Need Some Clarification From Dtg

Discussion in 'TSW General Discussion' started by dangerousdave, Aug 17, 2022.

  1. I would like to hear from dtg what problems are to be expected with tsw3 please.

    Red light issues?

    Ai spads?

    Traffic jams?

    Derailments?

    I was under the impression that these problems would be addressed before release but according to your stream they are still being looked at?
     
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  2. redrev1917

    redrev1917 Well-Known Member

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    Random Freight Derailments + No Save function could = CJP being virtually unplayable. So I think this question deserves a response from DTG and full disclosure of the facts.
     
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  3. LWDAdnane

    LWDAdnane Well-Known Member

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    This. I can't imagine it would be easy for DTG to do this, but I think it would be morally right. To be aware of these sort of bugs still being in game, and not make us aware of it before release wouldn't sit well with me. It's not like these are new to us anyway.
     
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  4. Monder

    Monder Well-Known Member

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    Weren't AI spads somewhat solved by moving the stops further away from signals? I personally haven't had one ever, but I thought they had done something to deal with that.
     
  5. redrev1917

    redrev1917 Well-Known Member

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    Came back in SoS although I think it's more to do with unbraked trains not slowing down fast enough to stop rather than the original bug of the stop markers being too close to the signal
     
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  6. OldVern

    OldVern Well-Known Member

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    The AI SPAD's on SoS seem to mainly occur setting off from Basford Hall on a freight taking the Independent Lines. As it always seems to happen at the same location (just after passing through one of the dive unders) I did ponder whether it's a misplaced/invisible signal or link SPADing your train rather than AI elsewhere. Unfortunately with no access to an editor to check the signalling work we are left in the hands of DTG to identify and fix the cause. So far I haven't seen any indication this has been done and if/when it does, the fix also needs to be applied to the TSW2 version not just TSW3.
     
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  7. redrev1917

    redrev1917 Well-Known Member

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    Should be fairly easy to test this theory, if you start the service then sit for 10 minutes and you still SPAD in the same spot then its a misplaced/invisible,
     
  8. It seems a bit random. If I leave Basford Hall late it still spads as I approach a red signal. Not always in the same place, sometimes It will spad when I'm 100 yards from the signal and sometimes when in a few yards from it. Sometimes I will stop and sit there for a few minutes then get a spad.

    Other times as I've applied the brakes to stop, the train derails.

    Unfortunately we are in the hands of dtg that have not fixed the problem in months! Probably a 5 min fix if they actually took the time to look for it (obviously not)

    Or even restore the game to a previous build would do.

    They can't even find the time to comment on the matter.
     
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  9. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    Will answer what I can.

    We are not expecting all of the above to be an issue within TSW3 core routes; there are some small improvements to Spirit of Steam (mineral wagon formation, fireman missing, livery designer functionality, a couple of services with issues, and Time For Scouse now being completable) coming - (I don't believe the Basford Hall one mentioned is one), but work is ongoing.

    For existing TSW2 routes, barring the work being done by the Preservation Crew, and the inclusion of dynamic weather/lightning, will remain as they are for launch.

    Red Lights, AI SPADs, traffic all fall under the Dispatcher, which we've talked about within the Roadmap. We don't expect issues with the launch TSW3 content, but work will need to be undertaken on a case-by-case basis for legacy routes. It's not a fix, but the routes have been built in a way that hopefully alleviates the majority of the issues involving the dispatcher.

    Quick note: these routes are still being tested.

    Derailments will continue to be investigated - we've put in 2 fixes for this over the past couple of months, and we believe the situation has improved with each iteration. We'll continue to review where we can, but a fix like this requires testing across the entire game and all Add-ons, so is a complicated thing to get right (as shown by it improving some areas and causing some problems with others).
     
    Last edited: Aug 18, 2022
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  10. LWDAdnane

    LWDAdnane Well-Known Member

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    That is amazing if it's true & as I've understood it. Thank you for the response JD
     
  11. redrev1917

    redrev1917 Well-Known Member

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    I still don't understand why it wasn't possible to roll back the change in coupling/buffer behaviour which causes the derailments and give us reliable runs and work on a fix in the background. Feels like without a save game feature a fright train is now a lottery on if you will complete.
     
  12. Thanks jd I appreciate you taking the time to answer.
     
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