Upcoming Release Master The Electrics!

Discussion in 'Dovetail Live Article Discussion' started by DTG Alex, Nov 29, 2022.

  1. chieflongshin

    chieflongshin Well-Known Member

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    Aren’t you running that huge list of ini settings you posted in another thread? Maybe take them all off and see if it’s something in their doing it.
     
  2. Choo choo

    Choo choo Well-Known Member

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    I wonder if that's done with intent. Do the preview stream as late as possible before release so if there are any bugs, issues or anything blatantly missing then DTG can always pull the "That won't be fixed by release, sorry" card.
     
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  3. deeuu#6908

    deeuu#6908 Well-Known Member

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    I must be missing some really obvious things then, because I just spent two hours with it, did all the training and a couple of services, and everything seemed ok to me.
     
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  4. Jonne1184

    Jonne1184 Well-Known Member

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    If you filter out all the fuss about small things, there is not so much left which you could encounter. As it has been with every single release to now in this forum.
     
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  5. Redbus

    Redbus Well-Known Member

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    In my limited experience beta testing (years ago on another rail sim product), testers usually report a ton of stuff. How it is acted upon is really where it matters. QA is another kettle of fish, but judging from the scenario crashes they were obviously not fully tested on a good variety of hardware.
     
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  6. OpenMinded

    OpenMinded Well-Known Member

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    If you have a heavy freight train, the loco will only add a tiny fraction to the overall braking performance of the train. It’s the cars which have a much bigger defining effect. I was under the impression the trains handled comparable, even when driving it with different locos.

    Also, with the coal Waggons (I believe from RSN?) coming from a previous TSW era, I am not sure what they are really set to (G/P) and how realistic this is over all. The other day I chose one of those services with 20 fully loaded cars and it stated my train would weigh above 4000tonnes. That is hardly possible, hence I am questioning the whole old cargo stuff…

    I have not yet driven the BRO trains. Probably not happening till next week, either. But I am looking forward to it:cool:
     
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  7. breblimator

    breblimator Guest

    I mean train brake 1 BAR reduction :)
    Loco + wagons
    Sorry for simplification
     
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  8. OpenMinded

    OpenMinded Well-Known Member

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    I think in order to test plausibility of the brakes, you should make an emergency stop from roughly 140kph, measure the distance and calculate the deceleration. If the deceleration in much bigger then 1,4m/s^2, it probably is a bit too strong.

    I would be careful with the comparison at 1bar HL reduction. Different types (and eras) of trains would certainly brake quite different. The trains on BRO are quite short, so you will not be able to compare it with longer trains, certainly not with a cargo train.
     
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  9. breblimator

    breblimator Guest

    Yes, I know. That was just an analogy for people to try to imagine what I mean by speculating brakes work too powerfully.
    I've gotten used to it and it doesn't bother me anymore. I'm more curious if that's how it's supposed to be :) BR o7
     
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  10. Maik Goltz

    Maik Goltz Well-Known Member

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    I have tamed the brakes here (again, in a dev version that got submitted to be able to release). The brakes were too strong. But even now, they are strong. There is nearly no weight to brake, and the Bnr have 160Brh in R. At a full service that is a good amount oif brake force for the light weight.
     
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  11. OpenMinded

    OpenMinded Well-Known Member

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    Isn’t the brh even higher? Out of memory: weight loco 84t, waggon 36t. Braked weight loco 160t (R+E), 63t waggon. Doing the maths gets me to roughly 180t brh for a consist with 4 waggons?!
     
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  12. OldVern

    OldVern Well-Known Member

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    Hopefully this can be rolled out.

    Out of interest and if you can say, how does this compare with a similar consist in Zusi 3 which is basically being regarded as the bible for German locomotive and rolling stock physics.
     
  13. bljohansson#4171

    bljohansson#4171 Active Member

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    The gamepass discount is in effect now.
     
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  14. Disintegration7

    Disintegration7 Well-Known Member

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  15. Rail Runner

    Rail Runner Well-Known Member

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    From my point of view, I like the route but im wishing that some of these bugs are perfected asap. Im also desperately needing the add on manager!!
     
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  16. drahnoel

    drahnoel New Member

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    this route has the potential to become one of the better German route, but some little things quickly ruin the many good things. For example, I play exclusively without the hud and if even the new vehicles don't display the LZB in the driver's cab. Such little things ensure that I no longer see the need to spend money on TSW
     
  17. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    That should have been fixed with today's update.
     
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  18. Lamplight

    Lamplight Well-Known Member

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    I wouldn't call a major safety system being non-functional in the cab a little thing for software claiming to be a simulator (since I recall Matt not understanding why some people question TSW being a simulator). To be fair, I usually defend TSW as a simulator, but not being able to play it for six months and therefore focussing more on software like Zusi makes me understand the doubts a lot more.
     
