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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    I'm going to have to disagree with this. At least unless it's toggleable to that nights can still be properly dark for those who want it to be that way.
    Nighttime driving, you're going to be in the dark, and not able to see most of it. It's actually one of the things I think this route does exceptionally well. Mostly because the NS ICM's light don't really illuminate anything, but only activate the reflecting surface of the signal posts. (don't know if that's the pic you posted or not. It doesn't load for me)
    It's supposed to feel that way. That's what driving a train at night is like.

    In fact, the nights used to be a lot brighter in older versions of the game. And it got a lot of critique for it.

    If you know how the signal posts work, this route in particular is entirely drivable at night, no problem. Thanks to Dutch signalling. Unlike lots of German, British and American routes which rarely announce stations through trackside signalling.

    Now, the game's lighting is a bit weird in general, in that I think just a few good tweaks in lighting, without even necessarily touching textures that much if at all, could make the game look *much* more realistic and vibrant. But that's more an overall thing, and not this specific route.

    Anyhow. Now that we're discussing light related things on this route.
    Devs, if you're reading this. AI driven NS ICM's *still* don't know how to turn on passenger lights! :mad:
    It's fairly annoying, as all dark ICM's that aren't doing empty stock moves driving by at night does kinda kill any immersion.
     
  2. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    If you're having trouble with nighttime driving, and stopping properly, look for these, in the pircture provided below.
    They're "verkenborden", and they're used to announce stations.
    If you see it, apply light to medium brakes, and you should be able to stop about where you need to, with some adjustments.

    [​IMG]
     
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  3. ---DMY---

    ---DMY--- Well-Known Member

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    In fact I don't own this specific route, but yes, nighttime feels really very different from one route to the next.
    Just like it already was in TSC btw...

    That's a good idea, as it's already done in Uboat for example (WWII submarine simulator).
    Especially since we are not all equal when it comes to vision.
    Some are as blind as bats, while others could drive in the middle of the night without headlights ! :D
     
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  4. prxspective#1309

    prxspective#1309 New Member

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    NPC Passenger Boarding Behavior – Logic/Condition Suggestion

    Hi,
    The biggest problem is that the NPCs are non existant on this map, they don't enter the train at every station almost, there is nobody at the stations, it kills the immersion, that's why I stopped playing, and I love this line... It should be flowing of passangers entering and getting out.. It's even worst in FREEROAM , when you want to complete several trips without going to the menu for 100% immersion, the NPCs completely disapear no one on the map, it's ghost town , this NEED TO BE FIXED... I'm on Xbox Serie X, and there is the same issue with London Overground ! This is very sad ! NPCs behavior should be fixed , other games it works fine, also problem all the NPCs never get off at the END OF THE LINE there are still in the trains, it kills the immersion, fix this and it would be really great. It's just a question of programming !
     

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  5. prxspective#1309

    prxspective#1309 New Member

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    NPC Passenger Boarding Behavior

    Someone made a video that talk about this issue in TSW6... Thank you ! It helps the community !


     
  6. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    So, nearly a year after release, I'm still finding the following *SEVERE GAME ENDING BUG* which I believe I have reported before!
    Honestly can't believe this one is still in there, honestly.

    If you take the SNG out for more than a single service, like that which I'm doing right one (Groningen - Assen, Assen - Groningen), there's a reasonable (though not guaranteed) chance that on a second trip, the brake will suddenly start acting up.
    When this happens, whenever you attempt to apply any brake at all, the main air reservoir will go wild and starts ticking, dumping air, erratically applying brakes, locking the train in place permanently.
    There is a somewhat workaround, though it's unreliable, which is by switching off the "Halterem" which applies brakes when at 0 speed with no traction. Only it's not even a guarantee traction will be applied even with cleared brakes, and even in this mode, any braking action will erratically disturb the reservoir and erratically keep applying the brakes progressively no matter what your input is.

    In the two screenshots below, you can see how the reservoirs are dumping without any braking applied (other than the halterem)
    upload_2026-2-12_23-39-19.jpeg upload_2026-2-12_23-39-29.jpeg

    Below a single screenshot, after having let the reservoir refill, after enabling the halterem again for only a second or two:
    upload_2026-2-12_23-40-10.jpeg

    I know the problem is hard to replicate, and doesn't seem to be a guarantee either. "luckily" the issue seems to be preserved in saving the game. I can't seem to copy-paste a savefile from my SaveGames files in here. But if any dev is working on this and wants to reach out, I've saved this game, and the last checkpointsave, and backed them up seperately so they can be transferred if needed.
     
