I think the banking comm itself isn't, but everything is set up so that it's only one button push from working.
Hello all, here are my findins for this scenario... Playing on PS5 ES44C4 Training module For the GOLD medal is needed to get 1700 AP, on first try I got 1370 even I made everything correctly. On second try I got 1630 AP But in menu is still visible as highest score 1370 AP Rail Journes - Ups and Downs - G-SDGABQ5-04 - Grain train from San Diego to Albuquerque Train consists of 96 "parts". 4 locos - 44 cabs - 2 locos - 44 cabs - 2 locos 1) Almost in the end of journey there was long right hand turn. I took external view and watched train from first loco. Behind 4 first locos I saw 44 cabs, 2 "middle" locos and behind them only 4 cabs. No more cabs were visibile. In case case you will move camera "deeper" all is OK and train is "full". But from begining of train view is cutted. 2) Looks like game is not counting AP correctly. I play game in metric, so I get 30 AP every 500m. There are no extra point on the start, only 500 AP during final stop. My top score is 4040 AP (OK). If I am counting correctly, 4040 - 500 is 3540 AP during track. Dived 30 I traveled 118 x 500m. And this is 59 km.... But at the end of scenario travel distance was little above 47 km.
There are no rear locos on that train. Switching comms on is just a habit thing - but whether it's on or off I still cannot get up that hill despite all my best efforts. I've even tried reversing onto two spare locos (which does work) but in doing so I get stuck behind an 'access denied, you seem to be off track' red signal. I can get the required speed in order to climb the hill but when those amps drop off the train loses power for a few seconds each time...and that is enough to ensure I'm not going to make it. At 15mph it's effectively game over because I'm having to drop down notches to avoid the amp bar redlining and causing wheel slip. Thanks for the info though, It's something I'll definitely make note of.
Oh, hang on a minute, the ES44 timetable has completely changed with the update and similar services now seem to have more lead locos (the one in question only had 2 but now they seem to have 3) so that's going to make a huge difference. I'll try again myself tonight.
On Z--ELPSDG6-04 on journey mode intermodal El Paso to San Diego before I can reach the final check point the screen says I have gone out of bounds and cancels my service. With no safe function it means I lost a whole 2 hours.
On the stream Matt said the train formations were kept to more or less minimum acceptable power so as to present a challenge for the player. If that means thrashing up the hill at 20 mph in notch 8, is that realistic? Seems rather hard on the locomotives and surely not fuel efficient.
I don't mind the 20mph crawl but when it says the service will take 1 hour 40 minutes, and 2 hours into the drive I've not even covered half the route, and no save option either! Something isn't right.
There seem to be a few physics issues with the GEVO's. I was running the third Journey mode trip, lightweight intermodal from Barstow to Victorville. When the compressor kicked in the whole loco lurched as if it had lost power momentarily and the rest of the train ran in behind it. Then on a slight gradient change from 0.1% down to 0.4% down, under power, I had wheelslip for about five seconds before the train stabilised again. Don't think that is meant to be happening.
The game kicked me out just as I entered San Bernadino yard after over an hour of up and down hill fun. These occasional crashes are annoying.
Really enjoying Cajon Pass. I don’t usually like US outline but this really feels like a proper journey over the hills. The new sky is stunning in the morning and evening and the weather helps sell the illusion of changing altitudes. The only thing I have found to be an issue is walking along the sides of the locomotives but this has been brought up already. Going downhill is tricky as you can’t seem to blend dynamic and air brakes. (Edit- you can) I would very much enjoy a passenger path in the scenario planner. I know it isn’t realistic but a path that stops at all the station platforms along the route so we can take our passenger trains for a spin would be great.
You can use blended braking, you just have to bail off the independent brake once you set your train brake where you want it. Then the dynamics will kick back in.
