Loco Freightliner Br Class 70 - Feedback Thread

Discussion in 'Loco Add-On Feedback' started by dtg_jan, Oct 15, 2026 at 9:48 AM.

  1. bosseye

    bosseye Member

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    PC/Steam - Length counter can't stick to length I have put in, always reverts to 4400ft (have put in 1270ft)
     
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  2. kenrobinette#2139

    kenrobinette#2139 New Member

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    I'm not sure why this happens, or if it's just me, but on 6D37 or any Airedale and Wharfedaile service, on PC, I start moving the train and it only gives about 120 amps at notch 8, and trying to exit rylestone quarry with 19 wagons at 2100 tons, it stalls at around 90 amps at notch 8 and starts moving backwards.
     
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  3. Dion Flannery

    Dion Flannery Well-Known Member

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    Xbox series X and Xbox for pc

    I noticed when going from notch 2 to notch 3 on the exterior camera, the change in engine pitch is very sudden compared to in the cab where the RPMs and engine sound is a bit more gradual and smoother.

    I also noticed that the traction motor sounds on the exterior camera pretty much disappear after you move a short distance away, you should be able to hear those from definitely further back.
     
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  4. kenrobinette#2139

    kenrobinette#2139 New Member

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    The amps go higher up the higher the speed is, which is the opposite of any other train, and probably why my train stalls out on a 1.0 uphill with 2100 tons. Is it supposed to be like this?
     
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  5. dal#7945

    dal#7945 Well-Known Member

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    Are the speed limits set up correctly. Because some the jobs on mml and trent valley it's allowing me to go 75 but I'm they 60. Examp 25 load MLA weight 5.601.6 klb its allowing me to 75. Anyone else noticed that there is not movement in the 70 feels like very little suspension is there. Bit if they are like irl then great.
     
    Last edited: Oct 16, 2026 at 6:54 AM
  6. Rutger Luiten

    Rutger Luiten Well-Known Member

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    In the preview stream at 2.24.00 they talked about the 3d moddeling and the shape of the locomotive. And now with the picture supplied by ToffeeKat, I wonder if they have used blue prints? There are so many obvious mistakes, it's bringing down this locomotive for me, class 90 looks better. Except for the sounds.
     
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  7. Dion Flannery

    Dion Flannery Well-Known Member

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    Saw someone point something else out on Facebook, the roof proportions behind the cab are wrong. In game, it sits high compared to real life and you can see it in your comparison, that bit behind the cab is high when it shouldn’t be.
     
  8. Dion Flannery

    Dion Flannery Well-Known Member

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    Xbox PC

    the horn seems to only come from the No.1 cab although there are horns modeled on the No.2 side on the roof, is this how it is IRL?
     
  9. Dion Flannery

    Dion Flannery Well-Known Member

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    Do you mean the lights like having a flare to them? Because I did a night run and I noticed the headlights and tail lights have this flare/glow around them at a distance on XBOX PC
     
  10. Dion Flannery

    Dion Flannery Well-Known Member

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    Just noticed another issue in your comparison photo. That triangle body frame thing that is sitting just above the rail behind the snowplow is not only modeled wrong but also looks to be in the wrong spot!

    The more I compare, the more issues I see!

    I’m going to say the model will definitely need updating and tweaks done to it. IMG_1884.jpeg
     
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  11. OldVern

    OldVern Well-Known Member

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    Think after spending an hour or so in total with the loco yesterday evening, it’s not quite up to the standard for a premium £15 price tag. Yes the sounds are very nice and we have all been seduced by them, maybe AABS and DTG would hope they distracted us from the various issues that detract from the package. The visual model, well probably not much can be done about that without rebuilding from scratch. The physics though, really need a serious overhaul and frankly I’m surprised Matt didn’t make some comment as regards the excessive brake force and release times on the stream. Is this another case where the first time DTG look at the thing (as opposed to QA in South Asia) is 5 minutes before the preview?

