Spirit Of Steam (+ Wcl) Patch Next Week

Discussion in 'TSW General Discussion' started by DTG JD, Apr 26, 2023.

  1. steedy#6132

    steedy#6132 New Member

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    DTG Matt is there a fix for the tail lamps on the Mk1s? As it appears to be two on the back of the stock instead of one
     
  2. CrAzZyKiLLa

    CrAzZyKiLLa Well-Known Member

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    Glad to know manual firing and AI loco sounds are still being looked into, these need to be part of the next big run at steam.
    Can we get some more details/specifics about the physics changes? Still hope to see more as SoS still has issues like lack of B&C coaches, blower lowering/holding pressure instead of building, rain through liverpool limestreet roof to name a few.
     
    Last edited: Apr 26, 2023
  3. Vector224

    Vector224 Member

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    Hi any fix coming for empty loaded freight with the 8F in custom scenarios please
     
  4. darkwarrior#2896

    darkwarrior#2896 Well-Known Member

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    I would like to say thanks to JD-DTG and dovetail team for they're hard to work into Train Sim World.
     
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  5. Rudolf

    Rudolf Well-Known Member

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    This really bothers me: manual firing is still in the process to be scoped out ... Does this mean you are still in the decision process to find out what it should do? Men, you are taking your time for this. How many years will it take then to complete this feature?
     
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  6. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    Any chance Rivet could fix the sound on the 150 it's been nearly a year since the route was released and it still hasn't been addressed
     
    Last edited: Apr 27, 2023
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  7. BeastyBill88

    BeastyBill88 Well-Known Member

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    Pretty sure that was fixed in the last update they did for WCL, might be wrong though.
     
  8. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    Oh right I must of missed that
     
  9. Princess Entrapta

    Princess Entrapta Well-Known Member

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    wow, those AI SPADs are really proving a tough nut to crack, huh?
     
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  10. VictoryWorks

    VictoryWorks Well-Known Member

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    Edit: I am wrong :)
    Details from Matt: https://forums.dovetailgames.com/th...-wcl-patch-next-week.69672/page-2#post-645205
     
    Last edited: Apr 27, 2023
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  11. Sparmi

    Sparmi Well-Known Member

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    The new physics updates for UK steam locomotives will also have an effect on future steam locomotive projects, I guess. So if the BR52 appears, you should have the best possible steam locomotive experience available in TSW! ;)

    In the end, a steam locomotive always has to be controlled in a unique way. In any case, the Peak Forest route has more branch line charm than SOS and perhaps also feels as cozy as WSR.
     
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  12. OldVern

    OldVern Well-Known Member

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    With respect,this thread is about Spirit Of Steam not WCL, should be a separate topic.

    Edit: (Please ignore my drivel above as pointed out, the patch also refers to WCL).
     
    Last edited: Apr 27, 2023
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  13. OldVern

    OldVern Well-Known Member

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    Exactly why myself and RedRev were pondering it could be a link dropped through from the line crossing over the Down Independent line but this has been dismissed by Matt with the cause stated to be AI SPADs at Edge Hill. However that still begs the question why the AI is passing a signal at danger in the first place if they are not just scenery (as you say) and why the heck should it cause the player to be told they have SPADed and terminate the run?

    Well I guess we will see once the fix goes live.
     
  14. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Spirit Of Steam (+ Wcl) Patch Next Week

    (emphasis mine)


    Yes, it's about patching the WCL steam addon, but WCL is still included in this, and we rarely see a patch for anything that layers into a route that doesn't have further implications for the regular base route, let's be real.
     
    Last edited: Apr 27, 2023
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  15. OldVern

    OldVern Well-Known Member

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    My bad, hangs head in shame... Post updated.
     
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  16. eldomtom2

    eldomtom2 Well-Known Member

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    What causes trains in TSC to not enter occupied blocks if not the signals then?
     
  17. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    No worries I did wonder why you said lol all good
     
  18. OldVern

    OldVern Well-Known Member

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    For my penance, I will have an Electrostar drive later...
     
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  19. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    I did drive the 150 after someone said they had done the sound for it it does seem like they have done something with it does seem to sound like a 150 now especially when accelerating away
     
  20. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Signals are not scenery, they are linked and work a lot more closely to the real things - however - there is a clear issue with this specific setup.

    The Spad is not at Edge Hill, it's at Lime Street on the exit road of the Turntable.

    What I think is happening - but have no science to prove it, as people are on holiday:

    When the loco is on the turntable, it cannot "see" the signal, and gets moving. If the signal is red, as soon as it is on "real" track (which might be only when the rear is on - by which point it's about 2 ft away from the signal) it can see it, puts the brakes on and spads.