Same thing just happened to me. The stop point is way down in the south part of San Benardino yard, apparently beyond where the player is supposed to be able to drive. On a side note, are the new snow effects a real performance hog? The journey version of Z-ELPSDG6-04 is done in snow and I had real crummy performance throughout. In TSW2 I had everything maxed and would run in the 60s, 70s, 80s fps on the main lines and maybe sometimes into 50 and 40s in some yards. So far with Cajon (everything maxed but sky which is back to High) I seem to usually do 60s and 70s on most of the main line, down to 40s and 50s in yards. With this service I was getting 40s and 50s most times and when I'd pass another train it would knock me down into the low 30s, low 30s and a tick into the 20s in San Bernardino yard too. I was surprised how demanding it seemed to be. DW
I believe it was suggested that the smoke particles that did not impact SOS would be the new way of delivering diesel smoke after the SOS release. I do not believe this is the case at all as you can still see a drop (no different to pre SOS) when panning around the trains. Can anyone else confirm my suspicion this is another thing promised yet not delivered?
Holy moly I came across the dreaded "fog" weather this evening on Cajon pass... First time I've been disappointed with TSW3. Literally a foot away from the locomotive and all I had was a black screen, with no light being able to pass through. Was unable to see anything until the fog effect cleared instantly as I arrived at the depot. Nearly 45 minutes in complete darkness
They sub in on the Palmdale Cutoff but nowhere else, no clue why DTG didn't add them to the whole route
I'm in exactly the same boat..train slows down to 9mph and then comes to a hault and starts going backwards..have sanders on and everything...what's going on
What do you mean by short? If you're on a last gen console so ps4, xbox 1, you only get a maximum of 50 freight cars. On pc and next gen consoles it is 100 max. Some runs will have shorter train lengths depending on what you are carrying and stuff.
Well, slap me with a wet fish!! I just finished the shunting scenario, " Barstow Away " and lo and behold the headlights on the SD40-2 are marvelous, lit up the whole yard like they're supposed to. I take back the snarky things I've said about the headlights on Cajon Pass, at least as far as the Dash 2 is concerned. I'll reserve judgement on the Gevo until I do a night run. But it was a very pleasant surprise. Why this feature is missing on other US routes is still a mystery. ( For once I was able to do a 90 minute session without the save function, a rare occurrence. )
Yes, that was infuriating! I had done a great run and was coasting gently to stop and suddenly failed because I had "driven out of the playable area"
I was trying to wrap my head around this grammar but a google image search seems to indicate this stencil should read "CAR NOT TO BE LOADED ABOVE BULKHEAD". DW
I'm just going to add that I very much appreciate that from time to time in switching sessions I have to wait while a higher priority train crosses through my intended path to the next destination. On the other hand, I would appreciate the length of these services if saving were possible. Please make this a v-e-r-y high priority, DTG -- PLEASE!!!
Did you turn on whatchamacallit control located on the radio? (My 78-year-old brain apologizes for its occasional memory gaps.) In some activities, you're prompted to do this, in others, not.
The gevo lights are quite good too as long as you don't have any fog (lights don't even work). I've seen night run videos and it's quite good. The headlights are probably brighter because of using actual lumen values and the overhauled lighting system which the older tsws don't have
I'm now 3-4 activities into the journey mode and have to say first impressions are positive. Journey It actually feels like there has been some thought given to how the experience progresses (so far) and the learning curve is good, handle a train, now go up hill, now go down etc. That coupled with actually useful tutorials was a big win for someone who has generally struggled with US freight previously. The comparison with the progression against the sand patch grade journey is staggering. SPG actually had me range quit... one chapter just yard work, ok fine. 2nd chapter SD-40 great here we go, one trip light engine and surprise! Just more yard work. :-( Any time you can start a new journey activity you have to be able to see the length (time). This info is available elsewhere in the UI but I'd really need to see before clicking continue and gambling between 20 mins of 2 hours. Only way currently is to remember the activity number, go into timetable, find the activity & see how long it will take and then go back into the journey. Sound Nothing in reality to compare with but generally sounds believable. Stutters quite a bit particularly noticeable with the horn. Was very surprised to hear wind rushing noises exactly like the Brighton mainline Electrostar when rolling around the yard at 10mph, quite jarring. Weather During my first descent, the fog started rolling in, subtle at first, I almost didn't notice. Kept thinking "I'm sure I could see better before" to actually becoming a challenge holding my nerve resisting the temptation to over use the automatic brake. Then it carried on, couldn't see anything until I had perfect visibility about about 3 feet and then nothing. Looked ridiculous and killed any immersion. Loco Looks fantastic but quite disappointed with the bargain basement features. You give me a big green button labelled 'horn sequence' and it does nothing? Literally unplayable . Hardly anything on the MFDs seems to work. Dimmer & train length counter are a must. They aren't frivolous functionality for the sake of it, they are am important part of operations. Why make the dimmer percentage change but not the actual screens brightness? MFD has an airflow meter but again, not functional. Not the end of the world as we have the end of train brake pipe pressure which is nice but it seems to give whacky readings. 20 mins after release still reading 82 with the train blasting up a 2% grade. Next thing recovers almost instantly from an almost full application instantly? The warning lights on the MFD also either don't work or make no sense. I managed to get my controls out of sync somehow, loco was notch 3 and HUG was saying notch 2.
