Route Medway Valley Line Feedback Thread

Discussion in 'Player Feedback' started by DTG Alex, Mar 26, 2026.

  1. Fawx

    Fawx Well-Known Member

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    Just to comment, DX12 isn't officially supported by TSW, due to being a known cause of instabaility. It's the reason DTG never made it's implementation official. It's why I stopped using it during TSW4's run as I used to get crashes with it.
     
    Last edited: Apr 1, 2026 at 8:05 PM
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  2. Double Yellow

    Double Yellow Well-Known Member

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    If you was waiting a minute for the doors you’d never be able to stick to the timetable :)
     
  3. dal#7945

    dal#7945 Well-Known Member

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    Yeah i might of exaggerated that bit but feels like a minute. :)
     
  4. WaveyDavey

    WaveyDavey Well-Known Member

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    I know it's not officially supported but I use it as I use the Jetwash engine.ini mod (I'm sure DX12 is required for it to work on any of the presets other than the most basic?).

    Would DX12 cause a specific route/DLC to crash without ever affecting any others? As I say all other DLC within TSW6 is working fine with all mods and edited engine.ini along with screen percentage at 150% and running with DX12. I now realise the only thing left edited when i removed and reset everything else to standard was the DX12 command line entry for TSW6 (My mistake as I forgot it had even been set upon first install) but I am unable to check if this is the cause with this one route now as Steam have responded back and refunded.

    It's a beautiful looking route and from what I've seen in little bits myself and from others images probably the best TSW has ever seen but if I cannot manage more than 10 minutes on it before TSW crashes I obviously can't warrant having it. The only thing I can think is to wait till the refund has gone through and then purchase it again and run TSW using DX11 to see if that solves the issues with the route on my machine.
     
    Last edited: Apr 2, 2026 at 12:18 AM
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  5. Shaun123

    Shaun123 Well-Known Member

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    The whole door cycle takes around 20-25 seconds (including getting “2” off the guard)

    The station stops are around 30 seconds or 1 minute at some stations, there should be no issues with keeping time.

    The only station I lose time on is between New Hythe and Aylesford as I only take power on notch 2 on a single yellow and accelerate to around 30-35 mph before coasting.
     
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  6. Shaun123

    Shaun123 Well-Known Member

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    Service: 2K10 (2142 London Victoria / (2240 Rochester) to Gillingham.

    Unit: Class 465

    Platform: PC / Steam

    Weather: Dynamic / using live weather mod

    Issue: Have to close doors on a red signal at Rochester for departure.

    Also there is no theatre or route indicator (feather) when routed into Platform 1 at Gillingham, I assume this should have some form of approach control. I can’t remember this issue in SEHS.
     
  7. bescot

    bescot Well-Known Member

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    That's fixed here Shaun for post release. Feel like I've done it before, but hey ho, things sometimes revert.
     
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  8. Shaun123

    Shaun123 Well-Known Member

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    That’s fantastic and bearing in mind, this is the only issue I’ve found during my time on the route, which is simply a testament to the quality of it!
     
  9. Southern Driver

    Southern Driver Well-Known Member

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    No AWS magnet for WB 50R at Wateringbury
    On the run I just did there’s a 40mph TSR a mile after the signal, would that contribute? Or is it just missing?
     
  10. Jude Peters

    Jude Peters Member

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    Another issue that ive noticed with this route (as a console player not sure if it applies to pc to) is that when you go into a tunnel, any cloud, rain or atmospheric fog you have on seems to just disappear. For example, the screen shots below show the short tunnel at Maidstone west, where when your in the tunnel the clouds seem to reduce and fog disappears. It happens with rain to. It’s even more noticeable on longer tunnels like the many that are in the Chatham area. You can see below that when you exit the tunnel the lighting/weathering pops back to how it should be. It basically makes it look really washed out and looses all fog/rain.[​IMG] [​IMG]
     
  11. mickwidd_25

    mickwidd_25 Active Member

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    Overall, I can see that a lot of effort and creativity has gone into this route, particularly with features like GSM-R, which adds a great deal of realism and immersion.

    However, there are two fundamental issues that negatively impact my experience on PS5:

    Firstly I'll keep this brief to avoid beating a dead horse, the external audio on the Class 375 is extremely quiet or almost non-existent on PS5. I noticed that the motor sounds are barely audible unless the camera is positioned very close to the middle carriages. I am aware that this is a known issue and hope this can be fixed soon as I do not find the route playable with the audio issues.

