Hi All, As the title suggests, passenger behaviour still requires a big rework in this game. I've purchased each installment of TSW yet there's still ongoing issues with this aspect of the simulation which is pretty immersion breaking. This was really noticeable on an RE33 service on Hauptstrecke Rhein Ruhr - 4 stops on a local passenger service of which no passengers embarked or disembarked, all train platforms were devoid of activity and passengers were bunched up at their spawn points. Considering this route is meant to be a bustling hive of activity, it felt more like the beginning of a pandemic and an empty stock move. DTG - please can you look at the passenger behaviour in this game. As it stands, little has changed in this department in the three years I've played TSW and still falls far short of the intended experience. Despite it's old age and rudimentary use, TSC at least get's this bit mostly right!
Passengers have come a long way since the days of jetpackers flying up into the ether or 30 people stutter-stepping into a fence; I don't know what the passengers are like on TSW4 because I don't have it. Why is Birmingham New Street empty at 8 in the morning, but there are 500 people on the platform at Minehead? We may never know; but the passenger issues seem to be Route-specific? Rapid Transit got a re-work and passengers seem as normal as possible for AI assets.
This might be the case - its a shame DTG don't go back to look at this in some of the older routes as it basically breaks any immersion. What's more a pity is that some of the older routes feel the busiest due to the additional layers and loco DLCs that have been released however this isn't reflected in the passenger count!
On PC you can try these engine.ini tweaks for some improved passengers density / variety. Code: ts2.platform.MaxSpawnInterval=10 ts2.platform.MinSpawnInterval=0.2 ts2.platform.MaxSpawnRequirement=50 ts2.passenger.SpawnLimitScaleFactor=1 ts2.platform.MaxPlatformPassengerSpawnDistance=150000 ts2.platform.MaxStationPassengerSpawnDistance=350000 ts2.passengers.ForceStationSpawningOverride=1 ts2.passenger.HotSpawningDistancePadding=0 ts2.passenger.AdjacentStationsSearchDistance=0 ts2.passenger.MaxPlatformPassengers=500 ts2.passenger.DensityScale=3.5 ts2.passenger.DensityScaleNew=2.5 ts2.passenger.DensityScaleForceNew=0 ts2.passenger.ObjectPoolSize=500 ts2.passenger.ObjectPoolUseCount=-1 ts2.platform.ExpectedPassengerSpawns=-1 ts2.passenger.MaxPoolDelegatesPerFrame=500 ts2.passenger.CharacterFactoryCombineMeshesPerSecond=500 The most important from these is imho "ts2.passengers.ForceStationSpawningOverride=1" By default, TSW is only spawning passengers on the closest station, which in commuter routes can results in empty stations, where the passengers just start to arrive after you stop at the station, becasue they didn't had enough time to spawn. It will not solve the 100% empty stations, i.e. experienced on NTP, because those most likely have bad settings on the route itself. So scaling how many passengers, and how far should spawn will not help.. If you plan to play these routes, try to set Code: ts2.platform.ExpectedPassengerSpawns=-1 To number other than -1, i.e. 50, becasue that overwrites the route settings, and forces the entered number of passengers to spawn. The issue with this is that it is the same number for all station, so you get the same amount of passengers for big and small stations.
Yep, passenger behaviour is useless. Just look at how GTA5 have interactive AI pedestrians, it's amazing. This could be achieved with TSW, where there is interaction. In fact, all the graphics are pretty ordinary. Cars are just floating around the streets, no wildlife, mountains look like cheap paintings, the list goes on. There is so much potential, but I think the developers need to hire that talent investment, instead of just pocketing profits.