You must lower the panto before switching to another power system, otherwise the loco will remain in German mode. - Open the MCB and lower the Panto - Switch to the Dutch 1.5kV system using the right screen (don't forget to confirm with the Enter button) - Raise the panto - Wait for the MCB to become active, then close it (watch the indicator on the right screen) - After the MCB is closed wait for the systems to power up, then you can drive off.
Hello! Thanks for such a comprehensive list with pictures (my fav!) One Q - what platform are you playing this on?
My only thoughts going forward are that, nicely done though the route is, I can see the linear nature and clockface service pattern getting a little repetitive. It will become one to dip into now and again in rotation with other routes. So, and I think others have already hinted at this, for any future route DTG should maybe look at where they can create more of a network (albeit somewhat larger than the Cardiff mini one) for a greater variety of things to do.
Some more feedback: - AI ICMm trains don't have their passenger lights switched on, thus they're in complete darkness at night which ruins the immersion highly. - The SNG Sprinter always has its cab light on, thus unrealistic to see AI drivers at night have this on. - Guard mode doesn't work properly. For example, service SPR 6228 Groningen to Assen at 0750 can't be completed as the trains gets as far as Haren station and from there onwards doesn't move; on the interactive map it shows the service as 'stop movement locked' whatever that means.
If they can apply this level of quality to say, Frankfurt S-Bahn, that would make a great piece of software.
Dead mans alert is far too quiet on the icmm. Also, my points are being recorded on the Frankfurt Fulda route for some reason!
Completely new player here, still figuring some stuff out. Bought the game last week as I got really excited after seeing things about this DLC in a few different train game communities for a while. It became a no-brainer to buy this DLC as I live in a place featured in the route. Probably won't pay this much money for any other routes though... unless there's another interesting Dutch route which has the same quality as this one. Few things I noticed in the few hours of playing on PC so far though (which I think haven't been mentioed yet). - The digital signs with information about the upcoming (and next) train only show the departure times in real life, not the arrival time as well like in-game. Got me confused for a second. Also would like to see that if there's no 'upcoming' train, the info about the next train would show up on the big part of the sign and not simply be at the small part of it (I suck at explaining, but I hope you get what I mean). - When walking around in Free Roam mode, I noticed the SNG from Zwolle to Utrecht at 10:23 departed with doors still being open. Don't know if it happened to more people and especially at this exact same time. . Speaking of realism, this train going to Utrecht is usually a double or triple train. Rarely ever seen it as single. Noticed the train is mentioned on platform 3 as well, but it only departs from platform 1. As far as I know, platform 3 is shared with the stopper to Lelystad and both the stopper and IC to The Hague (which are also implemented in the game). - Time of departure of this IC to Groningen is 1.5 hours ahead for some reason and also shows it´s service as a stopper despite it only stopping in Assen like usual (added a reference pic below). - Cars don't have Dutch numberplates. Feels like the cars were copied over from a different route which imo is a big missed opportunity. Hoping it will still get changed at some point. Would love to see the same with the buses. Overall though, I have to say it's really sick to see this route in-game while being almost 100% accurate. Loved how even the new walkable bridge at the station of Zwolle (which opens this Summer) is featured as well. The fact that the elevators actually work is also really cool. Good job Dovetail, hoping for more Dutch routes and trains in the future. I'll be (im)patiently waiting for the DDZ for example. Often stops in Zwolle for other routes (and sometimes it's also actually used for Schiphol - (Zwolle -) Groningen). It's departing sound is SO GO(O)D as well. Only seeing the ICM as IC is going to feel a bit weird and boring.
I looked in detail at the Vectron and G6 services. I admit that I don't understand the circulation of vehicles a bit ..... The Vectron travels from Zwolle to Onnen Depot in two services, in the second case it leaves the train and goes to the siding and remains parked for the rest of the day. In the first case, the whole train stays in Onnen Depot and nothing else happens to it .... after midnight it will probably be "deleted" and the next day the same thing. Why isn't there a service where the Vectron itself at least goes back to Zwolle? Similarly, the G6 service. It's a bit of a shame, there would definitely be an option for some other services or a little AI ...... I also found some videos from traffic in Zwolle, I think from 2023, where a train consisting of a DB IC coaches also passes through Zwolle. I know, it's not an NS locomotive, but it could have been operated by a Vectron...... I think it just enters Zwolle and continues somewhere to Amsterdam. But as an additional AI layer it would be interesting.
