Thanks v much for the update, nice work, but is there really no way signals such as this can be fixed?
I've had plenty of time to get to grips with the update now, and Skyhook deserve a pat on the back from what they've done. I'm on PS5 and I've had three runs with the HST so far with no issues. I know it's not a lot, but it's three more than what I used to be able to manage. The route itself looks beautiful now, so beautiful it puts the other routes in this game to shame. I hope the track and ballast used becomes the new standard for TSW. I'm so glad this update turned out so well. We waited long enough after all. It's all I'm gonna be playing for quite a while I think.
LucaZone Could the mineral loaders at Mountsorel be activated? Took a look at them in the editor, and they don't seem to be setup for actually loading wagons. I was looking at making maybe a custom timetable for the route, and that would really open a lot of fun new freight options with loading empties up there before taking them away. For future content Ratcliffe Power Station, and Toton TMD would be amazing, and really turn it into a very good freight route. To further compliment the already great passenger services.
That power station is part of the reason i got MML i had watched the pre release live stream to see the route and when they talked about it on there at the time they said track was built into it for possible future access .at least in free roam can get in if spawn a engine and set route around the loop but would be great to have official playability via a cargo pak nice to see freight runs being added to UK routes for some variety
Bridge reverb wasn't a feature for tsw3 and older routes. It was only introduced when tsw4 came out to base routes only but there are still some issues with it
These were resolved as per the feedback, but then all hell broke loose with the timetable simulation so I had to revert the changes. Its still on the radar.
It has been released this afternoon yes. https://forums.dovetailgames.com/threads/train-sim-world-3-update-notes-december-14th.77131/
In the recent official MML update the HST gauges were altered and although they’re a big improvement on the previous official iteration (the backlit numbers look really good in the day) it would appear that unfortunately they weren’t tested at night. The way the gauges now work render the needles invisible in the dark making it impossible to know what speed you’re doing. Either the gauges need more ambient light or the needles need to be backlit or reflective. I’ve spent a good chunk of yesterday and most of today trying to mod it via texture edits and although I’ve had some success, without the ability to add emissive light to either the gauge or the needle itself nothing is 100% satisfactory. Can this be looked at as soon as possible as at the moment the HST can’t be driven HUD-less at night? Many thanks.
I put a question forward for the roadmap live stream about reverb. I mentioned it was hit and miss across the routes. Reverb is on the ECML but not MML, it is there on TVL route which is a older route. Matt said he was going to look into it as reverb should definitely be on the newer routes.
And they are directly tied to the Ground Snow Level (at least on the 158, making the gauge glass intransparent in snowy conditions).
I don't know where you got this from, as even Sand Patch Grade and Great Western Express has reverb effect under bridges and in tunnels, and those two were the first routes for TSW. It's just typical TSW fashion that many routes don't make use of a feature that has been in the game from the beginning.
It wasn't a feature when tsw2 released. A lot of routes that had tunnel reverb had it removed because there was a bug according to tsg. Didn't come to tsw3 and was reintroduced in tsw4
Just had a crash on PS5 on the chasing yellows scenario, about 6 miles short of East Midlands Parkway.
Thanks for the feedback. Lack of illumination of the gauge needles was discovered during update of the gauges but efforts to include them could not be completed in time. We will endeavour to resolve this and the snow covered Class 158 gauge glass as soon as possible. There are no further release opportunities over Christmas while DTG are shut down. Bridge reverb was not part of the MML update, but now it has been reintroduced and can be used consistently, it is on our radar.
I remember having this scenario crash before the update, haven't tried it since the update though. I can't quite remember at what point my attempt crashed, however it was definitely short of East Midlands Parkway like you.
I bit the bullet and bought the route after the new patch. Well done Skyhook Games, it is an enjoyable experience. DTG, take note: fixes indeed sell content.
