I think you may be right. Had a run with the 47 last night and something seems to have gone awry with sound. Not just the loco but even with cab windows open wasn’t getting much if any bridge reverb. Track sound seems to have left the building too. JT if you’re reading this, please roll back any sound changes you made to assuage the “too loud” brigade which appears to have nerfed everything else.
Glad it's not just me! Yes the sounds were significantly better before, but last night I were going along at 60mph giving it full beans with windows both sides down and I could only faintly hear the engine, until I had to turn on wipers where there were no chance of hearing it, so would certainly back reinstalling the 'too loud' sound from release.
I don't think they've changed the sound of the 47, at least not recently. It's still so loud externally that, with it parked and idling at the stops of Platform 1 at Blackpool North, I have to go nearly to the end of Platform 8 before the 08 parked in the nearby siding is of roughly equal volume. That's what people have been complaining about. Inside the cab and with the windows shut, it's a whole lot quieter. To do that from such a loud exterior starting point, the attenuation of exterior sounds must be rather strong. That would explain why you can't easily hear most of the other sounds that would normally come from outside. Meanwhile, the interior sound of the 47 is mostly just a muted version of the exterior exhaust sound, plus some additions for the traction motors, brake rubbing, and various cab control movements. There should be some other major machinery parts audible from inside that are not so obvious outside, particularly the generator in one cab and the cooling system in the other, and possibly blowers for the traction motors as well. That will contribute to the impression of quietness in the cab. Ultimately the 47 is now a rather old model by TSW standards, to which JT have just added a few touches to make it era-appropriate for their route, and fixed a bug with the braking system that doesn't involve any invasive rearrangement of the physics nodes.
I'm not sure how much of that had to be done, since the gap between Blackpool and NTP is only three or four years.
Three or four years that marked the beginning of Sectorisation, which was actually quite an important transition for BR. It's not too difficult to imagine 47s having the extra headlamps welded on at the same time as being repainted into Large Logo or InterCity Executive. Arguably the 47/4 without the headlamp was unprototypical. Bear in mind that circa 1980, many locos were trundling around with their headcode blinds set to 0O00, as the works hadn't got around to removing the blind mechanisms and replacing them with domino markers.
All JT have done is improved the 47. It now has a new wheel rub sounds. Im not sure about reverb thought as OldVern has reported is minimal
Literally nothing has changed at all. The last time the 47 audio folder was even touched was the 13th of October. Similarly absolutley nothing has changed on the route side of things, the last time they were touched was the 18th of September.
This is the signal protecting the northern entry to Blackpool North carriage sidings, right? There is a call-on signal head beside the main head - but it doesn't seem to light up. One for JT Thomas to look into?
I’ve got a slight problem the Preston Blackpool, Ormskirk is missing after updating TSW4 I try reinstalling it sill not there all other routes are there but not Blackpool really strange I thought I might as well pass this information on to you Problem on PS5
Have had a couple of crashes now, around halfway between the Preston and the junction for the freight branch. Once with a 45 and once with a 47. LowLevelFatalError [File:Unknown] [Line: 208] Renaming an object (Texture2D /Engine/Transient.Texture2D_2147452630) on top of an existing object (Texture2D /PrestonBlackpool/Map/Tiles/ST_x-1_y0.ST_x-1_y0:PersistentLevel.BP_DSNT_SmallDisplayBoard_2.DynamicDisplayBoard.DisplayBoard_LayoutTexture) is not allowed
There were some issues with some people having crashes early on which was related to a pis board in Preston station. But I thought it had been fixed.
Loving the route, now my fave! Could just do with passengers wanting to get on instead of standing and looking at the train. Passenger behaviour definitely needs looking at please JT.
Noticed on PS5 last night that the mastery for Pleasure Beach station is missing again. So an update. Started TSW4 tonight. In my list of routes the Blackpool route is missing. Went into the store and it said to download but it's downloaded the PS4 version. The PS5 version has gone missing. I haven't a clue what has happened. Has anyone else on PS5 had the issue?
