Route Spoorlijn Zwolle - Groningen Feedback Thread

Discussion in 'Player Feedback' started by DTG Harry, Mar 25, 2025.

  1. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    Interesting to see that tail light glitch, cause as I've raised on this thread before, the tail lights were actually broken already to begin with. This probably happened while they were fixing it (somehow).
    They were just broken in a way that you wouldn't notice if you're not playing around with the train :)

    Before, both tail lights were bound to the right light control switch (on both cab cars), though the front lights were working correctly.
    The fact that it's the right one working too tells me that they succesfully unbound the left tail light from the right control, but forgot to bind it to the left one.
     
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  2. MCNJesse

    MCNJesse New Member

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    This is correct, P (passive) signals default to green when there is no active path given. Once a train is pathed the whole opposite route will fall to red IRL, ingame however, once a train is pathed the opposite side will fall to red per block infront of that train.
     
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  3. Sprinter

    Sprinter Well-Known Member

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    Compliments for the new sounds on the ICM! Really nice!
     
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  4. TomJswt

    TomJswt Member

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    That’s good to know. Thank you for clearing that up for me :)
     
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  5. Sharon E

    Sharon E Well-Known Member

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    I just finished a run with the ICMm and love the sounds. I do not remember it being mentioned in the update notes, but the free rolling is a lot better.
     
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  6. razmatus#2517

    razmatus#2517 Well-Known Member

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    really? will have to try it then and see for myself
     
  7. Dinosbacsi

    Dinosbacsi Well-Known Member

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    I was also feeling like it is coasting better, but I thought it might just be my imagination. Still looses speed noticeable from 140km/h, but seemed to keep speed pretty well around 120-110km/h.

    I wonder if they really changed it or if it's just placebo.
     
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  8. Sharon E

    Sharon E Well-Known Member

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    I just tested the rolling resistance of the SNG. Coming out of Haren to Assen, once I reached 140 km/h, based on the digital readout on the train speedometer, this was about 17 km from Assen, I shut off power and coasted all the way to Assen. I was still going 29 km/h when I had to apply the brakes for the station stop. I would say that it is fixed.
     
  9. razmatus#2517

    razmatus#2517 Well-Known Member

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    I will check it once I get home... there is a short segment where you get on a 0.6% descent, and a couple with like 0.3-0.5%, which is where it should at least HOLD the speed, if not slowly gain (UK class 323 is like that, it gains speed even on 0.3, it just takes a bit of time)
     
  10. leewood83

    leewood83 Member

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    Thanks for raising the ticket noticed it today thought my eyes were playing up!
     
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  11. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    I noticed the tail light glitch actually extends a little bit further than simply not having the left one active on the unpowered cab car.

    Specifically, as I did mention before, before this glitch both tail lights were somehow linked to the rightside light switch, though the frontlights were working correctly. This issue was clearly caused by an incomplete implementation of this fix on the nonpowered cab car.

    However, if you have the switches to have both tail lights on, and then move the right tail light switch to "off" or "white", the left tail light will still turn off.

    Turns out that basically they corrected the "turn on" command for the tail lights and untie the left tail light one from the rightside switch and fixed functionality for the left switch, but forgot to take out the "turn off" command on that same left tail light and rightside switch.
     
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  12. mysticwolfie#4908

    mysticwolfie#4908 New Member

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    On my X-Box series X i dont have people on the platforms, since last patch, during early evening rides ( around 20.45 hours ), doesnt matter if i drive "Koploper" or "Sprinter", but only on the small platforms, the main platforms like Zwolle, Assen and Groningen are sometimes with people, and sometimes there arent.
     
    Last edited: May 18, 2025
  13. dal#7945

    dal#7945 Well-Known Member

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    Sorry if already asked but how do use the lcd screen in the sng3 all get is driver mode when I press them. Thanks
     
  14. iriv#7314

    iriv#7314 Well-Known Member

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    which screen exactly?
    You can't do very much in them
     
  15. dal#7945

    dal#7945 Well-Known Member

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    Any of them just wanted make them a bit dimmer.
     
  16. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    All of them can be dimmed, though slightly different, depending on which one.

    For the left one, go to "instellingen" and it'll show you a slider bar for brightness.
    The middle one works on icons, so first press the toolkit icon, then the little sun icon.
    For the right one, click on the tap "instellingen" also, then find "helderheid"

    That should get you what you're looking for
     
  17. dal#7945

    dal#7945 Well-Known Member

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    I tried that nothing happens it just keeps saying driver mode and doesn't do anything.
     
  18. dal#7945

    dal#7945 Well-Known Member

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    Why is coasting bad in these trains.
     
