( from today's update patch ) " Increased performance around the graveyard near Blackpool. " What, dancing, singing? I guess people are just dying to get in.
Yes they have, shame DTG can't do the same Just played, and it plays so much better when leaving Blackpool North, even on my PS4 Pro with external SSD most of the time its buttery smooth.....Brilliant work!
Firstly I want to say a big congratulations to Just Trains for producing a brilliant DLC. Makes a real change against the recent DLC's that have been released over the past year or so. I've put a good few hours into this route now and really enjoying it. The attention to detail is top notch and look forward to any future DLC's they produce. Out of interest I played service 6P65 with the class 45 and right at the end the train derailed on a correctly set of points (changed automatically by controller). I replayed it again and did it again. Has anyone else had any issues? Running on PS5.
I did have an ai pacer stuck at wesham earlier on the 15.53 from Blackpool north. Several trains moved through northwards but I couldn’t advance. I stuck it on free cam and explored the stuck train. It looked like it had failed to stop at the red and was slightly two yards over the signal. had to go back to main menu
Yes. Very nicely done as well. The brake steps and power notches are perfectly spread through the movement of the relevant levers. As with virtually everything else about the route - a top effort.
Thank you JT for the patch today and adding the RD support so fast. You've impressed again! Makes a lot of fun to drive the Pacer with the RD, works like a charm. Have you been in Photo Mode shortly before?
I had an issue with the shunting timetable run in journeymode.. Its service:020P... This service get stuck when you have to go to singnal PN94 coming from the side of Blackpool... the platfom track is occupied by a incomning service and dindt move! So you can not passed here and get stuck.
Oh, I know passengers are completely borked. But using the Pacer is the first time I've seen them straight up disappear from their seats. Passengers not getting on at all on certain carriages or being yeeted into the stratosphere are bugs I've encountered before, but this is a new one.
0P02 would be the headcode. I've had this too, though haven't checked it yet after the patch. Either the 08 needs to be routed by a different line to get back to the south end of the station, or the offending parcels train needs to be held clear of the station until the 08 has gone south.
Yeah, I've had no major issues with passengers boarding the Pacer, but they don't get off. They just evaporate from their seats one by one.
The general passenger jankiness is a core issue. The passengers not walking off the Pacer doesn't appear to be though. It's the only train that does it, they just disappear off it, don't walk out and don't appear on the platform.
This does also happen on Rivets WCL DLC. Hopefully it can be sorted, doesn’t quite seem to be linked to the overall passenger issues, as does seem limited to two routes.
I say this from the perspective of someone who failed it the first time... 0P02 is a simulation of tight timetable running, collecting mail coaches from one arriving train and adding coaches to another, these mail trains don't have time to wait for those of us used to the slow and steady shunting in the rest of TSW. Get through your tasks as quickly as possible, aim to be going at the speed limit as much as possible. If you are still stuggling then one tip is whenever it says 'wait' you are waiting for the signalbox to change points and set signals, there is nothing stopping you from heading towards that red signal in advance of it changing. We are actually meant to have been back to Signal PN94 and clear again before the mail train arrives, but as long as you have arrived at Signal PN141 before the mail train claims that signal block (approx 01:50) then it's yours and the mail train will be held out of your way.
Just a heads up. Creators club for the route seems to now be sorted for the route now so you can upload scenarios and liveries for the class 142.
i see what you mean but tbh unless core passenger work gets sorted by DTG first, I don’t see much of a point in working on other areas related to it, as you just won’t see good results from that, as the passengers will still not be working.
This route is worth the full price and used a lot of its potential. With tsw 4, i put a 15 tanker consist hauled by 2 class 37 tractors from burn naze to preston during a snowy night. I hope jt will make a loco dlc, 56/58 or a 60.
Hats off and three big huzzahs for Just Trains! What they really have achieved here, through attention to detail, is a gestalt which goes beyond the sum of individual details to achieve a kind of critical mass- I simply enjoy running this route, more than any release in a long time. It manages immersion in its world, not because of one thing but because of everything. Bravo!