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  7. OldVern

    OldVern Well-Known Member

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    Fired the route up to pursue my March Mastery campaign. Kind of a guilty pleasure really, the scenery is first class particularly at dawn or dusk with a little fog in the mix. But it is let down slightly by the choice of prototype, the long straight run with no stations at the relatively low speed, by modern standards, 140 km/h. Hopefully there is more to come from Holland but despite my aversion to bus stop routes I think this is one region that would benefit from a more intensive network with urban and inter urban running.
     
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  8. e.leerentveld

    e.leerentveld Well-Known Member

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    When the route was announced, a lot of Dutch players were surprised that DTG went with this particular route. Like you said, it's basically one long stretch with not much variation in scenery.

    DTG explained that the other routes that were looked at, required more asset and scenery building and they chose this route as an easy entrance.

    If you compare Zwolle-Groningen to somthing like amsterdam-Rotterdam (not the high speed line, but the classic line), or Arnhem-Utrecht, or Breda-Eindhoven, I totally understand DTG's point.


    If I'm not mistaken, the route sold quite well, so I reckon that we'll see more Dutch routes in the future.

    By the way, DTG announced Amsterdam-Hilversum for TSClassic a year or two ago - anyone heard what happened to that?
     
  9. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    In fact, I recently learned that the stretch between Assen and Haren is the longest continuous stretch of passenger rail distance in the entire country between 2 stations.

    Also, regarding Hilversum - Hoofddorp for TS Classic. It came up in the most recent dev diary.
    I believe it's not too far from release, though they haven't showed any rolling stock yet, but we know it's going to be NS VIRM and NS SLT now.
    It's a 3rd party developer, Jasksoft, doing it, so not DTG themselves (I don't know how involved they are or not)
    I also don't really know what to expect with the trains themselves, as Christrains already has both NS VIRM and NS SLT done. Though someone did mention that the route Köln - Koblenz, which uses the Flirt, actually uses Christrains' one. So I suspect that might be how that one solves it.

    I'm not too sure what that'll mean for TSW though. At first I was happy to hear particularly the NS VIRM was going to be included, and I wasn't yet aware that it was actually a 3rd party group doing it. So I thought that DTG had also gotten reference material for NS VIRM and NS SLT. But now I'm not too sure. But either way, it means that the licensing is not an issue, and that NS hasn't just given license for a single one time route, like we know other operators have done for other content in the game.
     
  10. yellowcake#9563

    yellowcake#9563 New Member

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    Well, This scenario looks really bugged to me. The decoupling is done by clicking the decouple icon on screen, yet, after coupling on the end of the scenario nothing happens. I'm getting te audible confirmation that another objective has been completed but that's it. No time added to the objectives table, and the game just states: wait a minute. Well after waiting about 20 minutes I'm still waiting for this scenario to end
     
  11. theorganist

    theorganist Well-Known Member

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    I am on PC and steam.

    Having brought this some time ago, I finally had my first run. I think the route is very well modelled and I do like the two trains included, although I can see it isn't going to be the most regularly played route.

    However, I have found a problem. I had an emergency brake application and have followed the steps to reset the ATB and it does not work, I have tried several times, including saving and returning to the sim. I have seen this mentioned elsewhere too. I assume DTG are aware of this?
     
  12. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    I think you might need to be more specific on what happened.

    Which train? What led to the emergency application? What did you try to do to resolve it?
     
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  13. theorganist

    theorganist Well-Known Member

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    It was the modern EMU. I think it was an overspeed approaching a lower speed limit. I put the brake in max once the train had stopped and then pressed the red button on the display as per the training scenario.
     
  14. yellowcake#9563

    yellowcake#9563 New Member

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    I think you mean the SNG (the white/blue one). To release after an ATB intervention the combined lever should be one stop above emergency (that one being the last position). Then, on the display, click the red outlined button stating "Ontgrendelen" . Pressing the red block on the line where the speed limits are shown won't work.
     