    The 08:26 example, there is a loco that comes in and turns on the turntable. As it comes off the turntable the line out is blocked by an incoming passenger train so the departure ground signal is ON. Just at the moment the loco runs it, the "spad" error comes up ending the session. This is why I, and many forum users, are 100% convinced this is the cause of the issue. It's a bug, it needs sorting. I don't know why, or how our implementation has led to this - simple fact is, it is an issue. We had a test fix for it which resolved it - but broke other things so we had to remove it.

    My fix, which i've proved works and is in QA as a result potentially to come out in the patch, is to put a forced stop in front of the signal, and then have it re-request the path out of the siding at that point. Doing this, the train naturally comes to a stop and then waits for the signal to go green.

    I've pushed this fix across the other 7 services that do this same move, and in my testing I've not had a single AI Spad at all, so I remain hopeful - but need wider feedback from beta and QA - that this at least is a workaround to get things playable again until the engineering team can track down the actual underlying cause.

    Spads have to end the session, because the minute any train crosses into non permitted territory, the session is essentially unrecoverable. Simple fact is that an AI train should never ever Spad - unless there's a code bug as in this case.

    Anyway hope this goes someway to help explain it and give some news that it's got a temporary fix at least coming soon.

    Matt.
     
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  21. OldVern

    OldVern Well-Known Member

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    Okay Matt, we will wait with fingers crossed.
     
  22. OldVern

    OldVern Well-Known Member

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    Oh no, the ultimate penalty is the all stations Dosto 766 run from Chemnitz to Dresden - about 100 minutes!
    25 to life is preferable, maybe even the Chair.
     
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  23. DTG JD

    DTG JD Director of Community and Marketing Staff Member

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    To update this thread, hot off the press:

    We believe we have a confirmed fix for the AI SPAD issue on Spirit of Steam.

    Have updated the original post with a couple of others we've confirmed fixed today.
     
    Last edited: Apr 27, 2023
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  24. junior hornet

    junior hornet Well-Known Member

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    Why do people want manual firing? People want realism in the game but that would not be realistic. If you are driving the train, you wouldn’t be fireman as well. It’s hard enough driving the chuffing thing (pun intended).
     
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  25. theBrummieTSWDriver

    theBrummieTSWDriver Active Member

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    I suppose to make a change, you could take on the role of the fireman with AI driving?
     
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  26. rennekton#1349

    rennekton#1349 Well-Known Member

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    Well tsc has it so many people want to do manual firing and have manual control over their locomotive. It's like the guard panel for other routes. Since there is no actual guard mode in game, it's an option for the player if they want to do it.
     
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  27. Lamplight

    Lamplight Well-Known Member

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    No. That would require AI capable of running Simugraph-simulated trains, which are not in-game currently and are not planned according to the discussions back when SoS was released.
     
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  28. eldomtom2

    eldomtom2 Well-Known Member

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    In real life the fireman does not do whatever they want with no ability for the driver to talk to them or control their actions.
     
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  29. OldVern

    OldVern Well-Known Member

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    IRL the fireman would also be looking out for signals too.

    IMHO the Bossman arrangement in TSC is pretty good, where you can set the AI fireman to shovel coal (but not excessively) while the player manages the water - though the trim valves are maybe a complexity too far.
     
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  30. Vector224

    Vector224 Member

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    Hi any news on the empty loaded freight with the 8F in custom scenarios please
     
  31. Shackamaxon

    Shackamaxon Well-Known Member

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    Because driving a steam loco. is a 2 person job.

    The fireman generates steam & the driver consumes it. So as long as you don't have control over what your fireman is doing, half of your loco. is not in your control.
     
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  32. a.paice

    a.paice Well-Known Member

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    It’s not hard enough, that is the problem. At the moment you essentially have a diesel with chuffing noises. The skill comes from balancing the pressure to make sure you are not wasting steam and fuel whilst ensuring you have sufficient power to make it up the hills.

    If you are currently stuggling to get up hills or maintain pressure, manual control would also help with that as you could build up the fire before an ascent, not during it which is too late.
     
    Last edited: Apr 28, 2023
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  33. junior hornet

    junior hornet Well-Known Member

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    Fair enough :)
     
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  34. solicitr

    solicitr Well-Known Member

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    I agree with you, but obviously some people want to be KIrk and Scotty at the same time. Myself I'm not very chuffed <hah!> about manual firing, but I definitely want them to get AI firing sorted.
     
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  35. BeastyBill88

    BeastyBill88 Well-Known Member

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    I'm all for manual firing as long as you get to play as either the role of the fireman or driver, not both at the same time.
     
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  36. Disintegration7

    Disintegration7 Well-Known Member

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    This is where i'm at with it. The manual option should be there for those who want it, but i'd like to see the AI firing prioritized.
     
