anyway, guys, how can I determine which service in timetable is going to have more than 1x ICM? I like running longer trains
I imagine you have a higher chance of them appearing during rush hour. So try some services around 8:00 or 17:00 I'd guess.
or if I cant find any by luck, I guess I could do a 3car service and then hijack a 6car on the way back lol
Put the brake to full service. Press A on the centre touch screen. Put the cursor on the red text box at the top, press A on it. Exit the screen. Put the power hand to zero. The brakes will recharge and off you go. There is a tutorial in the game explaining this.
These signals are called WUBOs - "Waarschuwingsinstallaties bij uitzichtbelemmerende objecten" or "Warning equipment near objects that obstruct the view" . Their goal is to alert personnel working on the track side that a train is approaching. They are placed on spots where you can't oversee the tracks, like for example before a sharp bend. There are two sets of lights - one for each track. When a train enters the block, the lights start flashing in sequence (similar to how the red lights at a road crossing flash). The spotter of the work crew keeps an eye on these lights, and when they flash he will issue the order for the crew to step away from the tracks.
I read on the 'awesome service runs' thread that the IC 516 service (04:54) is a depot run that is a 3 car unit, which you have to couple to another unit at the platform in Groningen. Stay in free roam to operate the subsequent (6-car) service to Zwolle.
They're only found near tunnels where stopping in that tunnel is or could be problematic for freight trains. For example, the Rotterdam Blaak tunnel is protected by these signals for two reasons (the grade of the ramps is steep, so heavy trains might not make it up the hill after coming to a complete stop, and there's a station in that tunnel, so they don't want freight trains with oil or chemicals stopping there in case there's a leak). These signals overrule the normal signals, but for freight trains only. This way a freight train can be halted before a tunnel entrance even though the signal aspect is green, until the entire tunnel is free for the train to zoom through without stopping or slowing down. Passenger trains may enter the tunnel, but might encounter yellow and eventually red if they do so. In addition to the ones you mention, there's also: X flashing = "Freight trains, and trains designated as special transport must slow down enough so that they are be able to stop at the next signal" X static= "Freight trains, and trains designated as special transport must halt here" G = "Freight trains and trains designated as special transport may pass this signal IF this signal's aspect allows it, but must be able to have slowed down enough so that the tunnel entry speed shown on the next sign of type 281 will not be exceeded when you reach that sign" There are quite a lot of signals actually, but not all of them are applicable to passenger trains. For a full list and signal explanations (use Google Translate as it's in Dutch), look at chapters 2 to 20 of the Dutch railway regulations at the official government website: https://wetten.overheid.nl/BWBR0017707/2023-10-04. These chapters also mentions the signage, as Dutch law makes no difference between signs and signals (a sign is also a signal, just one that never changes).
I don't think Zwolle and Groningen have a high enough population to need anything more than 2x ICMm3. But I guess you could make longer formations in the formation designer.
I see the occasional 11 car ICM trains (3-4-4) or a DDZ 4-6 car unit planned but such high numbers are rare. SNG usually runs with a 4 and 3 coupled together or a single unit
If there will be a Zwolle-Groningen Update, what would you like to see, added or improved? (apart from the Vectron update)
They dont really need to add much. Just fix the bugs. My top 3: - Deadman alarm has too low volume and the light does not reset correctly. - SNG3 throttle is too sensitive. - Score system considers speeding when you drive over ATB speed limit even if you are using the system as expected (you are not really exceeding the allowed speed limit) and reducing the speed.
There was was an update earlier today, but what I’d like to see updated next is: -The ICMm’s chopper should be audible from the inside -ICMm’s deadman alarm volume increased -SNG’s compressor fixed -SNG’s PBC sensitivity decreased -Track snow textures matching the ground snow textures Tbh for me there’s not a lot to complain about, nothing game breaking or anything that ruins the experience
True, i saw that update! Me too, but keep in mind: The icmm chopper should only be heard from the MBFK and Mb cars, since those are where the motor is located!
I haven't bought any DLC for a while - don't plan to either (with exception of JT86), but I can now definitely see this as a future purchase. But happy to wait until a sale later down the line as playing TSW a lot less now. No point getting it at the moment when I'm busy enjoying other games. I hope there's another Dutch route planned - especially if it's a line I know.