From what i understand, It isn’t supposed to tell you what you should be driving, it’s max speed, not max track speed
IRL these freight services have a return journey on the same day (and only a few days per week). Would be nice if these could be included. The G6 represents an NS class 6400 btw. The IC will only go through Zwolle when rerouted. Happened a few times recently due to engineering works. The IC is pulled by a Vectron in NS livery.
Is the 3 car or 6 car ICM3 more prevalent on this route IRL? Is it randomized in game or is they're a way i can always run the 6 car variant? (For timetables, etc) I'm unable to create the 6 car version in formation builder.
I believe this is the same issue reported by Inkar : After an ATB-ingreep on the SNG, it gets stuck. The procedure to release should be control handle to emergency, press the Ontgrendelen button on the screen, control handle to '0'. Even if you reset sim physics, as soon as you turn the ATB back on, it gets back into this stuck mode. This is easy to reproduce at the beginning of any scenario. ATB on, go over 40kmh, get the emergency brake and it gets stuck.
There is no actual 6 car variant. When the trains are longer IRL they mostly use two sets: 3+3, 3+4, 4+4. The 4 car variant isn't in the game (yet).
Ohh thank you. Then it seems a bit off that alot of the time tables use a 3 instead of a 3+3 consist? Have you been able to make a 3+3 in the formation builder? It doesn't seem to work for me.
Hi there, really great route! I absolutely love it and since I love it so much I wanna see it be improved so here is some feedback: - The so called WUBO signals are inaccurate, it's the signals near Meppel that contain 2 yellow/white lights that flash when a train is approaching. These lights however should be flashing when a train is approaching from behind the signal which currently is not the case. Currently when a train is approaching toward the front of the signal, the lights start flashing. This is inaccurate. - At around kilometer 59.2 between Haren and Assen there is a crossing right before the curve towards Assen, at this crossing for some reason a car spawns on the middle of the crossing nearly every time I pass it making it look like a collision. - The ICMm brakes release too slowly to be accurate, should be a little faster. - ATB speed reduction should instantly raise an alarm sound when not meeting braking criteria - Sometimes when a train in the opposite direction has just passed a railroad crossing I'm driving towards, it causes the crossing to open and it doesn't close in time before I pass it making me drive past a semi-open crossing. - I would really enjoy it if you could trigger the deadman warning while not moving, as this is how drivers IRL test the deadman. They put the reverser into forward and lift the pedal to make it go off. I think that's about every nitpick I've experienced. I understand this feedback is very much into detail it's just that since this DLC feels so realistic it seems appropriate to pick out the inaccurate details to ensure it can be made even more realistic in the future. Thank you DTG for this route and listening to feedback
The ICMm is accelerating way too fast at higher speeds. Till about 60/80km/h it is realistic but in real life after that it goes way slower than what is happening in the game. The SNG the other way around. At higher speeds (80+) it is accelerating way slower than in real life. Also, as mentioned above, the releasing of the brakes on the ICMm are too slow. Now it feels like I'm breaking P(neumatic) instead of EP (elektropneumatic). Oh and please fix the throttle/brake on the SNG. It's too sensitive when I use the keyboard (A/D)
You are able to do this, you can do so by setting the reverser in forward, then hold the deadman pedal up for a bit until it does the emergency break, it does take longer until you get the emergency break than in real life I believe but you can still do it.
Yeah, and the word "Groningen" isn't actually written in flipping Arial either. Slapdash typography really grinds my gears in TSW. The most egregious example would be using the default Unreal Engine font for signage and in-cab displays, which happens all the time now. This is especially evident on WCML South: the section copy-pasted from Bakerloo Line has the correctly typeset signage, whereas the newly built section uses the default UE4 font. Really messes with my immersion. Did you know that with fonts, only the actual font files are copyrighted? If one were to trace the letters by hand, there would be no copyright claim, so the only reason DTG does not bother to draw the letters themselves, using photos as reference, is their .... oops, almost said it!
Another bug in conductor mode [on w11+steam] sprintertrain 8175 (21.52h from Zwolle to Groningen). After reaching Hoogeveen, the AI driver opens the doors but the game is stuck on 'Wait for next stop'.
Both the clock and the platform number should be illuminated internally. And the PIS is not showing delay when the player is in conductor mode.
