I have noticed a few F125 cab cars marker lights were not on when AI are driving. Why do we have to get out of cab to turn on the red marker lights every time before departure?? Pain in the butt! Xbox series S
If you save your game on the Blockbuster Scenario after the Starting Point (once the car has started moving), when you reload, the car and marker are missing. If you "use the force" and get the speed right you can still continue the scenario though. It comes back for the second run which is nice. I know we're pushing the envelope in terms of gameplay but I'd hoped that we'd remember the lesson of ensuring that the entire game state is saved properly or weird things happen. Also, as a bonus, if you go into Photo mode when the explosions occur and then rotate the image, the explosion and smoke graphics rotate as well which is pretty odd!
The brakes feel really bad on the F125. Get almost no response until above suppression setting. I don't know much about American Locos, so can anyone confirm whether this is prototypical of these trains.
Never look directly at the cars, or the roads Else you might notice the non-stop parade of school busses at 2AM on the deep backroads of Cajon Pass
I agree this can be hard to hear in cab. It’s impossible to hear with an external camera - this needs looking at with the ECML and Scotsman AWS.
I love the route. But I am dissapointed that you can't refill fuel on the EMD F125... So what is the purpose of fuel pumps at the Metrolink Yard nortwest of Union Station???
If anyone is interested, I made a video tutorial about the SCRRA/Metrolink signaling system on the Antelope Valley Line route (based on an employee's timetable I found on the net and Joseph Hoevet's signaling charts). I know, the video is lengthy, but you can jump to the tutorial easily: SCRRA/Metrolink signaling If you spot any errors or inconsistencies or have any additional information, please don't hesitate to tell me! (I meant to post this on the community help pages, but didn't find that section anymore in the new forum structure, so I hope it is okay to post it here. If not, feel free to move or delete the post.)
A very nice route. The southern end is reminiscent of (an improved) Peninsula Corridor, while the northern half is really pretty unique- not really that much like Cajon. Scenery is nice, foliage is higher-res, the landscape textures do a much better job of avoiding the repeating-pattern effect that older routes have. Also, the ballast blends at the edges much better, less of that "model railway" look. The F125 is a neat driving experience. Sonically interesting; very little diesel "chug", increasing power is reflected in turbo whine, almost like spooling up a jet. Smooth and virile throttle response, almost more like driving an electric than a diesel. However, some serious goofs that interfere with a really good drive: The MFD and all-important speedometer are washed out and nearly unreadable in daytime, even on 100% brightness The driver POV is (IMO) too far back Passengers still behave in bizarre ways, especially stacking up in coach doors Cajon's floating cars are back Only a handful of seats can be sat in And the biggie: like all TOD4-lit routes, signal lights are bloody near invisible until you're right on top of them. This is a real backwards step from GWE, where you can see them from half a mile away (and not at all prototypical; NTSB regs require 3500 feet /1100m visibility in daylight.)
I know DTG always tend to put the driver’s head camera position too high in the cab, especially on US locomotives but the camera height in the Rotem Cab Car has reached new heights of preposterousness (excuse the pun). It’s about a foot too high, like you are Robert Wadlow driving. Player feedback rarely results in the camera position being moved, as anyone who drives in the rain in Cajon Pass can attest to, but on this occasion it absolutely needs changing. How can they get the head height so wrong? Action required by DTG - Lower the height of the driver’s head camera position in the Rotem Cab Car by around eight to twelve inches. Also refer back to all the feedback about the same thing in Cajon Pass too. It’s only been a year and you still can’t see clearly out of the front of the ES44 when it’s raining. Please listen to our feedback.
Probably not a surprise, but I had one instance on AVL approaching a level crossing where cars were crossing to “beat the train”. I am not sure the last one would have made it all the way across in real life. Even in a sim it was quite jarring to see this in front of the train. I guess it is some level of realism LOL.
Probably drivers from Linke Rheinstrecke on vacation in California, although I think that bug was fixed in LFR.
I have found that sometimes an existing service will have the in-cab indicator lit but not the exterior marker lights - I have found that cycling the switch off and then on again rectifies the situation.
That was my bad - I was only flipping the circuit breaker and was not aware you could press the indicator itself. So not a bug - user error.
So it happened again. A car almost went through both crossing gates as I'm approaching. I know idiots in the US actually do this but come on DTG this should be a hidden gem not a frequent occurrence. https://www.xbox.com/play/media/LUH8KE58ND
Not to mention the poor truck drivers whose trailers get stuck on the elevated crossings and smashed to pieces. Not in TSW fortunately .
Did not notice this yet, but some of the crossings look rough and need leveling. Talk about a speed bump.lol Some crossings would tear the bottom of your car off. Come on DTG, lets make this route better! Xbox series S
Will DTG fix the issues with the f125 in cab displays? I don't have the early access but the f125 is my favorite locomotive and it'll be upsetting if things such as the bell and alerter indicators didn't work
It would appear that stations are not lighting up based on ambient light. The odd light or lamp on a station is lit but otherwise they’re all dark.
