I cannot finish the first scenario with the Vectron. If you park the train in Wolfurt and drive with the locomotive to the other side to your second train and then couple it. You can't get the brake to release no matter what you try. The brake is only released when you uncouple the train (which you are supposed to take along).
A couple of items spotted so far: 1 at Schlins Beschling you cannot use the underpass to get to the opposite platform 2 Health & Safety need to visit Bludenz... the barrier around the stairs is missing 3.the station lights at Hard Fussbach seem to be attached to the catenary, instead of concrete posts I have also noticed that a number of the platform waiting rooms on the route do not have seats in them. Is this correct? because it seems unlikely..
A few more items found. 1. an uncollectable collectable at Frastanz 2. Missing OHLE at Frastanz 3. Floating block signal plate at Frastanz 4. at Feldkich Amberg you cannot cross to the other platform via the subway. oddly this seems to occur when going in this direction to about here TBC
and some more. at Feldkirch Amberg kilometre Tafel 44/8 is floating in a field and car shadows are appearing on the bridge walls.
I noticed some other items at Rankweil 1. this signal is incorrect, however, it would need a new model to replicate the real one. that said, the positioning of this one needs tweaking.. 2. Missing and incorrect OHLE. there should also be a fuel tank store between the tracks beyond the existing piles of sleepers. it looks like they have oil deliveries on the track to the right. 3. The walls from the road are embedded into the bridge. 4. this area is mostly industrial and doesn't have that soundproofing walls. Google shows that infront of the houses there are trees instead. The siding looks to be used for loading/ unloading for the warehouses.
i did a run today in the snow for the 1st time on this route and mite i say omg this needs to be fixed asap road goes away and turns into snow like there is no road there at all sorry but that is off pudding this is the only thing i have to say about the route
I've got stuck on the Night Change scenario. Just at the point of moving forwards out of the Wolfurt South 2 headshunt onto the return wagons. Have contacted the signaller and recieved permission to proceed, but the 'Contact Signaller' objective will not show achieved, even if I drive the loco onto the consist. Had to give up for now, which is shame as it's otherwise a great scenario! Night Change Contact Signaller Wont Disappear by raretrack posted Oct 2, 2023 at 12:43 PM
Just before the above issue, I was running light-loco in the Vectron into the Wolfurt Yard South 2 line (circled in blue in this screenshot). At the signal circled in yellow I received a Green-over-Yellow, which I take to be proceed at reduced speed 40kmh max over the points protected by that signal. So I was surprised to be routed into a dead-end headshunt on such a signal. I'd have expected to receive a red with two white lights. (Ironically, on the previous part of the runround move in this scenario at Wolfurt North, I DID receive red with two white lights into a headshunt, even though that headshunt was much farther away from the signal. So different signalling behaviour at each end of the yard.) Seems like an error in the sim to me, but perhaps those with knowledge of German / Austrian signalling principles could comment? Wolfurt South by raretrack posted Oct 2, 2023 at 1:02 PM
Apologies if already mentioned, but running a service from Bludenz to Lindau (S1 25812) the train destination and PIS at stations shows it as going to Bludenz...
Currently only four 'long-distance' services with the timetable consisting of a double-headed MRCE 182 and IC coaches; sadly these are only very short, 15-20-minute services between Bludenz and Feldkirch. Indeed, I spotted that too which is frustrating. Strangely, I'm pretty sure - at least for me on Series X - that this wasn't an issue during Early Access though...
Another signalling anamoly. I was driving the Talent on the S1 (5655) 2021 empty stock from Bregenz Hafen - Feldkirch (as recommended on the Awesome Services spreadsheet). Approaching Feldkirch on a 140kmh running line I received a G/GG (Clear / Expect Clear), immediately followed by a R with 2xwhites to enter the yard (as destination was Feldkirch Abst 8). Instead of the G/GG, I'd have expected G/row of yellows. Luckily the Talent has good brakes!
