Route Medway Valley Line Feedback Thread

Discussion in 'Player Feedback' started by DTG Alex, Mar 26, 2026.

  1. Fawx

    Fawx Well-Known Member

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    Just to comment, DX12 isn't officially supported by TSW, due to being a known cause of instabaility. It's the reason DTG never made it's implementation official. It's why I stopped using it during TSW4's run as I used to get crashes with it.
     
    Last edited: Apr 1, 2026 at 8:05 PM
  2. Double Yellow

    Double Yellow Well-Known Member

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    If you was waiting a minute for the doors you’d never be able to stick to the timetable :)
     
  3. dal#7945

    dal#7945 Well-Known Member

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    Yeah i might of exaggerated that bit but feels like a minute. :)
     
  4. WaveyDavey

    WaveyDavey Well-Known Member

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    I know it's not officially supported but I use it as I use the Jetwash engine.ini mod (I'm sure DX12 is required for it to work on any of the presets other than the most basic?).

    Would DX12 cause a specific route/DLC to crash without ever affecting any others? As I say all other DLC within TSW6 is working fine with all mods and edited engine.ini along with screen percentage at 150% and running with DX12. I now realise the only thing left edited when i removed and reset everything else to standard was the DX12 command line entry for TSW6 (My mistake as I forgot it had even been set upon first install) but I am unable to check if this is the cause with this one route now as Steam have responded back and refunded.

    It's a beautiful looking route and from what I've seen in little bits myself and from others images probably the best TSW has ever seen but if I cannot manage more than 10 minutes on it before TSW crashes I obviously can't warrant having it. The only thing I can think is to wait till the refund has gone through and then purchase it again and run TSW using DX11 to see if that solves the issues with the route on my machine.
     
    Last edited: Apr 2, 2026 at 12:18 AM
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  5. Shaun123

    Shaun123 Well-Known Member

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    The whole door cycle takes around 20-25 seconds (including getting “2” off the guard)

    The station stops are around 30 seconds or 1 minute at some stations, there should be no issues with keeping time.

    The only station I lose time on is between New Hythe and Aylesford as I only take power on notch 2 on a single yellow and accelerate to around 30-35 mph before coasting.
     
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  6. Shaun123

    Shaun123 Well-Known Member

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    Service: 2K10 (2142 London Victoria / (2240 Rochester) to Gillingham.

    Unit: Class 465

    Platform: PC / Steam

    Weather: Dynamic / using live weather mod

    Issue: Have to close doors on a red signal at Rochester for departure.

    Also there is no theatre or route indicator (feather) when routed into Platform 1 at Gillingham, I assume this should have some form of approach control. I can’t remember this issue in SEHS.
     
  7. bescot

    bescot Well-Known Member

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    That's fixed here Shaun for post release. Feel like I've done it before, but hey ho, things sometimes revert.
     
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  8. Shaun123

    Shaun123 Well-Known Member

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    That’s fantastic and bearing in mind, this is the only issue I’ve found during my time on the route, which is simply a testament to the quality of it!
     
  9. Southern Driver

    Southern Driver Well-Known Member

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    No AWS magnet for WB 50R at Wateringbury
    On the run I just did there’s a 40mph TSR a mile after the signal, would that contribute? Or is it just missing?
     
  10. Jude Peters

    Jude Peters Member

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    Another issue that ive noticed with this route (as a console player not sure if it applies to pc to) is that when you go into a tunnel, any cloud, rain or atmospheric fog you have on seems to just disappear. For example, the screen shots below show the short tunnel at Maidstone west, where when your in the tunnel the clouds seem to reduce and fog disappears. It happens with rain to. It’s even more noticeable on longer tunnels like the many that are in the Chatham area. You can see below that when you exit the tunnel the lighting/weathering pops back to how it should be. It basically makes it look really washed out and looses all fog/rain.[​IMG] [​IMG]
     
  11. mickwidd_25

    mickwidd_25 Active Member

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    Overall, I can see that a lot of effort and creativity has gone into this route, particularly with features like GSM-R, which adds a great deal of realism and immersion.

    However, there are two fundamental issues that negatively impact my experience on PS5:

    Firstly I'll keep this brief to avoid beating a dead horse, the external audio on the Class 375 is extremely quiet or almost non-existent on PS5. I noticed that the motor sounds are barely audible unless the camera is positioned very close to the middle carriages. I am aware that this is a known issue and hope this can be fixed soon as I do not find the route playable with the audio issues.

