There is a red-light issue. Preston Docker Part 3- IF you have continued on from Part 2 via free roam. Once you reach the Salkirk goods loop, the trains ahead of you are stacked up at perma-reds and nobody can move. UPDATE: Doesn't happen when starting clean from the menu; apparently is indeed a function of continuing on from Part 2.
It's a route that has never crashed for me on PS5 and I have all DLC layers installed. I just wish the 40s would stop showing up so often.
You just may have hit a situation where continuing via free roam doesn't work and you have to get out and come back in for part 3.
I was driving my pacer into Blackpool North at 10 am when I noticed a Class 40 or Class 45 (not sure which) Inter-City service on one of the platforms with the following name plate "Sir Gwynedd / County of Gwynedd". Are Class 40 / 45 name plates a recent addition by Just Trains / DTG? I know that other locos e.g. Class 52 BLU from the Diesel Legends of the Great Western have a set of name plates for railfains to tick off. Either way, it was great to finally see some Welsh (Cymraeg) in a UK route, especially as Cathcart Circle and ScotRail Express have bilingual English / Scottish Gaelic station signage. Hopefully, we might see North Wales Coastal announced as the first Welsh route for Train Sim World within the next few months (e.g. by Alan Thomson Simulations who originally created the route for Train Sim Classic)?
I believe this was a 47 that had this name, the number 47537 comes to mind, as I am sure I have a picture of it somewhere in a photo album I were looking through only a couple of weeks ago.
All right, I must chide JT for this: they have taken on a bad DTG service design habit (which DTG supposedly has stopped, but hasn't) : DON'T PUT THE STOP MARKER BANG ON TOP OF THE SIGNAL! It's a SPAD trap, and very annoying (especially driving a train with dodgy brakes like the 20, 31 or 101)
Thanks. Had a look at Wikipedia, and it seems that it was indeed a Class 47 (D1657) with TOPS number 47537. It current TOPS number is now 47772 under West Coast Railways ownership.
thanks for the info. Looks like JT have done a really good job on this and certainly has tempted me to get TSW4.
Wow, I have surprised myself there, I were honestly expecting this to be someone correcting me on the number. No sweat mate.
A couple more things I’ve particularly enjoyed about this route, a few weeks into playing it: Firstly, having taken one out in the rain, the wheel slide under heavy braking in the 142 is particularly well recreated - and a little, scary, the first time. Coming into the station a touch faster than planned, but nothing a bit of Step 3 won’t solve - the speedometer dives to zero, the wheels pick up, and the unit slides. The only way to get the wheels turning again is to release and re-apply the brake. Let’s just say it’s a good job it was a long platform. Secondly, having learnt the route between Preston and Blackpool North well enough to be able to drive it HUDless without too much difficulty, driving it HUDless in the dark was an interesting new challenge. We know night-lighting is a weakness of TSW, but on this route I think it’s done really well. There is enough lighting on the route for you to know where you are, if you keep your wits about you - but it’s lot of individual lights, as in real life - not an artificial white glow over everything to enable you to see. So in rural areas it can be almost pitch black, but if you know the route, you spot the clues - the glow of the signal lamps (actually visible from further away then in daylight - as in reality) station lighting, lights in buildings - all very well done, without being over the top. One of my best TSW experiences yet, with a real sense of satisfaction arriving safely and on time. Next time I’ll give it a go in the fog.
Just been looking on Steam, There is a German regional version, a US and an Austrian regional version. Perhaps I missed it but where is the UK regional version without the steam Engines preferably? Or perhaps that is the UK version? Or do I have to buy it all separately for some reason? Doing a diesel bundle or an era bundle like '80's' what be good, no?
Mastery is still broken for this on PS5. I've level 1 complete butc2 is locked out. Could be a PS5 issue as it says I've completed stage 1 mastery forcUS routes I don't own. Really loving the route overall. The only question I have are the old stations with a single track bed, it does not look like there was ever room for 2 tracks. After 3 weeks that's my only nit pick with this. This DLC deserves to be a core route of TSW4 so that everyone can experience it in my opinion.
Unfortunately the bundles appear to be set up to encourage you to buy DTG routes so Blackpool-Preston isn’t included. If you get the Standard edition you get Peterborough - Doncaster, if that is of interest. If not, oddly, the cheapest way appears to be to get the Austrian, German or US bundle, and just ignore the routes you get with it, then buy Blackpool-Preston separately.
Was in Preston station earlier today for over an hour between connecting trains and it’s crazy how recognisable it all is even given the time difference. Very impressive!
Wasn’t sure whether to post here or in a separate thread but is the Pacer wider than it should be? If you take it out on TVL, at Middlesbrough on the Up platform the train side is fouling into the platform. I’ll try and add a screenshot later but not on the PC at present. Never noticed the issue with the MetCam DMU at that location.
I think the 142 was designed to be a bit wider than the Mk.1 body in places, and this is what enables the 3+2 seating layout. The 141 had been built with a body in standard road-bus width, allowing only 2+2 seating. I wouldn't be surprised if TVL was tuned to match the Mk.1, rather than using the precisely true position of the platform edge.
