Medway Valley Line Discussion Thread

Discussion in 'TSW General Discussion' started by Mikey_9835, Dec 8, 2025.

  1. theorganist

    theorganist Well-Known Member

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    I thought testing was considered a good thing!
     
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  2. JetWash

    JetWash Well-Known Member

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    I'd like to take the opportunity to share the full list of patch notes for Medway Valley as a fair amount of information is missing from the article. Some of these maybe technical but this is it, warts and all;


    Changelog for Medway Valley Post Release Patch
    ==============================================


    Additions

    • New Rainbow feature added to the sky/route. Rainbow's show very occasionally under specific weather conditions and the 'Looking for Trouble' scenario has been updated with 100% chance of a rainbow appearing
    • Completely new and unique 'Dispatcher' game mode at Tonbridge Station
    • Added interiors to remaining signal boxes (East Farleigh, Aylesford, Snodland)
    • Maidstone West signal box is now accessible
    • Track diagrams added to all signal box interiors
    • Added feature lights to Rochester Bridge, timed per reality. White lights appear Sunday through Thursday and coloured lights Friday and Saturday nights, illuminating 1800-0000 (https://rbt.org.uk/bridges/current-bridges/the-old-bridge/old-bridge-enhancement-lighting/)
    • Additional vegetation/weeds/plants in many fields across the route
    • Seasonal hay rolls added in certain fields June through September
    • Added "Do not lean out of the window" signs at Rochester rail bridge
    • Added Christmas Tree seasonal scenery (December only)
    • Beeping audio added to some pedestrian crossings
    • Fictional branding added to mail assets
    • Added animated pedestrians to some riverside paths
    • Added cabling to telegraph poles
    • Added static image to the office computer screen

    Improvements and fixes


    Environment

    • Lighting redesigned/adjusted to achieve a better balance across all times of day and seasons
    • Console lighting and sky setup now matches PC identically
    • Changed 3D sleeper appearance to stop the 3D ballast poking through sleepers close-in to the player
    • Changed textures of Rainham Signal box to match current real life state
    • Changed amber warning light on level crossing wigwams to be TOD4 compliant. Now shows the amber warning as intended
    • Adjusted flashing yellow signal aspect setup
    • Removed grass sitting on top of wooden lineside fences between Snodland and New Hythe
    • Flattened terrain spikes when zooming camera whilst facing west at Aylesford
    • Scenery around Cuxton crossing edited to better reflect real world
    • Flats adjacent to Maidstone West colour changed to match 2025 state
    • Tweak to grass patch colour
    • Adjustments to signal head lighting to improve visibility
    • Increased resolution of certain poster textures
    • All tunnels re-baked from scratch with significant improvements
    • Platform lights at Rochester disused station fixed as the emissives were broken in the release build
    • Adjusted terrain west of Paddock Wood next to tracks as disused tracks were floating
    • Corrected line-speeds at Tonbridge West Jn from 50mph to 30mph then 85mph on the Redhill line
    • Rebuilt Tonbridge Mail depot platform and canopies
    • Localisation removed from some level crossing signs to prevent them being incorrectly translated to German
    • Issue with a duplicate collectible ID fixed allowing 100/100 collectibles to be attained
    • Numerous improvements, fixes and additions to scenery across the route
    • Fix for NPC feet being visible through the Cuxton station pedestrian bridge
    • Improved clutter modelling on the 'Distribution Centre' roof at Aylesford
    • Added missing rail joint bonds route wide

    Technical

    • Altered mesh on 'Medway' station signs to prevent text floating
    • Small geometry fixes to Aylesford Signal box
    • Changed collision at Jubilee bridge over Tonbridge West Yard to enable player access
    • Double-sided materials will now show correctly oriented normals on both sides
    • Fixed collision at Rainham overbridge to enable NPCs
    • Rebuilt nav at Rainham as NPCs leaving trains on Platform 1 were not walking away from the train
    • Changed track adhesion and unevenness settings at Rainham. Area was using old TSW3 weather adhesion settings, and unevenness value was set to be too rough
    • Gillingham signal: Added missing F4 and F5 positions. Approach control, call on enabled
    • MS5R & MS111R '3 aspect distant' signals fixed so can show G/YY/Y as per reality
    • Localised text turned off on station signage (BR signs on posts)
    • Route hop added to Tonbridge to hop to Redhill on BML
    • Fixed LOD issue with statue at Maidstone West and with the CML bridge at Strood
    • Optimisations primarily around DHL and Tesco depots but across the route
    • Fixed tunnel reverb in Fort-Pitt tunnel
    • Fix for TPWS fake activation on a yellow at AD184 Paddock Wood
    • Fix for wrong rail type at Hoo Yard

    ================================================================================================
    Medway Valley Gameplay:

    • Dispatch beyond added to 2Kxx services at Gillingham towards Chatham
    • Dispatch beyond added to services leaving Tonbridge towards the west
    • Added rainbow to Scenario 5 (Looking For Trouble) as above
    • Adding missing element of 5T72 in chapter 5 of Journey Mode
    ==================================================================================================

    Class 375/3 and /6:

    • Added interlock lights to guard panel close door buttons
    • Fixed the GSM-R camera view so that console controllers can more easily press GSM-R buttons (mouse not required)
    • Boosted emissive on headlights when train is used on non-TOD4 routes
    • Fixed track camera from spawning when uncoupling units
    • Fixed TPWS override switch: text was reversed
    • Added axle and bogie sockets to TSOL SK files
    • Attenuation/ambience and concurrency fixes for cab door handle and transformer so not audible inside other trains.
    • PTSOL bogies - added missing bogie audio, joints and flange sounds
    • Announcements: Compatibility is now determined by route rather than timetable
    • Tweak to in-cab button night lighting
     
    Last edited: Jun 16, 2026 at 4:46 PM
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  3. foggy#2817

    foggy#2817 Well-Known Member

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    Take it easy. It's not like they are fixing stuff that is broken, it's perfectly playable as it is. Have some patience.
     
