Found myself in TSC last night on Dresden to Leipzig and picked up one of the local runs with a 1442. The difference between the TSC and TSW versions is night and day. Very nice traction sounds and plenty of track running and curve grinding too. Whereas as we know the TSW version is virtually silent in the cab both in terms of motor sound and the track. I know RT is now ancient history and pretty much abandoned but please DTG can you at least consider buffing the sound of the train to at least match the TSC version. RT is one of the handful of DLC’s I don’t own for TSW. Not because of the route itself, but the train - nice visual model let down by the audio. Even the sister 442 on other routes has better traction and running sound. Great sound makes the simulation complete, as we have just seen demonstrated by the new ET22 in SimRail.
I'd say it was the moment someone stepped in and said "Preservation Crew?? What - who's paying their work? Dismissed, you don't make us money!" I think the last time I played RT (which is a pretty route imho, after that there came that series of brown/olive almost two-colour only routes) on TSW2020 the sound was there. Some of the older stock (MSB too not sure) have lost their sounds now.
Indeed. Preservation Crew sorely missed. There's a certain irony that the Dosto cab cars, which I also hate driving from, still make more noise than the 1442..
Depends too - there's some totally silent Dosto 766s and some better ones with acceptable running sounds. Now go figure which is which in freeroam
I thought I’d gone deaf when I drove the Dosto on the Salzburg route. Even with the windows open it is virtually silent. And that’s after I’d posted about the tunnel and bridge sounds trying to deafen me when driving locos on that route. It’s one extreme to the other.
The preservation crew did try putting the new 442 sounds on the rt 442, but it failed because of how old the unit in rt was so would have required a rebuild from the ground up
Seems like that's how most things are going to be in a few years. all the different broken dosto's and different 185, 182 and other trains not able to be fixed because now we want to try to fix them after 5 years they are all linked in some way to the route or something unusual that made sense when we made the route and we have to check all 20 different dosto's because making one model of the same train as a base and layering the same thing into a new route with a different livery or a destination board if neccesairy is a bad idea. I do hope RT gets some love one day. even if it means building it from the ground up. it has great potential
although strong pc's would be able to handle that and I'd personally love to see it. gives some actual long and more interesting ICE and IC trips compared to KWG's looking at tunnel sim. I think that the gen 8 consoles are holding anything busy or longer than we have back. although some recent routes are really good. for example Salzburg Rosenheim and I expect how busy SKA will be with the new timetable
Length isn't related to consoles. Otherwise we wouldn't have kassel wurzburg. From a few years back, one of the community managers i think explained that they could make a route of any length if there was zero scenery. However the moment you add other things to the route, development time gets much longer. There are still limits within the engine itself before it becomes too long and it does weird things but length isn't affected by last gen consoles
Length, Scenery, Rolling stock. I mean the overall amount of stuff being in a route. apart from the few "reduced timetable" on a few routes I think that the capabilities of 8th gen consoles are definetely taken into consideration. They have some power and also the lowered render distance does give it the ability to keep up a bit. but I do think that the weaker of the platforms dictates the limit of how much can be in a route. And KWG is really straight with not a lot of high def scenery because you don't see most of it. A triangle with industries and different services makes for more than just a line of railroad with nearly just high speed up and down traffic to be calculated.
Gen 8 and toasters are the lowest common denominator that have to be kept in mind. But they do work around the issue by releasing two timetables and limiting layers when they need to. I think it has a lot more to do with development time and cost than anything else.
Depending on what your definition of long is, there are some long routes in tsw where last gen can still run it. It still comes down to development time and cost at the end of the day. Dtg don't have unlimited time or budget
well I can't speak on development time and costs for a route. but personally I would not mind paying the full 35 euro's route cost for the elsterwerda triangle as extension. and I'd rather have it take a few more months of development than how Fife Circle has been recieved. From Zeithain to Elsterwerda and back over Grosenhain is about the length of Riesa to Dresden Neustadt. Just looked it up and it's 40 Km following the track. Gröditz and Elsterwerda being pretty dense and big towns or cities. and some freight yards next to the route. Of course length isn't the only thing I want. but this adds so much service variety and also the amount of services to drive on the line to Berlin from Dresden that are now just Dresden Hbf to Dresden Nstd. A lot of people want to continue it to Leipzig like it is extended for 20 euro's in TSC. that's 65 Km. the LIRR Long Beach branch is 14 Km in also dense area. and has a new train and TOD4. for 35 euro's or a full route price. I am wondering what we all are expecting. If time and budget is a very important factor what is actually expected from extensions? or new routes in general. if it's 35 for a TOD4 update, new loco and 14 km of track and busy scenery. Why do DTG even bother with routes longer than 20 Km if less work makes the same money?
