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.
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.
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.
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.
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.
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)
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.
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.
Sorry if already asked but how do use the lcd screen in the sng3 all get is driver mode when I press them. Thanks
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
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.
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?
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?
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)
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.
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.
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.
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.
Thanks! Really interesting. Well ignore my doubts then, it's as realistic as it gets so that's a compliment to DTG.
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.
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
The right ICMm tail light is still broken, and the corresponding switch in the driver's cab is completely dead.
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.
Also reporting it here: The ATB emulation in dutch trains is still not correct when you put the reverser to neutral on higher speed sections, it has a delay when going back to 40. See the 2 vids:
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 service spg 8122 on epic games and a little bit of a complaint, up to here i had the full 4 passengers to check
The route Zwolle-Groningen is the best in me assortment but i am already traveling from Child i only miss an important detail on the platforms you don't hear any broadcaster throughout the netherlands is the voice actress of dutch railways Karin van as and that broadcaster you are as good is also within the trains and i miss another detail i miss is the emergency brake and the emergency unlocking for the door these do not work what would have to pull on the emergency brake you put your train stop with the emergency unlock you pull or push you through the door and in this case this is in the coupes so outside the cabin i also miss the detail a number of penal sign displays as a train stopped where you should not board that on the penetrum must also be displayed with a prohibition icon and niet instappen if there is a delay that is to be displayed with a number and a plus in addition, it does surprise me that there are more dutch cities on your computer to set in the cabin where you want to go what can't go among other breda but then it is the best route i drive ever as if i have become an NS driver thats why i hope to very on more dutch routes and more dutch trains or you have to pay for those content or not i just put it on it in addition i was born and raised in the netherlands
I hope there will be an update soon in which the signs with the station name Meppel will be placed. I still miss them.
Yeah, that has been an issue since the very first passenger route of the game. And unless the TSW6 gimmick is a complete redo of passengers, I don't see it getting fixed anytime in the near future.
Just saw an ICNG drive past Haren station on its way to Groningen CS. I had no idea they were also in service here. I guess a new loco DLC is in order then…
They're not, but acceptance runs are still taking place (primarily for the Germany compatible variant ICNG-D). Those runs often include routes where the train normally doesn't operate.
There's a valve on the right side below the desk. Turn the valve switch open, make sure the brake is applied, then hit the yellow footpedal. That should do it. However, they seem to have the couplers on an animation triggered by distance to another coupler, which ensures a smoother animation to be sure, but it's not coupled or uncoupled. So it may look like they're still coupled even when they are. One easy way to tell though is that on the driverless side (maybe even on your own side, not sure anymore), uncoupling the train will automatically trigger the other ICM train to use tail lights (which is obviously incorrect behavior, as those are done manually, and I'd wish DTG would take it out. But ok) So that could be a good tell that it worked.
As e.leerentveld said, they're not in actual service yet. Though if I recall correctly, they're planned to replace the ICM and DDZ as the Groningen/Leeuwarden - Den Haag/Rotterdam InterCity trains eventually.