It could be worth discussing whether Dovetail could make some of those photo mode features, like saturation/exposure/contrast, into global game settings that can be adjusted in the menu. That way each player could tailor their own experience to their individual preferences. Of course, that would require these MVL improvements to be made core so that all content would end up on the same page before you start applying visual modifiers in the menu. Just an idea I think could more constructively solve for this.
A gamma slider, but it is per-route as there is no consistency in a game made mainly out of third party DLC. Over like 9 years.
Ive done a few runs on this route now everytime i enjoy it the detail is incredible you can see the work thats gone into it i just wish all routes were as good as this JTs are also brilliant
It feels like the modern smartphone camera effect, look at how oversaturated most photos produced by smartphones are, I guess people in general like the ‘idealized’ look.
Hi again. I think we're just going to have to agree to disagree on this I'm afraid. Just so we’re both on the same hymn-sheet, terminology wise to me ‘over-exposed’ means something is far too bright and ‘washed-out’ means it is drained of colour with incorrect contrast levels. Here are some images from Gravesend on Medway Valley (from about the same spot you picked) showing the night-day-dusk cycle on May 30th with clear skies. The sun rises from directly in front and moves through the sky until it is behind the player. I can't see anything here that is over-bright or lacking in colour or vibrancy I'm afraid, quite the opposite in fact. Shadows act as they should, and areas where there is no direct light are correspondingly dark. If you were to move closer to the tunnel eye-adaption would account for the darkness that you see at a distance, just as would be the case in the real world. These are taken on PC, but the console setup is 100% identical and all the videos etc of MVL that I've watched on YouTube on Xbox look as I would expect them to do, as they do on PlayStation. I'm sorry you feel this isn't for you but there's nothing really we can do about it short of returning console lighting back to default. I can't imagine that would be a very popular decision. The only other thing I can think of is that the Xbox uses a settings level that means some shadowing is missing and that is giving a strange effect, but from your screenshot that isn’t the case. I’m a bit stumped beyond that to be honest, unless it really is just down to personal preference.
Cab and cabin announcement volumes can be separately controlled through their respective sliders in the audio menu. HTH
If possible, could you let me know ASAP what platform you are you on? On PC at 100% they are very loud for me. I have my slider for cab announcements at about 60%
Same here. Cab announcements are quiet even setting it at 100%. I have previously used 60% for in-cab announcements since TSW6 came out and it's been fine but on MVL it's almost inaudible at 60%. At 100% it is quiet and sort of feels like it's been pre-configured to sound muffled like it's coming from behind the door. If I get up and walk into the passenger area it goes very loud (I always leave that at 100%). I'm on PC (Steam) if that makes any difference. Also tried with all mods deleted and engine.ini reset - no difference.
Mods and ini wouldn’t affect that. Do you have the windows open when you drive? re the configuration, that’s exactly what it’s been configured to sound like because that is realistic. However, with the windows closed mine is perfectly audible at 60%, and at 100% it is too loud. If you have the windows open then obviously the announcements would be even less audible and that is reflected in the audio mix.
I noticed that the cab announcements were quite quiet compared to other routes they've been introduced on. They were fine in the carriage. Cab announcements set to 100% in the menu, PC Steam. PS windows kept closed.
Noticed the same thing and even checked my volume levels. Windows closed. I even opened the door to the passenger cabin to see if anything changed. Still pretty quiet in the cab on 100%. Also PC/Steam.
This was a design decision on our part to be as realistic as possible. The announcements would be quieter and muffled from the drivers cab than they would be in the saloon and that’s how it was setup and mixed. At 100% volume though they are still distinct and audible
I find the volume very noticeable when switching from MVL to another UK route, say Riviera. It’s like MVL at 60% versus Riviera at 100%. All in-cab announcements need to be set at the same volume.
