idk if already mentioned but look at the FPS. why is it so low in this area?? edit: i remember somewhere people talked about sunrise/sunset dropping more FPS than normal time
Okay for all the things that are mid or bad about this route there's one thing that is very well done and it has to be said! That is the train managment screen, you know the one of the two that doesn't want to fry your eyes haha. I'd say it's the Blackpool Branches of train managment screens so far! I wish we get one for a british train in the future so I can understand it fully. WELL DONE to those that worked for it. Seeing that all the GSMR buttons are clickable and none of the Ebula ones are makes me wonder/ wish that something is WIP about those two.
I know it's been mentioned, but the combined throttle and brake control is waaaaay too sensitive to player input. I play on Series X and even a gentle tap on either of the bumpers will knock you into a 30%-45% brake or throttle application from idle.
If it would be actually working...the door open / close markers for example even don't work. Don't be too happy about it, GSM-R buttons for example are also clickable in the ICE 1.
This wasn't a well thought comment now was it, Q&A testing only gets so far, as with any games development company bugs slip through because a lot of them take very specific circumstances. Now, I'd wager they have a list going already on bugs that need dealing with but they are asking the community if they've encountered any themselves so they can deal with it now instead of 'as of when' they come up. In this instance they asked so that they can see if it's a widespread thing Think a bit before you comment. Have a nice day
I've also noticed an other bug, I don't know if this has been posted anywhere or not but I find this a game breaking bug, or a bug that makes the game unplayable or at least way too difficult and annoying. After the in game time passes 16:00:05 every display (it can be actuall displays, pzb display units, speedometer, the brake gauges or screens buttons that are lit) get veeeeeeeery dim, attached some pictures including the 642 as well but all trains are affected. Some before and after picks of the 4024 and 642, but every train if affected as I say, tried it on the 185, 146, 182 and a couple more. Note that everything was at max brightness, pzb and the gauge dials as well, time is also visible on the displays. It really makes night plays unplayable, can't see any important information a driver would need. I'm really starting to get drawned away from train sim with all these bugs. I would be a better playtester than any of DTG's playtesters, but I bet these won't be fixed either. Oh yeah, as DTG Alex asked for us to include the platform, all of my posts are from pc, steam version of the game.
Another thing I've just noticed: The signals in Miltenberg (direction to Wertheim) are showing Zs 7 when shunting to the siding track. It's supposed to show Sh 1. (i saw it irl multiple times already, and there it always showed Sh 1)
And to add something to the list: The beehive collectible at the platform in Erlenbach cannot be collected although i walk as close to it as possible.
Damn, why do they keep doing this to turntables? I remember some of the other german routes, maybe BRO also having this issue with the turntable.
Desiro 642 has nice modeled side windows which also can be opened, but side view /shunting position is missing!
Cuz it's not being used in game so it doesn't need to be fully modeled. They also had like other turntables on other routes that weren't used so they didn't fully model it. Probably just let autogen take care of it
But it makes no sense. The turntable needs to be placed manually anyway. Track needs to be laid manually as well. I can't imagine it taking more than a minute to connect the tracks properly to the turntable instead of just laying them through it. Stuff like this shows how little care they put into the whole route building process.
Well, that's unfair if you see some of the projects people started in the Editor section, but I know what you mean.
I think most freeware authors, myself included (not in TSW as I still can’t make head nor tail of the editor) set slightly higher standards than whoever built this route! And back on topic, a question for our long suffering feedback folk, with regard to the 642 sounds there was a comparison posted in the preview thread between the real thing and the model from the stream. The prototype sounded deep and melodious. The TSW version was high pitched, shrill and tinny. Has this carried through into the release version or did they do a last minute fix?
It’s on this page, about halfway down Page 4. Can’t link the exact post as doing this from the iPad. https://forums.dovetailgames.com/posts/756969/ Post was by traindori.
And you can't change brake timings and brake force (loaded/unloaded) either, which has been a feature on all other German wagons for several years at this point. I was looking forward to see the Roos-t get updated to modern standards, but looks like no changes at all were made to it...
I must say that this was one of the big disappointments with this route for me. I mean, the content is slim enough for the price as it is, but I would have expected that the re-used content would at least get upgraded to the new standard. Admittingly, its maybe not really needed on this route, however, with the (hopefully) upcomming consist editor it would have been nice to be able to use these cars as well to its fullest potential. Unfortunately I do not have any hope that this will change with the Roos-t´s. I do have the hope, however, that at least some of the other shortcommings and annoyances will be fixed, where for the the priority would be the sensitivity of the combined throttle and the contrast / off button on the EBuLa...
