Glossop Line - Feedback Thread

Discussion in 'TSW General Discussion' started by DTG Alex, Jun 27, 2023.

  1. hiromaru

    hiromaru Active Member

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    It is dark so that a town is lost power
     
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  2. ApollonJustice

    ApollonJustice Well-Known Member

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    I like this route too. Nice route. Also the guard scenario ist great. But why it isn't available from the journey mode? Haven't seen it there an had to start it from the route selection menue.
     
  3. Rhazv

    Rhazv Member

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    I've been messing around on the Glossop line for a while and I'm mostly pretty impressed.

    For the class 323, I was expecting a repaint of the BCC class 323, but it is more than that. The cab is slightly different, some details in the sounds have been added and most importantly to me, the door interlock light has been fixed. A very good train has been made even better.

    The scenery looks rather nice. Only the OHLE is a significant step back from the OHLE in SEHS and BCC.

    However, I'm extremely disappointed with the signalling. After playing some of the freight services, I've noticed that the siding at Guide Bridge, the Ashburys siding and the diverging route at Hyde North all do not have approach control implemented. At Hyde North, the feather didn't even light even though the diverging route was set. I'm wondering if approach control has been implemented at all on this route. I don't get it, engineers have spent time developing approach control in the run up to SEHS extended and then it is just not implemented consistently. I stopped buying UK routes after NTP specifically because this feature was missing so I was really excited for its implementation in SEHS extended, but now it seems that it is a game of roulette whether a new route features approach control or not.
     
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  4. Bravo2six

    Bravo2six Well-Known Member

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    I suspect it has something to do with the AI services showing wrong lights?
    Think of how the AI on scenarios don't seem to correct their headlights when departing a terminus station on the same service?
     
  5. OldVern

    OldVern Well-Known Member

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    The changing ends before opening door’s definitely works so you can take over the next service when you drop back in the game. However I regret to confirm the save/load bug if you come back to a subsequent train is still present, i.e. none of the objective data loads not even the clock. Crying shame as this is a route ideal for chaining services.

    Sorry to tag DTG Matt but any progress with getting the coder(s) to fix this, please?
     
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  6. phil.elliott

    phil.elliott Well-Known Member

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    I've noticed that the eye adaptation in the short tunnel near Guide Bridge (between there and Ashburys) really doesn't seem to be working as intended... at least in daylight with rain/clouds, you just get these very clear light blue flashes.

    For a tunnel that short, it would be better to just remove it (to be honest, while I like the attempt to improve the immersion, the eye adaptation still seems to be more of a dragging anchor, and having given it almost a year, I'd prefer if we could just switch this feature off).
     
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  7. PseudoStalker

    PseudoStalker Well-Known Member

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    Check the AI train on your right in 2G00 service. It use sunblind. That's cute.
     
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  8. david5150

    david5150 Well-Known Member

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    Well
    Well said.
     
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  9. ApollonJustice

    ApollonJustice Well-Known Member

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    Question of a non-local: I noticed on several junctions that on the branching lines there is no OHLE but catenary masts without wires. Is this a bug or aren't there no wires in RL too?
     
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  10. Anthony Pecoraro

    Anthony Pecoraro Well-Known Member

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    That is caused by the light baking.
     
  11. Crosstie

    Crosstie Well-Known Member

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    I agree. This feature is, in my view, completely unnecessary, especially on short tunnels.

    And, for the most part, it's poorly implemented. It sometimes causes me to look away from the screen.

    Whoever thought this was a good idea was seriously misguided, or, at the very least, it's an experiment that hasn't worked properly. It would be nice if they could make it togglable, but we've been told that it won't happen, unfortunately.
     
    Last edited: Jul 2, 2023
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  12. londonmidland

    londonmidland Well-Known Member

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    It’s like this in real life. This is from the old Woodhead electrification. A lot of lines and sidings have been removed but the gantries remain, albeit without any wires.
     
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  13. ApollonJustice

    ApollonJustice Well-Known Member

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    Thank you!
     
