Clinchfield - Limited Power

Discussion in 'TSW General Discussion' started by miata54, Jan 6, 2022.

  1. miata54

    miata54 Member

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    The route is new to me. Selected Limited Power scenario. Ran successfully to the marker in the first yard. Instructions said to "Uncouple the Hoppers". Didn't say which ones, so I went to the marker(s) and uncoupled just behind the dead F7 and further down the consist to another marker. Uncoupled there as well. I then got an instruction to "Wait a moment" which I did, for 45 minutes. I think this instruction is indicative of something else gone wrong. Would appreciate any help as I can't find a manual anywhere.

    Thanks
     
  2. chieflongshin

    chieflongshin Well-Known Member

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  3. OldVern

    OldVern Well-Known Member

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    Think this caused most of us a headache back when the route came out. It took me about 10 attempts to finally hit the sweet spot that triggered the AI loco to pick up the train. Doesn't look like DTG have done much to fix it up since!
     
  4. Crosstie

    Crosstie Well-Known Member

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    I took a different view. Yes, it was a real challenge and took me several attempts. But it wasn't ( isn't ) bugged. It's just really difficult to get every move right on the money, which is what you have to do.
    I said at the time that the author(s) of that scenario should get a bonus. I still think so. Most scenarios are fairly ho-hum, but for this one someone got creative.
     
    Last edited: Jan 7, 2022
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  5. tygerways#2596

    tygerways#2596 Well-Known Member

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    Hear, hear!
     
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  6. Sharon E

    Sharon E Well-Known Member

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    I agree at how much fun and challenge this scenario is, but not with the bug. It is not the scenario that is the issue here, it is that darn save game problem. If you save and resume before the AI does its thing then it won't. You basically have to run this one end to end without a save. Overall CRR is one of the most fun and challenging routes that DTG has released, in my opinion. I have seen some complaint over how dark some of the night mine runs get, but it forces you to get out of the cab and, using your flashlight, walk back to where you have to uncouple your cars. Some nights you have a nice moon which will allow using the cams to 'fly' back. Now I have to go back and rerun the Greenbriar turn part 7 to see it the fix to the red-light issue makes it playable.
     
    Last edited: Jan 7, 2022
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  7. solicitr

    solicitr Well-Known Member

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    Well, not end to end- if you save after the AI F7 starts off with its cut, you'll be fine. Just don't try to restore a save game before that point.
     
  8. Crosstie

    Crosstie Well-Known Member

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    I don't recall the exact times, but I'm pretty sure I made at least a couple of saves during the scenario, one I know was just after the loading chute. It took much too long for me to complete it in one session, and I never had to start over from the beginning.

    I guess the save game function is simply random, works for some all of the time and for others none of the time and everything in between. For me, I'd say it works about 80-85% of the time, from 100% on Cane Creek, for example, to only about 50% on BML ( for which I rarely need it ).
     
    Last edited: Jan 7, 2022

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