I forgot to say, if you're not a fan of the stop-start S1 services, then recommend the REX 1 services etc which skip several stations and are around 30 mins shorter from Lindau to Bludenz for example. There's also quite a bit of variety too, as some of the REX services only go as far as certain stations, such as Feldkirch etc.
If anyone is interested, in addition to my video tutorial about the Austrian signalling system on the Vorarlberg route I made a video tutorial about the Austrian implementation of the PZB 90 safety system (based on ÖBB Infra, Dienstvorschrift 30.02, Betriebliche Richtlinien, Signalbuch, Stand: 11.06.2023, V 11.0; Dienstvorschrift 30.03.12, Betriebliche Richtlinien, ZSB 12, Stand: 12.12.2021, V 6.3; Dienstanweisung 30.04.18, Ergänzende Bestimmungen, Stand: 12.12.2021, V 4.0 and Regelwerk 50.02.07, Anforderungen an das Class B System PZB 90, Stand: 07.12.2022, V 2.0). Some of it is recap of the German PZB regulations, but there are some Austrian specifics too. The video is even more lengthy, but you can jump to the tutorial bits easily: PZB 90, Sequence to Stop PZB 90, Sequence to Speed Limit 2000 Hz and 1000 Hz magnets at Signal Repeaters Restricted Monitoring, Starting Program Release from Monitoring If you spot any errors or inconsistencies or have any additional information, please don't hesitate to tell me!
Route crashes whenever I use the sandbox tools. Whether I delete an ai train or set a path for my own train, game crashes every time. This doesn't happen on other routes.
bug with the main circuit breaker, at a given moment the motor stops while the train continues to roll and/or accelerate, and the main circuit breaker must be switched on again and this happens with all BR 4024 trains please dovetail thank you for correcting this bug Does anyone else have a problem with the circuit breaker? you put an update for the talent and frankly dovetail you would have been able to correct this so that it is resolved today
If your train loses power, you're going through a neutral section. Look for blue signs with white markings and when you see the first one, open mcb and close after you pass the last blue sign. If you miss it, it automatically trips and you have to close it again. It's not a bug but something that happens in real life
Could you give me an example of what service that happened on? I just tried it in the Route Intro and the AI drove past the neutral section without problems.
Just wanted to say, amazing work on this route guys. When I first saw it revealed I was very apathetic about it, no interest at all. It's quickly become one of my favourite routes. The scenery is by far the most detailed in the game, and I hope this will be the future bar that all routes will meet or exceed. The Talent one is also an absolute joy to drive, the large windscreen allowing for great views of the scenery.
I have tonI really like this route too but to be honest the scenery is actually very poor and sloppy and basic in many places and close to the track line too. There are bridge supports with missing textures from some sides. Like they were being built at the last second. Alot looks like it was AI generated and not cleaned up after. You want an overall good benchmark on a long route forcsceneryvstandstd then look at RSN.
I concur. You cannot get permission from the signaller and even though the route appears to be set you cannot skip that task so the scenario will not proceed. Shame as it's got the makings of being quite a good one (apart from the tedious cab changes which as discussed elsewhere should be left to player discretion).
It worked for me by following the scenario exactly. Get moving (against a signal at danger!) first then ask the dispatcher via the radio in the cab. That way, the objective cleared for me. When I did it in the realistic way and asked permission before moving, the scenario broke and the objective never cleared. This was on PS5.
Issue with the scoring system on the Go Hard scenario. I had the wipers on, all the time... plus, the stopping point at Hard Fussbach is the wrong way around (i.e. the stopping point is at the entrance to the platform, not at the far end..)
there is no precise service with all that it does to me, take a look at a service that starts in lindo and goes to bludenz
It's the bug that I mentioned before (game checking the rear end of the train for active wipers, not realizing that the train changed direction).