  14. HardGrit

    HardGrit Member

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    Right I bought this not particularly expecting much so set my sights pretty low. However I feel I have done the Glossop a disservice. Honestly haven’t come up against any issues which bowled me over. This is a fun little route and feels more immersive than many that came before it. Whilst the perception is it’s a reskin and a short route and expensive for what it is I would actually disagree. Firstly yes it is a reskin in dreaded northern but everything works well. Visually the route is appealing and it’s addictive. If I were to rate this dlc I would say it would be in the top 5, yes I’m one of those sad beings that have all the dlc’s to date (using mostly Microsoft rewards). For those holding off buying it I really feel you would enjoy it. Ok that’s my view but I’m happy to have got it and hope future releases seem as complete and as enjoyable which is more than can be said for some of the previous releases.
     
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  15. traindori

    traindori Well-Known Member

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    The only .ini-entry for me is:
    foliage.LODDistanceScale=5/6

    But as I said, changing it didn't help. Still, the trees keep looking strange in the distance. Will that still be fixed DTG ?
     
    Last edited: Jul 2, 2023
  16. TimTri

    TimTri Well-Known Member

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    I continue to have lots of fun with the route. I had reasonably high expectations, but they were surpassed. I have yet to encounter a single notable bug. The whole route feels very polished and the immersion is high, you can clearly tell this wasn’t rushed. Feels like some of the older routes back in the day where you can clearly tell how much time and effort was spent on all the areas. Train is amazing as well, cool livery and tons of features (love the guard panel). There’s also a surprisingly high amount of replay-ability with all the different Dinting-Hadfield-Glossop combinations, the ability to sort of prolong your service by playing Part 2 (or not if you don’t want to, having the choice is cool) and all the railtours, AI and freight layers.

    Regarding the immersion argument, a good example is the comparison to London Commuter. Amazingly huge route with a great timetable, but the scenery is clearly a bit rough around the edges and many stations and line-side scenery sections simply lack character. The opposite is true on Glossop Line - everything looks beautiful and you feel like you’re really driving the train.

    I have also noticed multiple accessible station building and waiting room interiors, for example at Broadbottom, Guide Bridge and Glossop.

    All in all, great great route. Together with the positive community reception of Peak Forest, I’m getting cautiously optimistic that DTG is heading in a good direction after a string of lackluster releases.
     
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  17. JetWash

    JetWash Well-Known Member

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    You need to add the r.viewdistancescale= as per the instructions for the mod in addition to the command you’ve mentioned.

    I would recommend setting them both to 3 which is more than enough.
     
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  18. traindori

    traindori Well-Known Member

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    I've tried it again and it's actually a little better. :) Thanks.

    But the trees still look flickering and gritty. That's kind of annoying.

    [​IMG]
     
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  19. JetWash

    JetWash Well-Known Member

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    Oh, that’s weird. I’ve not seen that before!

    Out of interest, what else do you have in your engine.ini?
     
  20. traindori

    traindori Well-Known Member

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    Nothing. That is it. :(
     
  21. cloudyskies21

    cloudyskies21 Well-Known Member

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    So, I've spent most of last week playing Glossop, and while many have already posted feedback, I thought I would too:

    Positives
    - With the recent trend of UK routes featuring empty, large stations, it's actually nice to see Piccadilly busier than expected - the inclusion of pure AI-only traffic was vitally needed again in newer routes after being absent in E-G, MML, BCC and so on - for example, I really love the AI freight that passes Piccadilly, it reminds me of the Bremen route and certainly makes it feel less lifeless overall.
    - Another recent frustration of TSW 3 UK routes is how they lacked services which could be plied by players' existing collection of TSW rolling stock. Thus, the inclusion of EMT 158 services for extra AI was a good decision (even if just hourly), as was the rarer EMT HSTs too. Moreover, Glossop's strong point is that it also uses a lot of rolling stock for railtours and freight, anything that adds new gameplay variety and more traffic to a timetable is very welcome.
    - While there's no new rolling stock, I do think it's the right approach by DTG again for some routes to reuse more existing rolling stock (it's the reason why routes like SEHS, London Commuter and all the modern German routes are brilliant is because of this). Meanwhile, I've argued that DTG need more routes that reuse popular locos like the 323, and there's plenty more like the 465, 700 and German DB BR 101 which could do with more newer routes.
    - Cheaper price: As others have mentioned, I'd be happy to see more cheaper routes that use existing rolling stock/stations in TSW in the hope it means a better timetable.
    - Interesting to see new gameplay with the guard scenario. While I don't play scenarios because they have no replay value, I would be potentially interested in a guard mode if it were in normal timetable mode.

