DTG still has not fixed this yet? What's the deal? How does this pass before release? Unacceptable! TSW4 and this nonsense is still a thing? Smh.
EMDs have always used percentage dynamic braking, right back to the F2. The display may indicate "notches", but the handle can be put anywhere you need it. This was even true on older locos which used the same handle for throttle and braking (the linkage was different).
This is such a bland route. Just started a run from the single track end and I was bored out of my mind. The trackside detail - there’s just no craft. The roads, bushes, hills. Just bland.
If Antelope Valley is in a Christmas sale on Steam, I was thinking of buying it (I got TSW4 only for ECML). Is Antelope Valley worth it? Judging by this thread, maybe not? Have scenery assets and train physics been fixed? Thanks
It's not too bad. The loco is decent. Scenery can be a bit bugged at times, but the bit around LA is fairly interesting.
Yes, the loco looks good. And I like Cajon Pass; I am told the scenery is similar (if not re-used) on Antelope Valley. Not excited about floating cars and buildings.
Just standard stuff from DTG. How does floating cars and buildings pass is beyond me. They need to take more time and actually check stuff, not just throw a route together and hope no one will notice. It gets old and now we have TSW4 and still the same old stupid mistakes.
There are still floating cars on Cajon Pass, one of the original Routes of TSW3, released 6 Sept 2022; that would seem to suggest that some of the same assets are present in Antelope Valley as well.
Will Antelope Valley route ever get a update/patch? There are a lot of things need to be fixed. I feel it is being ignored over other routes.
The train really should be made so that we can kill the driver controls for the doors so we can play a guard/conductor. Doesn't have to be fully simulated but can work the same as the 323 where we can click the door control switch in both cabs and then the only way to open and close doors is using the conductor panels. The driver overriding the doors just ruins the fun of playing conductor. Very basic thing needed which would open up so many possibilities in the game and make it a lot more fun. Also, the timetable does need sorting. IF you are on the sim too long, AI traffic goes silly and it ends up that you can't get into Union station as a train ends up in the way somewhere.
There is on certain routes where you can take away the door control from the driver. For example on L.I.R.R. and Harlem Line, you can switch the door control off in the driver's cab on both the M3 and M7. As a result, the AI will not be able to open and control the doors, but you can control them from the rear of the train. The AI will keep driving, stopping at stations and will be waiting for you to close and open the doors. Pretty fun actually.
Reloadable checkpoints need to be added to scenarios. If I fail part of a scenario or it decides it's going to glitch out and you can't go any further I shouldn't have to start from the beginning again. This should be across the board for TSW4!
All the time in the US locomotives of different companies are mixed on trains. I was thrilled when I saw it. This was taken at the Rockville Bridge on the NS Pittsburg line.
Just got tsw4 today. First 10 minutes and I see an AA/NA meeting hall/bookstore. I think that's super cool of you all to put in the game!
It's honestly a pretty decent route, that's being held back by incredibly sloppy scenery asset placement. There is absolutely no excuse for floating builds right next to the track, they are super noticeable.
I’ve been revisiting my US routes this week, one of which is AV. As a devoted US freight nut, I did some searching on YouTube to see if there’s more that DTG could have included for freight runs. It appears they could have done a much better job with accurate symbols, start times and consists. One thing I noticed on YouTube was a pair of manifest freights going to/from West Colton and Roseville. I can’t tell the exact location he filmed them, and I’m wondering if these traverse the entire AV route or if they take the Palmdale Cutoff. If they take the Soledad Canyon route, it’s a shame DTG didn’t add this to the timetable. There’s also a manifest between Long Beach and Roseville that I wonder the same thing about. Plus there must be a local freight that serves the route. There doesn’t seem to be much local carload traffic on the route but I see a little bit on Google Maps satellite photos. Did DTG shortchange us again? Alan
Due to Metrolinks tight timetable, all that freight is sent over Cajon Pass and the Palmdale Cutoff. None of that gets sent thru Soledad Canyon anymore. Eve if something gets detoured over AVL. Metrolik requires UP to put a ton of power on it to prevent stalls and whatnot. The only real train that got cut was the former Rock train between Palmdale and Sun Valley, which no longer runs.
Thanks for that information, Blacknred81. Do you know if there’s a local freight that serves Hasa Chemical in Saugus? On GoogleMaps satellite view I see 9 tank cars on their siding. That would be a fun run out and back. I could spawn a Free Roam job if I knew where it was based out of.
Yep, always disappointed with the U.S. freight side of things. So much potential, but always let downs.
One thing I am noticing on Antelope Valley is if I run a freight service, the speed limit that I am authorized is the top (passenger) speed instead of the lower (freight) speed. So while technically speeding can still get scored as being under speed limit.
kind of like when there is yellow light or so, you should kind of reduce speed but the limit stays so I think well fck it lets go with the limit living on the edge
I noticed a bug involving some morning trains that head to CMF from LAUPT. This seems to involve two trains: one that departs for CMF at 7:59 AM and one that departs at 8:06 AM. Before the 7:59 AM train can reach the switch separating the S&I (Service and Inspection) tracks (the first switch after the long stretch of straight track in the yard going northbound), it seems like the path for the 8:06 AM train is set, thus, if not attended to by the player, can softlock the 7:59 AM train and cause a major buildup around the interlocking at the south end of the yard.