Exactly. Here are the individual links again: Interior shot DTG: https://voca.ro/1eS7AEhADwzP Exterior shot DTG: https://voca.ro/1eB8gZHsLWyP Interior shot real: https://voca.ro/1g2IMBThG5vc To stay on topic: In my opinion, the sound definitely needs to be revisited. Please do it.
It's still the same sound based on videos I've watched. The release was very close to the preview so they couldn't have patched it. I think jd mentioned that if there's going to be an update, it would be post release based on feedback
kinda disappointed that one more headlight option has not been made, while the Vectron got all possible combinations doable/usable regardless
Well the Vectron is a more system locomotive and the old 642 can't do everything the 193 has (there a lot differences)
The only thing that DTG feels can only do is give us all the money back honestly there so much has to be fixed that it will take years....
I completed the mastery. I went to Erlenbach Shipyard or whatever it was called and waited for the ship... and waited... for it to launch... am I mistaken? Does it launch into the water or not? In the preview stream Lukas said every hour or something, but the description of the reward only said "watch it getting loaded and unloaded" which really sounds so boring, I'd rather turn around and look at the track instead
...that's because those are the only options the 642 has in real life. In the 642 cab, the lights are controlled via an analogue switch, which limits the options. Meanwhile, the 193 (Vectron) controls its headlights digitally, allowing for all different sorts of combinations. Furthermore, it should be noted that the 642 was first constructed somewhere in the late 1990's. And the vectron being constructed 2010~ which allowed it to be much more technologically advanced than the 642. The 642 in TSW not "having another headlight option" is realistic to the real thing. Adding more headlight options for the 642 would just further remove any realism the 642 has in-game.
then why is there one with only one Zg0 on the right but it's labelled unused as seen in the image?? I obviously know it's to be kept realistic, adding more headlight options is not true to the original 642 anymore, BUT, look at it where does that go
oh and another feedback - SIFA pedal is animated incorrectly, I saw it move up when seating in the drivers seat.
Wait, what? The Roos-t wasn’t even switched to the new standard? I thought this route was a bad effort before, but this knocks it out of the park for me.
And I can fully understand this! This would have been the deal breaker for me as well, however, I do like the rest off the route, it’s unique set up, being a mainline single track, which we didn’t have before. I like the timetable and the fact that small delays on an AI service has a direct impact on your schedule along the way (gives it a very realistic touch for a German route). I also like the representation of the 642. Everything I want to experience and learn with this route I am able to do, obviously still hoping for stuff to be fixed. Nevertheless, as said above, for the price I would have expected a bit more.
Passengers seem to be unable to board the back part of the 642, they only board on the front of the train. Kinda a bummer, it looks kinda weird when you have a lot of passengers that only board on the front of the train, filling all seats up and the back part of the train is completely empty.
You have to enter it from "behind". There is a path out from the platform, then you turn right and enter the insect hotel from behind. Another bug i found is that you can't start the 642 from another cab. Or maybe I do it wrong??? The parking brake doesn't hold the train in a incline, and you need to set the master controller to "1" to even start the engine. Can somone please give us a complete "start up tutorial" for the BR 642. DTG is good at releasing routes, but manuals seems to be far behind....
I am disappointed you can't couple the 642 to anything except itself... and the coupler has some insane LOD. not even 5m away and it already looks like Tesla's Cybertruck
I really had thought about getting this route but reading this thread has completely changed my mind and my wallet is closed. I can't understand how we are several years into this franchise and DTG still release subpar content with so many issues yet TSG and Just Trains knock it out of the park on day one. They boast about how a smaller route means more detail can be added but it seems like the complete opposite with this one. It's a shame because the 642 looks decent but considering how poor this route is along with the lack of things to do, it’s an easy pass for me. DTG will never learn it seems.
I'm not honestly sure if enough dev time isn't being given or something else is fundamentally wrong? This doesn't seem like a route which has been lovingly created with time and attention. The scenery feels flat the trackside is way too clean. There are posts all about the streets being a mess. We know they can do better PFR scenery was beautiful and the clutter. I dont understand where the disconnect is. Idk if the corporate side is pushing too much? If the dev team don't have the time to actually create something they can fully put their time and effort into? JT did so many custom assests in their small team. They put so much time and effort into the tiniest little details. This route feels a little slapdash stick a price on it and thats that. If it is corporate time frames that are causing releases like this then I feel really bad for the devs. Because its essentially just throwing them in the firing line of the understandably frustrated community so they can count their money.
I find it worse when the negative feedback has no choice but to go to the Devs as-well rather than the ones who seem to be making the decision and thus responsible. no choice for the players on that though, it’s feedback or non for our options.
The miles achievements for the 642 isn't tallying the miles and is the throttle/brake handle suppose to be that responsive?