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I haven’t seen in any previous articles a mention of the Passenger Information System unless I’ve missed something?
Steve was replying to On this thread https://forums.dovetailgames.com/th...passenger-information-system.4216/#post-60402
The Tractive Effort/Breaking Effort is still bugged for me. I'm braking as hard as possible to make the stop, yet it's still green.
Hi LimitedEdiition, Could you elaborate on why you think the Tractive Effort/Braking Effort is still bugged? From the screenshot you've provided, it appears to be working correctly, perhaps you're looking at the wrong gauge? Best, Steve
The middle bar right next to the red to the right indicates RELEASED. If I'm understanding it correctly, that is indicating that the brakes are released. Shouldn't that display be blacked out and the one to the left of it be lit with red instead?
At higher speeds this train uses the motor-brake to slow down, the pressure-brakes only apply in emergency or at low speeds. So that indication is correct, there are no brakes applied at that time, but the braking effort through the motors is displayed.
There are 21 Class 166s which have been made for Great Western Railway. To simplify things let’s say 20. So, if all current Class 166s were permanently doubled up, that means you could only have a maximum of 10 services running at any one time. That doesn’t take in account for Empty Stock moves. The Class 165 is needed for double workings, that’s how it is in real life. Before anyone says why can’t you just re-number the existing Class 166 model into a Class 165, it’s because they’re both different internally and externally. Also Class 165s are two coaches only.
So it's not the numbering system but the number of available 166 consists? Presumably the obvious answer of adding in more consists causes performance issues? Mind you there's no reason why all 166s have to be 6 car units. They could just have one or two.
That would be a game side issue, I believe the others are saying that in real life the units don't exist in other words to add more in game would move away from real life
Sad that the "bugfixes" are still breaking other working stuff... QA is still bad as ever. I just say windshield wipers.
Not only that, but they havent even touched some EASY bugs to fix, for example: 1) the fact that all CSX HH containers in the well cars have scrambled, corrupt road numbers, or 2) all of the Northeast Corridor GP38-2 textures are low resolution and missing normal maps. And even after they "Fixed" the light fixtures, they're still missing reflection textures when they're off. 3) CSX HH track texture is corrupt in places Seriously DTG. Give me half an hour with access to your editors, and I'd have all of these things fixed and better than ever. Some of these bugs have been posted about for YEARS now. Let that sink in. Easy to fix, and obvious bugs. You guys have absolutely no excuse for this laziness. Grow a backbone and stand up for what's right. Sources: Containers: https://forums.dovetailgames.com/threads/container-numbers-messed-up.3700/ Tie corruption: https://forums.dovetailgames.com/threads/wood-tie-plates-throughout-csx-hh-are-corrupt.3674/ GP38-2 low res textures: https://forums.dovetailgames.com/threads/nec-new-york-gp38-2-texture-issue.4083/
When an intermodal train is hurtling past you at 75 mph why are the container numbers so important to read?
I think 40 mph is the top speed on HH. People do also walk around the sidings where it's a lot easier to see the container numbers not to mention those who are using the cameras to view the train they are driving.
I found it pretty weird that there's an excuse like "in real life there's not enough Class 166 units" while according to many people Service mode on NEC: New York is completely inaccurate compared to real life services, in terms of number of services too. So what is it? Gameplay convenience or realism? I find it pretty dishonest. Surely double consists aren't an issue in the "Down the line" scenario on the same route. So, let's not pretend that that's the actual reason why they aren't in the game.
The few scenarios which come with each route use a user generated amount of AI traffic and do not need to follow any realistic timetables or paths. This is what service mode is intended for. ‘Down the line’ may have double 166 services however that is just for the duration of an hour at max, before the scenario finishes. So it doesn’t needed to be coded, timetabled and pathed for a whole 24 hours a day. Not to mention joining and splitting.