I'm using a throttle thru the raildriver interface (https://forums.dovetailgames.com/threads/ts-world-raildriver-and-joystick-interface.61440/) Class 47 works perfectly now. But for the Pacer when throttle at zero i'm at power setting 4 (not 0 like it should be). Full throttle is going to 7. I can manage to operate all trains via that interface but in this case (for the pacer) i don't think i can get it right. i'll go back to the previous solution for the pacer (see thread i mentioned).
I drove a Pacer service this morning and thought "wow, this is what this area is like in real life" - or as close as a game can get. Haven't had that feeling in TSW in a long time.
If I do have one criticism - and it's a very mild one - it's that a whole Journey chapter is devoted to Class 47 light loco moves. Why no passenger runs?
I figured I'd hold off giving feedback until I'd had a chance to get stuck in as I was sure the shine would wear off and the cracks would start to show, but yet here we are 2 weeks later and for me this has been the best route for TSW to date. The care and attention to details really stand out such that now having nearly completed the journey mode there are still little touches and things here and there that I'm still discovering. It is the first TSW route where I don't feel like I'm playing the output of a profit/loss analysis. Positive The route building is excellent, it really passes the test in that it feels real and rarely does your eye get drawn to some weird blank area or out of place structure. Plenty to look and see and enjoy while driving past, almost feels like a shame to whiz by at speed. The timetable really makes the route feel alive, you drop in at Preston or Blackpool North and things come and go, varied traffic, multiple liveries, horns! first time a large station has felt alive. Been after a guards buzzer and whislte for a while, and while it's just a sound effect really, what a huge difference it makes to immersion. Would love to see it go further and actually have the guard 'close the doors'. The multiple liveries and updates to old locos and destination blinds and announcements for other routes... It's things like this that make this a day 1 full price no regrets later purchase. You didn't have to do this yet you did The class 47 exhaust is spectacular and many a shunting accident has been had because I've just been watching the smoke gently drift rather than being ejected into orbit. Setup times in the timetables are spot on, timetable times in general feel right and allow for sensible realistic driving. The loading time being slightly less than the stop time gives a nice way to catchup time. Cab views & AWS volumes are spot on, a rare pleasure. The token exchange is a nice touch but I'd like to see it go further and actually have to interact and do the exchange rather than just a stop, a step in the right direction regardless. The progress updates, communication, engagement with the community has been exemplary. The journey mode had a nice progression and well thought out set of activities. Some routes seem to just have endless night not that this would've been an issue because the night lighting is spot on. The choice of route and destinations really has given this a 'part of a network' feel that I much prefer to the A to B slog. Sometime I go here, sometimes there, it gives it a nice change of pace & variety. I wasn't sure where to put this one as I'm so glad you gave us somewhere to use the class 20 but a bit more than a railtour would've been nice, but maybe not prototypical? Definite +'ve for including the cl31 too. The pacer movement and bounce has made every other loco feel wooden, rigid and lifeless in comparison. It's great but just leaves me wanting more which will hopefully come soon. Just had to move this one from neutral because I enjoy the bounce so much, didn't want to give you guys the wrong idea Negative The class 47 engine sounds seem to overpower everything else, one can be the other side of Preston and you sure know it's there. The passengers are a bit 'off' the movement has been covered and not a route specific issue but the character set and clothing for the 70's/80's folks that inhabit here and NTP and just weird. Most of the stuff destined to be on this list got fixed in the patch so, thanks (guess this should be positive!) Most freight/shunting activities seem to have a 'wait 1m' between each step which gets a bit frustrating. Neutral Generally the 'journey mode' activities seems to have been carefully chosen and paced well but one had a 25 minute station stop which was a bit of a weird choice. Took me a while to figure out the door buttons but then someone explained it on here and the press open to close all but the local door thingy suddenly made sense. The class 37 felt like a bit of an omission but I guess there isn't one in the correct livery? There is so much that I have forgotten to mention, but in summary, 9/10 more like this please.