Horn sequencer works… Need to be over 25MPH as it is in real life. Press the sequencer and it plays long-long-short-long on a loop. Then activate “regular” horn to stop.
I tried Z-ELPSDG6-04 in timetable mode (by accident, didn't realize I happened to pick THAT one from the list, doh!) and this is where the stop marker is in the southern part of San Bernardino yard : As you round that final curve and have the stop marker in sight the screen fades into this message : Hope there aren't more services like this, Victorville to San Bernardino is a long drive to get skunked in the last 1000 feet or so. DW
We need difficulty settings, So- Easy, Medium and Hard. Hard can be for full air brake simulation so it doesn't take 15 seconds to charge up the air brake on a 50-100 in length freight. It takes much longer and without this Cajon Pass is not rightfully simulated. Taking a 5000tonne train down a 3% grade is very serious but only when you know about the REAL braking system. Apparently it was changed in Sherman Hill. Because people hated waiting correct times to charge the air brake. Is there a way I can alter the settings in a file somewhere so I can get it back to realistic? I thought they were using Simugraph!!! This will be good for those who just want to drive a train arcade style select easy and you don't need to learn anything really.
No, the air brake settings have been changed and are now "arcade" and not a simulator style. I heard that in Sherman Hill there were players that were impatient and didn't want to simulate the air brake charging times. So now it takes seconds instead of 5-10 minutes to charge an air brak. Which I am disappointed with after DTG has made all this noise about simugraph. And it being a 'simulator'.... We need difficulty settings, So- Easy, Medium and Hard. Hard can be for full air brake simulation so it doesn't take 15 seconds to charge up the air brake on a 50-100 in length freight. It takes much longer and without this Cajon Pass is not rightfully simulated. Taking a 5000tonne train down a 3% grade is very serious but only when you know about the REAL braking system. Apparently it was changed in Sherman Hill. Because people hated waiting correct times to charge the air brake. Is there a way I can alter the settings in a file somewhere so I can get it back to realistic? I thought they were using Simugraph!!! This will be good for those who just want to drive a train arcade style select easy and you don't need to learn anything really.
Matt, The whole challenge of bringing an air brake train down Cajon Pass is missed now. The air brake charges at an unrealistic setting. It is too quick to charge..... :-( Can you please offer us a solution? (Or let us change it somehow in the .ini file or a doc file somewhere????) Like: We need difficulty settings, So- Easy, Medium and Hard. Hard can be for full air brake simulation so it doesn't take 15 seconds to charge up the air brake on a 50-100 in length freight. It takes much longer and without this Cajon Pass is not rightfully simulated. Taking a 5000tonne train down a 3% grade is very serious but only when you know about the REAL braking system. Apparently it was changed in Sherman Hill. Because people hated waiting correct times to charge the air brake. Is there a way I can alter the settings in a file somewhere so I can get it back to realistic? I thought they were using Simugraph!!! This will be good for those who just want to drive a train arcade style select easy and you don't need to learn anything really.
Just done U-LACHOU6-06 90 vehicles & 5541.8ft in length. There was next to no delay between applying the air brake & the reading being the same at the rear. Brake pipe recharging was just as fast. From releasing the airbrakes to both ends of the brake pipe being 89-90 psi was always less than 2-3 seconds. On previous services I've driven I got frustrated after 5 minutes waiting for the rear to raise above 80. 15 minutes into the drive later the rear was still only at 85. How come two similar runs can have quite different behaviour?