    Pulling away from a signal check, I also again encountered the issue where the train simply doesn’t want to move at first and eventually crawls off at 1 MPH taking forever to get going. This was after holding on the loco brake, not the train brake so can’t blame the latter. It also seems impossible to induce any wheelslip, I actually slammed the throttle into Notch 8 to try and overcome the glued to rails effect and nothing happened. Yet, once up to speed, the whole thing coasts with virtually no inertia at all, even gaining speed on a 1 in 500 downhill gradient.

    At low speed there is the same sideways juddering/rocking effect that we got on the AABS 350 variants, definitely not something the suspension should be doing.

    And, again while the sounds are good, the chosen routes mean that 90% of the time you are just coasting with the occasional bit of Notch 4 or 5 to keep momentum.

    So I think, reluctantly, I am probably going to refund this later. Maybe rebuy in a sale later on if the serious physics and other shortfalls are addressed. It’s probably not as bad as the BR 187 or the ATS Class 90, but if you’re going to claim in the publicity that it’s a high fidelity, detailed reproduction of the prototype, then you need to make sure it lives up to the claim.
     
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  12. marcsharp2

    marcsharp2 Well-Known Member

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    So I had another play last night, it took an absolute age to get up to 40mph. I did a service from Humberstone road to Derby, I didn't reach 40mph until I passed Syston.

    The AWS doesn't work either (as others have pointed out), the headlights don't work during the day.

    This is on PS5.

    It's nowhere near the disaster that the 90 is, the amount of timetables it fits onto is a bonus as well.

    It just needs a bit of work.
     
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  13. dal#7945

    dal#7945 Well-Known Member

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    I agree with what you saying a few tweaks and this will an awsome loco in the game.
     
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  14. fakenham

    fakenham Well-Known Member

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    Are the braking issues just with the containers or does it affect the wascosa wagons as well? Might hold off on this until the braking issues are fixed.
     
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  15. Jeannot41

    Jeannot41 Well-Known Member

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    Sorry, but not all tutorials are translated—just like all the add-ons that aren't from DTG.
    I didn't keep it, so I got a refund through Steam.
     
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  16. Rutger Luiten

    Rutger Luiten Well-Known Member

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    Why does the sealing light cover inside the cab have a metalic textures, is this also in realife?
     
  17. phillip.good

    phillip.good Well-Known Member

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    Not on my PS5 they're not, unfortunately
     
  18. Trainmania100

    Trainmania100 Well-Known Member

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    Tried running around at Newhaven day aggs on a ECW freight service. Disabled rear cab, removed key, changed ends but PCS Open wouldn't turn off. Not sure if I did something wrong.
    Do I need to cut out the brakes on the back cab and cut back in on the leading? Shouldn't do as both ends are presume the same?
     
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  19. baz66501

    baz66501 Member

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    It’s hard to explain, it was like 1000s of pinpricks next to the actual light. This is the best image I could get of it, I’ve zoomed in on the screen capture so the quality isn’t great, any closer and it disappeared. Just inside the headlight you can see some fuzziness. This was the issue
     

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  20. OldVern

    OldVern Well-Known Member

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    Something I’ve just seen on Facebook. Appears the loco may not be able to climb significant gradients. Someone reported it stalling out with a 1000 tonne train on a 1 in 100 incline. So was this actually tested on anything other than the flat as a pancake North Midlands routes?
     
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  21. dal#7945

    dal#7945 Well-Known Member

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    I got admit it does a while build up speed .
     
  22. tardisgaming07

    tardisgaming07 Well-Known Member

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    True, had a 70 pass me once at linespeed and I could still hear the motors screaming for a minute or so after it passed
     
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  23. dtg_jan

    dtg_jan Community Manager Staff Member

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    Hello folks,

    Thank you for your feedback so far. I've recorded all your reports and will create internal tickets for investigation, but I need to ask a few follow-up questions for details:

    Regarding the head & taillights: From what I gather, these appear to illuminate their surroundings, but the actual lamps on the loco appear to be off. Is that correct? Does this occur on all routes or just some of them?

