Only the first one is the correct one.... The other ones are a bug and wrong.... So use the first one and you're fine. This will fixed in upcoming updates for sure.
FINALLY an answer thats not indirect, joke or anything, but actually answers what I have asked *sending you an imaginary Snickers bar*
Yes, I also must thank you for that answer. I would hope, but definitely not expect, that included in the fix for this bug comes the ability for liveries to show up for the 111.
It was mentioned somewhere that it’s indeed a fault, and only one of them is correct. Think that it also causes the formation designer and not working n wagen doors issue. No official statement though I remember. I hope the next roadmap that according to a discord screenshot will make a lot of people happy is not just a great new route or the two april fools rolling stock. But in the best option that TSW5 is gonna release soon. Kidding ofc, TSW5 should wait for 2 more years. I really really hope the preservation crew returns and/or there comes a dedicated bugfix team. Hopefully all promised tsw3 and 4 features get finished (apart from the neverending development of the editor) before TSW5 is even an idea. We’ll see in two days I suppose
Just one thing I’ve noticed, when going from Salzburg to Rosenheim there are missing speed limit boards, can’t remember where exactly but it’s closer to the Rosenheim end of the route.
Dear devopment team, Can I ask you to debug your route for location Salzburg to prevent to fall off the map in Free Roam? This glitch is recorderd by me on the Xbox Series X as attached (7th of April). Very strange to see the scenery bottom-up, but fun to see flying mountains! Although getting stuck is less handy.. Please update your limitations in the software (end of represented area); this add-on should be worth the money (or make it cheaper)! Thanks. Regards, Mark Source glitch on Xbox: ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ Xbox Series X: Train Sim World® 4: Special Edition - Arosalinie: Chur - Arosa - Horseshoe Curve: Altoona - Johnstown & South Fork - Bahnstrecke Salzburg - Rosenheim
As I send to Chris, I do not agree. The bug is to have the possibility to get out of the map. If the gamer gets the menu option to Resume you should not touch that button in the Xbox menu? 1) The application should prevent such possibilty when out of the area is reached by disable that button by grey out that function; 2) Getting stuck in the game delays game play and is not much fun; 3) If the Resume button is part of Xbox's design and framework (GDK), the application should push the scenario back (respawn) within the playable area when the button is clicked. But I agree with Chris, it is what it is for this add-on. Hopefully the next UAT prevents non working button(s).
They are after kilometre board 45.4 in the direction towards Rosemheim missing 130 board and after 11.0 board missing 140 board.
(PS5) Have pulled the trigger and got myself Rosenheim - Salzburg. This feedback ist mostly top of my head, with quite a few runs already, including freight l, REs and IC aswell as shunting/small freight services. First of all i have to appreciate the mountainous scenery which sets you into the alpine feel straight away. IIRC ot was a new technique for the distanz mountains, on PS5 it looks really great. The textures of the ballast are quite good and varied but i dont like the "hard edge" change in color. This was done better on DRA f.e. Also, i still finde the ballast texture quite repetitive. This is an area that still needs some improvements although i feel its done better here compared to earlier releases. Foliage looks decent. It's not really revolutionary or outstanding. Must also say that some places look rather poor if you look closely (especially given the feedback on Fife Circle) i feel DTG did same stuff at some areas but also did a way better job of hiding it. If those low res fields are savig me performance, and aren't really that noticeable, i dont mind it being like that tbh. At other areas, fields have quite some different 3d textures and are noticeable different to each other. So im my opinion a decent job on foliage and natural environment. There are a lot of Buildings that i would call "typical bavarain" which also adds to the atmosphere. Some other building are really dated at this time, we saw them over and over again. I know a Route cant have a million different assets but maybe constantly upgrading this data bank of buildings might help a little. Level Crossings: pretty much all of the level crossings are broken. They are closing way to late. I dont even get how this can still happen after years of the same problems. Just leave them closed as long as there isn't a sufficient way of them working. Stations / stations buildings looked all very good to me. Cant judge how accurately to real life they are, but haven't seen anything that i found wrong tbh. Timetablewise this Route is really solid (with the needed layers of course). Theres plenty of stuff to do and there is a great variety in it. Finally a place outside of SKW where the 101 can stretch its legs. Haven't got anything bad to say about the 111. Everything feels authentic and especially brake behaviour with the Dostos feels awesome! Speaking about the Dostos : this might be my biggest critic point about this route, if this wasn't THE time to finally update them, i dont know if they ever will. They are just so outdated at this point. At least give them some adequate sounds for the time being, they sound so atrocious (speaking of sounds, did anybody noticed they updated the laaers ?) so why not the wagons that play a main role on this dlc ? For me, Salzburg - Rosenheim is a solid DTG release. The atmosphere is captured in awesome fashion and if the layers are available to you, the timetable gives you great options and a great variety of things to do. The 111 is a challenging, atmospheric and pleasant experience to drive. The Route is on the long side with over 80km track distance. Its a route with some speed changes, so even in a IC its not to boring to drive. Still not sure about the price of equivalent 36 Euros, but if this is in sale its definitely a good purchase.