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  37. Vector224

    Vector224 Member

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    There is manual firing to a point but it can lead to random service failures a lot as it doesn't show the water coal and other information on screen so you are left with having the firebox door open throughout the service with the dampers open
     
  38. eldomtom2

    eldomtom2 Well-Known Member

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    That would take a lot of work and could very well screw the player over if it misjudges the need for fuel. I don't understand why so many here are against manual firing.
     
    Last edited: Apr 28, 2023
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  39. Scorpion71

    Scorpion71 Well-Known Member

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    Perfect scenario for me would be a choice of either being the driver or being the fireman.

    If I played the fireman I'd only be interested in keeping that fire alive whilst enjoying the ride
    If I played the driver I'd only be interested in driving the thing and not shoveling coal.

    Of course there are those that would like to do both so it would be good for them to have that option too.
     
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  40. Vector224

    Vector224 Member

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    Being able to turn the sound of the safety valve down would be a plus
     
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  41. mattwild55

    mattwild55 Well-Known Member

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    Would it be that hard to just implement a temporary hard maximum on the boiler pressure so the safety valves don't go off, until the manual firing situation is sorted? Eg. if the valves lift at 205psi, then put in a hard maximum at 204.9psi.

    This could then be easily removed once we've got a better way to control the pressure prototypically. I'd be interested in hearing other user's feedback on such a simple temporary solution to the incessant valve noise and blowing off every time the loco comes to a stop.
     
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  42. DTG Matt

    DTG Matt Executive Producer Staff Member

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    You'll find with the new volumes etc it's a lot less annoying - there is something to be said for managing to keep your safeties off even just through driving practice so I was reluctant to remove the safeties entirely tbh.

    We are still planning on the better AI fireman and the manual firing - but before we get there we need the new firing component in and working and that's taken a longer time than planned (and it's now back on the drawing board for review and rethink).

    Matt.
     
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  43. 85Leaf

    85Leaf Well-Known Member

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    Hoping to see a traditional foot plate fry-up added to the early morning runs.


    (I'll get my coat)

    Kind regards,
    Dave
     
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  44. bobbobberdd

    bobbobberdd Well-Known Member

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    What happened to the Patches for Linke Rheinstrecke and Bremen-Oldenburg that were announced in the April roadmap, will they also come next Week or do we have to wait longer?
     
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  45. Vector224

    Vector224 Member

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    Hi any update on the empty loaded freight bug with the 8F in custom scenarios please
     
  46. khalidaliishmail

    khalidaliishmail Active Member

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    With regards to the AI fireman, how about the ability to modify the AI behaviour of the fireman according to the steam demand at any given time? This could be done by alternating between say three different instruction settings, such as:

    1. Minimum
    2. Intermediate
    3. Maximum ("Give it all you've got")
     
    Last edited: Apr 28, 2023
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  47. VictoryWorks

    VictoryWorks Well-Known Member

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    If you read much about footplate crews in the steam era you'll find that the Driver/Fireman relationship was very symbiotic and I'm not sure a games AI fireman would ever be able to recreate this. A driver was an ex-fireman, usually of 10+ years experience, so the driver would know what a fireman was about to do even before he did.
    The logistics of writing code to know the road ahead including the timetable and know the drivers style (from Sterling Moss to slow and steady) is almost impossible to think about. I would go with what they did with TSC - manual firing for those who want it, automatic firing as full power constantly with the max boiler pressure set at 0.1psi below the safety valves.
     
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  48. stujoy

    stujoy Well-Known Member

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    It would be a lot more simple if when a driver needs a lot of steam it is available and when not much steam is needed it isn‘t produced as much. In effect the cart will be before the horse but it simulates a fireman doing a good job. As for manual firing, just don’t bother with it. In the unlikely event it can be simulated well for both manual and AI firing, how many people are actually going to drive and fire at the same time? It makes more sense to have a simplified ‘magic fireman’ to me. That way we could enjoy steam trains now and they will be easier to develop in the future.

    I can hear people saying that would be dumbing it down and turning a simulator into a game but the people I hear saying that in my mind are those who already think that way about TSW.
     
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  49. eldomtom2

    eldomtom2 Well-Known Member

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    Plenty I imagine, since all the TSC steam locos have manual firing.
     
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  50. OldVern

    OldVern Well-Known Member

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    Must admit when I’ve attempted manual firing in TSC or even MSTS/OR it can get distracting to the point where you are not observing signals or speed limits. Even on the Bossman locos with the AI shovelling the coal, trying to sort out the injectors including the trim valves while watching the water level in the boiler get lower and lower, was a complete distraction. So I think best all round if the AI fireman is made more competent.
     
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