Upcoming Release Course Set For Czechia: Liberec - Stará Paka - Coming 10th March!

Discussion in 'Dovetail Live Article Discussion' started by DTG Harry, Mar 3, 2026.

  1. dal#7945

    dal#7945 Well-Known Member

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    See i thought the updates would come tomorrow ready for both new dlcs. Have had any updates this year yet I cant remember.
     
  2. nwp1

    nwp1 Well-Known Member

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    Dear DTG Harry, would you please post a link for the Xbox version at 10am on Tuesday, as it is virtually impossible to find in the Microsoft Store!! Thanking you in advance!
     
  3. OldVern

    OldVern Well-Known Member

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    Watching a bit more of the stream, I also spotted the car diving over the level crossing at one point, during the 843 run. DTG QA really need to tell the route authors to get back in and fix these issues, for an urgent patch ASAP.
     
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  4. zsolt_93

    zsolt_93 Active Member

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    I remember when they sold us the working crossings and passenger system in TSW2/Rush hour era. Honestly they should have just kept it as it was. Now that the genie is out for years, they cannot backtrack on the decision, but clearly both systems are broken as hell, and not a priority to fix.

    Was playing recently some varied german content, and could see the barriers coming down on the crossings just as I was about to pass it. There were cases where depending on the speed they wouldnt even close by the time the train gets there. And well.. the passengers are a waste of CPU cycles and memory overall. I can agree with the person saying that they would accept NPCs teleporting between sitting on the train and the platforms, and that being the extent of the passenger system TSC style. What we see now is crazy, the way they are glitching down from the carriages, on narrow platforms block the player movement, outside of the outrageuous pathing bugs already outlined.

    I don't expect the team from Vector to fix this, knowing its a systems issue. And I am not sure how the community would act if they removed traffic/passengers crossing completely after it was already showcased. I just wish there was like a toggle for simple(static) vs realistic(as is now) passenger behavior. For the cars they should model correctly the systems behind the crossings if we are in a sim after all, and those are part of the signalling infrastucture in real life.
     
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  5. peterdian

    peterdian Member

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    Just saw the preview and wonder what's that glow/blur/haze around signal lights? Bug?
     
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  6. vendys#6021

    vendys#6021 Well-Known Member

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    I was just quickly watching the first look stream from British Ace ... and there was a freight train Turnov - Liberec ...... and the arrival in Liberec, where not a single parked wagon could be seen, let alone another train, was really disturbing, I'm not afraid to say crazy
     
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  7. OldVern

    OldVern Well-Known Member

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    I am really hoping this route has not been overhyped in order to try and sell enough copies at the rather stiff price.
     
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  8. vendys#6021

    vendys#6021 Well-Known Member

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    In the layer view, British Ace showed what layers are implemented there, there is layer 642_Tanvald, which will probably represent traffic in Turnov towards Tanvald, I'm not 100% sure that this is completely realistic, but let's leave that aside, I was interested in layer 854, which is another, older, type of railcar. The question is, although the layer was shown as default and active, is it occupied by the 843 series in operation or is it a preparation for some future DLC?
     
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  9. Crosstie

    Crosstie Well-Known Member

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    Too stiff for me at $50 for a single track route, despite the new rolling stock and freight component. Certainly will buy it at a better price point later in the year.

    Just can't justify $50 for a route dlc, no matter how well made and which developer makes it.

    There's so much content " coming soon " , I need to curate my Steam wallet to get the best value from present and future purchases, starting now.
     
    Last edited: Mar 9, 2026
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  10. OldVern

    OldVern Well-Known Member

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    I doubt the 642 would cope with the Tanvald gradients! It struggles on the largely level Maintalbahn.

    The other thing that struck me watching the stream particularly when Matt was (making a mess of :) ) shunting, is just how clean everything looked. Even the track and ballast in the sidings looked pristine like a newly laid model railway. This is Czechia not Switzerland and not unreasonable to expect things should look a bit worn and tatty, like the Eastern European or Russian maps in Snowrunner. Junk and grime everywhere!
     
