There should be a system where if you go through a red light the train will stop automatically, instead of ending the whole session, as soon as you stop, there would be a 20 second stop before you can drive again, I got frustrated as I spent around an hour on a route and I failed because a red light was around the corner, it wasted my time, they should add this system tho because people spent around an hour trying to do the route but this happens
The thing is though, going through a red means that you're most likely about to encounter something like another train or points set against you. Stopping for an arbitrarily short period of time (sometimes you're meant to get held at a red for several minutes, especially on a diverted freight siding) and then allowing you to start again doesn't remove the problem that you're still on a direct course for a collision (that you might not be able to even see or react to, which is the whole point of block signaling in the first place) Whilst I get the frustration with the instant game-over of SPADing (coupled with the lack of a robust autosave/checkpoint system), and also that in real-life you'd basically be yanked off the train on the spot (or at the nearest station) for a dressing-down, I do agree that there should be a little more leniency but it might not be possible with the way the dispatcher is coded. Ideally you should wait for a set amount of time whilst the dispatcher clears the path through the next block (if possible) and then you can pick up the timetable from there, but that won't work in every situation (freight blocks can be miles long, and in single-track running you might end up face-to-face with an oncoming train with no way to clear).
Matt explained in several streams that the dispatcher can't cope with SPADs (yet). But it's on the list, among many other things. TSW4 is the first game in which you (finally) can miss station stops and continue your trip. When it's technically feasible, it will be implemented.
Depends on where the signal is after the platform. I know for TSC at least (so may not be prototypical to either TSW or real-life) on some of the routes I played the most (SE England 3rd-rail stuff like Chatham-Medway etc) if you were going to miss the stop point but had time up your sleeve, you could completely miss the station (so that you didn't trigger the stop marker with the last part of your last carriage), then reverse back and stop in the correct spot to get full marks. Can't remember if it was also in TSC or in TSW, but if you got part way in to a block (ie stopped before the last carriage passed the signal) and then reversed it didn't trigger a SPAD (since the new "front" of the train technically never passed the signal), and the signal would revert to green/yellow as normal once you got all the way out.
I feel like you stated the obvious with the first part, of course if you spad you are careering towards another train or junction that isnt set for you. That why the emergency brakes go off...
My point was, having a system that just lets you get going again after the e-stop is just slightly delaying the inevitable. It also completely removes your ability to know if the block you are in is clear yet or not - there is a reason why any movement inside a block occupied by another train is incredibly tightly controlled and only in exceptional/specific circumstances
Lol. They should make it realistic and make you have to sign like 8 forms or smth and complete a rail knowledge quiz before you can continue. Then you have to contact the signaller and reset the tpws system before continuing.
Totally agree with this system, the penalty for SPAD that i think should be over the automatic brakes, is that the game took - 1000 Actions points, but you're able to finish service. I known that SPAD could be end a driver career, but a game is not real life (apart for routes and trains)
In truth, I have nothing against the insta-game over upon a SPAD. I am glad it is there as it makes me run trains better and to pay more attention to what I am doing. I agree with the possibility of a checkpoint though (put it in easy mode please) where we can restart the game from there. Otherwise, when the Game Over screen comes up. How about a retry or quit option? In the real world, you could likely lose your train licence and your job if certain criteria's are met, if not do jail time if a collision happened. But as for TSW4, we get let off quite lightly for our mistakes and there is none of that smash and boom nonsense like we get in GTA V.