    Negatives
    - The route is simply too short in length. I know quite a few players are happy that it means having lots of shorter services to complete, but I honestly don't think this is the right approach for TSW because it means such routes like Glossop get stale and repetitive very quickly, especially considering just 2tph which essentially means nearly never any adverse signals, variety or challenge. After a few back-and-forth services to Hadfield, it gets tiresome, especially the 10mph section at Dinting after a few times. Thus, going back to my initial point, if people want shorter services then these should be part of a wider, larger timetable like SEHS and London Commuter so everyone is happy - otherwise, with routes like Glossop featuring just all short services, it has no long-term replayability: how did this pass the LAMP process?
    - Another UK route featuring a mostly one-loco timetable. As others have mentioned, considering the 150 and 158 already exists in TSW, surely these could have also been included with the Northern livery for extra playable services to Rose Hill, plus additional AI-only services at Piccadilly.
    - As mentioned in the 'positives' section above, I was pleasantly surprised to see a plethora of railtours and freight. However, despite this, while they are plentiful, their duration is literally a couple miles and maybe 10-15 minutes duration if that. One good example is the SOS steam railtour, this is just a single service of about 14 minutes - why not have a few more, or even at least a return service that goes to Piccadilly?
    - Continues the trend of TSW 3 routes that don't feel like part of a wider, modular network, but instead just some random, isolated route. I know some complain about too many London/SE routes, but at least they are busy, large in length, have lots of services/rolling stock and feel part of an immersive network of routes. Thus, I'd like to see more Northern routes too.
     
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  22. meridian#2659

    meridian#2659 Well-Known Member

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    Well about the quality of the train the 323. In my opinion both the bcc and this northern emu are the most detailed in terms of quality currently in tsw.

    Not just the usual features, also separate pantograph & traction isolation is modeled. You can haul a dead 3 car unit with a 6 car unit under power for example.

    The sounds are well and dven a parking brake is usable.

    I hope future MUs have the same detail.
     
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  23. rennekton#1349

    rennekton#1349 Well-Known Member

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    As said by dtg, this route may be short but it's a complete route which players wanted so you aren't stopping in the middle of nowhere. While longer routes are great, I would also like to have shorter complete routes. It's basically a slightly longer version of isle of wight.
     
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  24. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    I got a refund on the route as i probably would of got bored but judging by the feedback it seems alot like it i did like the guard mode tempted to buy it again as its a decent route
     
  25. ApollonJustice

    ApollonJustice Well-Known Member

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    Why are most of the runs split into two Parts? Why isn't it possible to change cabs at Glossop and drive to Hadfield in one run? It doesn't make sense to me? There are much longer runs at other routes, which have only one part.
     
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  26. 1dart Mart

    1dart Mart Well-Known Member

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    Perhaps they can’t get the AI to shut down and move cabs? I’m not technically gifted so I could be totally wrong.
     
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  27. david5150

    david5150 Well-Known Member

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    Although it would be nice to get the 158 on this route, I think the 150 sounds need fixing before it’s even considered to be featured elsewhere.
     
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  28. swift19

    swift19 Active Member

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    I'm enjoying the route. Does anyone know which services go straight from Dinting to Hadfield first? I've found one but it's very late at night!
     
  29. ApollonJustice

    ApollonJustice Well-Known Member

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    Hmm... But the shutdown and change of cabs has to be done by the player. Ant there is a scenario on this route where you have to shut down and change cabs several times (in the depot).
     