  15. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    Did you put the brake in max or in emergency?
    Emergency does not allow brake resetting. Brake resetting only works when the white signal signalling sufficient brake is on, which it isn't during emergency braking.
    If this hasn't fixed it, it might indeed be a bug.
     
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  16. theorganist

    theorganist Well-Known Member

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    It might have slipped into emergency, I will trip it on purpose and see what happens. Thanks.
     
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  17. fietsbel12

    fietsbel12 Member

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    Hey, somehow every train on the route shows the destination Niet Instappen (do not board) does anyone know if this is a bug? I know the SNG3 has a way of changing it via the onboard computer but it does not let me select a destination … does anyone else have this problem to ? Or a solution ?
     
  18. jesper2805

    jesper2805 Well-Known Member

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    Is a core bug and already known. Nearly all routes have this issue. Its something that hangs together with an update for SEH what was withdraw.
     
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  19. attuma#5254

    attuma#5254 Well-Known Member

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    no,
    nothing heard about that
    do you know anything about that?
     
  20. attuma#5254

    attuma#5254 Well-Known Member

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    well, sorry, I don't know, but even I manage to reset the emergency brake with ATB
    if you need a tutorial i can tell you
     
  21. attuma#5254

    attuma#5254 Well-Known Member

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    you can adjust what is on the screens in the cabin on the on-board computer
    with that (Niet Instappen) '' do not board ''
    if you need for that a tutorial give me than a reply
     
  22. theorganist

    theorganist Well-Known Member

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    Thanks but I have got it to work since, I forgot to update the thread.

    Maybe it was because I inadvertently put it in emergency brake or maybe just one of those strange things which occur occasionally.
     
  23. e.leerentveld

    e.leerentveld Well-Known Member

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    Nope... that's why I asked. ;)
     
  24. e.leerentveld

    e.leerentveld Well-Known Member

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    Good news everyone!

    Should you feel that tingling desire to own and drive a real-world ICMm, now you can!
    As part of the retirement of the stock, NS is selling 15 ICMm units that are too-good-to-scrap. The units function and are in operational condition.

    https://www.railwaygazette.com/tenders-and-jobs/icm-emu-trainsets-for-sale/70660.article

    I
    n all seriousness, the prerequisites for the buyer are strict, and basically rule out any other use than as actual passenger trains o nthe Dutch network. So perhaps Arriva or Keolis can buy the units to operate as Intercity stock, but you're not allowed to buy one and turn it into (say) a B&B.
     
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  25. attuma#5254

    attuma#5254 Well-Known Member

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    nice to hear your own solution
    you can use it usefull with the ATB
    when the emergency brake automatically triggers
     
  26. nlitement

    nlitement Member

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    Rear headlights are STILL not fixed on the Koploper.
     
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  27. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    They should fix it. But there's actually a small mod that fixes that.
     
  28. nlitement

    nlitement Member

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    If it's the mod published by the user "Laika" on Train Sim World Community, then unfortunately it's not available anymore as the user's account no longer exists there.

    Edit: Indeed as you noticed earlier, the issue only occurs in one of the cabs. Specifically, the working cab has the traction reduction button localized into the player's language, while in the broken one it's "Tracie Verlaging", which I'll nitpick because it's just another symptom the amazing attention to detail given to DLCs by the developers: it's in Dutch, but not just any Dutch, it's bad Dutch that might be written by a 1st grader. "Tracie____verlaging. Hoe ‘tracie’ is de verlaging? Is 't ‘tracier’ dan de andere verlaging? Oei, misschien je bedoelt tractieverlaging." I don't speak a lick of Dutch myself, yet even I can figure this out.

    These are native speakers of English who spell screenshot as "screenShot", refrigerator as "refridgerator" in every US loco, and manage to write mangled sentences such as "[a]ll German signal aspects have a simple name such as 'Hp 1' is the name for a 'Go' aspect". These minor but baffling examples of carelessness just start to annoy me that much more as I realize how poor quality TSW and most of its content is.
     
    Last edited: Apr 12, 2026
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  29. lexie

    lexie Well-Known Member

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    The fixtures on the lamppost at Groningen CS are popping in very close to the player. There are also a floating ticket machines on this station, those can be found on the right side against the building when coming in to the station.
     
