No worries, it's kinda cool to have the choice for now tbh lol, aside from that everything has been great, MVL is a next level experience in my opinion. The fov thing is replicable 100% of the time for me.
Anyone else noticed that on the 375 when you shut to doors there always one that doesn't shut. And you have to wait another minute for it to happen.
That's the virtual guard simulation, and it's not a minute, it's about 10-15 seconds.You can avoid it by pressing the physical close door button in the cab.
I have a similar problem. Everything displays correctly on class 375, but class 66 has lost many restrictions on the track monitor. If you wait for the virtual guard to close the door and ring the bell twice, the schedule is designed so that you'll arrive on time or even earlier, without being in any hurry.
It does occur on all routes, it came up during our internal testing. The core hud doesn't show secondary (differential freight) speed limits. Seen on SEH, BCC. If the freight speed matches passenger it's fine, as soon as you have two different line speeds it only shows the passenger line speed.
Will we be getting Jetwashes improved skybox on the console version on MVL as I’ve seen videos on the pc version and it definitely looks better!
Also I think I’ve said this already (may have been in a different thread) but if one of the devs could answer I would appreciate it, do the 375s have working SDO? I’m pretty sure at Cuxton it should be used in the /6 as it’s the only station along the MVL that does fit 4 coaches.
I replied here https://forums.dovetailgames.com/th...ine-feedback-thread.97368/page-3#post-1106813 and you liked my reply
It’s not a skybox, the lighting setup on console is identical to PC. I think what you are referring to are the clouds and the answer to that is ‘probably’. We deliberately disabled that element of the changes on consoles as we wanted to be certain about performance, now we know that side of things is ok then we would like to enable it and test how it copes.
Ahh ok thanks for clarification, and yes that’s what I was referring to the clouds. Good to see that it most likely will be coming to console. Will it effect FPS at all?
That’s very strange, not seen any other reports of this. It looks like a tile loading and/or LOD thing specific to Xbox. Will look at it. I presume it loads in pretty quickly?
Ok so I have just read the manual, apologies I didn’t see the bit about SDO. My question is how come you press door release instead of the specific SDO button? Is that realistic? Also what would be cool is an announcement that plays on the train at a station that can’t fit the whole train, it could say something like, “to alight here please be in the front 3 coaches etc etc”.
Both times I’ve been past that spot it’s just stayed missing. It is a blink and you’ll miss it moment in fairness and only spotted it as had external camera on to take in the scenery
Last night the game repeatedly crashed after 10 mins or so of driving. Heading out of Tonbridge or Strood. I noticed the hud in the top right that shows upcoming speed limits, signals etc starts flickering before the crash. I've removed all mods apart from the wcmls 2019 tt.
I randomly crash after running for about 5 minutes in any scenario. Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000010d I have no mods installed. Edit: I tried using the generic Enghine.ini and there were no crashes. So, clearly one or more lines in my Engine.ini was the culprit. I will try to isolate it incrementally.
Did any of you have chanegs in the engine.ini? JetWash provided a new version of his mod because the one before didn't work well with MVL. Just in case you did not read it and it affects you.
It sounds like you need to delete the engine.ini file, it's not a mod - the game creates the file when it launches and by deleting it you are forcing the game to create a new one. That cleared up my issues and hopefully will work for both of you
Yes, when you press the RD control to close the doors, the barber pole turns yellow. Pressing the control again completes the close doors sequence. I assume this also works with the in-cab buttons.
Something else that ive noticed that id like to be added is being able to spawn in various formations of the 375s in MVL. Most of the trains in TSW have the ability to spawn in different formations (e.g. 4,8,12 car 377s on southern routes) as well as being able to choose if you want the train to be loaded or unloaded with passengers. I hope this can get added so we can have 3,6,9 377/3 loaded/unloaded, and 4,8,12 377/6 loaded/unloaded, not sure why this isn’t a feature already. Images below show this:
Also from my knowledge, there’s no keyboard hotkey for the 375s depot whistle on MVL. It’s a shame as it means you can’t hear the depot whistle properly in an exterior view. I hope it gets changed as there’s multiple trains in the game with the hotkey, such as the 700 where you press ctrl + space and it does the depot whistle .
This really is an excellent route, the environment just feels like a step up. Can't put my finger on it but it looks better and the ambient sounds are fantastic. The attention to detail is spot on. Where this really excels beyond any other route is the performance. Whatever you guys did to optimise this really has worked perfectly. No other uk route of comparible quality even comes close for performance. Can't wait to see what you guys do next.
I seem to get random CTD when using the '8' view on the route.... I have had 3 or 4 now and always when using the '8' view. This is a copy/paste of the last one but from memory they were all worded very similarly....... Anyone able to say if it looks mod related or something else as I removed all mods after having it happen today and all was fine..... Added all mods back but it's been fine again even with all mods back in there again. LoginId:a0bc11df4e39dd5e0f1a24b6686b8f96 EpicAccountId: LowLevelFatalError [File:Unknown] [Line: 671] pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed at F:\DEV\ND25SUB\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1168 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
DTG Alex we’re still waiting for the correct build to be deployed for PS5 to address the sound issues in this platform specifically and there’s been no updates on progress since the route was released (other than it’s with Sony) Any indication on when this will be pushed live as it’s degrading the PlayStation experience significantly (basically route is paid for and parked)
Something wrong with eye adaptation on this route. If you surrounded by a plains - picture is good. But if you surrounded by a trees - it is extremely overexposed(never seen this before).
