I am also seeing CtDs, but I will say from what I have seen of Fireflys work, I am looking forward to what is next (Hastings - Tonbridge perhaps :3) It definitely puts other devs to shame aside from JT and AABS for UK content (I know B2C had its issues but the level of detail is really nice). Edit: In putting other devs to shame, I really do mean that with the best of intentions, this is the quality every dev should strive for.
cheers. I'll send a ticket but I want to be geeky and try and find a fix myself first. so far ive tested a few other routes and no CtD. However Southern High Speed does crash. I'm thinking it may be an issue with the Javelin 395. There are two Javelin layers in the route, from Medway and again for SHS. I'm not too sure why we need both. Im doing some testing on either one and then with both of the layers turned off too. Its nearly bedtime for me and then Im away at the weekend so i may not be able to spend the time testing it all. If anyone else wants to test disabling the Javelin 395 layers? ta
Also getting CTDs. Steam - No mods, clean install. Coming up with a Kernel Error running the A Baaaad Time scenario. Crashes just before the 3rd station. What log do you need, I'll send it at the weekend. EDIT : Resolved for now. Reinstalled with only the DLC necessary for the layers and have completed 2 scenarios and an end 2 end run. Have gradually been adding my DLC back between runs and now have everything UK and it's still fine. So a rocky start, but it's going ok at the moment. The odd thing is that my ROG Ally with quite a few mods was fine and my Desktop with a 4090 and 64gb but no mods of ini changes was crashing. All good at the moment - Stunning route especially the lighting transitioning from dusk to darkness.
Yes I'm also experiencing crashes. I'm using my laptop as I cannot wait a few weeks to go home and I only had MVL installed and seemed to run fine. I then installed SEHS, the 700 and the RHTT pack and I started getting crashes. I cannot say if the extra DLCs are the reason for the crash because I only tested a Maidstone shunt reverse move on the barebones game but I can run through them and see if any DLC in particular makes crashes more likely. There are no mods.
With all the positive feedback about Firefly, I’m starting to hope that TSW will turn things around after all. Sure, it’s thanks to modders (or now third-party developers too), but as long as my game—whether at Euston or anywhere else—doesn’t crash every other time, I’m already extremely happy. Unfortunately, I don’t have time right now, but as soon as I do, I’ll buy the MVL. I’m already really looking forward to it.
Well done, guys. Exceptional quality. I just played two scenarios and one run. Awesome. My only complaint is that, since I don't speak English, there's no translation in the scenario explanations, unlike other games. But I reciprocate. Excuse my English, Google Translate did the translation.
It's funny how history repeats itself, in a good way of course! I can cast my mind back to 2018 on TSC and the hype for this route, thanks to a certain Moleman (aka James from DTG). Their hype and passion knew no bounds, and that's what made me so excited, it was an incredible route in TSC, a route I'd never really heard of or any interest in became an obsession! 8 years later, here we are again! A route that has pushed the boundaries of TSW, and shown what can truly be done! The excitement from the community has been brilliant to watch, and the passion, knowledge from Firefly has been second to none. My first service was 2T48 - 1603 Strood to Tonbridge, so where do we start, well the sounds. What an improvement, I love the sound of the PBC as well as the guard buzzer (bell) The 3rd rail arcing and sparks just add to the immersion. What I love is that it's a route of two halves, you've got the more industrial Strood - Maidstone West section, before the line opens up and you are in the lush Kent countryside. East Farleigh and Wateringbury and Beltring are some of the best areas in the game at the moment, undoubtedly. I loved hugging the Medway most of the route as well as my gasp at the iconic Oast Houses known in the area. Incredible! I love the trackside clutter, as well as the detail to user worked crossings along the route (of which there are a lot). Now I know why it's called the Garden of England! The timetable is completely accurate, I was able to follow the in game timings and see a carbon copy on RTT and live departure boards for completeness. Now the clincher, performance - how?! How on earth does it run so smooth with this level of detail, that I don't think we've ever seen before. I had the odd stutter for my first ever run (to be expected). Now we know that the game can truly be optimised in such a way that it takes nothing from the visuals and performance, can this be a new standard for all future DLC's? The visuals are stunning (I assume this was Jetwash's handy work from his .ini work) because the route doesn't look washed out or overexposed. Even the water, these look like brand new textures and effects. Let's leave DTG to the core and optimisation and leave the third parties to clearly what they know best. I hope apart from the odd "in house" release, this is the way forward. Is it my favourite ever route, well ummm, sort of! For sentimentality it will always been Riviera Line and if Liverpool to Manchester via Chat Moss ever came to TSW then I'd feel the same but this is on par now. I'm going to have many many happy hours. Finally, Firefly and DTG (notably James from DTG), thank you! TSW (and train simulation) is my passion and number one hobby (outside of the real railway as well as my job!) it's nice to come home from the real railway and then just get lost in another world sometimes and this is what makes it all worthwhile. I hope Firefly are very very proud, whatever could they achieve next?! Needless to say, 10/10, there was never any question Some screenshots to finish the post off (I didn't want to clog the feedback thread) I had a very difficult time picking the best ones.