I just tried to reproduce this again, spawning at 06:10 at Lindau Hbf, entering the 4024 on platform 2 that leaves at 06:21. AI takes over, I stand in the driver's cab to see the track ahead. When the neutral zone comes up, the driver does not switch off the MCB, but the train doesn't lose power either, it drivers through unhindered and stops without issue at the next scheduled stop. Could you please let me know what platform you are on? I tried to reproduce this on PC twice now and have not been able to confirm your report. Additionally, is anyone else experiencing AI drivers passing through neutral sections and losing power? I haven't, but I don't want to dismiss this report outright. Thank you, Jan
Has anybody tried to create a scenario starting in Bludenz to Lindau? (no Freeroam!) I´ve tried one with an ICE3, but have the problem the Bludenz station isnt´recognized. When opening doors in Bludenz there´s no timer. And because of that I think: trying to leave the station fails because of red signal. And I´ve tried several station tracks or different time; didn´t work too. I´ve tried the opposite one - a scenario from Lindau to Bludenz: I can start normally and wthout problem from Lindau.
the platform where I saw the bug know on play 5, but if there is this bug on play 5 it also exists on pc
That's not necessarily the case. Which is why it's important to give as much information as possible when reporting, including the platform. If anyone else is playing on PS5, can you please try and see if AI trains get stopped by neutral sections on the route? can I just ask if this is still the case? This has been logged internally, but wanted to make sure it is yet to be resolved. All the best, Jan
On the British system, control magnets are provided either side of the neutral section to toggle the VCB automatically. You should see the line light go out briefly, accompanied by a couple of thumps as the VCB operates, and then you can take power again. For some reason that doesn't seem to be the Continental practice.
You encountered a Neutral Section, where the overhead power supply changes from one phase of the supply grid to another. After passing it, you'll need to close the main circuit breaker - the switch is in the left group, just behind the PZB switches. (On PC, you could press Ctrl-P as a shortcut.)
If the scenery is strange or there are no overhead wires, it will hinder the sense of immersion. Please fix it quickly I got the collectibles, but was there no achievement completion?
I have more info on PZB and other indicator brightness issues on Talent 1. I have noticed that in the scenario "Whiteout" indicator brightness problem can be clearly demonstrated. In the course of the scenario indicators get brighter and brighter until clock hits 15:12:16 then the indicators get so dim than you can't see them at all. Indicator brightness is probably adjusted relative to the time of the day and the weather to compensate for the lights coming from other sources. Anyway I am not game developer so these are just speculations. But I thought sharing this could possibly be helpful on testing and finding ways to fix the problem. I'll attach two screenshots where the problem can be seen. I am using PC platform. Indicators bright: Indicator dimmed:
I have given you all the details of this bug which is in any service which is on PC and Play 5 please fix this bug for me and not to ask me another question or I will answer you the same thing again
What you found there was EN40414/40415 Zürich Hb Zagreb combined with NJ464/465 Zürichsee Graz Hbf Zürich Hb . The reason why it's double-headed it has to climb the Alps over the Arlbergbahn
Surprised there is no guidance for the neutral sections when you first encounter them in journey mode - and in the first two scenarios (international rescue and at the movies) - and no reference in the manual! On PC: also encountered an issue on International Rescue where I wasn’t able to open the door to get out to get to the other end - not sure if this was because I hit reset simulation physics earlier in the run after I stopped and didn’t realise the procedure post the neutral zone.
Having played Vorarlberg for the last few weeks now, I've got a lot of feedback - with railfan pics - to demonstrate several bugs/fixes as well as general suggestions that need looking at. I hope DTG will use this feedback, as I've put a lot of effort into this. For reference, these are from TSW 4 on Series X. My feedback will be spread out across several posts: EANOS Wagons artifact/shapes So, the most frustrating bug in TSW 4 for me is to do with the brand-new EANOS wagons that came with the Vectron. When they are in motion - the EANOS wagons that is - weird artifact/shapes appear by the bogies. What's annoying is this was the same bug that appeared in TSW 3 with the Class 66, specifically from the MFA wagons, on SEHS Extended. If you note from the pics below from the EANOS wagons on Vorarlberg, the shapes change colour from black to white, and are see-through too - please fix as this completely ruins the immersion, as well as being ugly to look at!