Highly off topic now, but anyway. daanloman#3930 More months of development will be reflected in the price of an AddOn. Basically, there's a target price standard of €35,99 for a new route. So that is a constant, and its factors are Length times Assets. Unless you can make use of a large asset library to reuse objects, you cannot just make a route as long as you want (as opposed to freeware) because to it would just have to be sold at a ridiculous price. And I think, as commercial route development is split up into sections (Terrain, track laying, signalling, timetabling and scenarios, and then scenery which again is split up so each dev has an assigned set of tiles to work on), scenery quality can often differ on specific areas of the map. Then let someone call in sick before release and probably another dev who has his own deadlines must finish the work of another - quickly! Not an apology, but a possible explanation for Fife. Of course, it should be fixed.
yeah oops I realized it's off topic too. I would've rather seen LIRR V2 with how short it is be more like pricewise of Maintalbahn or the goblin line but of course money has to be made and I can decide myself on what I'd want to spend it on. the whole cost and dev time is something I don't know that much of but personal preference. My post was originally that the 8th gen consoles are holding any big extensions back. if that's in length. amount of services or the detail of scenery possible. Releasing an extension, even for doubling the route length at full price in my eyes means even if the timetable needs a full rework instead of some services being able to get extended. still the same development time ish and price or even added bonus of the base route being more popular and sell better. I don't see why it is such a problem compared to newer routes. I think doubling route length on some routes will get difficult for older consoles with a route just having more in it. but I don't think "it takes too much time" or costs too much money like the two posts above mine said is in any way a problem, you have the same time and costs for a new route. But to get back on track I think the Talent 2 or 1442 has always had a bad record. the one in RT is just too old and not ok anymore. the SKA and DRA have had window issues for a couple years now. but I gotta give credit I always really liked the usable screens in the cab and the sort of dummy EBuLa in comparison with a pure blacked out screen like some recent releases have. I am not sure if the physics are anything prototypical. and well I hope the ÖBB 4024 gets it's own sounds too some day if we are on about talents. I do like to see the hamster on a lot of routes and wouldn't mind seeing a few more colorful s bahn ones to spice up the red spam in the future. not just for this EMU but a lot of stuff really misses the preservation crew. sure the tutorial for the 1442 on DRA being broken isn't game breaking but it shouldn't be for more than two years. I would personally say scrap the tutorial and make a new one in the training center then. no clue if it works now but yeah I forsee a lot of broken DLC being completely discontinued if TSW5 becomes a thing this or hopefully next year at the earliest. But I have hopes with all the threads and answers from matt about route upgrades or extensions. even if it's just 14km and a new loco plus timetable and a probably painstaking TOD4 upgrade since light is so different and LIRR was so old. A lot of routes would benefit from it. with all the new content and core upgrades. old stuff like RT stock and routes should have a TSW5 compatible if updated. since TOD3 and TOD4 loco's and routes aren't actually compatible due to different lights meaning in my eyes compatible is false advertising. sure it doesn't crash the game on boot but being unable to see out of the cab's window is pretty "game breaking" to me and doesn't sound like a compatibility really. low or no light is annoying but I have real issues driving the vectron on KWG for example because as soon as I smell fog the lights are so reflected back I drive with them off because I then see at least something.
Are there any technical reasons why the DRA 442 can't simply be reskinned and inserted into RT in place of the old 1442?
I suppose the DRA one is TOD4 now. but apart from the light intensity for TOD4 I think both the 442 and 1442 are the exact same thing because ingame we only have the 3 car variant. just in different liveries. 3 routes have them and they layer onto two other routes. I said it before about the dosto issue Noir mentioned somewhere. if there is nothing different in the model in my opinion it should have just one and make it reskinned on different routes when needed. to me that saves a lot of work updating it if needed changing one model instead of 3 sounds easier. and you can just spawn them next to each other to check the skins working fine. but then again you don't want a model update break all other skins. so I suppose in a few year's for german routes we'll be playing "find the correct dosto cab car simulator 6" I'd like to trademark that name tbh On a sidenote just like the ÖBB 4024 and the Bmz coaches for the semmeringbahn. and also a lot of the british electrostars. How hard exactly is it to turn the existing x car variant into one with one more or less coaches. does it screw with stop markers or other things too much? I tried it with the FLIRT in formation editor but it immediately crashed as soon as I tried to add a middle car. I notice in formation editor and free roam there are a lot of duplicates of the same vehicle like the DB 111 and others now, it's manifested to timetable as well. I feel there's a real problem with assets coming.