yes, finally a lot of 101 services... and I love how 101 and 111/dostos have different patterns - lets say approach to Freilassing... 101 gets a nice speedy entry of 70 kmh, while 111/dostos have to slow down to 40-50 kmh... I sincerely hope that DTG change their mind and eventually give Taurus a timetable here maybe a minor thing I am missing here is more 628 and 4024 stuff to do here? those services are super-short, which is kind of a little shame
For me this Route would have excelled itself with one of the many branch lines represented in Game for sure. At least the 628s populate the route and going into Salzburg and back to Freilassing gives you at least 30min + both services together. Also you can see some nice AI traffic with those services
I tried hopping into one of those as a passenger and ended up going out of the map, thus ending the free roam lol
Like me yesterday when boarding the wrong tram.... And wondering where i ended up (at least i disnt exit the world)
usually it shouldn't be that big of a deal, you just go to terminus and stay for the loop and return journey and in case of Vienna, more tram ride is good
Having played the route extensively, I'm coming to the conclusion that this might be the single best TSW route overall. There's just everything, fast express services, commuter trains, freight. The rolling hills and the fabulous BR 111 make driving an interesting and fun experience, accelerating up the hills, rolling down with electrical brakes, the scenery is just awesome, never boring, and together with Blackpool, Niddertalbahn and GOBLIN the best in the game. While all these named routes are exceptionally well done, for me Salzburg - Rosenheim has the highest replayability value, a perfect mix of everything, good layers and the right mileage. It's a true gem. Again congratulations DTG for this one. Please keep to these high quality standards you've been setting for yourself and us lately.
I noticed that at three level crossings, in the last stretch towards Rosenheim, the barriers only close when the train has almost already passed. Have you also encountered this problem?
Yes. Its a problem for everyone. But they seemingly ignore it. I'd expect it to be fixed by now tbh, but here we are
I think noir mentioned them either in the livestream or not a day after release. just like the weird platform issues at freilassing and dispatcher problems sending trains on the wrong track blocking others. only the issue of the very loud speaker at teisendorf has been fixed. I think wrong signals has been looked into as well, but apart from that on the forums all posts of issues are being ignored or get no response because they are seemingly too busy with showing all the new content. hopefully with not as many bugs. I'd almost want a monthly "we have noticed and are working on these bugs" roadmap article. because with no response, we are at this point expecting the problems have not been read or are not being worked on.
Despite the Spring Core Announcement patch notes, the floating forest near Rosenheim has NOT been removed from the map. Again DTG show how messed up and chaotic their internal processes are. It is still visible for players using an increased grass cull distance. Post Spring Core update screenshot (which I will revert due to the 111 Tap Changer issues)
I am happy to see that this has been fixed. All 2000Hz magnets are now on the correct side of the track!
Now I'm reconsidering using the updated SRM but including the old 111 files in my cam mod. Edit: Discarded that idea. There's many more changes in the BR 111 files than are announced in the patch notes, related to PZB, Audio and other stuff.
Not everything is mentioned in the notes as I've found. (But stuff that is mentioned is not included )
Because they are not. At least one of them closed while I was approaching... Didnt even look for the others, tbh
Dosto issue - train lights cannot be turned off I can't find a way to turn them off (they should be in daytime). The switches on both 111 and 766 do not work, and operating the panel the "Train Lights Off" button does not work. If I turn off the current coach lights using the buttons above, pushing Train Lights Off will actually turn them on again.