It’s pretty tight at Darlington, too. Whoever built TVL must have been using Hastings loading gauge!
My mastery only started to behave itself last night. Multiple routes effected and are now all corrected.
I've noticed the gauge issue on the TVL route in TSW4 too. The DMU 101 clips into almost all platforms. I don't recall it doing so in TSW3 or earlier.
A very, very minor quibble, for JT to note for future reference, I guess- the wonderful passenger announcements system has one defect. Even on a continuing service, say Blackpool - Leeds, which in-game terminates at Preston, the announcing system reads the in-game service end and therefore sounds "The next station stop is Preston, where this service terminates." That is a lovely touch when the train actually terminates there, but.
The problem seems to be that the timetabler duplicated the arrival time at the token exchange for that of Croston, a mile and a half on; this throws out the whole schedule.
I think I've traced this to the use of "Unload passengers" instructions rather than "Load passengers", which I'm pretty sure is what the announcement system uses to decide whether to announce termination or not. The former is appropriate to use when it's a real termination, but the latter should be used in the case of a crew change with the train itself continuing. Similarly, services should not routinely end with an instruction to close the doors, especially when there's a crew change and the train continuing. This makes it much more difficult to get out of the train and go to the break room (or to drive a different train).
Unfortunatley services kind of have to end with door close otherwise it confuses the AI no end. Not doing so caused all kinds of weird unpredictable things during development. The announcement system doesn't know about virtual destinations, it works on basically when there are no more actual destinations it plays the "where this train terminates", since it doesn't know about the virtual destinations at Preston it thinks that is where the service terminates.
I must say, the more I drive this route, the more enjoyable it is. Running the Preston- Ormskirk shuttle, I was struck by all the details, from the semaphore signalling to the working grade crossings and the physics and sound of the Pacer and the changing skybox of a late winter afternoon, not to mention the plethora of AI traffic into and out of Preston station. This part of the route is 90% single track, which would normally put me off, but not this time. The scenario ran flawlessly, especially now that the trains are fully Raildriver compatible.
Since the update the timetable broke. I pointed out the problem in the troubleshooting section. Definetly has to be sorted out.
For players who stay 2-3 services in one game, the pacer services start a blockage. https://forums.dovetailgames.com/th...ces-causes-to-break-the-24h-time-table.76755/
I am taking the liberty to give a little negative feedback on what is otherwise a superb effort overall. I was driving from an unusual viewpoint close to the ground to admire the bouncy-bouncy ride, and was disappointed to find the suspension components of the 142 do not in fact move, and are very simply modelled. The wheels move up and down but the effect is weird given the suspension is a bunch of rock solid texture-covered polygons. Would love to see an improvement to this one day. As I said, the whole BPO package is otherwise one of the best DLC I have ever had the pleasure to use in TSW.
I too was a little disappointed in this considering DRS has modelled moving suspension components and uneven track that causes more bounce. Whereas DTGs track is simply flat. But DRS is based on the Unity engine not unlike Simrail but isn't as detailed graphically os TSW or Simrail. It's all about compromise I think.
I want to know why the go via markers are so close to signal and speed changes and why they still have an effect on the signals and speed changes! Running services and having to go via a point at 70 where there's a red light and a speed reduction within 300 yards but we don't get that info on the bar until we hit the go via point. That isn't how it should be! There shouldn't be a red light after a go via point and all the info we need should be showing up in the 1.25 miles the bar shows, not the 300 yards before it takes effect!
I drive the entire route without hud, never had any problems about speed. The 70mph have distant signals. The omskirk & burn naze branch have a token system. So Which section you mean?
This is JT's way of simulating approach-controlled signals, and in some cases for improving the signalman's behaviour in terms of which trains to prioritise. For example, the Home signal at Blackpool North #2 box is approach-controlled because it protects a complex station throat, and the signalman wants the option to divert an incoming train into the least harmful track available if it is running out of control; he also needs to be able to clear trains to depart while incoming trains are still at Poulton or Layton, where TSW might already be "calling the route ahead" into the platform at Blackpool North without the go-via instruction in the way.
Im absolutly loving the route however i seem to be having a issue with the "Put a gronk on it" senario for the class 08 shunter. I get told to park up before a junction then get permission from the signaller to continue past the red light. I then get said permission but then i pass the signal and the senario fails saying "Signal passed at danger". I wonder if anyone else is having this issue or if it is just me unsure of how to contact the signaller to continue the senario. I play on PC
I ran across this issue as well. Even though you're given permission to pass the signal by the UI you actually need to wait for the objective to complete before driving unless you will SPAD
The scenario is perfectly completable. You need to make sure that all handpoints on your route are correctly set, incuding trailing (converging) handpoints. (There is a warning messge about this at the beginning IIRC.) In other DLCs the game will allow you to go through these, but this DLC will not (rightly, in my opinion, as not all handpoints are trailable).