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  4. marcsharp2

    marcsharp2 Well-Known Member

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    That was my initial reaction as well, but then I read the change log and saw that the update for PS would have got rid of the updated Audio files. So it would have gone back to how it was upon release.

    So as annoying as it is, I think it is the right decision.
     
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  5. countcussy

    countcussy Well-Known Member

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    This is exactly how patch notes should be. This is all the community and player base wants.

    Communication, transparency and consistency.
     
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  6. fakenham

    fakenham Well-Known Member

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    Great work, especially impressed that certain signals have been fixed, shows it can be done fairly quickly.
     
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  7. thebigcheese

    thebigcheese Well-Known Member

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    Yes. THIS is how you do patch notes. DTG take note. If anything, it shows the full extent of the work that has gone on behind the scenes, whilst leaving us in no doubt what has changed. Win Win
     
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  8. fakenham

    fakenham Well-Known Member

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    Quick question for the route signalling experts, could this be applied to AF1 and AF3 as well (New Hythe area)?
     
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  9. bescot

    bescot Well-Known Member

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    Those are 2 aspect repeaters (Y/G) followed by 3 aspect signalling. Until quite recently the blueprints for AWS 'read through' the distant to the next main aspect, so you'd get a horn instead of a bell at those locations on MVL: AWS Horn > Distant=Green > 3A Yellow > 3A Red.

    These were changed by DTG in core, but MVL had to use SEH derived signals. We made the decision late in the day to use a work-around to make the AWS give the right code. As such those two signals were set up to give a failsafe aspect.
     
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  10. fakenham

    fakenham Well-Known Member

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    Many thanks for the explanation, good to see that accurate signalling is being employed as best as the sim allows.
     
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  11. john#5092

    john#5092 Member

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    Hello
    I don't enjoy playing this route because of the sound of a rail joint at every track circuit. There is an actual gap in the rail but there is an insulator that fills this gap, so smooth ride no clickery clack.

    [​IMG]
     
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  12. subwayg0at

    subwayg0at Well-Known Member

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    Unfortunately Networkers doesn't seem to like Dispatchers very much, they would just close the doors and go off without permission. Seen for the 10:08 service.
    Also after this happens an electrostar pulls into the platform and refuse to leave after closing the doors and giving signal.
     
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  13. maccagee#4924

    maccagee#4924 Well-Known Member

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    It was in the release notes it would not work with networkers in dispatcher mode, only the two 375 variants that come with the route.
     
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  14. mradexter#7647

    mradexter#7647 New Member

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    Any idea when the update patch for the ps5 is expected to go live, happy they didn’t just push it out and break stuff, good call on the devs
     
  15. Jude Peters

    Jude Peters Member

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    Firefly when will we see the AI 377/3 at tonbridge and 375/9 implemented on MVL? Would be much better to see southern at tonbridge as per real life. Also on console there’s still a small issue on the GSMR where at the end of the signal number the last number is stretched.
     
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  16. Fawx

    Fawx Well-Known Member

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    The 377/3 is down to Rivet to sort, so you would have to ask them. We've submitted the ticket, so it's in their hands, and has been for a few months now.
     
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  17. SierraOscar95

    SierraOscar95 Well-Known Member

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    As a PS5 player I thought I'd chip in and say I sincerely appreciate you holding back the updates until they can be released in the right state for the game. But from the updates I've seen they are fairly substantial to a route that was already a 10/10 for me anyway!

    Look forward to receiving the update when it happens, and I hope DTG can follow on with holding stuff back until it is ready to be released for consoles.
     
    Last edited: Jun 19, 2026 at 3:57 PM
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  18. Jude Peters

    Jude Peters Member

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    Thanks for the clarification, that’s classic rivet right there, taking a very long time I see!
     
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  19. nwp1

    nwp1 Well-Known Member

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    Thank you for the list but in answer to “Issue with a duplicate collectible ID fixed allowing 100/100 collectibles to be attained”

    This is not the case as the one at Tonbridge West Yard is still not collectable! Only 99/100 are attainable.
     
  20. dkentflyer

    dkentflyer New Member

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    I just wanted to say thank you to the developers of this fantastic route, had blast this morning driving this route with smooth performance on my 6.5 year old system, (i5 9600k and RTX 2080). It's my local area and the detail in this route is amazing!

    I also appreciate the detailed patch notes you provided for the update. Other Devs should definitely follow your lead on this one.

    Well done all round, look forward to see what you come up with next :).
     
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  21. historicalduck7

    historicalduck7 Well-Known Member

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    has anyone found an optimal weather setup to see a rainbow? i’ve done 4 services with varying amounts of rain, and 1 with dynamic weather (clear skies to start with, ended the service with a thunderstorm. of course i did), but am yet to see one
     
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