UPDATE: I got rid of all the layers and no crashes at all. that might be a quick fix for folk. So far the only other route that crashes is SeHS. it seems the last update for that line a few days ago did some borking of it, and that bork has carried over. But lets see if this helps any other players.
Fantastic route, well done to all involved. Scenery is great, I love the changes that’s been made to the lighting/colours, nice to have the guard operations feeling much more realistic when you’re driving, and nice end-to-end runs.
Been doing a load of testing for the CtDs and have narrowed it down to modified engine.ini file, so anyone getting crashes may want to rename their engine.ini so it creates a basic vanilla fresh version and run the route again, see if it stops the crashing.
I’ve just started doing the journey part 1, and the third bit of it is the ‘Looking for Trouble’. I got to Paddock Wood, changed ends and it tells me to put the exact code in the GSMR but it says ‘registration failed…duplicate’ and doesn’t allow me to continue to progress. Does anyone have any ideas on this?
Just done my first run on the route and it does not dissapoint. The 375 is fantastic with the sounds specifically being top notch. The scenery is also best in class, I'm local to the route and while I can spot a few minor inaccuracies (the bridge at Teston is not as narrow as the real thing, but I shudder to think how the AI cars would cope if it was 100% accurate ) It's still instantly recognisable as someone who knows the area very well. The team should be very proud at what you have achieved here, I think this route will serve as a benchmark going forwards and I cannot wait to see what you have for us next. Very much looking forward to diving in much more over the weekend.
Did you ever mod your engine.ini? There could be something in there that is causing a conflict with the improved lighting on MVL. If so, can you delete the file or back it up. When you relaunch the game will generate a new clean copy. Thank you for your ongoing reports btw.
Thank you Paulie. We seem to be getting to the bottom of this. Pretty certain something isn't liking certain cvars in common ini mods.
Trying deleting my engine ini now, I thought I'd solved it by disabling the 395 layer only to crash further along the line.
I did yes, it’s part of the steps of the scenario. After it deregisters it waits and then tells you to go down to the other cab, and it’s at that end I get the duplicate error. (It’s not a duplicate of the code used before as that was a different one)
Well, Firefly, you guys have absolutely knocked it out of the park, it's clear that this is a labour of love and I raise a toast to all of you, and to Andy Keen and Pip. The detail is beautiful, and it runs nice and smooth on my relatively old rig, with only some hangs when the weather changes, but I suspect that's a core thing. There's only one question I have, and that's, having modelled the interiors of some of the signalboxes, will you consider letting players enter them in the future? The views from Maidstone West 'box are always a delight.
Hi all, I’ve been a work all day doing my actual job so haven’t been able to chip in on this. To be clear, the route has been tested to death on a variety of PC specs for months and we haven’t had a single crash. As always, engine.ini mods are used at your own risk - I haven’t updated my mod now for months and it shows, it isn’t what I would call compatible at the moment. The bits that sit in the GodMode element are fine as long as they don’t conflict with MVL (see below), but the bit that sits inside the main engine.ini is, in many cases what is causing the problems. I will update my mod at some point when I get chance but for now, you must remove the main ini text to prove that it is the ini causing the crash. I’ve seen some very weird and whacky ini’s that people are putting out as magic solutions and frankly it’s amazing the game runs at all with some of them. For people that use my mod I would suggest reading this post; https://forums.dovetailgames.com/th...-graphic-ep-v2-3-0.84738/page-25#post-1105652 This is what I use and haven’t had a single crash. Just to be clear though, you can absolutely have ini mods in the game, but anything relating to lighting will likely cause issues with MVL. Anything relating to, or altering, memory streaming will very likely also cause a crash in TSW6 hence why I suggest removing it. Also, to avoid any duplication, if using the GodMode ini tweaks you should have no more than these commands for Medway Valley, nothing else is required; r.ViewDistanceScale= foliage.LODDistanceScale= foliage.DitheredLOD= r.StaticMeshLODDistanceScale= r.SkeletalMeshLODBias=- r.Shadow.MaxResolution= r.Shadow.MaxCSMResolution= r.Shadow.SpotLightTransitionScale= r.Shadow.RadiusThreshold= As for mods, there are a number of mods that affect the SEHS rolling stock and it is not always immediately obvious what they are. This stock is years old and we are very happy to have brought it up to TSW6 standards. Inevitably that can cause conflicts, so all those mods must be removed until they are updated by their respective authors. Hope that clears that up and apologies that people have suffered these ini related crashes but we’re all over the moon to see how much people are enjoying the route.