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  11. vendys#6021

    vendys#6021 Well-Known Member

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    Currently, Arriva operates ex-BR628 units at Tanvald, I hope....... but in the past, there were 749s + Y-type cars and then 854-type engines Well, there is plenty of room for additional traffic and other necessary types of traction vehicles

    And I agree, it all looks very clean and tidy, almost artificial... at times I feel like it's a vegetation simulator, because it seems to me that that's the main element in this map Well, we'll see, when we see it, I think consoles will have problems with it even if there's only diet traffic
     
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  12. vodka#2734

    vodka#2734 Well-Known Member

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    I don’t know how it is in the Czech Republic, and I’m not very familiar with low-traffic lines, but After all the cars where toilet contents spilled onto the tracks were taken out of service, it became quite clean. And after the introduction of requirements that on all lines, Even on the access roads to enterprises, concrete sleepers must be installed - wherever these lines have not been decommissioned (it is damn expensive when a shunting locomotive with 2-3 cars travels several times a month) they began to look very fresh.
     
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  13. vendys#6021

    vendys#6021 Well-Known Member

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    But what has me completely uneasy now, British Ace is flying again, this time 843 from Liberec to Turnov and then to Stara Paka....and before Turnov it got completely stuck and crashed...and it's playing on a PC......well I don't know, I'm highly concerned
     
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  14. OldVern

    OldVern Well-Known Member

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    But you're still going to get a bit of wear and tear, some weeds and dust here and there. The route looks like it came straight out of a Fleischmann or similar box.

    I am having serious concerns we are being sold a pup here and, with no Day One purchase incentive, may just wait and see what the early buyers have to say. I was also a bit perturbed at one point during the stream when Matt admitted he hadn't seen much of the route or been involved with its QA. For god's sake man, you're the head of Trains at DTG and should be in the lead as regards oversight, particularly with a new unproven 3P developer. No wonder it looks like there are performance issues, plus the pedestrian/car collisions with trains already discussed.

    I just don't now think this is worth putting the thick end of £35 out straightaway.

    I will at least wait and see if there is any news on Medway Valley, Crewe to Preston or Trent Valley before dropping money on this.
     
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  15. vendys#6021

    vendys#6021 Well-Known Member

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    For us from the Czech Republic, it is of course difficult to keep our distance and not buy it :)....... but I am afraid there will be more disappointment than enthusiasm :|
     
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  16. vodka#2734

    vodka#2734 Well-Known Member

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    I don't know if there is enough dust, but it's not a very used line in my country.
    upload_2026-3-10_0-28-34.jpeg
    upload_2026-3-10_0-30-31.jpeg
     
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  17. animalkosmik

    animalkosmik Well-Known Member

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    They are some of the best developers in Train Simulator, so I am very happy that they are now creating in TSW!)
     
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  18. OldVern

    OldVern Well-Known Member

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    Fair point. Well for Steam purchases we will get an idea of how things are looking from the initial console purchases. There’s a better than even chance I will still end up buying it, at worst there is the two hour refund window if the yellow flags prove a real concern.
     
  19. Tigert1966

    Tigert1966 Well-Known Member

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    I watched a few streams yesterday and there are passengers walking across the tracks that do not stop even if you blow the horn or start moving. I suppose the argument is that you should just wait for them. I also saw another near miss with a car, but will give them the benefit of the doubt as I haven't seen one hit yet.

    Otherwise the route is looking really good. Just don't know whether I'd play it. I'm more a UK / German high speed person, but maybe I'll give it a try if the initial reception is good.
     
  20. OldVern

    OldVern Well-Known Member

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    Well it remains a concern, whether it’s the default passenger system playing up or something not set up right by the route builders. And in reality, as soon as that train starts to move people will stop walking over the foot crossing and while the driver is not going to deliberately move and hit someone, they are not going to wait all day either!

    So there’s still quite a few pros and cons to weigh up before deciding whether to part with £33 at 1800 this evening.
     
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  21. nwp1

    nwp1 Well-Known Member

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    DTG Harry Gone 10am and not available in the Microsoft Store again.
     
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  22. operator#7940

    operator#7940 Well-Known Member

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    To be fair it's both sides. On some routes there are invisible "barriers" to stop the passengers from going into the tracks (WSR I think) so you can work around the issue. Also depends on where/how you spawn NPCs. Maybe there should be an option to disable animated passengers? Not sure what that would require to happen though. Maybe treat passengers like a train "layer?"

    I don't mind the static passengers reading a newspaper or waiting or sitting in the cars, but the animated ones just don't add anything for me at the cost of performance. Here, I think the "invisible walls" when the crossings activate solution would work if the route devs could put that in.
     
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  23. operator#7940

    operator#7940 Well-Known Member

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    They're not programmed to respond to horns, it's about distance your train is from the crossing (just like train crossings work in real life) The only issue may be whether those distances from the crossing are accurate to real life...and if the "gates" are detected by the NPCs/vehicles.
     

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