    Regarding the brake behaviour and the struggle to get up to speed: Unlikely, given the number of reports, but to be diligent: Did you set up the train correctly, and did you follow the steps in the official manual?
    I'll report this issue regardless, but I need to make sure all bases are covered.

    Finally, as a more general reminder, if you are on PC and using mods, please remove any mods before reporting an issue to ensure the issue isn't caused by modified game files.

    All the best,
    Jan
     
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  24. dal#7945

    dal#7945 Well-Known Member

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    I'm on xbox series x the headlights illuminate the path in front of you but dont actually light up them selves I post a picture further up the thread. And it happens on most routes but its hit and miss.
     
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  25. OldVern

    OldVern Well-Known Member

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    Yes. As specifically noted, same thing happened after holding the train with the loco brake only on level track. The physics are all over the place.

    And just to clarify, no mods currently in my install.
     
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  26. chrism#4685

    chrism#4685 Well-Known Member

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    Yep, that's exactly what happened to me on Midland main line on XSX, strangely though, the lamps were illuminated but very flickery on a service I tried on Airedale and Wharfdale.

    One other thing I've noticed is that safety systems don't work correctly if you resume from a saved session. You don't get any audible vigilance alerts and the AWS sunflower doesn't illuminate. You do get audible AWS alerts though.
     
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  27. Dion Flannery

    Dion Flannery Well-Known Member

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    Seems and looks like the issue I have!
     
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  28. dal#7945

    dal#7945 Well-Known Member

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    I think it just needs some tweaks and then it would be one if the better locos. Yeah im surprised no one has piped up and acknowledged the small fixable problems.
     
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  29. tomosclarke#9438

    tomosclarke#9438 New Member

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    Ps5: cannot get the loco to move after setting up correctly and cant get amps up Have watched the tutorial Several times to see if I’m doing anything wrong, but every time I set up loco It won’t move
     
  30. MisterV

    MisterV Member

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    posted this in another thread but adding it here as well:

    The low speed physics in this thing seem way off, I'm trying to do service 6M22 Part one on the Airdale & Wharfdale route and I can't even make it up the incline at notch 8, the train grounds to a halt and starts rolling backwards
     
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  31. bryan#7049

    bryan#7049 Member

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    I had the same issue on 6M37 notch 8 out of Rylestone just to crawl out of Rylestone with 1700tons
     
  32. Jack lawson

    Jack lawson New Member

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    Xbox series X
    WCML Trent-valley
    The headlights seem to either not work or flicker.
    The AWS is very quiet.
    The audio for the horn seems to be that when you sound the high tone it seems to do both at the same time or that the audio isn't that great.
     
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  33. dal#7945

    dal#7945 Well-Known Member

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    This loco also suffers sound popping as well not all the time but its there.
     
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  34. hells.high.lord666

    hells.high.lord666 Well-Known Member

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    On Xbox series X. Started the Crowd of 70's scenario last night and saved the game with all safety systems active at Rugby. When I loaded the game up the vigilance was still active but the sound had stopped and checking in the switches section the switch for the vigilance was off despite vigilance still being active. AWS/TPWS was unaffected
     
  35. ToffeeKat

    ToffeeKat Well-Known Member

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    Empty Bins Galore.
    MML Scenario.

    Asks for brakes to be Cut-Out which they have, and save applied, but stuck from this point.