The bridges (including east farleigh) are a little off, but there’s small details in other places, like the concrete patterns on the bridge at new hythe that have been modelled perfectly. Superb.
I have to say the last few routes have been very nice. Stamford, Sodor, Liberec- Stara Paka... I can't speak for the 145 but the 171 was okay too. Now this one. Brilliant.
I completed a run (my only one so far) on PC with no crashes…kept all my mods active but deleted my engine.ini file and let it rebuild as suggested above. FYI.
If they end up joining dtg, they would most likely be constrained by deadlines, budget and upper management, so better to be a 3rd party and do things on their own schedule.
Yes, I’ve spent 4-5 hours on it yesterday… There are no gamebreaking bugs I have come across at all. The doors are fine, only time they don’t work is when there is a random event and you have to fix one stuck door. Stop being so patronising and accusing everyone of lying in their reviews. If the feedback is so overwhelmingly positive in general you’ve got to admit they’re doing many things right. Also, issues will be patched.
Right, so now we’ve established it’s not the buggiest route ever, or a disgrace, if there is a genuine issue then we’ll try and solve it. You are the first person to have mentioned any issue at all with controls, so if at all possible a visual demonstration of the problem would really help.
I think the response is proportionate to the initial comment from yourself. Take a breath and write a reasoned and constructive critique of the issue you have. Your approach is more akin to a 12 year olds tantrum. Don't have any affiliation with the dev team and certainly not in any clclique. I'm just old enough to approach things in the correct manner if looking for a reasoned response to my issue.
If there is anything that would question the age of anyone, it's your aggressive approach to this discussion.
I’m anything but thin skinned and I have not been petty or in any way aggressive, but this is simply not true and so I will say so; If you have a genuine issue with your controls then please demonstrate it so we figure out if there is actually a problem. As I said, you are the first person in what has likely been many hundreds of hours of testing to say there is an issue, so if it exists we’d like to know what it is. To re-iterate, there is nothing about the controls on MVL that differ in any way to the rest of the game. Regarding the signals, I’m genuinely not sure what you expect there. Are you saying the issue is you can’t read a number on a signal at night from a long way away? I can’t honestly see what the problem is as that is entirely consistent with the real world. However, I note the point you’re making and will consider updating the manual accordingly with a list of starter signal numbers for each starting platform on the route.
would you put a lid on it, you keep saying you can’t interact with the content but that’s the extent of your detail. having played mvl for most of last night i can assure you that the controls are as per the real world and that the issue is likely on your end
No one is saying you are not allowed to express your frustration. It is just not helpful nor constructive critisism to rant about the route without having even discussed the issue. So my suggestion is to get clear what you are aiming for: You want help in solving your issue? Just provide some screens or videos so that the devs can help. And lets stick to the facts without judging. You want to just rant? Well then I don't see any need for this discussion to continue
Didn't say you couldnt be frustrated, you are more than entitled to be, it's your approach that is childish. Again, go back and read you initial response in this thread. In any business sector, a customer with your approach is not going to get a positive response and it smacks of short fuse overreaction. Calmly list the issues, even better with examples, rather than just make a statement like 'its the buggies DLC ever'. Just because others make unpleasant comments, does not mean that should be the approach we all take. Calm, reasoned and constructive on here would probably mean we have more devs talking to us a and a good healthy community management interaction. The aggressive shitty nature of posts are the reason this place is a ghost town. Do better, take a breath and approach issues the same as if you were doing it in person.
I haven't got the opportunity to purchase this yet, but I am eo excited to!!! It looks absolutely amazing and the reviews are excellent. Fantastic job FireFly, I hope you will continue with TSW as this has been very well received.