Hey Stujoy, I'm Matthew and I edited and implemented the sound for the F125. Can you tell me which sound seems to have the artefact? It's a shame that one might've slipped through the net as it's something I tried to be aware of, but I'll find it and sort it for any future releases if possible. Otherwise, if it's not audible on PC then it could be to do with the compression settings on the PlayStation, in which case I won't have any control over it unfortunately! We had a contact who works for Metrolink (specifically on the F125s in fact!) who I was in consultation with from start to finish, and from all the reference material we could capture/find, and from his everyday knowledge, we thought the current level of the Traction Motors was accurate to real life. Hopefully it's not detracting from the experience, but I haven't heard one of these beauties in real life, so without first hand experience I've tried to make it as close to real life as possible The alerter on the F125 starts quiet and gradually gets louder over 15 seconds, as that's what happens in real life. If you leave it playing, it gets louder to warn the driver over a certain amount of time before the penalty brake is applied - however if the general feedback is that the Alerter seems to quiet (which seems to be the case), then I'll increase the base volume for future releases - just be aware that there's only so much I'll be able to increase it, so that the volume by the end of the Alerter audio isn't too loud! Thanks for all the feedback on the F125 audio gang - always good to know what you all think!
OK - the alerter volume is fine. I can hear it no problems as it gets nearer the end of the 15 seconds.
Thanks for checking again - appreciate that. I think I'll increase the volume regardless, as it seems TSW players have quick reflexes! If people think the Alerter starting level is too low, then I'll up the volume a little just to make it more present initially. Hopefully that strikes a balance between realism and still being satisfying to drive! But thanks again for the feedback, and for checking it again to be sure.
There is a lot of bad flicker in the F125 cab on the back wall where all the switches are behind the seats. Xbox series s.
I can’t tell which exact sound it is but it seems to be a sound that is constantly playing. It’s most noticeable at idle, such as when stopped at a station.
I think it's better to keep it realistic. If it is prototypical this way, then don't make it less realistic by making it too loud.
I was waiting for my train to leave Lancaster and was exploring the train. when I entered the Conductors view at the door control panel. I was flipping through the different views and all of the seats on the train disappeared. When i exited the Conductor view I was yeeted into the locomotive but stuck in the floor. Had to restart the timetable to fix the issue
It’s not too bad within the cab (could maybe be slightly louder) the big issue is external cameras where it’s inaudible from my perspective
Stop points at a number of stations appear to be for 5 coaches rather than 4 meaning the disabled ramp is not near the disabled door.
I know, I'm just on an old Xbox One S, but interior and exterior textures on F125 and Rotem will randomly not fully load - meaning I just have fuzzy, illegible control panels, gauges, labels, and exterior numbering and graphics. I've re-installed the game thrice now and it continues to be a prolbem - BUT only on this train and line... Scenery looks great, though, apart from the floating cars in traffic.
When you automatically resume a journey, it will skip past any attempted but not completed journey services.
After loading a saved game by any chance? This was a known issue in TSW3 and looks like it has ported straight across to 4 with none of our dinero being spent on fixing the problem. Edit: SPAD trap on the second Journey trip where you resume a service at Vista Canyon. You get the right away but straight on to an out of sight red at the end of the crossing loop, or siding in US parlance. There is a southbound service still some distance away, at least 3 or 4 minutes, which you have to wait to clear the single line before you can proceed. Needless to say I ended up SPADing the signal on my first attempt, giving it the beans out the platform. This is fundamental railway safety 101 and it’s about time whoever compiles these scenarios either resets the start time so you don’t encounter the red signal or when departure time comes there is a checksum that looks ahead at the next signal and if it’s at danger tells the player you will be despatched when it clears. Not helped, as noted above, by the very poor signal illumination and no I am not switching the signal aspect back on in the HUD. On the plus side, the scenery above VC as you come up into Soledad Canyon is superb, better than Cajon and Cane Creek. As I remarked previously, this is what Run 8 ought to look like.
Also don’t Metrolink trains stop at the numbers with the correct number of cars like if a train in 3 or 4 cars long they stop next to the three or four so they line with the ADA ramps
Bit more than uninteresting. Who created this scenario and why? Did they have 90 minutes of their life that they wanted to waste in the most frustrating way possible? It feels like some kind of sadistic torture to make people sit through this in order to complete all the scenarios on the route. If you're going to show people 5mph yard operations, fine. But have them do something constructive in the yard for a little while and then maybe, just maybe, move on to something that might be enjoyable or even the tiniest bit challenging. Yes, I understand that in real life drivers actually have to do this, but my guess is that they're being paid. I doubt most of them have actually paid a game company for the privilege of tweaking the power lever by one notch up and down for an hour and a half. "Home at the Depot" needs to be tossed into the depths of hell to be burned for eternity. Or at least 90 minutes. At 5mph.