    I have to say the scenario marker placements are the worst I have seen in any TSW DLC.

    bins.png
     
    Last edited: Oct 16, 2026 at 10:00 PM
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  36. wanderer#6948

    wanderer#6948 New Member

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  37. baz66501

    baz66501 Member

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    I posted about this earlier in the thread. If it’s the cab you’re shutting down - cut out > save > exit. If it’s the cab you’re starting up - cut in, cut out, cut in > save > exit.

    the prompt for setting a cab up is wrong. The brakes will already be cut out when you need them cut in. You need to trigger a cut out before you cut in so the objective is met! Hope this helps
     
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  38. kenrobinette#2139

    kenrobinette#2139 New Member

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    I did set up the train correctly, yes, with brakes cut in and lead but it still puts out only around 100 amps in notch 8
     
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  39. baz66501

    baz66501 Member

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    The light issue appears different on different routes on XSX. MML they work fine, Airedale & Wharfedale they don’t work at all, WCML Birmingham- Crewe they flicker
     
  40. DarkWolf

    DarkWolf Well-Known Member

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    I'm on the Epic Games PC version and have seen the lights not working a couple of times. As others have reported they illuminate the ground but the lights themselves are not on. It was a Midland Mainline service where it happened. I quit and returned to the timetable and re-selected the service and started it again to get the lights to work. It seems to be random, I gave it a try (after removing all MODs) and just kept restarting the service from the timetable list and it took a couple tries to reproduce it again. If it matters the specific service was "6D59 Humberstone Sidings to Chaddesden Sidings 15:14".

    DW
     
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  41. nico#7452

    nico#7452 New Member

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    PC Steam: Mixed multiple working between the Class 70 and Class 66 doesn't work. Some double-headed timetable services spawn a Class 70 + Class 66 formation, but only the leading Class 70 provides power.
     
  42. Dion Flannery

    Dion Flannery Well-Known Member

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    Xbox For PC

    I made a thread about this issue I am going to mention now but dont think it helped so I’ll put it here.

    I downloaded some colas liveries for the 70 through creators club but they don’t appear in the CC tab when picking your train for a route.

    all my settings are good, everything how it should so I’m not sure what the issue is, if anyone can help? Or if it’s a core issue?

    I tried training centre and the liveries popped up when selecting the 70 but on any other route? No no! Seen a couple of people have the same issue.
     
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  43. cyrill.kroonstuiver

    cyrill.kroonstuiver Well-Known Member

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    I am loving the loc, but there are things that bother me about it

    Mainly, I hate how a lot of things are linked in the 2 cabs. Mainly the screens. If you adjust the brightness or turn off say, the left screen, that does the same on the other cab.
    I doubt this is realistic behavior. So I'd personally prefer to see this detached.

    But not just the screens, it's also some of the physical switches. Particularly Gen Field, Engine Run and the handbrake that are mirrored, despite them being physical switches.

    Other than that, head and tail lights are prone to bugging and being poorly or not visible at all despite the light effect itself happening.

    Also, for some reason when switching cabs I might find myself with the brakes already cut-in? Sometimes the headlights too. But that might be more a TSW issue than a Class 70 one.

    Lastly, but that's just personal preference, not a bug, but I do find the exhaust fumes to be excessive.
    Same with how I'd personally wish the throttle was a bit more sensitive for keyboard.

    But, still loving it.
     
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  44. stujoy

    stujoy Well-Known Member

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    Just reminding everyone that the container wagons (both the originals and the cargo line ones with the same brakes copied over) behave this way with the Class 66 while other wagon types do not. A tiny dab of brakes is enough to bring you to a screeching halt and they take a long time to release from even the smallest application. It may not be the loco at fault here. I don’t have the 70 myself to test it but the container wagons are probably a big contributing factor here. A while ago I was looking forward to the cargo line container wagons releasing because I was fed up of the brake physics on the originals but was dismayed to find the same brake physics were used there as well. There’s a similar issue (although the other way round, with weak brakes) with the coal wagons on Crewe-Preston that some players initially thought was the locos but the same locos work fine with other wagons. It may turn out that the loco has issues as well but don’t forget the big role the wagons play in how a train brakes.
     
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  45. Phil47569

    Phil47569 Well-Known Member

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    To second what Stu has posted above, I've done a few experiments.