I found it really hard to stay in Hold with my Raildriver, even after calibration. So like i do for the tilting thingy on Tharandter Rampe, I get out my Xbox controller for the 111.
racetrack, I also have a Rail Driver, but have been using my keyboard for acceleration and deceleration. Even with that its hard to get it to work right for me.
I always use the keyboard and I find it is good as it is (before the recent, and since reverted, update). One push on the keyboard at a time to increase or decrease one notch at a time. The handling on PC is fine to me. When increasing I noticed the tap-changer generally won't go to the next notch before the tractive effort has dropped below 35 kN. This 111 is quite enjoyable and pretty well reproduced, good job.
Wonder if anyone else has run into the problem with the BR 101 services not closing their doors? I have caught up to several, including having to stop at Traunstein while driving DGE 42859 for a 101 that had the signal but wouldn't close its doors. Since I was stopped right next to it, I used external camera to close the doors myself, and then the 101 left. This may also have something to do with save game. Playing on Series S. Addendum: I caught up to the 101 service again at Freilassing , it was EC 391, and I had to close its doors again. Of course I could probably just remove the train altogether, but it would be better if these 101 services were closing their doors to begin with.
Red light bug RE 79023 Rosenheim Salzburg. There is a train sitting at your destined platform in Salzburg Hbf, behind a red; you get a perma-red on the bridge and can never arrive. Irrecoverable. An hour of my life wasted.
It isn't exactly invisible, it is there, but behind the driving console / panel. What is weird is that you're able to operate it with the mouse, considering it is hidden.
Any word on the level crossings near Rosenheim getting looked at? They always close right before the train comes. Its an issue that -was- on Linke Rheinstrecke too. So its not like it must be impossible to fix.
On this route, at least, substitution appears to be working: I also passed a 363 in one of my LD liveries.
Playing environment: Steam - Annoying bug - The barrier at the railway crossing is slow to come down Next, I have a question for everyone. - Can you tell me how to operate the 766 cab car when passing through an electric section on a westbound trip from Salzburg? Every time I go, I'm delayed by a loss of power.
There is an border neutral section direct before Freilassing if you coming from Salzburg. You see a blue triangel with a sort "U" sign right before you need to open circuit braker and after the last sign you need to close the circuit braker to get OHE power again
Yes, but keep in mind that the loco is in the back, so you need to close the MCB after the back of your train aka the loco has passed the neutral section
I can not understand that people have no clue about such things. I have seen on YT enough videos from Ambassadors as well and they did things that i was shocked that they have get an EA for YT... I think you can only reach the people with the best knowledged people and not only the amount of followers. If you try to keep the product, TSW on a decent respected quality you need people they know the basics. Its not a game with pink and yellow figures that run around and get fun together. This is a simulation and its expect a little basics or you try to learn that. I try if i dind't know the Safety Systems to learn it until i have the basics. So claiming for example by the LIRR 2.0 that its not fair they required the safety systems is lazy and so difficult is it totally not!
Xander1986, I agree with you here. I am in the camp of safety systems on by default, with an option to cut them off. Also don't understand how people can get the full enjoyment out of the sim without knowing the basics of the country's safety systems, though there are those who do and I don't fault them for this.
On, but with an easy way to turn them off without wasting too much precious time, is the best idea. I can say at this point in time that I know enough (but never all!) about LZB/PZB to drive in Germany and while it is satisfying to get the hang of it, it's also nice to always have the fallback of playing a train *game* and not necessarily a train *sim*. For example sometimes I'll be taking an IRL bathroom break under LZB on Kassel-Wuerzburg and couldn't be arsed about the realism aspect of ....just having to press SIFA. That doesn't add fun to the thing, so it'll be off for me. Afterall, I just like darting through Germany with an ICE, I don't get paid to do this =p
100% true! For me please always on by default... I think the most users use it! Otherwise an option in the settings would be also a good solution so that you can choose... Default on or off.... DTG Matt Can you give some inside here why this is not there? Is there any requirements from train companies that says "no please not on by default" and if it isnt the case and there is no big problem can you consider the option to make it possible via a setting that you can choose the preferred option for on of off by default?