  30. 1dart Mart

    1dart Mart Well-Known Member

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    Yes, but don’t the AI trains have to run the same services as the user, which would mean the AI trains would pull into the station and the AI would need to close down and get the AI driver to the other end of the cab? I thought AI just run from station A to station B they don’t shut down and get out, or do they? Like I said I’m not very technical so I was just presuming this could be the reason. ;)
     
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  31. ApollonJustice

    ApollonJustice Well-Known Member

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    You have a point... I am not technical too, thus the question. If you change into the freeplay mode after finishing a run to Glossop, an AI driver sits on the opposite cab and will start the run to Hadfield, if you don't take the seat before the scheduled departure. Maybe the is someone with techncal knowledge among us to answer this riddle?
     
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  32. 1dart Mart

    1dart Mart Well-Known Member

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    Yeah, it would be good to know the reason as I’m intrigued now. I find it really annoying that you have to run a separate service or even more annoying if you can’t change ends quick enough and the AI drives off grrrr ;)
     
  33. meridian#2659

    meridian#2659 Well-Known Member

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    Havent tested this on the glossop line, but usually whenever a service starts, the player has to be in one of the driver seats at the specific scheduled time. If he is not, a.i will start the service instant. Basicly this is for every route.

    Technically after finishing the service at glossop, the player should return to free froam and wait for chaning ends in the driver seat until the service has startet at the scheduled time. Even if the player is now at the wront end of the train, you can use the passenger enter time for the changin end procedure.

    can anybody confirm if this works? (Did entire 4 hour shifts at the bakerloo line with this technic and kept schedule without problem --> Especially if there was not enough time for changing ends, i stayed in the driver seat until the "official" start time)
     
    Last edited: Jul 3, 2023
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  34. ApollonJustice

    ApollonJustice Well-Known Member

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    At Glossop I usually change to the freeplay mode after the performance breakdown, then shut down my cab, run to the opposite cab and take over the cab from the AI driver, who is already sittung there. Then I start the other cab, load passengers and leave towards Hadfield on scheduled time. Gotta try your technique sometimes.
     
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  35. OldVern

    OldVern Well-Known Member

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    As I suggested previously, if you want to keep running change ends before opening the doors, at all the reversal locations.

    I can't see this has anything to do with AI unable to change ends. It does it all the time on other MU operated routes and is using simplified physics etc. anyway.
     
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  36. 1dart Mart

    1dart Mart Well-Known Member

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    I may have misread or understood this but I remember reading a post that suggested that when you arrive at Glossop you don’t let the passengers off, you shut down, change ends then open the doors to let the passengers off. Once off loaded you shut the doors and continue onto Hadfield all as one service. :o
    Edit: I’ve just seen Old Vern post, that’s where I remember it from.lol ;)
     
    Last edited: Jul 3, 2023
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  37. meridian#2659

    meridian#2659 Well-Known Member

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    Tested it my self now under conditions that the player is ahead of the time, on time and way too late. The result is, that there is no bug, but tsw follows the usual rules when services end and a.i would take over.

    I have no idea if dtg splitted the runs because limitations, or for marketing reasons to look the route like it has more services, but in fact it doesnt have ANY influence for a successful run with all 4 services in a row and not leaving the game.

    One good way is to change ends before leaving the passengers out (somebody posted this above, didnt even think about that but this works for sure).

    My method for any route: Leave Passengers out, return to free roam, wait in the driver seat until next scheduled service starts:

    - If you are way early with your service you will be able to change ends before the scheduled time counts the clock
    - If you are just on time, start the next service in the "wrong" end, open doors and proceed the change end while passengers are entering
    - If you are way too late, same finish your service and start in the wrong end drivers seat, use the passengers enter time to change ends


    Quick tipp about a.i behaviour on any route for players like long shifts and want to change trains in without going back to menu:
    - If you want do multiple services by changing trains, not just doing multiple services inside the same train its important to know this --> A.i can get stuck, but if you entered another train with its time table, a.i will continue with your train from before without any problems. This can also be a train without timetable if you need time to go from A to B by foot. As long you find other trains to takeover, you can technically change serviced the entire 24h, finish them without bringint the timetable to stuck.
     
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  38. meridian#2659

    meridian#2659 Well-Known Member

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    A.i can get stuck if the player is not in the driver seat and the a.i driver spawns, but the player technically still controlls the train.
     
