I havent watched the amps (got the miniHUD), but I noticed spikes in tractive effort (display on the left)
did the p513 service funky trip at the end saw this Pennsylvania loc at Worcester was being passed by 2 freight services near the end but passed them again later
I'm perfectly relaxed, but I also don't think your "thoroughness" on my list of findings was really needed in this matter. It's a thread on feedback and flaw reports, I reported a flaw, whether or not it goes away in seconds or minutes doesn't negate it's still a flaw. I also didn't give an overall assessment of the route, so I'm quite sure how well you read my post? I pointed out flaws that I found while initially exploring it (some literally more glaring than others). That's why I took the time to screenshot and video and describe each one I found; nowhere did I give a full review or route assessment. I'm glad you're enjoying the route, to each their own, but whether you disagree with the flaws I've found or not does not change the fact that they are flaws and they are there. I never said, "This route is trash, don't buy it", I said, "This was a bad first impression and I will wait for patches to be deployed before I play it".
I want to clarify about the problem with the joints sound on CTC5. Inside everything is perfect. Outside there is a joints sound on a jointy track, but there is NO joints sounds on a switches. OR the joints sounds on a jointy track is a... fake? This theory is supported by the fact that the sounds inside and outside are not synchronized together. It's probably just a bug. Or is it fake? Overall the sounds of CTC5 are amazing. No, Really, most of the cabcars have boring slightly audible sounds. But this one is different in the most positive way.
Did a run in the CTC-5 cab car and I have to agree with the others, the sounds are really nice in that one! The rolling sounds, the rattle, the sound of each button and switch feels really authentic - of course I've never been on the real thing, but they do sound very realistic. However I noticed that the alerter buttons sometimes will stay lit up even after acknowledgement/slowing down. Then at some point they might turn off when another alarm comes up and you acknowledge. Also not that big of a deal, but the sideskirt on the bilevel cars in see-through from the inside. And the feet of the passengers show through the floor. Not like you would be spending much time underneath the cars, but still... And good old open crossings. I believe this one was right after leaving Framingham towards Boston.
are you using the classic or miniHUD? I remember the classic HUD showed amperes, but where in the cab can I see the current/amperage?
I got a theory as to why there is such a spike in power on notches 7 and 8 (and a tiny bit at 6 sometimes) - trainsimulatordriver on YouTube mentions that at notch 6 the engine starts to rev more, and at 7 and 8 a lot... I am not a technician or anything, but does this loco have turbos or superchargers? those have some delay on cars and I can imagine that if a loco had sth like that, it could have a bigger delay when it decides to kick in... so could those notches 7 and 8 be the ones where turbo kicks in?
The HSP’s are powered by General Electrics GEVO 12 diesel engines. It’s the same engine that’s in the ES44 series of locomotives. the HSP is pretty much a freight locomotive but geared towards passenger traffic. They GEVO 12 is Turbocharged so you are correct.
It's turbocharged, so it should be constantly forcing induction back into the engine. It will take time between notches for the turbo to spool up between notches (known as turbo lag) for each power range, but it's not isolated from certain notches. As long as there is exhaust the turbo is spinning, and the more power and exhaust output causes the turbo to spin faster and push more and more air back into the engine.
Im using the hud yes but not sure witch one ive set it to cant remember tbh and no idea ive literally spent less than an hour on it since ive bought the route tbh
hmm, then I dont really understand the spike in power on notches 7 and 8... on F40H the jumps in power between notches are relatively constant and linear... here notch 6 has some nice power, but once you put on 7 and then 8, the power goes almost into double the number, which I dont get why edit: I also did a run with new version of F40PH, and it has that same traction lock bug as HSP46 (the Boston Providence version also has traction lock bug, but there you work around it different way for some reason?) - I have to put the automatic brake into Emergency and then back into Suppression and the traction lock icon goes away edit no.2: I got some weird penalty brake applications coming into Worcester, despite having brakes in like 70% and acknowledging... so I had to quickly go into Suppression and back and rev the engine to keep moving
For PS5 specific issues I don’t think there is a beta team. If I remember correctly there’s some asinine Sony policy that prevents a beta version from being distributed on their platform. So the beta testers are all on PC and Xbox.
I also got penalty some distance from the stop, as the signal drops to Restricted and 20 mph, put brakes into like 70%, which is usually enough, and acknowledging, still wasnt enough and got penalty... managed to keep moving, but it cost me time
Why so much haze? This route is extremely pale in the distance during midday, like first TSW routes with TOD3/4 mod on them. Even sky is pale! F40PH joints sound? Just waste of time, who needs it anyway. C'mon DTG, stop aggro me with pathetic joints sound!
Some locomotives load slowly, like the HSP. Most diesels don’t load in a completely linear fashion anyways. In fact, I find that many older DLCs were set up that way. Didn’t feel realistic having all trains seem super powerful. I think DTG did a great job on the HSP. (Also, pay attention to the sound. The RPMs have to rise first before you get full tractive effort.)
I guess the prevailing question is how do you know when it’s technically appropriate to notch up in the HSP46? Anyway, great route with plenty of stuff to drive. Other than a few clipping issues, the route looks good. Some of the stations look appropriately dirty. Good work with sounds. I can absolutely see myself putting in well over a hundred services into this route like I did with Boston Sprinter.
thx for useful info I listen to the sounds, learned to do that with UK class 170 and German class 218... the figures seem logical, what I dont get is why at notches 7 and 8 there is such a spike in tractive effort, to almost double the figures from notch 6
what is SLF LD GHP? notch 6 has 2180, 7 has 4320 and 8 has 4650... this looks like a good lead in my research
dose anyone else see the reset for xbox achievement BOW: forty six. i was at 23% for a run then i took a break. once i return to run or scenario the BOW: forty six achievement was back to 5%. it seem to happen to locomotives runs where if you play game with that locomotive and later return the present marker get rest and you have to run locomotive all over again to unlock that achievement.
