Both I guess? Sony make it so that you can only test on Devkits, no Beta builds like PC and Xbox use. DTG are the ones with devkits, so we have to wait for that.
Thanks for the clarification, it’s so great to hear that your still giving MVL lots of love and coming back to it with improvements, fixes and even new features, I look forward to it all!
So, as a real life train driver (though never on electrostars) I would like to offer the following thoughts on a few 375 things that are a bit non-standard (though may well be correct): • Emergency brake is releasable - is this researched/true to life? 170s and all EMUs I've driven from this era have unreleasable emergency with a 2 minute timeout once speed reaches zero. Around the time 375s entered traffic, this was the norm as far as standards were concerned so I would expect this to be the case? • Are we sure the brake remains operable with the direction selector in neutral? It would be the norm on most stock for the brake to go to emergency in neutral to prevent a roll away. The only exception to this for trains of this time period is 170s, which allow it to be trapped for coupling (owing to the BSI couplers). I'm not sure on this one (as I say, never signed the traction) but it would be interesting to hear what the basis for this is. • Is there any chance the guard could be sped up? Whoever is doing your doors is painfully slow. • Can we have safety systems live in expert mode? Its incredibly rare to find a train with any safety systems isolated, so it seems odd that the game does this. • Really a tiny point, but could the scenarios end without requiring the doors to be closed? Its a real immersion killer, because its not very often that the guard would close the doors, change ends and open them again 2 minutes prior to departure. In reality, if either crew member are remaining with a unit you tend to just leave the doors open and change ends (subject to differing TOC policies, of course). Otherwise loving the route and the 375, cracking job from the devs.
Brake would release in neutral, unless door release is up. Guards these days are painfully slow with the doors because that’s how they’re taught. safety systems I believe is related to AI trains somehow or other.
Not associated with the developers but hoping to at least help It's my understanding that closing the doors at the end of timetable runs is some kind of core issue, along the same lines as closing the doors despite a red signal which once closed magically clears the starter... Though to be fair, some services in real life will close the doors once everyone is off and only open them five minutes before departure, TPE for example though that is so it can be "cleaned" and I guess AWC do and XC do the same too. With regard to safety systems being isolated at the start, I believe they can't be set differently for expert mode vs casual and DTG prefer everything isolated so as to not upset casual players who might get overwhelmed having to walk across the cab and isolate a few switches But you are right though, both points are a pain in the butt immersion wise.
Great to see that we finally have an update on ps5 audio issues- well done firefly . Good to see 2 small fixes coming in the update to, I’m sure we will get a much bigger patch covering fixes, enhancements etc as Jetwash previously stated the other day .
I presume this was already discussed at an earlier date, but was there a work around for dlc/layers not showing up on PS5? Cheers
Take with a pinch of salt but as far as I personally know: This from what I remember was originally implemented on the 377s on ECW, or at the very least some sort of far more complicated way of releasing the E-brake was present. This might have been changed in later Electrostar releases for the game due to it being annoying or detremental to gameplay, I can kind of see why that might be the case. The original 375s didn't have the neutral brake lock, and the /3 and /6 featured in MVL are among those first ever subclasses. I believe this is also true of the 357 and 376 classes, being of similar vintage. It might have been among updates made during the 377 updates that the lock was implemented at the same time as the Dellner was added, and the lock was then carried forward for all the following Electrostar types including the later 375 subclasses such as the /9 as featured in SEHS. Again, take this with a pinch of salt as like yourself I don't know most variants of Electrostars as intricately as people who actually signed them, I've only ever been exposed to the 379 which did have the neutral lock.
Hmm, funny one with the doors though, as ECW for sure lets you end with them open. I think BML may well be the same? I completely take your point on cleaning, but it seems unlikely (again, just a guess here!) that you'd be locking up after a short commuter shuttle run? Anyway, thanks all for the replies, some very interesting information in there.
Some DLC’s let you finish the service without closing doors. So I do think it’s more a developer issue than a core issuer. Hopefully this is something that can be looked into.
It’s wonderful to finally hear the motor sounds on the PS5 now, but i have a couple of critiques, also noting I’m very familiar with the Electrostars 1. At about 45mph and above, the external motor whine seems to be a lot higher than the interior ones. Not sure why this is, it should sound the same internally and externally. 2. I really like rhe level of detail when the team simulated the ‘sync’ tone at 37mph in DC mode, and the inverter changing twice during this phase in AC, the second tone having deeper pitch with more bass. But could this level of detail be implemented for the ‘motor scream’ at 71mph and 81mph in the latter voltage mode? This is something you find on every electrostar when on overhead power at these speeds. 3. This isn’t much of a problem but I noticed when using the fly-by camera, at medium and high speed, with power being applied, the transition from carriage-to-carriage doesn’t sound great. Instead, you should be able to tell distinctively which carriage it is fitted with motors the axles as it passes you.
For some reason MVL ISNT updating for me (Xbox series X) I have no idea why I’ve gone into the store and I can’t update it, however other routes that received an update today such as GWE and ECW instantly updated as soon as I logged into my console? I’m not sure why this is?
As was said last week, PC and Xbox patch is to follow, if at all. Nothing is wrong with PC and Xbox audio.
To be honest the patch notes released don’t started PS only sp anyone who hasn’t been following closely may not be aware of this.
that’s great but if you’re not on PS your likely not going to bother reading an announcement aimed at PS users, you are likely howeee to read the official patch notes (linked below) which also includes the update but makes no mention of that fact that the Medway audio improvements are PS only. https://forums.dovetailgames.com/threads/train-sim-world-6-update-notes-april-27th-2026.97804/
Yes I’m aware that the pc and Xbox audio is fine but in that update there was 2 small fixes (GSMR on controller and tpws switch) so I thought those 2 updates would be for all platforms? In the actual patch notes posted by DTG yesterday it doesn’t mention anywhere how it’s only for ps5 atm, so that’s why I thought it would be for all platforms like everything else .
There is a fantastic video by NealTV8 but two collectibles are locked. l hope DTG Harry has them unlocked in the next update as they didn’t do it in the latest release.
Want to check the ticket on this. Which collectables were they? (And do you have the section of Neal's video with that issue on in case that hasn't been added to the ticket?)
Hi DTG Harry Thank you for your impressively quick response which is appreciated. The locked collectables are the first Aylesford Village Post Box and the last fire extinguisher at Tonbridge West in the works depot. Unfortunately l do not know how to copy the segments of the video link of NealTV8 video. But they are timed at 07.50 and 23.40. This is the link to the video and l commented to Neal, who said he had spoken to Firefly and it would be fixed in an update.
Hi DTG Harry following on from the above, but NealTV8 said in this video comments that; at the time of recording, there was a issue if collected to a fire extinguisher at Cuxton 1:55 or Tonbridge West Yard 23:45, one of them will appear as collected at the same time. Same with a postbox at Aylesford 6:30 or one of across the tracks from the spawn area in the Village at 7:55, at this time you wouldn't to able to reach 100 but 98 at the time being. NealTV8 responded to my text and said “There is a bug, if you collected one mentioned postboxes or fire extinguishers but by collecting one of them, it would appear that you already collected the other at another location. I talked with one of the devs at Firefly about it and they are very aware of it. Should be fixed in a later patch.” DTG Harry l hope that this helps you sweetheart!
That's massively helpful! I can't see a ticket for this, so I'll get one raised with that info (I might just have been searching for the wrong thing - it'll be closed and info moved to another if it's a duplicate!)
DTG Harry No need. We fixed that for release but it wasn’t included in the release build, something which is out of our control.