Well, that’s a matter of opinion. At 100% the announcements are the same volume, but ours are processed to sound like you’re hearing them from a small cabin PA speaker through 2 sets of doors with all the other noise in the cab going on at the same time. In an IET the driver wouldn’t hear announcements at all, so there has to be a balance between reality, simulation and just wishing to hear announcements.
My personal opinion is that any cab announcements are artificial anyway so should all be consistent. Same volume, no effects, same on every train. They are only in the game for players who want to hear the announcements that would normally only be clearly heard in the passenger compartment. If players don't want to hear announcements when driving then they can set the cab volume to 0%. If they want to hear them as the passengers hear them then 100%. If they want to it to sound quieter like it's coming through a couple of doors from the passenger area then 60%. The key is probably that I think the cab announcements should be the same level whatever is being driven so the players volume choice doesn't have to be changed every time they drive something else. It's only since playing the Medway route where I've had to alter the cab volume from 60% to 100% and then I will need to change it back for other routes. Just my opinion though and I'd be interested to hear others thoughts.
I play on Xbox and noticed the slight change in graphics, almost sometimes as if there was a (very) light mist but actually prefer the way it looks compared to other routes now. I think someone upstream said it tones down the over-saturation and that's exactly how I see it, it looks more realistic to me so I'd vote for adding this to other routes!
I think there lays the problem then, all announcements aren’t processed the same and there lays conflicts. I should be hearing announcements at all the same frequencies and volume. Whether it’s more realistic or not, that should be the choice and preference of the player. Which brings me back to my point having an “all for one volume level” across all routes. I personally want to be able to hear announcements perfectly clear and not sounding like they’re half way down the carriage. It even makes no difference when I open the cab door though, barely any difference to having it closed. The 100% in-cab announcements slider doesn’t reflect the volume in the train. It’s more like 40% to me in MVL.
Personally I think the default DTG announcements sound pretty meh, the female voice is ok but the male voice sounds really bad, exactly like what you’d imagine a game to sound like. 3P announcements have so far been much better, Rivet’s ECW ones are great & Fireflys are really nice too. I do think volume needs to be standardised though, I really dislike any game where I need to change settings depending upon which particular things I’m doing, especially one such as individual effect volumes which users tend to have in sync with their likings among other sounds. Personally I don’t have an issue with the cab announcements in MVL, however this is on PS5 which (still) doesn’t have traction motor sounds on the 375, so that is likely a factor there.
So here are two examples of the in-cab announcements. The first has the volume slider at 70% and the second at 100%. This is exactly how we intended the audio to sound and I don't need to change slider position when leaving Medway to drive any other route, I can't say anymore on the matter really. Ultimately train drivers do not hear loud, CD quality announcements in the cab but on the electrostatic I understand the drivers can hear something, and that is what we've simulated; 70% 100%
My only gripe with this route so far is not actually a problem with the route but how TSW treats console users. Why is there no virtual number pad for the GSM-R? With a controller it's like poking with a long stick at a very tiny button.
The 100% video sounds great. I don’t get that volume level on PS5 though. I will record a clip later when I get home. In-cab announcements for me are way quieter.
That’s interesting, I didn’t realise you were on PS5. That is very helpful to know. However, Fawx has a PS5 and played it to me last night and the announcements were very loud. antwerpcentral There is an improvement to that in testing, hopefully with you before long.
Not the only one then. I'm on PS5 and I have reduced the controller sensitivity to 3 so that I can point to the correct number pad. I can't believe that DTG have not added mouse to the game. Again console users left behind. Mouse works great on FS2024
FWIW, I prefer the subdued tones and palette, and IMO is a welcome addition to a game that at times is far too "shiny and new".
Cab announcements are definitely quieter than that for me (PC) compared with the other ambient sounds which do seem the same. I accept that train drivers hear very little of the announcements in the cab. But my understanding of the cab announcements 'speaker' was that it originates the sound in the cab itself and it was so players could artificially hear loud announcements if they wanted to. Lower volume announcements (as if coming from the passenger area) or none at all would be achieved by adjusting the volume slider down. In my view a 100% setting in the cab should be the same volume as 100% setting in the passenger area. For me it is much lower volume in the cab. Again in my view I'm not sure the cab 'speaker' should be pretending the sound is coming from somewhere else.