Yeah, i had the same problem: https://forums.dovetailgames.com/th...ngen-feedback-thread.90340/page-3#post-982397
Well, considering that DTG directly challenges itself in some exclusionary traffic queues or during work on the track, I suspect that we also have something similar in Mannheim - Kaiserslautern, so I can imagine a diversion IC train via Zwolle .... and it would also be enough with a Vectron DB, if there is currently no NS livery
Loving the route and trains so far! A few small things I've noticed in my 15 hours of playing so far: - No clothing hooks in the ICMm carriages (such a weird thing to bring up) - During the IC 718 service there are some (I counted three) cabrios with opened roofs in parked in the snow - The Dodeman indicator doesn't turn off when you recover from an emergency break; i don't know how this is supposed to work but this seems odd? The light does turn off when you let it sound the buzzer again and you hit Q Adding this one because I so appreciated the birbs <3
The deadman system also waits too long - it is 30 seconds in the real train, and has been for a while (since 2018 I think?). The ICMm and the SNG both wait 60 seconds before the light, then alarm come on.
I'm a little bit late to the party, most of the feedback I noted down up until this point has already been mentioned (often multiple times! ). Still, my goal is to give good concise feedback because DTG is very much on the right track with this DLC, but there are things to improve. Let me start by briefly explaining my general thoughts. First I must complement the developers because whilst there are imperfections, you actually did a fantastic job. The scenery looks splendid, the included rolling stock is great and the overall feeling is: Yep, we are in The Netherlands. Obviously there are bugs and other issues, but from what I have seen it's largely minor issues, which is good. For years I have been a hardened TS Classic fan, because up until now that's where the Dutch stuff was at. But now I can combine the interactivity TSW provides with my love for the Dutch trains. TSW is in a much better place than when it started. Now for my list of bugs/issues: - The electropneumatic brakes in the ICM release a bit too slow. It appears that they might release at the same speed as using the pneumatic brakes? Here is an example video. - There are a few seconds of delay between a change in the ATB speed limit and the actual bell ringing. This is inaccurate. The bell should ring immediately if the 'remcriterium' is not met. Similarly, when speeding up, there is a tolerance of ~5 km/h, but then also a few second delay before the ATB bell starts ringing. The tolerance is designed for a reason, so having another delay after that is redundant - The cab light in the SNG seems to be swapped. By default they are on, but the cab button/indicator says it's off, and the blue ring around said button is on. When pressed, the cab light turns off, the blue ring turns off and the indicator says it's on. This is especially funny to me because on the stream Matt explicitly noticed the blue ring when the cab light was off, so one could see the button in the dark haha. Someone flipped the scripts between the stream and the release? :P - Train physics: The ICMm has too much power at higher speeds, the SNG is too slow at higher speeds. The SNG is a modern and quite fast MU, it should not struggle as much as it does above 60 km/h. See this video (timestamp included). The ICMm has a good bit of tractive effort when starting out, but the curve slows down above ~60-70 km/h. In real life, you can comfortably get moving with up to SZ3, but after ~60 km/h, you'd need to move up into P and further. In game I can stay in SZ3 for up to almost 110 km/h before noticing a slowdown in the acceleration curve. And only then I switch into P to get more tractive effort. *This is from my own experiences driving the ICMm during my internships when training to be a driver. That said, I ended up not working for the NS and the internship was a few years ago at this point. I am happy to be corrected if I am wrong here. Now, onto my final item: The catenary. This warrants it's own section, because I have a lot to say. First: In many areas the catenary is convincing enough. I really like the double DC wire, it's a nice detail. I can nitpick about the gray poles being too dark or slightly wrong or whatever, but frankly I don't quite care about that. I'm not looking for absolute perfection because it's unreasonable to expect. Generally I noticed that in station areas, a lot of attention has been put into the catenary, but along the line there are some key issues with the catenary that I will point out here. I do not expect these things to be fixed for Zwolle-Groningen, but I can hope the feedback is taken into consideration for the next Dutch route. - First the most blatant of them all: The concrete "noord-oost" poles. These are seen all across the route, as they should, but there are two major issues with them. The proportions are completely off! It's too wide, and the base poles are too thin. The other catenary models do have correct proportions, so these stick out like a sore thumb. Below an example screenshot of a simple import of a TSC model into TSW side-by-side with what we have in TSW, as well as an image in real-life for comparison. Next to everything else it's disappointing how specifically this model flopped so bad. In my eyes catenary is a pretty big part of the route, you pass a portal every 70 meters or so. - Additionally, and both the concrete and metal poles suffer from this, a lot of the lineside portals do not have the "paalhangers", which are the insulators attached directly to the side. Instead you'll see the middle/top hanger twice, which is inaccurate. Despite the fact that the "paalhangers" do appear across the route, they are not always used. See below: - Finally, one more key component missing from the catenary assets is what we call the "wisselhouder". These are poles with just hangers, and are often used in tight spaces, most notably around switches (hence "wissel"). In TSW, the developers have opted to use a single-track B1 type catenary. See the following example in Meppel: That's all from me. Sorry for the wall of text & images.