    Secondly, the route suffers from very bright, overexposed lighting during the day. This results in washed-out colours especially the train fronts. The lighting also makes the trains appear like plastic models and I have difficulty in appreciating scenery due to brightness and haze. When compared to older routes like South Eastern High Speed using the same rolling stock, the difference in lighting quality is very noticeable. I have added screenshots taken of 1T90 on both Medway valley and SEHS to demonstrate the lighting issues. The top image is on SEHS and the bottom is on Medway Valley.
    19d4b70b5f158-screenshotUrl.jpg 19d4b708b5245-screenshotUrl.jpg
    I've also added screenshots of a wired smog like haze which suddenly appeared at Tonbridge and of how overly bright the lighting looks from the cab. I used to live in Kent albeit in Canterbury and do not recall seeing weather like this. Maybe it was a dynamic weather issue but I've never had this on any other route. The hash lighting from the cab also gave me a headache after a while and just does not look realistic. 19d4b98216472-screenshotUrl.jpg 19d4bdb503367-screenshotUrl.jpg

    it feels like more emphasis was placed on additional features such as working toilets and ticket barriers, while core elements like audio and lighting still need attention
     
    Last edited: Apr 2, 2026 at 3:41 PM
  12. Fawx

    Fawx Well-Known Member

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    "it feels like more emphasis was placed on additional features such as working toilets and ticket barriers, while core elements like audio and lighting still need attention"

    This couldn't be further from the truth.

    First of all our Gameplay Engineer that created the toilet and ticket barries doesn't work on the audio or lighting. So no, it had no impact on either of those.

    Secondly, the only audio issue is on the PS5, which we were told by QA was completely fine prior to release. It was only at release when we could finally test PS5 ourselves that we noticed there was an issue. The audio on PC and Xbox has no issues, because this is where we were able to test. A LOT of time went into our audio setup, and even since release we have been working non stop to try and fix the PS5 audio issue.

    Thirdly, our lighting was also focused on for months, and was created by Jetwash. It isn't as vibrant as other routes, and that is by design. The majority of TSW lighting is overly vibrant compared to reality. Most players have reacted positively to this change.
     
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  13. Phil47569

    Phil47569 Well-Known Member

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    I think that's a bit harsh, it's well known that they do not have access to the PS5 for QA until the DLC has actually been released. That is the prime reason why so many PS5 issues slip through the net as DTG can do some testing then they seem to give the "all clear" when things clearly are not... This has been pointed out by several different developers over the past year or so, that one is entirely on Sony. That there are so few issues on PC and X-Box where thorough testing was possible vs the PS5 really speaks volumes.

    Regardless of that, the developers of this route have been very on-the-ball in responding to comments and issues also offering various troubleshooting advice rather than burying their head in the sand, which let's face it, is the DTG way of doing things...
     
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  14. fakenham

    fakenham Well-Known Member

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    Possibly a small signal issue? Noticed on all runs I was getting a yellow at AF1 (repeater sign on sig?) followed by yellow at AF3, approaching New Hythe from Snodland. I would have thought the repeater would be green for a yellow at it's associated signal? Maybe AF1 isn't supposed to be a repeater after all?
     
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  15. Shaun123

    Shaun123 Well-Known Member

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    Yeah, it depends how you interpret it as there’s a similar situation on East Coastway and something I alluded to in another thread, as AF1r is showing a signal yellow then you’d obviously assume the next signal is red but on sighting it’s actually yellow.

    Now it only spoils it if you have the signal aspects on in the HUD but I just drive expecting the signal at the end of New Hythe platform to be red each time (even though it isn’t!)

    And on departing New Hythe on a signal yellow. I’m never more than notch 2 and shut off power around 30-35 mph before coasting. Some might say a bit too defensive driving, but that’s down to the individual TOC Professional Driving Policy ;)
     
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  16. mickwidd_25

    mickwidd_25 Active Member

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    Thanks for taking the time to respond, and for the transparency regarding the PS5 audio.

    Regarding the lighting, I respect that it was a deliberate design choice, and I’m glad some players are enjoying the new look. However, my concern isn’t vibrancy, it’s exposure.

    On the PS5 build specifically, the white levels in the cab appear high enough to cause eye strain and wash out contrast on trackside assets. Even if this is intentional, when it affects visibility and comfort over longer driving sessions, it becomes a usability issue from my perspective.

    I really appreciate the innovation with features like GSM-R and the attention to detail in the scenery it’s clear a lot of care went into the route. I’ll definitely be revisiting it once the PS5 audio patch is live.
     
  17. fakenham

    fakenham Well-Known Member

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    Makes sense. I drive without the HUD but I thought I'd check to see what the repeater was dispalying whilst waiting at the yellow at AF3 - flying out to it using the 8 view it was still yellow. But thinking about it, shouldn't AF1R actually be named AF3R? Not sure. Weirdly enough, I just tested a spawned train at the platform and AF3r and AF1 were both green, so the spawned train seems to produce correct aspects.
    Anyway, it's a minor one really, at least these 2 signals produce the safest aspects (i.e not a green to a red).
     
  18. Shaun123

    Shaun123 Well-Known Member

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    No, I completely get where you are coming from I think it’s a core issue.

    As if you look at the HUD both signals are yellow! So it just takes a bit of imagination!

    The same thing happens between Falmer and the approach to Lewes with LW7r and LW7 both at yellow but I just drive on sighting LW7r at yellow that LW7 is at red until it comes into view!
     
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  19. JetWash

    JetWash Well-Known Member

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    That’s on every tunnel that has ever existed on any route in TSW. It’s maybe more noticeable on MVL because, other than the Higham, Strood, Gillingham and Chatham tunnels all the others are very short. We used stock assets this time out, next time we’ll certainly look at if there’s a different way we can do this.
     