Just tried the scenario myself (I'm also on PS5). Sure enough it crashed however I didn't even make it as far as you. My attempt crashed shortly after passing Syston. I'm assuming something is broken with this scenario that wasn't addressed in the update. I'd say I hope Skyhook fix it asap but as luca said that likely won't happen for a while, frustrating as it is.
Post patch notes since their very decent release/upgrade When a HST departs, the doors don't shut at the same time (which is really good) however the AI trains leave whilst some doors are still closing (even after leaving a station) Scenery still has missing lineside fencing from roughly Loughborough towards Leicester for around 6 miles-ish. HST dial needles for Speedometer, Rev meter, brake dial etc do not show up in the dark and do not illuminate when the instrument lights are used, even at dim/bright setting. Stop markers missing at many stations, Long Eaton for example... It would also be nice to see the GSMR implemented on the HST as I find it's odd being on 1 of the featured trains and not the other. Also, do any HST's get stabled at the Derby depot during the day/night? Never seen any there, yet they were stabled there IRL
Anyone else getting issues with certain services using the 158 where you lock the doors at a stop and the objectives break? It's the same bug the Glossop line is having with TSW4.
The biggest killer for me is the timetable. It's borders on the ridiculous and is impossible to keep time with the 158. AI timetables should be band
Has anyone drove a 142/158 combo yet? I'm not sure if it was because of this update or one on Blackpool branches, but it's fantastic. Just spawn one or the other, couple up and away you go.
Agreed, what a shame we’ve gone back auto generated timings, which are impossible to keep to. I thought we were past this in TSW now? So how did this happen, when it’s known that’s it’s unpopular? Nice to see the MML has had an update, as it was one of my favourite DLC’s, with this timetable I don’t think I’ll be going back to it much sadly. It’s a shame, as I thought the MML DLC was pretty much perfect anyway!
I just want to add that there are certain sections, particularly up to Loughborough from Leicester whereby it seems there is a lack of lineside fencing and also trunking leading up to certain signal gantry's. There alare also issues where the ballast overlaps the rail on certain sections and I wonder if you can look into this to try and resolve. Can I ask if it is true that there are single trees lined up across the route as I feel that bushes would/may be more true to life and appropriate? I appreciate all the work you have put into this, I just feel that those small details are necessary and I hope you can take these on board.
The new stuff is all great, I'm using the route a lot more now as it's a lot more realistic looking and all that. Anyway, straight to the point - something I noticed was that, using liveries on the HST has always worked for me - after this update (where it said liveries would now work for HSTs ) they no longer work for me, so a bit of a backwards update for the liveries - they worked, were fixed, and now don't work. I'm on Xbox Series S. The liveries don't even show up in the spawn menu on free roam. The only ones that show up are the GWE HST liveries and any livery made for the EMT powercar, a single powercar, any liveries I have with the full set don't show up.
I don't know what alchemy your PS5 is working with. My fourth attempt ended in yet another crash, this time I hadn't even reached the second signal out of Leicester.
Signal outside of Attenborough (towards Nottingham) showing a yellow when you can clearly see a class 158 in the platform.
Sounds like post-patch, and now there is a sale on, MML is a good one to buy? Anyone think the problem with the 158 ai timetable is likely to be fixable please? Thanks
I think that is what happened in that scenario that were broke. I don't know if it is still like that or not though.
“Can’t Make Your Mind Up?” That’s the scenario, so it’s a known issue then ? I already did it when the route came out and I don’t remember having encountered this.
Fully agree with this. Routes released in 2023 should not have auto-generated timings. As an example of the difference this makes, the in-game (auto-calculated) timetable allows approximately 40 minutes for an all-stops run with the 158 between Leicester and Nottingham. Looking at the real-life 2016 EMT timetable,taking the same path is allocated 50 minutes between Leicester departure and Nottingham arrival. Even today with EMR, the same all-stops path is allocated 48 minutes. It's simply unrealistic (if we're taking a prototypical approach to operations) to expect to meet the in-game timings. The timetable is entirely unrealistic and badly needs reworking - it's more or less the only thing stopping me from going back to the route at this point which is otherwise pretty solid.