I haven’t had the opportunity to play either, does anyone have Train Sim Society’s engine.ini file installed without any issue or am I going to have to remove it?
Making me more 3rd rail route now Chatham Mainline and Southeastern Mainline next and hope for more Southern and Southwest routes too
At last a decent route that works well. One thing that did make me chuckle was a the radio call from ‘Aylesford Signalling Centre’ - realistically that would be ‘the signaller at Aylesford’ but it really doesn’t matter. Aylesford definitely can’t be defined as a signaling centre!!!
I express my deepest respect and gratitude for this masterpiece. It looks great and high-quality. Although I'm still experiencing crashes and can't complete the run, I'm still enjoying the route and really enjoying the gameplay. Today I'll try generating a new ini, as recommended in the community; I hope the problem gets resolved. The quality of the reproduced scenery is off the charts. After running this route, you begin to understand how poor the older (earlier) content looks. The new rolling stock is simply superb!!! The suspension implemented on the old rolling stock has given it new life! Thank you very much for the attention paid to the old high-speed rolling stock! Now I'll dream a little: guys, please make the Chatham and North Kent lines! Bring our Class 465 and 700 to London!
I’ve had chance to consider this a bit more and am certain this isn’t a case of removing all engine ini’s, I’m using mine without any issue. There are certain commands which will likely cause a problem and I will post them so people can avoid conflicts, and these will ALL be related to lighting and cloud layer height etc. as well as commands relating to memory streaming, garbage collection etc The reason I/we were asking people to remove the ini full stop was to make sure it was the ini causing the crash. I’m 100% certain that that is the case. Finally, this sort of issue is exactly why I strongly suggest people use GodMode to do this route by route as they are not all the same. One catch-all ini for the whole game will cause problems, fact, and if you don’t know what it is you’re putting in there there is a very good chance it will cause chaos. It could even be making your game worse. Some of the ones I’ve seen people posting are genuinely chaotic at best, and you should really be very careful using them.
Bought it at release yesterday even before I had watched the stream. I did watch most of the stream yesterday evening and just WOW! Amazing! All that detail and even working traffic lights lol I'm (ahem) working from home today so it'll give me a chance to go through mods that need removing and do a bit of testing to see if route runs OK and I've removed all that needed to, but shhhhh, don't tell the gaffer!
Well after a delayed start due to some crashing issues resolved by a complete reinstall, I went to bed far too late last night because I was glued to the PC playing the route. Very well done to Firefly, it's been a long time since a new route got my attention this much. I've never been one for leaving the cab in the past, but now there are so many details to be found, I've been exploring on foot I haven't even started on freight runs yet but they are my favourite and I will be jumping into those tonight. It's good to see a decent number of them. Normally I'd be annoyed that the weather is bad over the weekend, but this weekend I'm quite happy to have an excuse to stay indoors. In my case I don't think it was an ini file as it was a recent clean install. I've since been able to install most of my mods and still no crashing so I'm guessing I had a corrupted game file somewhere. I'll never find out as I took the most drastic measure of a reinstall. Loving it though.
MVL and engine.ini’s I’m just highlighting this post again this morning in case it got lost in the melee for people who have had issues with crashes related to their engine.ini’s on PC. Again, this is a PC only issue caused by modifying the game. https://forums.dovetailgames.com/th...-discussion-thread.95652/page-20#post-1106043
Brilliant route, very very enjoyable with the excellent detailed scenery and the 375 is great, sounds are awesome. Can also confirm that modified engine.ini files did cause crashes, it now works well with the above mentioned post from JetWash! Thank you for the excellent route btw!
Has DTG found what's causing the 375 to have no traction noises in the PS5? (I understand it has been identified, something about the wrong build). Hopefully it is fixed soon. I have to say it's a beautiful route, love all the features that it has brought. To the guy saying he has to walk out to the signal to get the number, try using the external camera to go to the post to get the number. In real life a starting signal number is often already known by the driver if it's a frequently used signal. Drivers normally have maps too which has all the signal numbers in it.
Yes my only observation from the stream and when I got the GSM-R working correctly is that the signaller wouldn’t normally be quite that chatty. Safety comms is generally short and concise. Also can’t recall now if GSM still requires the use of “Over” and “Out” during the calls. Also (and maybe there is but I haven’t seen it yet) an option for the future would be different responses according to the situation.