The scaffolding in Groningen all flips colours with the level of detail change. Blue becomes silver and silver becomes blue. See screen attached.
When I was driving the stopping service to Zwolle, I noticed that there were no passengers at the latter intermediate stops after Assen heading towards Zwolle. Even upon arrival at Zwolle there was not a single passenger in sight. It seems like after 20 minutes of a run passengers completely disappear.
If you're on PC https://www.trainsimcommunity.com/mods/c3-train-sim-world/c20-sounds/i6115-el-ns-icm-deadman-patch
When spawning an SNG at Zwolle, asking the dispatcher for a route to track 428 (at the big yard (RGS)), I end up with an End of Session just outside the Zwolle station.
Hello! Some feedback here from my POV as IRL traindriver for NS: First of all, it's awesome to see an official Dutch route in a trainsim, props to Dovetail for taking the effort, this sparked my interest in Train Sims again, especially because Zwolle is the station I start all my shifts, and I live in one of the places alongside the route. Overall im quite impressed by the quality of the route and moddeling of the trains and the stations, the sound-recordings are also spot on! I've made a list of things that caught my eye, you could argue that some stuff is technical/nitpickery, and most of them are already mentioned, since I started my list on release-day, but i'll sum some of them up anyway! Track related stuff: - P-Signal 292 at Meppel should not be a Passive Signal, same for the one in Assen as mentioned earlier in the thread. - The Level-Crossing Poles, which the warningsound bell sits on top are a bit high. - ATB vv Beacons/Pots (yellow ones) are doubled up while it should be just the closest one to the signal having dubble pots, the others should have one on the opposite side of the track from the beacon. - The overhead catenary poles as mentioned in this thread before, some of them are right, but mainly the concrete ones are off. - The WUBO signals in Meppel blink in the wrong direction, I noticed it varies depending which Scenario you play, for example, In Scenario 'Retirement Party' they are correct, but in 'Double Up' they are wrong. They should be warning opposite directions for incoming traffic. ATB: - During Scenario 'Retirement Party', ATB in Meppel jumps to 130 on the left track (opposite direction), which should have remained 40 until cleared out of the switches. (Any other track than track #2 in Meppel -> Zwolle should remain 40 due to low placed signals in the direction of Zwolle, which don't allow speeds over 40. - ATB jumps up to 140 too soon at Punthorst (Zwolle - Meppel the part where the linespeed is 120), this also happens the other way around towards Meppel in some scenario's. - When switching tracks, ATB should jump to a higher speed once the cab is cleared from the switches before a linespeed sign or signal is passed, this will ofcourse only happen when both the track and the signal allowes for a higher speed, I've noticed on alot of occasions that the ATB switches after the next linespeed sign, even tho the upcoming signal is green. - When the ATB switches codes to a lower speed, and the braking requirment is not met, you should get a warning bell straight away, it now takes a few seconds. ICMm: - When the deadman safety-system is not acknowledged and therefore performs an emergency brake, the blue light stays on after pushing the pedal, which should turn it off, now it stays on untill you get the next audible deadman-switch warning. - The Interior light switch is actually a toggled spring like switch instead of it staying in top position, it should be the same as the main-breaker/pantograph switch. - When EP-braking is turned on, releasing the brakes should be going faster, almost same pace as the brake pressure builds up, because when turned on, the valves are controlled electrically instead of pneumatic. It now acts more like Pneumatic mode. - Speed build up above 100 is a tad fast. - When the train is completely turned off (stuurstroom in position 0), the authentic buzzing sound in the cab/train is still audible as if the train is still active (D or S mode), it should be completely silent. - Procedure to lock the brake again via the pinlock should be able after emergency brake, not position 7. - Reverser should be locked when traction is applied. SNG: - SNG compressor sound still running while train is shut down. - Speeding up from around 80 is a tad slow. - Reverser should be locked when traction is applied. Other stuff: In the Double Up Scenario, coupling in Meppel on platform 1 is highly unlikeable in regular service as it will only fit 4car sets. I've also seen some cases where the trains in Meppel going towards Zwolle stop at the end of the platform, instead they should stop at the corresponding numbers to how many cars they haul. Trainset combinations having the same set-numbers. In scenario Maintenance Madness, it would be nice to be given a speed ristriction with the corresponding kilometer-markers in advance. You can also use the LA/E signs for this, which announce temporary speed ristrictions on track. I will be on the look-out for more stuff, and I'll share my new findings! Oh and I look forward to future Dutch content, you've got my support! Platform: PC
The train lighting in pretty much all Dutch trains should always be on when in service. They currently are off during the day.