There are a few road assets alongside the route that seem to behave really weird when not in direct sunlight. They will turn very dark, while the white lines stay very bright. As a result, they look very silly. More drastic example: In cloudy darker times it turnes completely black and looks like a road straight out of a cartoon.
I plotted those figures (GHP) into a excel chart (orange line), I've also added a linear line for refernce (blue)... I don't know... those figures look fairly linear, not what I experience in game. Even without exact mapping between GHP and tractive effort, according to the table at notch 5 you should have around 54% of power of notch 8, which definitely isn't the case ingame.
SLF LD GHP is what? that column is that shows a spike in something from notch 6 to 7 and then 8... notch 7 has almost double the value of notch 6, I just dont know what that abbreviation means
I don't know, most likely it is a condition of the loco, becasuse then also rpms are reduced by a notch. The HSP46 is a pretty new loco (2013), so this kind of power delivery would have been on pupose, and I struggle to figure out what the benefit would be. Also another issue I got on the single run I had, is that halfway on, the passengers just stopped spawning...
Not DLC related, but the acceleration on this thing is really slow in real life, the DB BR 218 feels way more rapid with the same or higher number of coaches. I know it’s a completely different kettle of fish, but the new loco feels like a freight loco that wants to do passenger runs. I watched videos of the real thing, and TSW seems to have nailed its acceleration, but compared to European locos, it feels like this wasn’t the best choice for commuter runs in general.
Im not that tech savvy, but I think one reason is Diesel Electric (HSP46) vs Diesel Hydraulic (BR 218)
what is that abbreviation? thats the column where values go almost double between notch 6 and 7... so that might be where the reason of the power spike lies, I assume
Why is the route placed in the "Other" category when filtering routes? Additionally, in the CTC-5 introduction, obtaining the bronze medal requires 4,000 AP, while the silver medal only requires 600 AP. This makes it impossible to earn any medals due to this bug.
I don't know how to start a new post, so hope it's OK writing here. Its related to the freight timetable on Boston commuter. I'm using XBox X, and have a issue with red lights at Framingham, on the first Freight timetable. CXS Q436 Selkirk, NY to Framingham. As you arrive at Framingham, there is a red signal just yards from completion. There is also a freight train on the right track stuck on red. Then a passenger train arrives a few hundred yards ahead in the opposite direction on my track, which gets held on a red signal too. Stalemate.
I’m really enjoying this route so far, very well done. One thing I can’t figure out is the “1 Cars” sign for outbound trains. If you stop your locomotive at these signs (which is what the station markers want you to do) your first passenger car ends up half off the platform with much unused platform available behind the train. I’m not sure if this is prototypical or not but I’m not quite understanding the placement.
If its a low level platform with a high level mini platform, typically the loco and first door gets pulled past the mini platform. no worries I wondered the same.lol
oooh, the amperes is the blue/green line on the top above tractive effort number? also, what is "SLF LD GHP" in that chart: https://forums.dovetailgames.com/attachments/img_8222-png.176375/ those also show spike in something, but I dont know what, cos I dont know what that column means
It is a pdf, you can find it quickly by googling 'hsp46 physical schematic wiring diagram', but it is wiring diagram and the abbreviation isn't explained there. I would paste it here, but it is obviously a leaked confidential manual, so considering licensing and stuff, Metrolink might not be happy if documents like these start appearing on official DTG forums
Is there a list of what is being worked on? Just so we don't keep spamming the same issues when they might already be worked on.
I had time to buy/play the route last night and so far I love it. I think it will be one of my favs. Performance seems great on PS5 Pro. A couple small things I noticed. 1. On PS5 pressing R3 to switch to external cam doesn’t seem to work right. Most times when I hit it I get free cam inside the cab, not exterior. Hitting it 3 or 4 times usually it will eventually give me an external cam. EDIT to clarify this was with the F40, haven’t tried other locos yet. EDIT 2 - seems to just be an F40 issue, no prob with cab cars or HSP46. 2. At Southborough station when heading toward Worcester/westbound, a guard rail on the raised wheelchair platform clips through the passenger coaches:
I mean, yeah, no one expects ppl to post unsanctioned stuff here, it is ok ... I just noticed that particular column is the only one that shows that spike that many of us already experienced when going from notch 6 to 7 and then 8... so if I knew what that abbreviation means (SLF LD GHP; I know GHP is gross horsepower, but cant decipher the rest), I would probably finally know what is behind the quite brutal spike in power
Sounds like the same problem you have at Trenton on NYT. I know with that you can get quite close (but not spot on) to the stop marker if you coast in very slowly so you stay below the ADU countdown longer. I'm planning to try a full run to Worcester this weekend and will see how it goes.
CTC-3 sounds are WOW! And that's the joints sound that I would like to hear much more often in game. Damn good! But it's uncomfortable to drive, cause you have to lift the camera if you wanna know your speed limit, which for some reason causes the effect of eye adaptation. Please DTG, left arrow key for moving the camera to ATC/ACES panel, instead of a "stand up".
No not yet, in fact this route is pretty decent so far. Although the HP40 has some very slow controls (sometimes you can’t even break on time before emergency breaking begins
CTC-3 sounds are really good, but the bell sound is doubled when you're applying the brakes, and sometimes when you change the camera to loco then back to cab. Also, if you start shaking from "sound of polystyrene foam on glass" - don't drive this cabcar in the rain.