Alright so it won’t be fixed, they already released a huge patch recently I highly doubt they’ll do anything else and… TSW5 is comming soon
PS5 Just purchased and installed Midland Main line and it's not showing up in game anywhere. It's showing in Game Content, downloaded again, still not showing. Same with Niddertalbahn too. Thought we were past all this with the Add ons Manager!
So, thanks to the current PlayStation sale and the positive feedback to the update, I decided to take the plunge. I’ve only played the tutorials thus far and have a question regarding the 158. As far as I’m aware, she’s a unit with hydraulic transmission, is that right? When I looked at the bogies, I couldn’t find driveshafts or axle-gearboxes anywhere (see attached pictures). My questions are: Was that just not modelled by Skyhook? Or am I just too blind to see it? Or am I mistaken and power transmission works differently? Spoiler: Attached Pictures under the cab next to the gangway
I don't think driveshafts etc were modelled due to them being underneath the unit and not seen in normal camera views. Also I don't think TOCs let people crawl under the trains for health and safety reasons hence why they are not modelled.
I was tempted by the discount, but didn’t know the timetable was AI generated and not factual. That’s a MAJOR turn off.
Thanks. It’s just disappointing since most (or all?) of the other units in TSW using a similar drivetrain do have them modelled.
The driveshaft is modelled until the section between the frame and the bogie. This is the same level of detail as the Class 166 in GWE. I'm not aware the timetable on MML is fictional. I believe it is based on reality for circa 2018, but its quite possible there are some discrepancies of a few minutes here and there due to the nature of timetable development in TSW and having to meet a deadline. I have seen requests for inclusion of Meridian operated services but again to my knowledge these are already in place, operated by 2+6 HST sets. They are certainly listed as Meridian services in the timetable file.
I think it was mentioned that the start times of services match a real timetable, but the timing of subsequent stops do not, and this makes them unachievable (at least for the 158 services - the HST ones seem easier to work with). A discrepancy of as much as 10 minutes in running time after a relatively small number of stops, and the fact that none of the arrival times are on the minute or half-minute that a real working timetable would quote, are strongly suggestive. One thing that the real timetable would accommodate, but the auto-generated timings do not, is the very slow door operating sequence of the 158. By the time the doors have finished opening, the scheduled loading time has already expired, with waiting passengers only just starting to board. It then takes about 20 seconds to close the doors, during which time the AI assumes that the doors are *already* closed and the train is driving to the next stop.
To end up 10 minutes late when there isn’t anything to ‘delay’ us in the game strongly suggests the timetable is not true to life. Fictional AI timetables are horrible and should never ever see the light of day again. I really hope Skyhook address this ASAP as I was willing to buy MML after the recent update and current discount. LucaZone - please take note.
The service start times might be accurate to the real timetable. The stop points afterwards are not however. They have random stopping times like "10:38:35" and "10:45:23" which is definitely generated by the simulation in the editor. These need to be manually set to what they are in the actual timetable to be a good driving experience. Looking at the actual timetable from 2019 I can't see a 2D30 service from Nottingham to Leicseter. I do see a 2L58 from Nottingham to Leicseter. Which starts at 10:35, and departs at Beeston for 10:41. So that gives 7 minutes in the timetable to get from Nottingham to Beeston and leave. Whereas the in game timetable gives you 5 minutes and 30 seconds ish.
When a WTT shows only one time for a stop, it serves as both an "arrive by" and "depart after" time. TSW needs these to be specified separately, so I would recommend translating them into "Arrive at Beeston 10:40½, 1 minute minimum loading time, Depart Beeston 10:41". The 1-minute loading time would allow for about 30 seconds of passenger boarding after opening the doors, and allows an early arrival to translate into a more prompt departure.