Hi all. Exactly as the title says. Some members on the live stream of the overground route yesterday asked me to post this in these forums for the developers to see regarding the Class 710. So I’ll copy over what I wrote (great simulation overall I must add ) 1.The DMI (Driver Machine Interface) which is the screen with the speedo AWS etc is not from a 710. Ours look completely different and have a different speedo scale with a maximum display speed of 80mph with also different indications mainly around TPWS . That one appears to be from a Class 345 unit with CBTC. 2. The pantograph icon should be a white pantograph symbol with a white outline like the 25kv symbol when operating normally. The symbol would only be solid yellow if the pantograph was lowered, CB opened on another screen or had a fault. When the circuit breaker is open (neutral section for example) the white box and symbol turn yellow. Same concept for shoes. 3. The DMI background is navy blue. The HMI background is actually solid black and yes looks very silly next to one another in real life too. 4. When the doors release the open buttons should illuminate red. 5. When the doors release the HMI (left screen) defaults to the Station Panel screen which shows the state of the doors. 6. The pull away sounds/brake squeal is great. However the other "motor" sound going up in pitch after does not exist. You dont hear anything after the initial sound. 7. The HMI buttons are Mahoosive . Although I guess that was to make them more visible on a PC so fair enough! 8. Would be cool to have some dummy DOO images in the displays. Might download and give it whirl when it comes out. Good job overall though looks alot like our full cab sims! Can’t take cab photos, but I’ve attached two images from training material to show what it should look like. Happy to explain what the DMI indications mean if anyone’s interested, I’m sure most people probably know anyway!
Welcome to the club! It's great to have people that can offer real world expertise, I saw your comment on YouTube and I found it very insightful, and thanks for posting more info here as this way it's more likely to be seen and added into the sim, cheers
Besides the first I think this feedback can definitely go into a post release update. It’s always good to have the proper experts come and give their feedback.
Hello there! Thank you very much for your insights, it's always great to get feedback from someone in the know. I've shared this thread internally, as this might be especially interesting for our development team. Thanks again for your feedback!
It all depends as it’s ok talking about motors but no one wants to see the audio fiddled with and all of a sudden hear nothing from traction motors only have to remember how people kicked off over the javelin and 385 audio
If it’s any consolation, while functionally identical, our actual training simulators make a completely generic noise despite costing several million pounds…They also induce some of the worst motion (or lack of) sickness you can imagine due to them not actually moving..After you’ve had an assessment you can barely walk straight..
Hate to say it, but that ballast is the wrong colour, the OHLE is clipping through the trees and there's no DLSS, so definitely not a day one purchase. I'll wait and get it in a sale at 50% off for £1.5m instead.
DTG JD hi hope you well been long time since you been in streams lol my question for you is regarding the 710 what usable functions if any do we have as players on the 2 in cab screens Matt was asked in stream last night but admitted he doesn’t know this would be of great assistance ahead of Tuesday
Hello, will see if I can get this confirmed to you - we did show quite a bit of functionality of the screens in the preview when Matt was using it, but we can aim to list these out. Similarly, on Monday when our ambassadors showcase the route, they may be able to dig deeper into what is available prior to the release
we need more feedback from real drivers like this on this forum also maybe some actual tips from real life, like how much throttle to apply when starting, braking "tactics" etc. not just here, in general damn, considering my love for German/Austrian trains, if my German didnt suck, I would probably apply for OBB train driver job by now
DTG Alex Will you change the auto interlock feature after 40 sec of the doors being opened me and many of my friends think it's a step back in realism as you have to reopen. You can either close some doors (not 2 in the same carrage though) or keep them all open??
Well Alex is just a community manager and release is in 3 days so if anything was being changed I wouldn’t expect an update for at least another week or 2
The interlock system does need to be looked at - having to re-open doors just to ‘close’ them is beyond silly. I know Matt explained it, but it’s a daft explanation, it’s a train simulator that can’t tell if the doors are ‘really’ closed? Makes you wonder what else they haven’t added purely because of silly things like that.
Yeah, there could be a more in-depth tutorial that actually shows you every...single....button plus what you mentioned. Maybe it should be optional or requires at least [x] hours of driving to unlock this?
I meant more of such stuff as - how much force % / kN to apply when starting the train, what speed to approach different lengths of platforms with, what should be your speed when you clear the platform... what brakes to use when and what force (acceleration/braking patterns)... braking distances (clear conditions)... etc ... also, IRL trains not always go balls to the wall full track limit, but lets say depending on distance/service they do lower speeds (e.g. a train from Bratislava to Vienna, now between lets say Neudorf and Parndorf, will do different speeds depending on train/service - Desiro with its blasting acceleration might try and do short 160 kmh burst, while bulkier 1144 loco might only do consistent 120 until approaching station)... stuff like that
I honestly think once they noticed you had to reopen the doors then close them just to depart they should have just removed the feature. If this issue is present after release its not getting fixed for months. Ill give them the week after release
On the stream, it looked like the timer for the objective is the same as the timer for the doors, so you wouldn't need to reopen the doors to leave. You would only need to wait for the scheduled departure time.
But when the service starts you sit for 2 minutes, if the 710s doors close after 30 seconds then you need to open them 4 times?
The doors auto closing shouldn’t have been included unless it could have been implemented properly. They said it was prototypical and then in the next breath say well we can’t actually do it because of limitations. Well then don’t do it. All it’s done is remove some functionality. They make weird decisions like this all the time. DTG Alex is there the possibility that this decision may be reversed?
I'm not sure people have interpreted what was seen in the stream properly, especially since Matt mistakenly kept "closing" already-closed doors which actually opened them. What I am getting from this is that if you leave the doors alone they'll be fine; the passenger-load timer is the same as the door timer so that when they shut you'll have the people aboard, and just have to wait for the departure time.
The issue is that the traction lock engages as the doors aren’t interlocking when they automatically close, the game engine can’t recognise the doors were closed for whatever reason. AFIK you cannot interlock the doors by pressing the interlock button either, you need to open & reclose the doors yourself to trigger it. It was strangely explained by Matt in the stream as he essentially said it was prototypical & correct, but later said it was incorrect too due to the interlock flaw.
Oh right. I didn't catch that bit. Not at all. Look at London Commuter. It has a setup time of 2 minutes, but the passenger time is much less than that. If you lock the doors after the passenger timer finishes, the game will complete the objective immediately once the departure time is reached. However, it seems that this is not the issue, as CK95 has explained above.
As I understood it, he kept forgetting that the doors locked themselves, and so kept opening them when he tried to close them. However, as CK95 explains, the issue is with the traction interlock, and not the objective.
Only because he never closed them himself, so the interlock wasn’t engaged thus not triggering the lock doors objective. You basically need to close the doors yourself as soon as the load passengers objective is done.
IRL if doors are closed due to the timer commanding them to close, the driver IRL can press close doors that are closed will lock those that are open will close and then lock.
Isn’t the issue more that it does close itself and then triggers the objective in cases where the load time is longer than the 40 seconds or so it takes for them to auto close. Either way the doors shouldn’t be interlocking unless the driver does it.
Nope, it’s as above (Matt goes over it as he’s leaving Barking & then I think again a couple of stations after).