Cabcar has no tail lights on when you drive from the F125. The F125 has automatic tail lights when you drive from the cabcar.
That’s what I thought they were going for when the last train reportedly may have a fault - something breaks on the way or the loco has to go to the shop after switching the cars, etc. Something extraordinary to break the (established) routine. Instead, it was just three timetable services back to back. A scenario that could have been a timetable service is not a good scenario.
In relation to the Rotem Cab service AV 222 - Lancaster - LA Union starting at 14:11: It should be called "AV 222 - Lancaster - LA Union (Part 1)" as it is one of those services that are divided in two parts and all other instances of this kind of service follow this naming pattern. The stop marker at Vincent Grade Acton is incorrectly placed at the start of the platform, instead of being placed at the end of the platform where the "SPOT CAB" signal is and where it will stop the train with the doors aligned with the ADA ramp. Please note this change will probably need to be applied to all the other Rotem Cab services. PS: Rotem Cab service AV 218 - Lancaster - LA Union Part 1 has a duration of 2h+, so it is a full line service and should not have "Part 1" in its name. Probably someone incorrectly added the "Part 1" to this service name while trying to add it to the AV 222 service mentioned above. PS2: The stop markers at Sylmar/San Fernando, Burbank-Airport and Burbank-Downtown are also incorrectly placed at the start of the platform, instead of being placed at the end of the platform where the "SPOT CAB" signal and the ADA ramp are. Used service AV 222 Lancaster - LA Union Part 2 as the sample service.
I recently did one of the split service runs LA to Lancaster. When part 1 ended, went into unrestricted free roam, and it put me back in the cab seat and was able to head out as scheduled, complete with the late time I had. Finished the run without issues, though of note the points did reset to zero.
Well, I've finally got my hands on it and was able to give it a good 4 hour shake down run with a roundtrip from Lancaster to LA and back and to be expected, I found issues. And the frustrating part, ALL of them could have been fixed before release and ALL of them wouldn't exist if the 2 week trip to LA was paid a little closer attention to. That said, here's what I found: - First off, station stops. Metrolink, at most, makes 30-45 second station stops. It's just long enough to get people on and off. At nearly half or more of the stations, I found myself waiting for over 2 minutes. On my southbound run to LA, I waited 10 minutes at Vincent Grade/Acton FOR NOTHING. And I wasn't early. A minute late in fact. Why would I have to sit there and wait this long? Other stops it was 2 or 3 minutes. Metrolink does not make station stops this long at all. - Marker lights on the Rotem cabcar don't work! I don't know how this was missed. The marker light switch is turned on and yet, no red marker lights. - Any station with two platforms, you're always run through the siding so you operate the doors on the right side of the train. This is NOT correct. At Newhall and Vista Canyon you go through the siding for no reason at all. Newhall specifically, the siding platform was built only so trains can meet there. Otherwise, you stay on the main track. Straight in both directions. Same thing with Vista Canyon. You don't go through the siding to access the station. - And probably one of the most annoying things, the signals. You constantly arrive stations on a yellow approach signal with the signal directly after the station red until you are free to depart. NOT CORRECT. This is now how signals work here in the US. You'd have a line-up (or a path in TSW terms) set as far as you could go and almost always, the signal after the station would be green. - Weekend trains completely missing from timetable. Speaking of timetable, the times are incorrect when compared to the real world schedule. - When using free roam, if you set your route from Lancaster-LA, there's no way to display where all the stations are so you know where to stop at. It also shows LA as 45 miles away instead of 78 miles or so. Not sure if this is an issue with the path set in free roam and it doesn't actually take you all the way. All of this said, this would have all been on display and should have been well documented during the 2 week trip but it looks like more than several details were missed. If you guys rode the trains, you would have noticed short station stops. You would have noticed not going in the siding at every station with 2 platforms. You would have noticed that you don't arrive nearly every station on a yellow signal and a red one directly after. The trains are great, the route looks good for the most part, the sounds are good for the most part. But these are bugs from the route I've noticed. While it would be cool to see them addressed and fixed in a future update, maybe bringing all of this to attention will help.
At the very least, please fix stuff like the marker lights not working on the cabcar. And the long station stops. Waiting 10 minutes for nothing is ridiculous.
Weekday trains are different than weekend trains. Different times, different train numbers. During the week, you have 11 roundtrips with 9 of them going Lancaster-LA. On the weekend schedule, it's 6 roundtrips, all going Lancaster-LA. All the weekday trains are included in the timetable but none of the weekend trains are. Scroll down to the Antelope Valley Line schedule and you will see the difference: https://metrolinktrains.com/globalassets/schedules/web_noads_mlk_lft_alllines_23_07_01_232206.pdf