I just ran 2F11 Blackpool South to Ormskirk from the journey mode pn PS5 and it gave me Pacer number 012345 in provincial blue. Other units on the route seem to have correct numbering so this could just be a one off glitch. As you can see from the 3rd screenshot, it only affected my unit.
Anyone else find it really odd that all the people standing still are standing to attention like there are in a horror film, LOL
It's rare in this forum that you read so much positive feedback on a route. The overwhelming positive reception on this route made me buying it today. I'm normally more into German routes. But man, what can I say. I'm absolutely loving this route. It not just a simple boring forth and back one, it's interesting. The details alongside the track are awesome, on same quality as Niddertalbahn.
ive had a issue with the class 47 when playing the run where you take the tankers to the chemical plant run go fine until near the end when have to back train into yard tracks ..the engine suddenly dies i start it back up and it stalls out again as i start to get moving and throttle in 1 and 2 i don t seem to be hitting any buttons by accidet even though trottle lever is in front of engine shut off button im playing on controller x box series S i had this happen also on northern trans penine in certain timetables scenario s engine just dies and restart but keeps stalling goes dead
If the brakes have not fully released and you apply throttle, it will detect prime mover over speed and shut down. It's supposed to do that.
if the class 47 is in goods brake timing mode then the brakes will take 45 seconds to release fully (vacuum brakes may take even longer). I know this because recently a class 47 was brought in to the railway where I volunteer and the driver who was shunting it using a class 37 complained he couldn't get the brakes off. The 47 was being hauled with the engine off so goods timing was used.
Some questions please: 1) Have people found Blackpool branches runs well on PS4? 2) Is this a real time table, and not ai generated like MML? 3) Has anyone been able to make the 323 northern run on this route even though there isn't OHLE? If so, how please? Wondering if this is possible in free mode or scenario creator.
You would have to use Scenario Planner with Off The Rails mode. That overrides power supply limitations for electric stock.
Most of the timetable runs well. There are a few exceptions: 1: Trains to/from the Ormskirk branch need to slow and stop for a token exchange. Time is apparently not allocated for this. You can make up the time on subsequent sections of the run, so you arrive on time at the terminus (either Ormskirk or Blackpool South). 2: There is a route-learning exercise implemented as a series of linked light-engine services. The timings are downright ridiculous for some of these, and may have been calculated for the straight-line distance between some timing points, with the line describing a wretched U-shape. But it doesn't really matter if you arrive late, as you'll still be in good time to set up for the return trip. 3: Some of the shunting services require extremely aggressive driving and slick operations to complete without the dispatcher getting confused and deadlocking you.
2) Yes, it’s a real timetable, not ai generated. 3) there is some OHLE, on the section around Preston. I’ve never tried to run a 323 under it, though, as 323s have never operated in this area.
There are a couple of little usual hiccups on PS4. Going into Blackpool North gets really stuttery and depending on how busy Preston is can affect stutter as well. Usual pop up issues with trees. Other than that it runs pretty well. Certainly the console doesn't affect my enjoyment of it. It is a fantastic route.
Love the route, have spent a good 4/5 hours on it over the last couple of days which considering that is usually around 2 weeks of time spent on it is testimate to how much I enjoy it! One tiny, tiny little think I have picked up on is that the Ormskirk water tower is missing (or I can't see it). It is visible for miles locally so i'm sure you'd see it at some point, especially from the external camera. The setting is slightly before my time. Were the stations that grubby in the mid 80s??
BR was at a pretty low ebb at that point. This was just about the time they were trying to close the S&C (the outcry over which finally stopped the nearly continuous process of wholesale line and station closures that started with Beeching and Marples), and you can see they were busy demolishing the canopies and buildings at St. Annes, this branch having recently been singled and cut down extensively. The move to Sectorisation and thus a focus on growth and customer service, rather than managed decline, made a huge difference - but it took time and was only just beginning at the time modelled. The Pacer was one of the early steps in this direction, helping to keep branch and secondary lines financially viable. The "Provincial" and "GMPTE" liveries reflect that, Regional Railways not yet being named as such.