The issue is simply one of the vast catalogue of content really. What does "safety sytems on" mean exactly on any given loco? There are no switches marked "safety system switches" anywhere, just a bunch of switches that have various meanings and scripting associated. So the game wouldn't know necessarily what to actually do with that - which combination of things, what order things might need to be done in, when they *shouldnt* be done e.g. perhaps cold starts should leave them off? Had it been done like this from the start, it would have been quite straightforward to add a setup command which simply asked each train to turn its safety systems on or off according to the setting - but retrofitting that to the entire catalogue is no small task. It is something i'd like to do but - in the mean time, it's also not that hard to just hit ctrl-enter, shift-enter if you have a keyboard, or to flip the switches if not, so it's also not breaking the game, and meanwhile, there are a few broken things that need to take priority. Matt.
Oh mind you, I was more going on about what is ideally the best idea rather than asking or expecting, here. On the other hand, far too many of these "had this been done like this (consistently) from the start" instances lately seem to come up related to vastly different aspects of gameplay involving vehicles so that, really, the whole approach that was taken instead, that of compartmentalizing them related to their own DLC (because otherwise an update to the general one could break stuff and need to be verified in multiple DLCs)...I don't know for sure, not being a dev, but it seems like it's not turning out to be that much less work and definitely not as much quality impression from the userbase. So, I don't know, perhaps not the greatest decision?
I guarantee you that in whatever decisions you make in life, there will be many that you go back to think "with 20/20 hindsight, we could have done this differently" but hey, that's life. There are many aspects of TSW that I would do different if I had the time again, but wishing to travel in time feels like a pointless endeavour so I try not to spend much time doing that. We got a lot more right than we got wrong. Each loco being its own standalone DLC is unavoidable, otherwise how do you create products of them all? If there were no products to sell, we wouldn't be here talking about this at all. If you put a ton of stuff in the core, in some misbelief that you can then make a change in one place and it magically benefits everything, that means you're going to need to retest *everything* every time you make *any* change to *anything* - and faced with that prospect, you *will* decide to not make many changes at all. Features won't be added, bugs won't be fixed unless critical. Separating them out makes practical pragmatic sense in the long run. Having "one instance" of each loco doesnt help either, for the same reason, just not quite on the same scale. It also doesn't really help this discussion at all either, because even if you only have one instance of each loco, there are still a heck of a lot of locos to go through and add the extra scripting on, re-test, re-certify, re-deploy. It's not about trying to save work, it's not about trying to find the shortest path, it's about trying to find the most pragmatic path. Nobody's shown me a way to do this in a better way. Every time we've put some thing in core, it's later bit us in the backside. You know the problem with gangways stretching out like crazy making big gray walls on SEHS recently? Caused by an unrelated bug fix for the M9, which has "common core" shared gangway code... a fix on the M9, broke the 375. No changes made to the 375, nothing to indicate the 375 might be affected by the change or any other train for that matter. Only way to guarantee that doesn't happen in future? Retest every train any time we touch anything on the gangway code. Gantry assets which suddenly got modified on a route that hadn't received any updates... ruhr sieg or rro i think it was, had no updates to its files, wasnt even rebuilt and re-uploaded - and yet suddenly some of the overhead gantry assets became misplaced and middle of the track. Why? Because those gantry assets are in core, and someone scaled them to fix an issue on a different route, not realising the assets were core assets, and not realising the implications for those assets anywhere else they'd been placed. That one's a bit more easy to identify but... the point is not everyone's a seasoned senior dev and sometimes even the senior's can't quite grasp the complex interweb of dependencies that exist in what we *do* have - let alone what some of you think we *should* have. Honestly, you really do need to give the team some credit, they're good at what they do, and whatever the compromises have been along the way, never in one single instance has it been "meh cant be bothered", there's always a good reason behind it and taking the "lesser evil". No development is perfect, but as I say - the vast majority of things in TSW are "engineering done right" even if it's not clear why - or even seems obviously not the case - and i'll back them up every time on that. Matt.
But there's a logical problem here - since there is a common set of key commands to activate safety systems, then why can't the game be programmed to automatically press shift-enter and ctrl-enter when a service is taken over? Also regarding compartmentalisation, I'm fairly certain that it's actually a matter of some debate in the development community and "compartmentalise everything for fear of breaking stuff by accident" is not unambiguously the best choice. Also, it's not like fixes for old content are thick on the ground in the first place...! Edit: Oh, and let's not forget all the content DTG has broken in the past and then not fixed...