    So, on the Airedale line I ran the 70 on the Hunslet to Ribblehead job with JNAs, train moved off from standing start in notch 4. The brakes worked perfectly during the run and I had plenty of opportunities to test them given the various gradients, long signal blocks and being stuck behind a stopper. Initial notch does very little, just gives them a slight rub as it should be but for proper effect one needs to go to the 40+ range - which also allows the loco to do it's regenerative braking too which sounds excellent.

    On the MML - Did an engineering run with the shiny new box wagons, train moved off in notch 6, brakes were "iffy" seemed to be similar to the containers in that the initial notch seemed to do most of the work. Also did an oil tank run, moved off on notch 8 and had the same braking issues.

    On the WCML Crewe-MK - Container run, needed to sit in notch 8 for a good 40+ seconds for the damned thing to move (even tried it on the downhill gradient at Nuneaton). This was with the brakes already off and the loco just sitting on the loco brake, same braking issues as reported elsewhere that they come on heavy and take ages to come off again. I also tested the train length theory by reloading the same diagram and splitting the rake halfway, same results for braking, the only difference was that it took around 20 seconds at notch 8 to move off.

    If AABS can fix these two issues, the power and brakes, then we have an awesome locomotive. I honestly have really enjoyed driving it, even with the defective brakes, it'd just be nice to drive it properly :)

    Oh and in the words of Colombo, there is just "one more thing" - there are no nameplates, I took 70004 for a spin earlier and it's missing it's "Coal Industry Society" nameplates. I assume the others are missing too.
     
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  46. gazor#8301

    gazor#8301 New Member

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    Mildmay Line Class 70 freight run @04:45 1:25:00 time to complete
    Southhall to Dagenham dock.
    Starts on a 1.6% gradient - cant even get the bloody thing moving
     
  47. Emmy_MAN

    Emmy_MAN Well-Known Member

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    Firstly, AABS really hasn’t built the model to look like the real thing.
    Take a look at the first two pictures: in the first one, you can see in the middle of the locomotive that the frame is almost touching the tracks. And the components above in the middle don’t match the original either.

    1.jpg
    2.jpg

    And then have a look at what the locomotive looks like for some people when it’s not running, and in the second picture you can see what’s supposed to be the smoke coming out of the exhaust.

    3.jpg

    4.jpg
     
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  48. GrayDawg

    GrayDawg Well-Known Member

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    PC/Steam:
    -Flickering head lights, some times.
    - Driver Vigilance warning audio stopped working (in both internal and external camera) after reloading a save. This was tested multiple times, with the same result each time. This happened both when just exiting to the main menu and then reloading the save, and when exiting the game entirely, and then reloading the save. No audio. Very annoying on multi-hour runs.
    - Just as others have pointed out several times before me, the brakes are very sensitive when applied, and slow to come off, and also, the train sometimes takes "forever" to get going from a standstill.

    Other than this, I have thoroughly enjoyed my purchase so far, and will continue to do so for many hours to come. The locomotive looks fantastic, and sounds even better. I refuse to join the omg look at that bolt, or the slight misaligned angle of that plate, or any other little inconsistency with the real thing, it's all wrong crowd, I am refunding! Locomotive is a good and fairly true representation of the real thing with some minor differences from the real locomotive, as to be expected in a game replica. Not everything can be 100% true to the original. Anywho, a few niggles to sort out, and we might just have the best locomotive release so far. Well worth the 18 bucks I paid for it.
     
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  49. pedro#1852

    pedro#1852 Well-Known Member

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    it will be good if we are able to manually insert the tail lamp on the wascosa wagon
     
    Last edited: Oct 18, 2026 at 5:34 PM
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  50. pauliesc

    pauliesc Well-Known Member

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    In terms of physics, I tried a 2900 ton oil train of MML, on a flat gradient, the train moved off at notch 5 and the brakes seemed ok. But a container run on Trent Valley I had to slam it into notch 8 and it still took ages to move, also on a flat and the minimum brake application seemed to slow down the train way too fast. The 66 and 90 both have trouble with those containers as well.
     
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