Had a couple oddities with this route on PS5 these last few days, don't know if anyone else has. The other day the route suddenly disappeared from my game completely, not even any evidence in my system that it was installed at all, although the game and PS system still recognised that I owned it. I went to redownload it and it turned out that only the PS4 version would download (normally when you trigger an addon to download it will start both the PS4 and PS5 versions, you just cancel the one you don't want). So it was as though the PS5 version had stopped existing altogether. This evening however, the opposite has happened. The route disappeared from my game again, except this time the PS4 version was still installed but under an unknown game category, no longer recognising that it was for my PS5 copy of TSW4. I delete it and go to reinstall it for a second time and behold, the PS5 version has returned to the marketplace. I'm seriously hoping I don't have to start doing this every single day now.
I had the same issue on PS5 recently. PS5 version disappeared, PS4 version only available then the PS5 version appeared again. Very strange. I think there was a patch released for missing routes.
not disagreeing at all, BR did face a lot of problems but as someone who used to travel on the 80's railway looking back I loved it. It wasn't perfect by any stretch but it was combination of the Loudness, smells, Trains themselves was good fun and I would say better than today. You could turn up at a BR station and buy a ticket from the cashier who would then tell you what platform and time the train was coming. Do they have ticket offices today? As for the stations comparing them with todays stations they were just as clean as tidy as they are now if not more so but remember that many Diesel trains flying about they will leave their mark about but for me that was trade off worth paying, not that I'm biased in any way, lol.
Why yes they do. There was a major effort by the Government this year to institute a closure program for virtually all of them, but it generated such a massive public backlash that they had to withdraw the plans. Not every station has a ticket office (reduced staffing is a major reason why station buildings were demolished in the 1980s), but all the important ones do, and they're still the best place to get the right ticket and appropriate travel advice. One important facet of the situation circa 1980 is that what later became the InterCity and Network SouthEast sectors got the lion's share of the investment. A few lucky cities also had Passenger Transport Executives which applied their own investment schemes. If those were the stations you used at the time, you'd have come away with a favourable impression. Outside of those areas… well, look at St. Annes station in-game, and the vast empty space surrounding Blackpool South that used to be all railway. Or on NTP, compare Miles Platting (now long since closed) with Stalybridge, and take note of how Manchester Victoria is now half the size it was then (that is, half the through platforms have been deleted, and half the bay platforms were rebuilt into Metrolink tram stops). The Beeching and Serpell Reports envisioned all the "minor" branch lines and rural routes being closed as unprofitable, leaving only a "strong trunk network". That was the thinking that prevailed, in one for or another, until the Settle & Carlisle was saved from closure. The S&C had been deliberately run-down under the logic that a line that "might" be closed in the near future should not receive even minor investment, but that lack of investment further increased running costs (such as the need to run trains a considerable distance beyond their nominal terminus in order to shunt them to the opposite running line for the return journey). As soon as the line was not "imminently to be closed", the basic investment it needed appeared, and its profit-and-loss account started to look a lot healthier - and it has proved its worth as a diversionary route several times.
Still having a lot of fun on this route. Usually, by this time the shine has worn off a new route, but not this one. Had a nice run on the Class 31 today and 2 things particularly caught my eye: 1. It was a real, old rust bucket inside and out, as it should have been by that time. Of course it's a TVL transplant, but still. Excellent sound and physics. 2. The night lighting (very early December morning ) was quite good. Plenty of ambient lighting from buildings. If JT can do it etc.....
Had another run yesterday in between trying out my West Rhine acquisition (also very good). It’s a route you want to keep coming back to, doesn’t feel a chore like many of the others. The only caveat is I’m still not convinced the TL11 engine on the Pacer sounds entirely authentic. The timbre seems too deep and not as harsh/raucous as I remember them.
1Z49 NRW to BPN cannot be completed on Xbox. Red signal just before PFY station that after 10 minutes did not clear. Looking at the map there are many trains backed up at BPN station mouth and not seeming to clear.
That will be due to the bug where AI Pacers fail to start a subsequent service after reaching a terminus. All the other traffic will be waiting for one or more Pacers to depart.