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  30. prxspective#1309

    prxspective#1309 New Member

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    They still didn't fix the issues with the NPCs not boarding and on top of that , nobdoy at the stations ! Even worth when you try to do the trip back and forth without going to the main menu, NPCs , passengers don't appear on the map !
     
  31. Rutger Luiten

    Rutger Luiten Well-Known Member

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    The compressor of the Sng is always running, I use the main switch to turn the train off and on, after that the compressor only turns on when air is needed
     
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  32. lexie

    lexie Well-Known Member

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    Do you talk about the fan noise you hear in the cab? In my case on Xbox, it's turning on and off by itself and no need to do anything for that.
     
  33. Rutger Luiten

    Rutger Luiten Well-Known Member

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    The fan inside, that noise is reallife! It went on in the beginning every 30seconds. But the compressor is on the roof of the middle wagon.
     
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  34. diamondderp

    diamondderp Active Member

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    The SNG compressors are known for being a lot activated. Although, I think the sound you hear the longest is not the 'main compressor sounds'. If Im not mistaken, there are two sounds coming from the coach. A louder, short sound and a softer, longer sound. I think that the louder, shorter sound the 'real compressor' is and the other sound (which you hear a lot) something else is. It maybe be related to the compressor, but I do not know that. All I know is that it is somewhat realistic (maybe in TSW a bit too long/much).
     
  35. dal#7945

    dal#7945 Well-Known Member

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    Has the vectron been sorted out on this route yet.
     
  36. lexie

    lexie Well-Known Member

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    You mean the fact there is only one service available? In that case, no.
     
  37. dal#7945

    dal#7945 Well-Known Member

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    No the safety systems and there is two jobs
     
  38. lexie

    lexie Well-Known Member

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    As far as I know, you only see 2 jobs when you own the G6 and I haven't seen any update for this route. The tail light of the Koploper is also still not fixed, you see this issue even coming back in scenarios where they expect you to turn on only one tail light.
     
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  39. dal#7945

    dal#7945 Well-Known Member

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    You are right about the g6 with tail lights really hit and miss . Driving one both tail lights on drove one early only one tail light on.
     
  40. lexie

    lexie Well-Known Member

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    Yes, some are driving with two tail lights on, but it looks like it's somewhere deeper in the code, as noticed they ask you to turn on one tail light in a scenario too and not both. This tells me there is something wrong with the coding and not just one tail light isn't illuminated.
     
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  41. dal#7945

    dal#7945 Well-Known Member

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    If you live the UK enjoy your bank holiday. If not just enjoy your day.
     
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  42. lexie

    lexie Well-Known Member

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    Thanks, I'm not in the UK, but I have a bank holiday too :) Have a nice day too!
     
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  43. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    I don't think so actually
    Some are driving with 2 taillights on because the issue is only happening on 1 of the cabcars (don't remember which, I use a mod to fix it), so it depends on which side is currently using taillights if they're going to be on or off.
    Don't remember if it's left or right anymore either, but I'll just assume it's left and go by that for the rest of this response.

    Rather, what seems to have happened is an incomplete fix to a problem they originally had.

    Used to be, at launch, that on the one end of the train, the right light control governed both the taillights on the right and left.
    This was not really noticable to most people because this meant that if you have both light controls down, both taillights would be on.

    I really like playing around with stuff though, so I noticed this, alons with something else.

    Thing is, the lights don't check which mode the button is in right now. Rather, when you move the light switch, the lights get an on/off command. So I noticed that if you started with all lights off, moved the right light control down to taillight, you would activate both taillights, but putting in neutral again, only dimmed the correct right side, leaving the left side on. Left would only turn off again if the left light control was moved to on, and then off again.

    So, what caused the problem current day with the taillight is that they tried to fix this, but they did it wrong/incomplete.
    They fixed the right taillight control so it doesn't turn on the left taillight anymore, but while stripping the function on the right, they forgot to add that very same function to the left switch.

    If somehow you could turn on that left taillight, the taillight control could probably still turn it off again, but it just can't turn it on.
     
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  44. lexie

    lexie Well-Known Member

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    I don't know if there was a difference in the scenarios before the "fix" (I own this route not that long), but it looks like the scenarios are still made to turn on both tail lights with one button, except this don't happen anymore and you end up with one tail light. So actually they made it only worse with the patch then it was before....
     
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