Admittedly when this route was announced, I didn’t pay all that attention to it. Not because there was anything ‘wrong’ about it - but just because south east and electrostars aren’t my cup of tea usually. I ended up picking it up anyway, and I have to say it is quickly becoming one of my favourites. The sounds, particularly the running sounds, and the lighting really make it more enjoyable for me. I tend to struggle with an awful attention span, and rarely complete a drive I start, but with this route I can complete several return runs without it feeling like it’s actually been that long. I really love the GSM-R feature, though a little fiddly on consoles. I love the simulated call when requesting to pass signals at danger. Suggestion for improvement: Maybe add the new ‘Advanced Screen View’ feature thing to the GSM-R system to make it easier for console users to register. Playing on Xbox Series S. Currently have no crashes or blurry texture issues.
I've never seen a fast service in all the years I've been travelling the line. There was a time when trains terminated at Maidstone in either direction. So you had to change at Maidstone.
This route is amazing! I took my first night drive and I was completely immersed in all the detail, ambience, and night lighting. This is exactly what this game should be. Thank you!
+1 It’s very lucky this route had the upgraded 465 with the ability to sub for services. Considering it’s now been a week, I won’t be buying a Firefly product on release again. Completely unacceptable that the main traction for a route can just be released like this, much less it be left in that state for a week+.
Ok so a few things. 1. Playstation 5 doesn't get Beta testing, because Sony doesn't allow it for TSW, that isn't up to us, or DTG. Playstation 5 passed QA testing, we were told everything was all good for it, which is what we as developers have to trust. We have no way ourselves to verify how it works on PS5. The first time we knew about the PS5 audio issues, is the same time all of you did. 2. There are no issues at all on PC, or Xbox in regards to audio, which have been tested to death, hence the state the route is in. 3. Something about the the way the Playstation 5 works, is just not playing our audio properly. It's an issue exclusive to the Playstation 5. We have been literally trying to resolve this non stop since release, we haven't even taken the weekend off. It's not being "left in that state", we've been working non stop trying to find the issue.
I tried using the generic Enghine.ini and there were no crashes. So, clearly one or more lines in my Engine.ini was the culprit. I will try to isolate it incrementally.
I mean I’m not going to argue with you, because I don’t think it’s your fault & like I mentioned with the 465, Firefly going out of their way to update the SEHS stock has mitigated the 375 issue. You’re also not the first third party even this year to be told everything was all good, when it just isn’t. The problem is that it’s another in a long line of issues that only come to light once a product has been released to customers. We’re not talking about minor things like ‘the texture of that bolt is bad’. I don’t think I’ve ever seen a game have as much bad luck as DTG & TSW has, all these caveats with its development & publishing. Wrong builds left & right, platform specific issue there, platform specific issue here, engine problem over there etc & then the flood of in your face gremlins that never get noticed until release day. It is very unfortunate. The kicker is though, it’s every single release lately. Everything is caveated by something from missing features, to game breaking bugs, crashing, wrong builds & so on. Even with MVL which most of us will agree is one of the (if not the) highest quality routes we’ve had for the UK & maybe even TSW, isn’t safe from it.
the release process is nuts; I mean I have this at work where stuff is tested to death and then on release you get the bugs, but it seems to be the actual handling of release builds that constantly trips up. that said, sounds from Alex’s update that release builds might not be the issue and actually there’s just something not right on the PS5 version, which is frustrating as there doesn’t appear a clean pathway to PS5 ever being assured on release day until it’s out in the wild, which is bonkerz!
Sorry guys but I've had to request a refund from Steam for the route. As I posted earlier I kept getting crashes to desktop initially when using the '8' view but then from in the cab too. I tried running 2T48 from Strood to Tonbridge multiple times and just kept getting crashes to desktop anywhere from Strood itself through to Snodland (I never made it past Snodland on any of the runs). Initial setup was numerous mods 150% screen percentage and Jetwash's latest engine.ini that was released after this route. I initially removed all SEHS mods, then all mods except GodMode, then all mods, then set screen percentage to 100% and finally deleted the edited engine.ini so the game created a new one. It was at this point I managed to get to Snodland before the game crashed. Machine specs are as follows if it's of any use (Not exactly a potato). Lenovo Legion 5 Pro laptop i9-14900HX RTX4070 Laptop 8gb card 32gb RAM 1tb SSD Nvidia drivers are 591.86 (I know these aren't the current Nvidia drivers but I am one of the many 40xx users who are suffering from screen flicker in games when using any of the current 595 branch of drivers hence having to roll back to the 591 branch driver). All mods and Jetwash engine.ini have been re-installed now along with screen percentage back to 150% and all other routes in TSW6 are working as fine. I now have to hope that the refund request is approved as it's taken me more than the Steam 2 hours limit to keep trying the various versions of settings/mods/engine.ini installs.
Judging by the crash log you posted earlier you have an issue or sorts with your GPU. MVL will not, and cannot, cause the D3D device to hang. It also suggests you’re running DX12 which although working most of the time isn’t officially supported by the game. Since people removed their engine ini’s the crashes stopped. People using my latest ini have also not reported any crashes at all so the issue, whatever it is, must be local to your machine. I’m sorry you’ve felt the need to refund the route.
Yes I'm running DX12 as per the installation instructions of the engine.ini mod. The only route i've been getting the crashes on is the MVL and that is at vanilla level as per the previous post. All other routes work fine with mods and engine.ini with no crashes. I know you are saying the route cannot cause the crash but it's obviously causing some sort of issue with my machine/Nvidia driver install as it is the only route/add-on that causes the game to crash. Every other route playable for hours on end.... MVL playable for up to 10 minutes before crash.