I think sladkart explains it perfectly. The in-cab announcements aren’t the same volume as if I was hearing them in the passenger area, slightly quieter and not as clear. I feel like I need to turn my surround sound up every time they play. I understand that was a development choice though, to make it authentic as possible and true to real life, so I can’t criticise you for that as other players will appreciate that added realism.
They are definitely quieter compared to the same level on (say) the AABS Class 350. Though not a bad thing as the constant repetition after each stop on B2C did start to get a bit tedious, particularly all the safety etc. spiels. I also tend to drive with the cab windows down so that does mean the louder traction and wind noise will drown out the announcements.
Just for the record: overexposure and mistiness aside, I adore this route... yesterday evening's screenshot. The lighting is perfectly balanced!
Well, I finished the last of the scenarios last night. All ran perfectly, including the in-cab announcements, which were more than sufficient in terms of volume and clarity. Timetable is next. (PC) Gratifyingly, all my Raildriver controls also worked perfectly.
I have to say I have fallen in love with this DLC, such an amazing achievement for a first DLC! From lovely scenery and lighting to some really impressive technology. Well done firefly!
What’s better than driving a 375 along the Medway Valley?! Driving a 395 the view is even better with the unobstructed windscreen! 395005 works 1T90 to Maidstone West. I genuinely could not be happier with this route, thank you once again Firefly
This route just keeps on giving. I'm on ps5 pro and decided to take a drive at night. I don't normally bother as you can't see much but I gave it a go and wow the lighting is stunning at stations and passing buildings I always remember it being naff at night on other routes I have. I then decided to play the route in heavey rain and wind. I've never been able to do this before because the ps5 just stutters where its not optimized so gave up. But again performance was perfect nice and smooth. I love this route so much. Best 30 pounds I've spent all year. Can't wait for there next route.
for those tired of the cab view from the 375, the 700, 395 and 465's are really nice to drive on the route. The freight runs with Cargo line 1 and 2 are a nice change of pace too
Yes, the 700 is a nice drive, but too darn quiet. Needs a sound patch. Don't use mods, so that's not an option.
I don’t disagree but that’s a bit of a minefield that we’re not getting involved in. I know you say you don’t use mods but Luc (who made the 375 audio) has a number of sounds mods on TSC that are very good indeed, including the 700.
After spending some time on the route, and rebuilding my ini. engine I must say this is probably my fav of all the routes so far for what you get. There is some over exposure, but its very liveable and not something to lose sleep over. However, the ballast is really bad and a step backwards compared to even earlier routes. You can see where it suddenly pops in and it becomes emersion breaking to a point I'm struggling to enjoy it. I've uploaded a picture where you can see the magnificent rural countryside. There really isnt a comparable route and 10/10 for that. But you can see the exact point the ballast pops in and it really ruins it. Will there be a patch to modify this, or hopefully a ballast mod? Huge thanks x
I have explained this already and can confirm we are looking at it but I can’t guarantee anything can be done about it. This is an unfortunate by-product of having had to build off the original SEHS route and the track by its nature has had to be the same. It isn’t the track popping in, it is the ballast mesh that is poking above the sleepers, presumably to simulate stones scattered and visible. Unfortunately the way the track is designed means it doesn’t draw very far ahead of the player. To fix it may involve having to regenerate the track across the whole route and I’m afraid that isn’t feasible as it could break all kinds of things. If we can improve matters without doing that we will, but again, no promises. It’s probably no consolation at all but none of us at FF, no beta tester and no-one in QA has mentioned this at all. If it had been brought up before we would have looked at it but personally I don’t even notice it. That doesn’t mean we won’t try to improve things though.
We already found a workaround for this problem in another thread. It's literally just two commands in the route's ini file.
This is in the thread about the lighting and graphics mod from Jetwash. ts2.dbg.Track.SleeperViewDistanceScale=0 ts2.dbg.Track.SleeperViewDistanceScaleMax=0 Add these commands to the route's ini file. The problem will disappear. Everything started working perfectly for me. The same can be done on the SEHS (it uses the same ballast).
Fantastic! thanks for your help. ts2.dbg.Track.RailShadows.Enabled=1 ts2.dbg.Track.RailShadows.StartDistance=0.0 ts2.dbg.Track.SleeperViewDistanceScale=2.5 ts2.dbg.Track.SleeperViewDistanceScaleMax=2000 this is my current set up, but i will try with your suggestion. Im back after a weekend away visiting some heritage lines, so catching up on all the forum chatter has been hard. Thank you *EDIT: It worked!! Its looks amazing now
No one knows, and DTG won't say anything; besides a few announcements they haven't been been very active over the past week
I experimented with these commands and it seemed to me that they only have two options: 0 and 1. A value greater than 1 does not change anything at all (tested on a bridge where there is no ballast).
They got their money in the bank for the 3rd qtr- we'll hear from them again at the annual end of June dump of whatever DLC isn't getting held back for TSW7.
That isn’t a fix, it’s a fudge. It doesn’t solve the fundamental problem. The good news is we may have made some progress with it
An official announcement has just been made. There’s nothing more we can add at the minute except to say people were up past midnight last night working on it, and started again at had 6 this morning. That has been the case since the issue was identified. The fundamental problem is everything is ok on PC and Xbox and the audio is there on PS5, it is just parts of it are virtually inaudible. This shouldn’t happen on a multi-platform engine like UE4 and frankly, right now, we’re stumped. We are, however, working through in-depth debugging to try and find out why the PS5 is different to the other platforms. Once we know what the issue is we can fix it, hopefully quickly.