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  19. razmatus#2517

    razmatus#2517 Well-Known Member

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    sometimes it is ok, sometimes not, but since this route is mostly flat, more ppl noticed :)
     
  20. Chris B.

    Chris B. New Member

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    If you are on PS5, the View Screen option does not work for that train -- you just get the Driver Mode prompt as you have experienced. I haven't tried, but disabling the View Screen option somewhere in the settings should, in theory, let you interact with the screen without the zoomed in feature.
     
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  21. trent-r-h

    trent-r-h New Member

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    Something I have noticed in this route is, when you pass a signal facing the opposite way, the signal will turn green, instead of staying red. I feel like it shouldn’t be doing that? Anyone know if that is the case in the Netherlands?
     
  22. tspchris#1708

    tspchris#1708 New Member

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    2nd post on this side
     
  23. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    Quoting a post from just earlier in this thread (this page even still, but that's ok)
     
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  24. darrentee01

    darrentee01 Active Member

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    Just played a service yesterday and noticed a big group of floating trees in the sky on the approach to Zwolle,also forgot the exact station, Meppel i believe there's an blue and white board on the tracks, anybody else seen ,iam on ps5 and the weather if it matters was set on custom clear,Was this from the latest patch as it was working fine before?
     
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  25. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    Yeah, there's a few misplaced objects and stuff yes.
    There's also a lamppost in the tracks on platform 16 at Zwolle (the one on the edge next to the street, 2 platforms next of where the Groningen sprinter originates)
     
  26. G-Force

    G-Force New Member

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    I love the new ICMm sounds, they are awesome. The mechanical sound of the deadman is spot on.
    I do still have my doubts about the ATB bells in the ICMm, they still sound too modern and like a mix of the old bells and the modern chimes. The ICMm, as far as I know, only has mechanical sounding bells.
     
  27. diamondderp

    diamondderp Active Member

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    They all have been replaced by digital bells. There were back then (2023-ish) some sets with digital bells and the old mechanical ones both active (because placing digital bells goes first. I guess DTG got lucky with that one.

    Same story with the SNG: At first, they sounded just like the AWS chime in the 395, but it got updated and now sounds different.
     
    Last edited: May 20, 2025
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  28. G-Force

    G-Force New Member

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    Oh wow, I did not know that. Thanks for mentioning. I do however find it strange that I hear both a bell and a chime at the same time when the ATB speed changes, is that also how it is in real life? I would have expected a chime or a bell, not both at the same time.
     
  29. MCNJesse

    MCNJesse New Member

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    Yep! The ICMm is undergoing a ''transition'' from mechanical bells/recorded mechanical bells over speakers to the new ATB/ETCS electronic bells over speakers, the unit where the audio was recorded happened to be in a transition phase where both the new electronic bell and mechanical bell were still active.
     
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  30. G-Force

    G-Force New Member

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    Thanks! Really interesting. Well ignore my doubts then, it's as realistic as it gets so that's a compliment to DTG.
     
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  31. Rutger Luiten

    Rutger Luiten Active Member

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    No fix today for the broken red light of the ICM Sbk carriage.
     
  32. noah hunt

    noah hunt New Member

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    Hey guys just a heads up - I've noticed these issues since the previous update (12th of May)

    Bulbs on the station lamps at Groningen seem to be invisible unless you are close up to them,
    The Zwolle bound platform at Hogeveen has what appears to be a slice of a station sign placed on the track itself,
    I have also noticed a square of floating trees on the approach to Zwolle station.
     

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    Last edited: Jun 2, 2025
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  33. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    They seem to have ignored more of the larger complaints about glitches on this route.
    First, as you say, they haven't touched the tail light issue yet. But also, the floating tree patch above Zwolle is still there too.
    Edit: The issue of the sign on the track at Hoogeveen has also gone untouched, as has the lamppost on the track at Zwolle platform 16
    upload_2025-6-2_20-56-21.jpeg
     
    Last edited: Jun 2, 2025
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  34. DeltaFOX2k7

    DeltaFOX2k7 Well-Known Member

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    The right ICMm tail light is still broken, and the corresponding switch in the driver's cab is completely dead.
     
  35. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    I mean, the switch isn't completely dead. The white light does work properly.
    When they fixed the original issue, in which both tail lights were somehow bound to the right switch, on the sBK carriage (one without pantograph), after unbinding the taillight controls from the right switch, they forgot to attach it to the left one.

    Interestingly enough, they do still have one small issue with the switch controlling both sides, because, if you have both switches down to enable both tail lights, and then take the left switch to the middle, it'll still switch off the tail light on the right.
    Edit: or rather, the right taillight is also controlled by the left switch, if you check.
     
  36. iriv#7314

    iriv#7314 Well-Known Member

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    Found a bug in conductormode: At Assen station:
    The vertreklicht isn't on (not blinking) while the exit signal is green.
    I think it takes count of the red light in the middle of the train.
    Train is hereby stuck
    upload_2025-6-11_23-3-19.png

    service spg 8122 on epic games

    and a little bit of a complaint, up to here i had the full 4 passengers to check
     

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