    Last edited: Apr 3, 2026 at 12:51 AM
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  20. iriv#7314

    iriv#7314 Well-Known Member

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    No rain in a tunnel seems quite logical :)

    The fog does strange things indeed but i think that is core
     
  21. JetWash

    JetWash Well-Known Member

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    It’s to do with the fact that the weather is only visible in a bubble around the player. I agree it sucks but it is nothing new.
     
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  22. Jude Peters

    Jude Peters Member

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    thanks for the answer, really appreciate it. Didn’t realise it was an issue on all dlc, assume it’s not fixable then and something for DTG to fix :).
     
  23. bescot

    bescot Well-Known Member

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    AF1R is a G/YY/Y 'outer distant'. TSW won't allow it to show YY. I feel your pain. I'm a signalling freak and it triggers me lol. I think it's that whole thing where distant sigs can only read through to the next signal, and nothing beyond. Bit out of our control with the signals used in this route.
     
    Last edited: Apr 3, 2026 at 7:52 AM
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  24. fakenham

    fakenham Well-Known Member

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    Haha, no worries, minor thing really. Thanks for the explanation.
     
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  25. J.T.

    J.T. Well-Known Member

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    Ah, it's so relaxing...

    It's me again :) And this DLC is so awesome! I’ve set up a playlist of 50s and 60s lounge Muzak, and there’s nothing more calming than driving a realistically simulated train back and forth through the scenic countryside of Medway Valley. I don’t think I’ll ever get bored of it :)

    You know, in Norway, there’s a TV show (kind of a slow TV) where you can relax for hours watching real-time footage from the front window of a moving train. Well, to me, MVL is an improved version of that popular show :D

    This route is unlike any other. The more I explore it, the more I like it!

    A 50-minute drive followed by a 10-minute break is the perfect pattern for this kind of ride.

    I love how complete this route is. It’s not just another random section of track taken out of context, but a whole route that we can travel from start to finish - and do so many times - and then, at the end of the day, return the train to the depot.

    We also have faithfully (as far as I can tell from Real Time Trains) reproduced AI traffic, and there’s even the option to operate several trains on routes beyond the Medway Valley Line itself. What more could you ask for?

    I find the train guard simulation very realistic. On other routes, I’ve tried to replicate the DOO procedure - that is, I’ve actually watched passengers get on and off (which was a rather painful and frustrating experience due to DtG's shoddy work), waiting until everyone has finished pretending to board and disembark, instead of slamming the doors blindly as soon as the game prompts me to do so. And I have to say, it didn’t take any less time than the simulated train guard in the MVL DLC.

    However, the Medway Valley Line timetable takes this into account, so it doesn’t cause any delays. On the contrary, I think the times are very reasonable and relaxed. Of course, that's assuming you’re actually driving the train and not floating around the area, searching for hidden stuffed dinosaurs, or admiring the dirt spots on the train’s paintwork ;)

    To be honest, the MVL DLC is so polished and perfectly optimized that I don’t really need DirectX12 (It doesn't work on Linux anyway) any mods or changes to the Engine.ini file to enjoy it. This is unlike all the other DLCs, which required fixes immediately after their release.

    I'm damn glad that, for a change, I can say a few positive things about this game :)

    DtG and external TSW developers: watch and learn!
     
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  26. MrLethaface

    MrLethaface Member

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    Hi, loving this route so far, it's excellent!!
    I am having an issue though, in that if I try and do ANY scenario that starts in Tonbridge yard with the class 66, as soon as the scenario loads and I click on start, the loco immediately falls through the floor and into oblivion!! Has anybody else experienced this? Thanks.
     
  27. JetWash

    JetWash Well-Known Member

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    We’ve heard nothing of anything like this. Which platform are you on? If it’s PC I’d ask you remove any mod to the Class 66 and try again.

    Can you give me a service number, date and weather type please so I can try and repro it
     
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  28. MrLethaface

    MrLethaface Member

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    Hi JetWash, thanks for your quick reply! I only had a couple of class 66 mods installed, so i disabled them all is well. I will now put them back in one-by-one and see which one causes the issue. Thanks again.
     
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  29. JetWash

    JetWash Well-Known Member

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    No probs!
     
  30. J.T.

    J.T. Well-Known Member

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    I have one more question:
    On a real 375, does the train driver hear the passenger announcements from the passenger compartment through the door, or through a speaker in his cabin?
    I'm asking so I know how loud to set those announcements :)
     
  31. lsuk1

    lsuk1 Member

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    1D92 strood to Charing x. I get it’s only driverable to gravesend. But surely the pis should display Charing x and not gravesend. ?
     
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  32. Southern Driver

    Southern Driver Well-Known Member

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    Both but at a considerably lower volume.
     
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  33. Crosstie

    Crosstie Well-Known Member

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    9PO0. Gillingham to Gravesend with the Class 700. Fun drive with some of the best night lighting I've seen in the game, then........in rolls the fog to spoil the second half of the trip.

    Heavens to betsy what is it with TSW and fog? :D

    PS: Yes, Vern, the 700 sound mod is indispensable.
     
    Last edited: Apr 4, 2026 at 12:57 AM
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