  39. 1dart Mart

    1dart Mart Well-Known Member

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    Wow, that’s pretty thorough, thanks buddy. I’ll give it a go tomorrow. ;)
     
  40. Perks390

    Perks390 Well-Known Member

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    Is WSP simulated on the 323 within the game? Started sliding approaching Ashburys, and placed the brake into emergency thinking WSP would bring the train to a stop but it just kept sliding for an excessively long distance without any movement on the brake gauge. Noticed the main res was low when I came to a stop so it's possible WSP kicked in and then ran out of air so the brakes completely locked up.
     
  41. admdvd

    admdvd Member

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    Hey all. As a driver on the Manchester-Hadfield line I just wanted to make a few comments on the new DLC.
    The route itself is pretty decent and well done. I particularly appreciate the attention to detail in some places, ie the 2 inverted stanchions near Broadbottom, which are true to life.
    The 323 has not been changed to Northern spec which is a shame but not the end of the world. There are some things on the route, however, which are wrong:

    Up (to Hadfield):

    - The 40 at Ardwick starts too early. It starts after the signal after the station.
    - There should be a magnet for the 40 warning approaching Guide Bridge.
    - There should be a magnet for the distant signal at Newton for Hyde.
    - The 40 PSR after Broadbottom starts too early, it’s only for the second viaduct.
    - The signal DG2 (before Dinting Vale viaduct) should only clear on approach.

    Down (to Manchester):

    - The magnet for the signal before Godley always produces a warning sound when the signal is clear.
    - The signal after Godley and before Newton for Hyde (which is always yellow) should have an associated magnet.
    - GB871 is actually quite high up for visibility reasons as it is one of the most SPADed (SPADded?) signals in the country. It is too low down in game. It also has a three state banner repeater beforehand.
    - The advanced warning board before Ashburys is for a 35 (in real life) but in game it shows 40. The 35 PSR is not actually in game. It is located a few hundred yards before Ardwick station.
    - I always get a green signal approaching Piccadilly when this would never happen unless being routed into platforms 13/14. You can only receive a single yellow or position lights to enter the main station due to the buffer stops.

    I know some of these are petty but hopefully they can be fixed in the next update.

    Cheers.
     
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  42. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    It's not petty the route should be as realistic as possible as you say hopefully it will come in a future patch
     
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  43. nickodemon#8014

    nickodemon#8014 New Member

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  44. nickodemon#8014

    nickodemon#8014 New Member

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    getting a green signal on approach to Piccadilly station into a dead end platform needs sorting
     
  45. peterchambers

    peterchambers Active Member

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    Hello Old Vern. This method of changing ends, letting passengers in and out and then selecting Free Roam is so essential/pleasurable to running this route that it should be notified in game by DTG as in one of those pop up driver assists or something similar. It is a new undocumented method of working, after all. I do not know how to tag Matt or one of his colleagues. If you could tag him for me with this request I do think it could benefit so many users.
     
    Last edited: Jul 4, 2023
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  46. OldVern

    OldVern Well-Known Member

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    I suspect Matt has already seen this, he was certainly tagged earlier in the thread I think.
     
  47. ApollonJustice

    ApollonJustice Well-Known Member

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    Thank you all for the previous answers to the question about the split of the services on Glossop line!
     
  48. cloudyskies21

    cloudyskies21 Well-Known Member

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    Indeed, I'm not at all against having complete routes - although if there were more routes like Glossop then either the length is needed to be much longer, or at least have more service variety whether from different stopping patterns or more than one train to avoid it getting repetitive and produce more long-term replayability (which is what I thought the whole LAMP process was supposedly for?).
     
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  49. OldVern

    OldVern Well-Known Member

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    It is definitely going to be a route to dip into now and again. Like BCC or Cathcart before it there is very little variety in the Journey mode and there's only so much stop/start you can take in a row!
     
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  50. dr1980

    dr1980 Active Member

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    Thanks for sharing this, it’s always great to hear from someone that operates the real thing. Hopefully DTG reads this and can implement fixes for the items you’ve noticed.
     
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