I think sladkart explains it perfectly. The in-cab announcements aren’t the same volume as if I was hearing them in the passenger area, slightly quieter and not as clear. I feel like I need to turn my surround sound up every time they play. I understand that was a development choice though, to make it authentic as possible and true to real life, so I can’t criticise you for that as other players will appreciate that added realism.
They are definitely quieter compared to the same level on (say) the AABS Class 350. Though not a bad thing as the constant repetition after each stop on B2C did start to get a bit tedious, particularly all the safety etc. spiels. I also tend to drive with the cab windows down so that does mean the louder traction and wind noise will drown out the announcements.
Just for the record: overexposure and mistiness aside, I adore this route... yesterday evening's screenshot. The lighting is perfectly balanced!
Well, I finished the last of the scenarios last night. All ran perfectly, including the in-cab announcements, which were more than sufficient in terms of volume and clarity. Timetable is next. (PC) Gratifyingly, all my Raildriver controls also worked perfectly.
I have to say I have fallen in love with this DLC, such an amazing achievement for a first DLC! From lovely scenery and lighting to some really impressive technology. Well done firefly!
What’s better than driving a 375 along the Medway Valley?! Driving a 395 the view is even better with the unobstructed windscreen! 395005 works 1T90 to Maidstone West. I genuinely could not be happier with this route, thank you once again Firefly
This route just keeps on giving. I'm on ps5 pro and decided to take a drive at night. I don't normally bother as you can't see much but I gave it a go and wow the lighting is stunning at stations and passing buildings I always remember it being naff at night on other routes I have. I then decided to play the route in heavey rain and wind. I've never been able to do this before because the ps5 just stutters where its not optimized so gave up. But again performance was perfect nice and smooth. I love this route so much. Best 30 pounds I've spent all year. Can't wait for there next route.
for those tired of the cab view from the 375, the 700, 395 and 465's are really nice to drive on the route. The freight runs with Cargo line 1 and 2 are a nice change of pace too
Yes, the 700 is a nice drive, but too darn quiet. Needs a sound patch. Don't use mods, so that's not an option.
I don’t disagree but that’s a bit of a minefield that we’re not getting involved in. I know you say you don’t use mods but Luc (who made the 375 audio) has a number of sounds mods on TSC that are very good indeed, including the 700.
After spending some time on the route, and rebuilding my ini. engine I must say this is probably my fav of all the routes so far for what you get. There is some over exposure, but its very liveable and not something to lose sleep over. However, the ballast is really bad and a step backwards compared to even earlier routes. You can see where it suddenly pops in and it becomes emersion breaking to a point I'm struggling to enjoy it. I've uploaded a picture where you can see the magnificent rural countryside. There really isnt a comparable route and 10/10 for that. But you can see the exact point the ballast pops in and it really ruins it. Will there be a patch to modify this, or hopefully a ballast mod? Huge thanks x
I have explained this already and can confirm we are looking at it but I can’t guarantee anything can be done about it. This is an unfortunate by-product of having had to build off the original SEHS route and the track by its nature has had to be the same. It isn’t the track popping in, it is the ballast mesh that is poking above the sleepers, presumably to simulate stones scattered and visible. Unfortunately the way the track is designed means it doesn’t draw very far ahead of the player. To fix it may involve having to regenerate the track across the whole route and I’m afraid that isn’t feasible as it could break all kinds of things. If we can improve matters without doing that we will, but again, no promises. It’s probably no consolation at all but none of us at FF, no beta tester and no-one in QA has mentioned this at all. If it had been brought up before we would have looked at it but personally I don’t even notice it. That doesn’t mean we won’t try to improve things though.