Hi Can anyone tell me if this is broken? I get about 200 yards from Salop goods junction and get held at a red signal. Waited 25 mins for nothing to happen. Attempt 2 I pass this red signal no problem no scenario failure. On approach to the next red signal (50 yards ahead) I slow down to stop, almost stop and my train jumps in the air and turns upside down. This happens every single time I try? At first I thought I was being hit by another train but there are no other trains. Thanks.
Thanks for the replies. Yeah It's broken then. It makes no difference what time I approach Salop jct I can never reach it. Will try the evening run. Thanks.
It was the same on the evening run. About 20 mins into my journey I had to stop for a red signal and as soon as I touched the brakes my train derailed! I think a will put tsw back on the shelf for a while. Thanks.
Thank you for the feedback we are aware of an issue with derailing and will pass on to the team about the red signals
Just tried to do this service today and it spads me when I am nowhere near the signal after this is then crashes my PlayStation never had a problem like this before
The trick to do it : once you load the run, wait for about10 minutes before moving the train, and that should take care of the invisible spads
The invisible spad isn't your train spading but an AI train SPAD somewhere else. Sadly there's no way to avoid this and until DTG work out what's causing it, how to stop it and get it out then it's going to be a recurring issue. Why it affects some more than others is beyond me. But as we saw with Harlem line some system set ups seem more fragile then others.
It's normally how the AI is set up to stop at red lights. For some reason AI runs at top speed until the very last minute and then something makes it "not brake in time". DTG have done work on making it happen less often but obviously haven't fixed it entirely.
still happening... invisible spads been doing me in for 5 days straight, I stop at red signal, get moving again but as soon as the train slows down it spads.
I've noticed a couple of times I've been spaded because the stop marker is 20 yards beyond the signal. Maybe this is causing ai trains to spad? The derailing is most annoying. Ok slamming on the brakes at 50mph may cause a derailment but gently applying the brakes at 20mph no chance.
They said in the Roadmap stream it's behaving as intended but it is too sensitive! They will look at dialing it down so it will still happen if you slam on the brakes (unfitted train) but not so much if you are carefull.
Some sort of control of the brake van would be nice. Also would be nice if it was like train simulator where you can turn off spad ending the scenario. Especially for when your train creeps past a signal by a few feet.
I like the ideas of some sort of control over the brake van. especially if it didn't mean you had to revert to AI control of the loco.
Only if it gave gradual control of the handbrake so you could apply incremental braking with the handbrake. A simple on off switch could lead to wheel lockups and flat spots on the wheels.
This is something I've suggested before, would also make some of the scenarios on other routes where you get stuck at red signals for no valid reason (Chopper And Change for example on TVL) able to be completed. It seems stupid to me you can exceed the speed limit by a considerable margin with no sanctions other than not getting pointless action points for that section, but a SPAD is unrecoverable, even worse if it's an AI service and not yours that's responsible.
Yeah that's what I was meaning. Like the loco brake. A key to increase the brake and one to decrease it. Or maybe shift and the current brake keys. The spad scenario failed has never made any sense to me. I don't know how far a train has to pass a signal in the real world to cause major problems? I'm sure somebody knows the answer. I bet the driver wouldn't instantly be kicked from the train anyway.
It’s almost comical how Matt talked about stop markers being placed further back now in the SMH preview stream and yet every release since (including SMH) still has stop markers inches away from signals with zero tolerance.
I don't think it is. I think the AI control is too simple when it comes to signal control. We're not talking about instruction sets, just following basic signal protocol. A player would come through a single yellow and slow down to a suitable speed, then about 100 yards before the signal they would likely be at between 20 and 15 mph with the brakes on to stop. IRL they'd be going slower than this... An AI train seems to be going much quicker and programmed to slow down to precisely stop 2m before the signal, but it doesn't take into account some variable that means that it won't stop in time... For me, that train should be slowing down much sooner and stopping a few m further away. I think they tried that earlier this year but it broke the game (all those red light failures on BML and other routes a few months ago)
So the problem still exists, I'm trying to do that over and over again and I've already tried to get away quickly so that I can get on but no, no matter what you do, somewhere does another train drive over a red sign and then the game crashes. Maybe we should think about it, like with the TS Classic, that you can also drive over red signals without ending the game
I still wonder if the problem is an invisible signal link as it always seems to occur in that underpass. I know locos on the turntable at Edge Hill have been mentioned but seems spurious that these would affect the player train. The solution is supposed to be coming with the next route update from DTG so I guess it's a case of wait and see.
I've gotten further, depending on how well you get the locomotive going, but as you can see on the two pictures, it always ends at the same time
I found a work around for this that worked at least once. Spawn on foot near the service you want to play a few minutes before it's scheduled. Sit in the driver's seat and it will give you the option to start the service. This fixed the red signal at the turn table and I was able to finish the run. It did crash the game at the final stop but I was able to load a save from a few minutes prior and finish it normally.