.Quality=2 r.SSR.MaxRoughness=0.9 r.MotionBlurQuality=1 r.DepthOfFieldQuality=2 r.OneFrameThreadLag=0 [/Script/Engine.UserInterfaceSettings] ApplicationScale=0.800
If you wish to use ini changes please see this post here; https://forums.dovetailgames.com/th...-discussion-thread.95652/page-23#post-1106607 There is no ini setting in existence that can cause frosted windows on a 395. That is definitely a mod.
Actually, my bad, the overexposure isn't noticeable in that specific screenshot, but the haziness in the shadows definitely is. I'm referring to issues already pointed out by multiple users, especially on Xbox Series X in the feedback section. I also get that same impression of washed-out, foggy, and overexposed images when watching streams of the PC version on YouTube.
I bought it and I'm playing it on Xbox Series X. Here are two screenshots I just took: the one on the right, which is obviously from a different route, shows much more vibrant, less washed-out colors, and there’s no noticeable overexposure in the sky.
"Multiple users" in this case means two, one of which is yourself. And on the stream you mentioned, it's certainly not an issue (IMO). You could also say "I don't like the lighting on this route", as it's your opinion and certainly not factual.
You have different levels of cloud there, so of course it looks different. It also depends on time of day, time of year, where the sun is in the sky, whether or not you’re looking directly at the sun etc etc. It also looks ‘misty’ to me in the distant background of the MML screenshot.
So I treated myself to the ps5 version after buying on pc and I am blown away with the performance. Fully optimized. The first fully optimized route I now own. This just shows now how lazy dtg have been when releasing routes on console. No stuttering butter smooth perfect so it can be done. From what I understand this route was tested on a dev kit and on a normal console and tested until right. Well done you guys. I cant stop playing this route its pure pleasure in stunning 4k. I don't know how any routes after this are going to be good. It really shows now how routes are rushed out grab the cash and we have to put up with poor performance.
To be fair, this route was tested the same as any other. I can say though that we did a lot of testing internally on PC’s of different specs (some comparable to consoles) throughout development to try and gauge where it was pitched. The dev kits then gave us a steer on areas we could optimise further and the final bit, which only comes very late on because of the way the console manufacturers work, was the actual consoles. That was where, thankfully, they confirmed our previous testing had been in the right ballpark. Pleased to hear you’re enjoying the route!
Really enjoying this route. Extra detail not found on other dlc and the ability to explore more of the surroundings make it feel so much more 'real'. Unlike other routes I have experienced very few issues. Here's a few very minor ones I noticed over the weekend - * AI trains are ignoring the whistle board southbound just after leaving Yalding station past the Hampstead Lane crossing. I checked Google streetview from the crossing and there is no W board there in the latest images from 2021 and 2019, but there is a W board there in 2009. I don't know if there should be a whistle board there for the 2025 in-game timetable but the AI is not tooting for the one that is currently there. * Driverless boats chugging along the river feels a bit odd * The crossing barriers at Cuxton are too short. When closed they would cover the whole roadway between the fences, but in-game they leave a footway open on one side. I guess the barriers are stock assets in the game so probably a pain to create longer ones just for this crossing. Only minor niggles as I said, so hats off to Firefly for such an amazing looking and well performing first route.