PIS Screens blank at Lindau Hbf All the PIS screens for the German DB DMU platforms are completely blank at Lindau Hbf, specifically from platforms 4 and onward. I'm not sure why this is like this as every German route, both old and new, has since been given working PIS screens. It adds to the immersion, plus I like to see where the AI services are going and when I can see them: Finally, and just to add, it would be nice to see the big departure boards at Lindau Hbf actually working:
Issues with RABe 523 services When the services are operated by AI, they always show the incorrect PIS destination on the train - for instance, instead of showing Lindau Hbf etc - they are actually showing the S1 service to Olten from the Luzern-Sursee route! Also, no AI drivers are ever present, while at times they have no taillights either. See the pic below of an AI service departing Bregenz: No adequate station lighting during night at Lochau-Horbranz As you can see below, the station is just completely dark which is super annoying:
Stop markers not consistent with relevant stop markers For many of the stations on Vorarlberg, the stop markers are all over the place. With the stop signs above - that is the 70, 140 signs etc - the stop markers should thus correspond with the correct train length, spoiler, they don't as you'll see below. Normally, the stop marker is placed ridiculously towards the end of the platform - just why?! The first picture below is at Bregenz-Riedenburg, while the second is at Gotzis; these are just examples, but the stop marker inconsistency is very frequent elsewhere too. Low-resolution PIS station boards As the sub-heading says, at times it can be hard to read. Also, while not shown in the pic below, I note from time-to-time it does sometimes still display services from the middle of the night; for example, it might be 6am, but services from 12-4am might still be shown: Train/station PIS screens don't show off-world destinations Again, I'm very confused to why TSW isn't doing this for all routes, some routes do, some don't. It highly ruins the immersion when you have a Swiss train, like the RABe 523 only showing going as far as Bregenz. Or, another great example, is the four long-distance services in the Vorarlberg route operated by the MRCE 182 which go from cities across Europe to Zurich, yet in Vorarlberg, they show as only going between Feldkirch and Bludenz! Have lots more bug feedback/suggestions left to post, however, I will do that tomorrow as it's now quite late.
Hello there, it is indeed very late, I should be sleeping, but alas... cloudyskies21 your posts are super informative and helpful, thank you so much! Alex, Jamie and I have been looking through all the feedback threads, collecting bug reports from everyone, trying to reproduce as much as we can before showing our list to the dev team. All but one of the bugs you listed above, namely the issue with the AI RABe PIS, have been reported and are logged. The last one I'll hand in tomorrow morning. Thank you again for your feedback, please know that it is not falling on deaf ears. All the best, Jan
Hi Jan, thanks for replying and your kind words. That's great to hear - if that's alright I've got some last ones to post. I couldn't finish these last night due to having to leave for work. Hopefully you can add these as well. All the best.
Doors opening on wrong side of platform I've noticed that all four MRCE 182 services on Vorarlberg has the AI driver opening the IC coach doors on the wrong side i.e. towards the track, and is seen in the pics below at both Feldkirch and Bludenz. On a separate note, I've also noticed these services never depart once they reach the station - it's odd as they have a green signal ahead. My theory is perhaps the AI opens the wrong doors and thus doesn't trigger the passenger loading for it to later depart? Scenery that needs fixing I'd say the only scenery that needs immediate looking into regards the junction that heads to Lustenau; the pic below is the section of track that curves towards Wolfurt: Free Roam spawn bug with the 4024? I've noticed when spawning a 4024 during Free Roam on Vorarlberg that every train unit number always ends in -0 regardless of how many times it's spawned; this is obviously not correct as not all 4024s end in -0 - as for example seen in timetable mode; the pic below demonstrates this. Furthermore, when I spawned multiple 4024s to check, they were numbered 071-0, 034-0, 017-0 and 093-0.