I just noticed this as well. 3 trains are involved that cause the traffic jam. 7:59, 8:06 and 8:31, departing out of LA Union, one after the other, all bound for CMF. The 7:59 gets stuck right at the switch by the northwest corner of the main building with the 8:06 behind it on the siding. This leaves the 8:31 sitting at the light on the southbound main, causing inbound trains to get held up by the lights north of the facility. The switch was set to the right set of tracks for the 8:06 train, but the 7:59 is supposed to go to the left set of tracks, so the AI gets stuck. Could not flip the switch from the map [9] screen as it was locked by the (I assume 8:06) AI. The way I got around it was to take control of the 7:59 train (probably could have just grabbed the 8:06, but I wasn't really sure at the time which one was causing it), backed it up a bit and couple it to the 8:06. The AI released the switch, set it to the left and moved the two (coupled) trains forward. Stopped 7:59 right on the switch to block it, then uncoupled 8:06 and continued moving 7:59 until it was clear. 8:06 re-aligned the switch for its path. Once it was clear, 8:31 was able to move off the main into the yard and allow the inbound traffic to continue moving. The switch in question where 7:59 got stuck...
and as for the horn sequence mentioned in the manual, lol... I do honk even more... in reality all ppl waiting to cross would be deaf and with melted faces if I drove the engine lol
I've been considering doing Antelope Valley as my next timetable, as their new timetable is now in action in reality. Would give more drivable services on the line. Should be fairly simple compared to my Tees Valley one. Is there any freight or anything missing from the default timetable that could be interesting to add?
Reposting since it’s still broke since launch. F125 FIRE DISPLAY BROKEN: not working: horn/bell icon, headlight icon, PCS icon, Alert icon, heater, sand etc(the entire alert indicator icon tab doesn’t work…and the brightness is just all out of whack compared to day and night)
I only managed LA Union to Canyon. Honestly it was interesting leaving Union but its just so bland and uninteresting from then on in, not helped by reused assets and the fact there's lots of main roads and highways alongside the track - probably the weakest looking assets in the whole game. They make the route that look unfinished. Why don't DTG concentrate on routes that have a lot of replay value and variation? You compare this to say, Sand Patch and there's no competition, both in quality and stuff to do.
Ehh, I'll take this route over Sandpatch. The scenery in Antelope Valley is significantly better, as is the lighting.
I will give DTGs props that the mountains are done significantly better than Cajon Pass, but the urban areas are absolutely terrible.
Because there are different types of routes. Just because it's slow and low variety doesn't mean it should be made. If they have a license, they should make it. Also, everyone likes something different.
my favorite segment on Antelope valley is the Mountain. Pass northern segment with the curves and tunnel s i like to run freights in free roam over it
I know theres different routes but this hasnt got a lot going for it. Its most single track so no AI variety and hardly any passing freight. Beyond LA its mostly just desert and towns reusing assets Its overly long The mountains are not that great actually, ok from a distance but poor up close, especially when passing around them The roads in the game in general are so bad its laughable. I mean two GIANT yellow lines on the tarmac or giant white dashes (surely thats UK?). Really? US roads don't look like that. Add in the cars that don't spawn shadows until you are on top of them (this track runs along busy highways!), cars that cant turn corners, the same trucks and buses and pavements and junctions not built correctly and it looks haphazard and slapdash. And these assets are on 75% of the route. Shorter routes that are much more dense, with more detail like Blackpool branches are the way to go. Sand Patch does it in spades, even Peninsula Corridor to a point.
I would use that same argument on many other routes. Still doesn't mean they shouldn't be made. At the end of the day, buy the route you want. If you don't like it, don't buy it.
AVL isn't too bad, though TBH my main interest is that it's a key segment of the SoCal network that hasn't yet made it into Run 8. I first became aware of Soledad Canyon (as it tended to be known then) from the SIAM Tehachapi '91 signalling simulation which included part of the route from Palmdale Jn to Ravenna. At that time it was freight only and not many train movements. The famous Bakersfield to Dolores Yard "Oil Cans" and return empties ran that way, a couple of intermodals and one or two manifests but not much else. It was also the section of line adjacent to the section of road in a couple of scenes from "Duel". Dennis Weaver vs. manic truck driver!
anybody can tell me what safety systems there are in F125 and the cab car? I managed to find Alerter, PTC, ATS and in the cab car also TMS... do they also work or are they just for show and in reality only Alerter kinda works? I cant find meaningful info on this
DTG Alex Please answer this since you posted about the change log for the Rotem cars and explain. This is what was listed as being changed: Metrolink Rotem cars Will now correctly use air as appropriate Fixed an issue with the brake application audio hiss not playing Doors should correctly operate down the entire consist when paired with Bi Level cars Fixed a texture issue where the blue ribbon on the fireman side was flickering constantly. Reduced the volume of passenger door beep audio inside the cab. Fixed an audio artefact in the running sounds. There was no issue with the brake application audio prior to this update. I actually helped fix it (by explaining what needed to change) last time when it was broken after initial release. It was fixed and sounded great. Up until just this previous update, they were fine. They didn’t needed to be adjusted. They just don’t sound right now. About the only thing I was happy to see was adjusted was the door closing beep from being inside the cabcar cab. That definitely needed to be adjusted. But the brake application audio was a real disappointment to see it has changed yet again. It went from sounding wrong, to sounding correct, and now sounding off again.