Absolutely spot on. If you have limited resources to fix stuff, please fix these first... For scoring and ATB, imo there are two viable options: - like with PZB: only penalize exceeding line speed (and do nothing with the brake curve) - like with LZB and some American routes: only penalize when exceeding the set brake curve (follow the moving blue dot on the normal HUD)
A real life ICMm driver isn't really able to hear the chopper hum, even if he's in the motorcar's cab. He can kind-of sort-of hear them faintly in the background, as depicted in the game. This is because the choppers are all the way down there, below the floor, and in the middle of the car, while he's way up there, at the front of the car. There's a lot of distance and unintentional sound isolation between the driver and the choppers. TSW is actually pretty prototypical in this.
I can’t hear the chopper at all in game, the motors are fine but you can hear the chopper quite a bit in this video at 4:20
That's unusually loud. No idea why that is. If you look up other cab rides on Youtube, I'm sure you'll find the choppers to be less audible on them. It's not that you can't hear them from the cab, they're just not as loud as on this vid.
Hello, ... I am not sure if this is the right place, but I would like to share with you, some "interesting" - at least for me! -, pictures of the new really nice Holland route... but using "Free Roam". In this case, I used a really beautiful Vectron - I got on Creator's Club -, painted with new NS paint scheme. As you can see, I used for both freight and passenger services. Hopes you liked it!
But my first attempt of using a freight train on this route, it was with the DB BR 218 and TAGDS freight cars Here you have 2 pictures Hope you like it.
Not sure if you figured out the SNG but I just did so I thought I’d just say. -Open the MCB & lower the pantograph -Go to the right hand screen and press the Bediening button -Press the Hoogspanning button -The buttons labelled Stroomafnemer 1 or 2 (Pantograph in Dutch) control which ones go up
Does anyone know how to make the Vectron from the Timetable mode move? I found the setting to change the voltage to Dutch 1.5kV, did the ordinary startup procedure and the interlock still won't release.
I don't know if it's modeled or if it's even a thing. But does changing the Vectron from the 25kV AC to 1.5kV DC change the traction output 9r acceleration of the Vectron? I believe it would haul less and be slower to accelerate on DC but I not sure.
Yes, but If I understand correctly, the differences are more prevalent at higher speeds (and the train would have a lower top speed). So, at max 140kmh I doubt the difference would be significant.
What I can say is, considering the heavy freights I used..., the acceleration is good. May be... what we will have to do is like a "drag race"! With the same Vectron, start at end at 2 different points of the route, may be around 2 km... and take the time it takes on each KV mode! [/QUOTE]
The check-in points being at Hoogeveen and Assen for Arriva is not entirely incorrect. As of january this year Arriva is technically allowed to run a train a couple times a day between Groningen and Zwolle. This train would've called at Assen, Hoogeveen and Meppel as intermediate stations. I said "would've" as this connection hasn't come into service, that is due to a too small amount of services that would be allowed per day. Had it come in to service, the check-in points would've been placed at the stations. They in fact do not belong on the route, since they are not there in real-life, but they could've been and could be in the future. See this link for more info on the topic (article in Dutch): https://www.treinreiziger.nl/arriva-in-verweer-tegen-nieuwe-afwijzing-ritten-zwolle-groningen/
Storks, not herons. Storks used to be quite rare and nearly extinct, but are doing quite well now. You can see their nests even in the city of The Hague. Herons are very common, but not as beautiful.There also is the story storks bring babies, herons never do that.
And... for this reason... is very important DTG provides us, a "Select Option - YES or NO" about including or not Creators Club repaints:! Which includes locomotives or / and freight cars not according to the route you are driving!
Seems like a good idea, I had to unsubscribe from the ICMm repaints I downloaded because I was only seeing repaints instead of the original model.
Anyone else think that when driving both trains at high speed it really feels like you driving much slower.
Max speed is 87mph but to me really feels like you are going like 50mph you dont feel speed if that makes sense at all.
In Koploper you're about 5 meters above the track, which has an effect on how your brain senses the speed. But in SNG, you should feel the speed. One thing to keep in mind is that most cab ride videos use wide angle lenses, which distort the edges of the screen. This has a higher sense of speed as a side effect, so in videos it looks like the train is moving faster than it is in real life. As for TSW: you could try upping the framerate by lowering settings and switch on motion blur. This will give a better sense of speed.
I would like em to look at the physics of the two trains, cos they barely react to even 0.7% descent (and SNG requires quite some power not to lose speed)... so I would like for them to either fix it or explain if it behaves that way also IRL
Agree. There seems far too much rolling inertia, almost as if the brakes are dragging. Oh and driving the route, although performance in general is better than many others the dreaded sound squelching is most definitely present.
I would like them to remove the heavy car traffic from the old bridge at Onnen (in real life there is hardly any car traffic there, as it's way off the beaten path) and allow us to walk on there to spot the trains passing under.