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  19. drahnoel

    drahnoel New Member

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    okay sorry then I must have overlooked it in today's patch notes
     
  20. drahnoel

    drahnoel New Member

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    I wouldn't call it a small problem either, but I assume that the majority of people drive with huds (No offense) and therefore many see it as a rather minor point. When driving without a hud, enough things are missing anyway (Ebula, inconsistently placed stop signs (Ne 5),sign of when the doors can be closed again, etc)
     
  21. Monder

    Monder Well-Known Member

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    The only LZB-related things in the patch notes, however, are related to the Br 155 - LZB working in the rear cab and "B" on the HUD, nothing about the display in the cab or other vehicles.
     
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  22. driverwoods#1787

    driverwoods#1787 Well-Known Member

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    Same and how I got the route was a British Ace code for the Xbox Series X version of the game around 5-7am EST which translates to 10-12pm BST and 9-11 pm AEDT. Since British Ace streamed Bremen Oldenburg on his channel. Oddly the Bremen 425 does display long distance destinations and HRR destinations
     
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  23. cwf.green

    cwf.green Well-Known Member

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    breblimator As far as I know the Falns 183 (coal wagons) have not been touched for BRO since they are a layer rather than included rolling stock. They brake quite a bit harder than what their braked weight imply so I would say that they have unrealistically strong brakes. The PRESS BR155 was worked on quite a bit for BRO but I was not involved in this process and I haven't tested it so I can't say whether the brakes are too strong (or too weak) etc.
    Correction: I haven't tested the brake performance to compare vs real world data.

    Lamplight The brakes on the BR110 / n-wagen do seem a bit strong, at least if you are to go by the BrH.

    Since the patch notes are in I can divulge some stuff I did on the BR425.
    1. Added Mg-brakes (technically the numbering of the BRO 425 are those without Mg-brakes but since the printing on the sides, the visual model and the cab indications imply Mg-brakes I felt it was more realistic to include them).
    2. Manual sanding has a (noticeable) effect on adhesion during slipping. In emergency the train automatically applies sanding if the wheels are sliding.
    3. Significant rework of the traction/electric braking control based on a lot of data and videos from a real world BR425 driver (I will update this comment with due credit if he allows me to). The control is quite "laggy" which I hope is noticeable (but not too annoying) :D
    4. Simulated poor adhesion and wheelslip protection. The old version didn't really slip ever.
    5. Tuned friction brakes based on braked weight and driver input. The brakes are significantly "worse" than they were before.
    6. Implemented load proportional braking for the electric brake and blended braking simulation. The train will try to achieve 0.9 m/s^2 at "full service" at all speeds and weights.
    7. Not sure if this is included but hopefully the parking brake will cause realistic traction lock.
    8. If you go into emergency the electric brakes are cut. If you then move the PBC out of the emergency (SB) position, the train will only use friction brakes until the PBC is moved to the "0" position.

    Points (1) & (2) should be quite helpful if you find yourself sliding while braking and you don't think you will be able to stop in time.
    Also worth noting: due to (6) you might need to go into SB ("emergency") if you pass a Vr0 or pre-signal for a red signal and haven't started braking yet, especially so if the adhesion is poor.
     
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  24. cwf.green

    cwf.green Well-Known Member

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    Keep in mind that when you start using <R> braked weights (R with "Schnellbremsbeschleuniger" aka brake pipe accelerator) and "R+E", i.e. braked weights with E-brake involved, you start to deviate from reality quite a bit lol. <R> (the higher number, I think in TSW both are "diamonds" which afaik is incorrect and it should be <R>, R, P, G etc) or also called R_SB basically has a "fake" 7% added due to much quicker drop in brake pipe pressure during emergency since each wagons KE-valve vents that wagons brake pipe, if a significant pressure drop vs time is sensed. This won't affect the actual brake force nor the stopping distance in service braking. Also R+E is usually much more conservative than reality. Then you have stuff like R+E 160 which again is not very accurate (it just gives a minimum).

    EDIT: The stuff I wrote about only one of the R-numbers having brackets (diamond) might be a Swedish peculiarity that I misapplied to German rolling stock so take that with a grain of salt. Either way, the higher of the numbers is with SB included.
    EDIT2: So I just looked at some German wagons and they definitely have two <R>, so what I wrote above about only one of them being <R> is not correct for German rolling stock. However, try dividing the higher number by the lower and you should see that it is 7% higher (otherwise I'm pretty sure there was an error).
    [​IMG]


    When I want to calculate or estimate brake forces I try to isolate as much as possible additional braking systems like Mg-brakes, Wb-brakes, E-brakes and so on. Some older rolling stock suffered from the above mentioned inaccuracies because R+Wb/Mg stopping distances were used to tune the friction brakes, even though at that time TSW didn't have Mg or Wb brakes supported. What you end up is humongously overpowered friction brakes.