I will say the way Beeching went way to far and largely ruined the network to a degree. I live in a village and what he had done to some larger towns and smaller towns was regrettable. A large town near to where I live lost it's station (as well as a smaller one) and it would make a lot of sense to have kept it but no. The North needs much more investment in the Railway for sure, they deserve it and would make economical sense but with the collapse of HS2 it won't be coming any time soon. As for the type of stations I used back then in the 70's to the early 90's I used big ones as well as much smaller ones and can say I had no complaints, the complaints I had with BR haven't really anything to do with the Railways. But some of the larger stations could have been better. Until recently Oxford and Reading were nothing to shout about but Reading now looks good. I had a good time back then and have some really good memories even when they were striking, lol.
Well, I just ran a service with the Class 47 and, with both windows open, I thought the sound was just fine. Maybe a change was made, but the tunnel and bridge reverb were very noticeable and when I blew the horn in a tunnel, I heard a very pleasing echo. Can't get enough of the old diesels on this line.
Yes I have looked into the problem. It was a problem with the door script... however not entirely my fault. The problem I found took over 2 hours to manifest itself and wasn't entirely consistent and also required not being near the offending unit at the time. What was the problem, I'd changed the logic to do a check whether the driving seat was occupied by a player or AI first. If it is occupied bypass doing the door logic from this vehicle as it isn't the vehicle the guard should be in... Now it turns out the the check doesn't actually work if the player isn't in rendering distance of the vehicle for some odd reason, so it goes to a fallback check in that case. However in the case of where the AI were getting stuck... it ended up that both vehicles for some bizzare reason were reporting they had an AI driver in both vehicles... which is bizzare on multiple levels as usually it doesn't have anybody in the driving seats. My running theory is that for some bizzare reason a passenger ends up in the driving seat of both vehicles. The net result being is when the problem occured both vehicles were going well the guards shouldn't be in this one so neither vehicle was running the door open command. Having devised a workaround for this bizzare occurence I thought I had cracked it and for 5 straight hours of waiting testing It did... until it happened again. This time it had failed for an entirely different reason, for some reason the masterkey had ended up being set in both vehicles of a portal service. My theory on that one is entering a portal services aren't properly shut down and so after a long time it ends up that the master key ends up being set in both vehicles which confuses another check in the door system again making both vehicles fight each other thinking neither should have a guard. Sooo... I've fixed that hopefully so I hope I've cracked it now... but at this rate I'm sure it will throw some bizzare oddball situation at me again. Tl;dr Its been looked into, and should hopefully be in a patch at some point.
When I talk about TSW (and RailWorks before it) having a brittle architecture, this is precisely what I mean. There is, as the above shows, no coherent system for ensuring that a vehicle is fully initialised to a known-good state in every circumstance, only a series of workarounds which "usually work" but still have gaps which trip up even reasonably careful content developers. That's also why, for example, some trains don't work properly when spawned in the new Free Roam mode, because they spawn with a different internal state than when they start as a timetable service or in a scenario - and most scenarios start with the train in a different state than in a timetable, into the bargain. Even the "reset physics" button does not work reliably in these cases. The fact that the track network and signalling infrastructure is effectively set in stone after a fairly early point in a route's development, and thus cannot be reliably "fixed up" when problems emerge during beta testing, nor extended by even a small amount if the need arises (eg. to suit subsequent content ideas, such as adding a nearby depot or freight yard), serves as another important example. I can imagine why this is so, but it should not be so. TSW should have been a golden opportunity to learn from RailWorks' past mistakes and avoid precisely these problems from the outset. There are other games which have done so successfully, but TSW has not.
Have just driven the 14:08 Ormskirk to B South service. When the train gets to Kirkham and Wesham, it is held at a red light after the platform for the turn to BS but can't go any further because of another train at BS which isn't moving anywhere.
Has anyone managed to unlock the Pacer distance achievement on Xbox. Have driven it 174 miles so far and the achievement still hasn't unlocked. Only 0.5% of players have actually unlocked it according to Xbox stats