Bought it today after the patch as I was waiting for Rail Driver to be implemented. As so many posters have said, this is one amazing route that is so much fun to drive and see. Have to admit, doing a 142 service first, when I am recovering from an earlier migraine, was a bit risky, but didn't have any problems with the new cab movements.
Just spent time walking around both Blackpool North and Preston and the overall attention to small details is mind boggling. At Blackpool saw a baggage trolly on its side with the bags lying on the floor, loose water hoses on the platforms, which would send modern health and safety screaming, water puddles everywhere. At Preston, I saw an AI 67 back into its train, got the starters whistle and then blow it horn as it departed. Now when have we had an AI loco blow its horn? Must say the cafe at Preston must be on hard times since there was nothing in the cases to buy.
This is simulating a route-learning exercise over the area. I'd say it mostly feels weird because you've already covered most of the ground in the Pacer, since the 47 chapters come after it in the list. Arguably for something like this, there should be three separate Journeys, so you can choose which traction to play with more easily. I considered that - and Preston has been described as "notoriously efficient" - but I just can't find a way to get all the jobs done in sufficient time that the Parcels train doesn't snatch the road in front of me while I'm still waiting for one of those "1 minute timers" to expire. Parcels trains have to obey signals like anyone else, and the signalman would recognise that setting up a deadlock situation would cause vastly more delay than simply holding the inbound train for a few extra seconds. I recognise that some of the 1-minute timers are there to give you time to handle coupling operations. For the ones where you're literally just stopping your shunter and starting off in the other direction, though, it's unnecessary. The 08 is specifically designed to make that operation very slick, indeed about as fast as you can do it in TSW with the keyboard. The points and signals would start to be set while you're still slowing to a stop, too, as soon as you're behind the protecting signal.
It is definitely doable as I had just completed it before writing my post. They also mentioned on the preview stream that the timings were difficult on some shunting services and you won't complete them if you are too slow, they specifically said that was the case on one of the journey services, now we know which one.
If you read the description of the services, they are actually for route learning. Unfortunately, there is no added commentary and it's chapter 5 or so, so there are chances you've already completed other services. But it's a cool idea.
I loved the route learning chapter. In fact you see the route learning 47 in the earlier Pacer journey.
As you already “sign the road” maybe you should have trainees in the cab with you who are there to learn the route.
I don't think it's all that visible from the trackside, but I found a large graveyard modelled on the east side of the line, roughly in the vicinity of the carriage sidings. You should be able to see it with the flying camera.
No. But all the points in the area are centrally controlled, and all the coupling and uncoupling operations include those 1-minute pauses, so I don't think I'm losing any time on those - since I use one of the external cameras to do the work (Preston employed plenty of shunters and C&W men, so I wouldn't expect to climb down from the cab to do it myself). The only thing I could possibly try is going right up to the 15mph limit of the traction motors and gearing. Point is, I shouldn't expect the entire service to "break" just because I'm not quite up to Preston shunter standards of aggressive driving. Especially with the 1-minute pauses enforced on me, which are in several cases just unnecessary and conspire to give the impression that aggressive driving is not warranted. I may try it again, and see what the precise sequence of events is. I honestly think it just comes down to the TSW signalman being fundamentally incapable of planning ahead.
This route shows TSW in both a positive and negative light. Positive is the attention to details and the variety of traction and types of trains. The negative is the lack of coaching stock and locos of certain types ( mk1 passenger and AC locos) and the TSW dispatching/signalling. This is overlooked and in 2023 we should have something more dynamic than set routes and set platforms. The real railway simply doesn't and can't operate in such a rigid fashion and issues with the shunting services could be better handled by the game engine.
Noticed the patch note states that Lightfoot Lane Bridge has been added - this is a few miles up the WCML outside of the map area (and right by my house haha). Does this mean quite a bit off the off map area has been modelled going north? Not had chance to explore this in game yet.
First run after patch update, on PS5. FPS still starts to drop as you head towards Poulton, and then just crashed. I stopped playing it last week because it crashed on the pacer scenario heading back towards Preston. As much as I enjoy it when it works, it isn’t working for me much at the moment which is very off putting.