    "Besserwisser" point: BrH is a unitless number, not a "weight" ;)
     
    Last edited: Dec 8, 2022
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  25. Hiro Protagonist

    Hiro Protagonist Well-Known Member

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    If you're going to bother putting world time codes in your posts (which are almost completely irrelevant in this case) at least get them right. BST isn't in effect at the moment (as the UK is in winter, so they're on GMT which is +0 UTC), and AEDT is +11 UTC so 9PM here is 10AM in London, not 10PM (also, with your logic of using time codes related to in-game routes, why are you bothering mentioning Australia?)
     
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  26. cwf.green

    cwf.green Well-Known Member

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    I just tested the HRR BR425 vs the BRO BR425 and I'm getting the exact same performance. Something would have to be really bloated and bad in the Simugraph blueprint for Simugraph to start causing CPU bottlenecks. I have never experienced this myself. You mention a CPU bottleneck, are you basing this on seeing higher CPU usage in the 425?
     
  27. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    Ah my apologies, got my LZBs and PZBs mixed up.

    Fixed PZB restrictive mode indicators not flashing correctly. - this what I'd seen, with the 70-85kmph markers
     
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  28. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    Thank you for confirming!
     
  29. Monder

    Monder Well-Known Member

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    So the dials on 425/155 still don't show LZB at all?
     
  30. OldVern

    OldVern Well-Known Member

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    Ah confirmed around the living room. Maybe worth a punt if it's not a silly price.
     
  31. anarchy99

    anarchy99 Well-Known Member

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  32. Amax

    Amax Active Member

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    Loc weight 86
    Coach weight 39


    Brake weight

    loco brake weight R117t R+E151t
    Coach brake weight R63t
    Coach cab car brake weight R56t

    Train Formation (4caoch+1loc)

    total train weight 242t

    total brake weight R 362 brh=149%

    total brake weight white R+E brake 396 brh=163%
     
  33. schorni

    schorni Well-Known Member

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    On console too?
     
  34. rennekton#1349

    rennekton#1349 Well-Known Member

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    The two updates that have been released have not been released for console users yet. It is only for pc players on steam. They need to get certifications in order to release the update on consoles and Epic. JD did say either end of this week or some time next week. But considering there isn't an update in the announcements yet, it might be next week
     
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  35. Winzarten

    Winzarten Well-Known Member

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    The more I play this route, the more I enjoy it. Especially the variety of trains you meet on the route. There is freight, regional passenger, IC, there are EMUs, DMUs, push-pull trains... I've also met shunters and single locomotives. And the sidings are pretty populated as well...
    It is trully alive :)

    Makes the rought launch even more painfull, becasue the effort that went into this is obvious.
     
    Last edited: Dec 10, 2022
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  36. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    Just for clarity, that update is now with console players too.
     
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  37. Richard CZE

    Richard CZE Well-Known Member

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    I was driving around MSB today and saw this.
    IMG_20221230_122955.jpg
     
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  38. antony.henley

    antony.henley Well-Known Member

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    Yes in my livestream last night I was driving a BR155 on Dresden Riesa and a blue 110 appeared on a dosto set heading for Dresden.
    Nice little surprise there.

    Hentis
     
  39. florians#7620

    florians#7620 Well-Known Member

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    I saw a 110 on SKA the other day too.
     
  40. cloudyskies21

    cloudyskies21 Well-Known Member

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    Regarding the 110 on other German routes, can the Dostos be driven pulling the 110 like all the other locos? For example, say if you reach Gemunden and do a turn-around back to Aschaffenburg etc.
     
  41. florians#7620

    florians#7620 Well-Known Member

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    In reality it isn’t possible I think, but I haven’t tried it in the game yet. (Currently don’t have my german stuff installed - PS5 tetris).
     
  42. antony.henley

    antony.henley Well-Known Member

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    I dont know to be honest.
    Haven't tried it.
    If there's one in Dresden when.im in there next, I'll give it a go. Also don't have MSB or RSN installed due to PS5 terms as well.

    Hentis
     
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  43. Richard CZE

    Richard CZE Well-Known Member

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    The Dostos steering car cannot drive the DB110. The control cable is not connected. The only way to go back with the train is to go around the entire train with the locomotive and join it from the other side. It would be a nice suggestion for the service if the DB110 locomotives pulled the Dosto cars without a driving car. It's more of a game fault at this point.
     
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  44. Monder

    Monder Well-Known Member

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    Not sure I agree, Br 110 should not at all appear on trains on DRA, it is a western loco, so it substituting on this route is very inaccurate. I've seen a ton of regional trains around Dresden, and it was always 143s, 146s, 182s, rarely 112s, and once or twice a 114.
     
  45. antony.henley

    antony.henley Well-Known Member

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    But I did see a 110 pushing a dosto from dresden to riesa in last nights stream. I will try and clip it. I suppose it doesn't matter if its ai driving.

    Hentis
     
  46. Maik Goltz

    Maik Goltz Well-Known Member

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    It's working when AI driven because AI does not care about MU system compatibility. Not possible player driven as IRL becasue it works like IRL in the game.
     
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  47. antony.henley

    antony.henley Well-Known Member

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    Cheers Maik :)
     

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