    Secondly, the route suffers from very bright, overexposed lighting during the day. This results in washed-out colours especially the train fronts. The lighting also makes the trains appear like plastic models and I have difficulty in appreciating scenery due to brightness and haze. When compared to older routes like South Eastern High Speed using the same rolling stock, the difference in lighting quality is very noticeable. I have added screenshots taken of 1T90 on both Medway valley and SEHS to demonstrate the lighting issues. The top image is on SEHS and the bottom is on Medway Valley.
    19d4b70b5f158-screenshotUrl.jpg 19d4b708b5245-screenshotUrl.jpg
    I've also added screenshots of a wired smog like haze which suddenly appeared at Tonbridge and of how overly bright the lighting looks from the cab. I used to live in Kent albeit in Canterbury and do not recall seeing weather like this. Maybe it was a dynamic weather issue but I've never had this on any other route. The hash lighting from the cab also gave me a headache after a while and just does not look realistic. 19d4b98216472-screenshotUrl.jpg 19d4bdb503367-screenshotUrl.jpg

    it feels like more emphasis was placed on additional features such as working toilets and ticket barriers, while core elements like audio and lighting still need attention
     
    Last edited: Apr 2, 2026 at 3:41 PM
  12. Fawx

    Fawx Well-Known Member

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    "it feels like more emphasis was placed on additional features such as working toilets and ticket barriers, while core elements like audio and lighting still need attention"

    This couldn't be further from the truth.

    First of all our Gameplay Engineer that created the toilet and ticket barries doesn't work on the audio or lighting. So no, it had no impact on either of those.

    Secondly, the only audio issue is on the PS5, which we were told by QA was completely fine prior to release. It was only at release when we could finally test PS5 ourselves that we noticed there was an issue. The audio on PC and Xbox has no issues, because this is where we were able to test. A LOT of time went into our audio setup, and even since release we have been working non stop to try and fix the PS5 audio issue.

    Thirdly, our lighting was also focused on for months, and was created by Jetwash. It isn't as vibrant as other routes, and that is by design. The majority of TSW lighting is overly vibrant compared to reality. Most players have reacted positively to this change.
     
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  13. Phil47569

    Phil47569 Well-Known Member

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    I think that's a bit harsh, it's well known that they do not have access to the PS5 for QA until the DLC has actually been released. That is the prime reason why so many PS5 issues slip through the net as DTG can do some testing then they seem to give the "all clear" when things clearly are not... This has been pointed out by several different developers over the past year or so, that one is entirely on Sony. That there are so few issues on PC and X-Box where thorough testing was possible vs the PS5 really speaks volumes.

    Regardless of that, the developers of this route have been very on-the-ball in responding to comments and issues also offering various troubleshooting advice rather than burying their head in the sand, which let's face it, is the DTG way of doing things...
     
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  14. fakenham

    fakenham Well-Known Member

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    Possibly a small signal issue? Noticed on all runs I was getting a yellow at AF1 (repeater sign on sig?) followed by yellow at AF3, approaching New Hythe from Snodland. I would have thought the repeater would be green for a yellow at it's associated signal? Maybe AF1 isn't supposed to be a repeater after all?
     
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  15. Shaun123

    Shaun123 Well-Known Member

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    Yeah, it depends how you interpret it as there’s a similar situation on East Coastway and something I alluded to in another thread, as AF1r is showing a signal yellow then you’d obviously assume the next signal is red but on sighting it’s actually yellow.

    Now it only spoils it if you have the signal aspects on in the HUD but I just drive expecting the signal at the end of New Hythe platform to be red each time (even though it isn’t!)

    And on departing New Hythe on a signal yellow. I’m never more than notch 2 and shut off power around 30-35 mph before coasting. Some might say a bit too defensive driving, but that’s down to the individual TOC Professional Driving Policy ;)
     
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  16. mickwidd_25

    mickwidd_25 Active Member

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    Thanks for taking the time to respond, and for the transparency regarding the PS5 audio.

    Regarding the lighting, I respect that it was a deliberate design choice, and I’m glad some players are enjoying the new look. However, my concern isn’t vibrancy, it’s exposure.

    On the PS5 build specifically, the white levels in the cab appear high enough to cause eye strain and wash out contrast on trackside assets. Even if this is intentional, when it affects visibility and comfort over longer driving sessions, it becomes a usability issue from my perspective.

    I really appreciate the innovation with features like GSM-R and the attention to detail in the scenery it’s clear a lot of care went into the route. I’ll definitely be revisiting it once the PS5 audio patch is live.
     
  17. fakenham

    fakenham Well-Known Member

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    Makes sense. I drive without the HUD but I thought I'd check to see what the repeater was dispalying whilst waiting at the yellow at AF3 - flying out to it using the 8 view it was still yellow. But thinking about it, shouldn't AF1R actually be named AF3R? Not sure. Weirdly enough, I just tested a spawned train at the platform and AF3r and AF1 were both green, so the spawned train seems to produce correct aspects.
    Anyway, it's a minor one really, at least these 2 signals produce the safest aspects (i.e not a green to a red).
     
  18. Shaun123

    Shaun123 Well-Known Member

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    No, I completely get where you are coming from I think it’s a core issue.

    As if you look at the HUD both signals are yellow! So it just takes a bit of imagination!

    The same thing happens between Falmer and the approach to Lewes with LW7r and LW7 both at yellow but I just drive on sighting LW7r at yellow that LW7 is at red until it comes into view!
     

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