"new Journeys Expansion" Dlc Only So-so So Far

Discussion in 'TSW General Discussion' started by LastTrainToClarksville, Feb 19, 2022.

  1. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Although the only part of this expansion pack that interested me is the "CSX Origins", I figured that $13.99 for "3 detailed and engaging" scenarios" plus "Substitutions available for all existing SD40 timetabled services" would be worth the price of admission.
    After the download completed, I selected the "Stripey** Rescue" scenario, which begins as a switching demonstration and turns into a failed train rescue. Here's what happened:
    1) As the driven engine heads for the yard area to demonstrate switching, it passed a very small gaggle of presumed spectators located v-e-r-y far away from the action.
    2) After reaching the first designated stop in Cumberland yard, the engineer is instructed to "manually" change two switches, of which the second requires a considerable stroll or run. This action is never mentioned again, although several more switches need changing -- some of them not so easy to spot.
    3) Although some engine set-up instructions appear at the start of the scenario, activating the banking control is never mentioned.
    4) On the second coupling maneuver, the displayed distance to the cut of cars is based on the lead (driven) engine, not the trailing car that will be coupled to the new cut.
    5) Once this switching maneuver completes, the action moves from demonstration (to no one) to rescue and the engineer has to uncouple from the freight cars picked up so far and head for the train in distress -- this requires sharp eyes on the 2D map to spot all of the required switch changes.
    6) After coupling to the failed freight and following a couple of control adjustment instructions, getting the augmented train to move proved impossible --- I'm determined to try this scenario again, but have not yet done so.

    ** "Stripey" is the scenarios' nickname for the CSX Blue & Grey livery -- whether this is authentic or fictional I'm not equipped to say.
     
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  2. solicitr

    solicitr Well-Known Member

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    Why should it be? It's not needed.

    Which has been the case with TSW from the day it launched. All measurements are from the active driver's seat. (You can find the train length from the intro or pause screens. Or use the 3 camera to simulate a brakeman riding the lead car, which is how they do it IRL)

    Because it takes quite a while to pump a half-mile of brake pipe up to 90 psi (longer, if the PCS tripped). Until you have BP pressure, the brakes aren't going to release.

    Biggest problem I have with this part is that the SD40 here, like its CRR parent, has an merely ornamental airflow gauge that tells you nothing (EOTD wouldn't matter here, since the vintage loco doesn't have a receiver for one).
     
  3. OldVern

    OldVern Well-Known Member

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    I never walk to the switches unless they are physically indicated in the briefing, when I use the "8" view. Otherwise I just use the 2D map to plot the route.

    But the scenario is in some ways a bit of mutton dressed as lamb, so to speak. You don't even go out on the main line to rescue the failed train. I already had a gutful of switching with the SD40 in the regular Journey Mode, to get yet more boring yard trundles in the add on pack.

    Incidentally, mutton dressed as lamb also sums up the Bakerloo second silver 1972 stock Journey Mode task - the "Railtour" is little more than a normal timetabled run starting from London Road Depot then calling all stations to Harrow. Not sure what happens after that, probably all stations back again, if the save game doesn't collapse (or maybe it ends at Harrow).

    Edit: Yep that was literally it. Terminate at Harrow not even put the train away in the reversing siding. A "Railtour" should have been exactly that - take in the odd spurs and crossovers, not just a normal timetable run.
     
    Last edited: Feb 19, 2022
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  4. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Whether I leave the cab to change switches or not more or less depends on my mood at the time, but in this scenario and "Earning Your Stripes" scenario that follows it, even setting the path in the the 2D map can be tricky, since switches that need and need not be thrown alternate irregularly and missing one is easier than perhaps it should be. Constant saving & resuming helps, but I'm aware that lots of folks find that troublesome.
     
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  5. maxipolo12

    maxipolo12 Well-Known Member

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    Another very nice joke from DTG :D :D
     
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  6. OldVern

    OldVern Well-Known Member

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    Next "Journey" activity on Sandpatch also a frenzy of manual switch throwing to get out of Cumberland Yard, after coupling to your train.
    Also beware although you get the usual prompts to set the run switches and release the brakes, you don't get a prompt for the cutout or MU2A switches which do not start in the correct position.
     
  7. Sharon E

    Sharon E Well-Known Member

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    Right OldVern, if you operate US locomotives on a regular basis then doing this is second nature. As far as waiting for the brakes to release, there is a trick I learned in CRR, using the '3' key to get outside, then fly to the last car and then down to track level and wait. Eventually you will hear the air releasing in cars ahead and, if you position at one of the wheel sets, you can see the brake shoes move off the wheel. For the train in this scenario, it took close to 10 minutes for release.
     
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  8. LeadCatcher

    LeadCatcher Well-Known Member

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    The scenario was straight forward and I though well done. It does take a while for the brakes to release once you connect to the failed train as it does in RL. If you are using the HUD, watching the pressures and you will see them slowly release. Of course I prefer American freight runs and so don’t depend on the instructions presented in the scenario… but go through my standard checklist for power, lights etc. setting up lead and trailing units.
     
  9. OldVern

    OldVern Well-Known Member

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    Same here Sharon, but thinking of those unfamiliar for whom the hand holding is obviously aimed at. As regards the brake release, I was able to get going once the reading > 75 PSI. At least this run gives an albeit short run on the main line but still a bit lacking in inspiration, on arrival at Hyndman sound the horn for the gaggle of train spotters and you’re done.
     
  10. Sharon E

    Sharon E Well-Known Member

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    OldVern, it was right about 75 psi when the brakes released on that last car so you are correct.
     
  11. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    so this is where the game is heading at: a new character and a new level to play with in true gaming console style ?

    Still waiting for the Boss Level, where you have to slay that big baddie, bring that monster train up and down the mountain ....

    Sales figures will soon tell if this method of exploiting the existing player base is appreciated or not
     
  12. OldVern

    OldVern Well-Known Member

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    You mean like this?

    Trans-Siberian Railway Simulator on Steam (steampowered.com)

    Though it seems to have sunk without trace following the initial announcement and hype...
     
  13. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Thanks for the tips about letting the brakes fully release -- I've been playing TSW since it first appeared (nearly 1,500 hours) and following the PC forum (among others), but don't recall ever coming across this advice before. It certainly doesn't appear in any of the tutorials or user manuals -- which DTG doesn't even provide anymore!
     
  14. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Well, not quite, OldVern: the last task involves driving further into Hyndman, up a steep grade without any helpful instructions such as those provided in this thread -- thanks again to all the experts who have contributed!
     

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