Unfixed bugs so far. All PC Steam. Johnny mode is known and there was a red light bug near Tiano when heading south in the evening. I left it for 20 minutes, but there was no change. Therefore, it cannot be completed. [Landscape] There are sections where the railway overhead lines are not cut. No effect on driving. There are no overhead wires in the entire section of the high-voltage tower. Regarding level crossings, there are some areas where the trains do not operate on both northbound and southbound lines. The same goes for the alarm sound. When railroad crossings do not operate, accidents with passenger cars occur. It is unnatural that there are no traffic lights for cars on the parallel roads. Timetable mode: Shunting trains may also be jammed depending on the stopping position determination The reason I don't feel the liveliness of the city is probably because in the first big plaza after leaving Tiano, the passenger cars automatically notice the approach of the train and stop, making unnatural movements.
R1633, journey mode, Xbox series X, infinite red light due to AI train not moving at 13:30 (Tirano run around) backlog of AI traffic at tirano, this breaks journey mode for the bernina line as you can’t progress
I have not done journey mode in a while, but I recall there is a button you can press to bypass step by step progression so you can skip around.
I decided to play around with R1633. Once I was stopped by the red signal at Poschiavo, I used the map to go down to Tirano and removed all the AI trains there. This did not help in freeing up the player train. I also tried to add a "Go Via" point to the player path and was told, every time I tried to set it, "unreachable location". This makes me wonder if the player train even has a path set past this point.
Enjoying this route but on minimal HUD mode having the safeties on is a challenge as the warning lights are not visible in the regular cab view. You can hear the ZSI alarm so that's doable, but reacting to Siste is not possible without zooming out excessively to see the SiSte button lamp activation.
[2024/03/08 Follow-up] Environment is PC Steam Johnny mode cannot enter Tiano station at a red light. Cannot be completed The railroad crossing is behaving strangely. ・Does not move ・No alarm sound ・Suddenly the cutoff bar goes up ・AI car has an accident with a train (passes through like a ghost) ・In-car automatic announcement stops working mid-way ・There are stations where passengers do not get on or off (status)
A fantastic route, which runs wery well on XBox Series S with no or minimal microstuttering. The drawbacks are as said before the signal bugs and the wrong speedboards. And i miss these in the game (wonderful sound here!): Maybe for a future DLC
It's a lovely route to ride. Pretty much enjoy it. Jasper_Rivet Just take care of the mentioned bugs, being the (quite a few!) non functional level crossings the most immersion breaking for me. I've wrecked a whole fleet of those FedEx delivery vans and another one of the Jag from PFR. (Now, that one really hurts )
What's the purpose of this kind of track? I know the Swiss don't build anything without thinking it through but I just can't figure this track layout?!
The turnout at Alp Grüm used to be at the end of the platforms. In the late 90s (or maybe early 2000's? Not quite sure anymore), they relocated it at the bottom of the curve because it's better shielded from snow drifts, which makes winter ops easier. You still can't cross a train in the curve obviously, which I would assume is enforced through the interlocking/signalling
You can see pretty good photos of the before and after here https://www.spoorgroepzwitserland.nl/regio-mid/regio-midden-bernina/en-bb-alp-gruem.htm And this website has the explanation (translated from German): The panoramic curve on the Alp Grüm is a uniqueness. Until 2006, it was a single-track curve at the end of which was the entry-in switch. This drive-in switch had a very exposed position directly on the steep slope. Snowdrifts often brought the switch to a standstill. In 2006, the curve was removed and the switch was moved to the lower end. There it is better protected against wind and weather. Because the place on Alp Grüm is very limited, on the valley side it goes 400m steeply into the depth and at the same time the minimum radius of 45m must be maintained, there is no room for a double lane. Therefore, the two tracks were laid very close to each other. A crossing is not possible at this point. The overhead line masts were also laid on the inside of the curve, which leads to the pleasant side effect that the travelers can enjoy an unobstructed view of the Puschlav.from https://danielhuggler.ch/2019/01/03/die-panoramakurve-eine-sehr-lange-weiche/
Aaaaaahhh, I'm connecting the dots now. I had a feeling it had to do with those special weather conditions up there. Big thanks for looking this up! (I'm such a lazy bum, shame on me, I could've searched that for myself.) You gotta love those engineers and their pragmatic approach to beat a very harsh environment into obedience. Quite the formidable use case for my teaching classes. Judging by the real life pictures you linked, I have to say that Rivet did an amazing job to model this into a TSW route. There're passages where it looks almost photorealistic. And of course, the model railway buffs from the other link are a detail fanatic breed altogether. So, thanks again for that explanation.
Can someone please explain ZS for me coz I'm just not getting it. I turn it on and as I'm travelling along it'll illuminate the amber light on my HUD and sound the bell/siren so i'll hit the acknowledge button but it'll sound again. I then go at the acknowledge button like Woody Woodpecker going at a tree trunk but the light still flashes and the siren/bell still sounds. I don't understand how I'm supposed to know if the system has acknowledged me acknowledging the alert. Of course if DTG, Rivet and the rest of the DLC devs had decided that safety systems were a REALLY important part of a train sim game JUST like they are to REAL train drivers then we'd have safety system training modules for each loco/unit and we'd know these things without having to trawl the internet trying to find it ourselves
ZSI 90 (which is what is implemented in game, IRL all of the RhB network has now switched to ZSI 127 which works differently) is quite basic. When passing a restrictive distant signal, the alert sounds, and you must acknowledge it. It will still flash the amber light and beep (I believe 5 or 7 times), as a crude reminder that you are approaching a restrictive signal. That being said, I believe the in-game implementation is incorrect in some ways (it should not sound when passing a restrictive main signal unless the signal is yellow/yellow ("30km/h from this signal, expect obstruction or short distance before red signal"), but I've had it sound with green/yellow regardless.
I think the in game implementation is up to Rivets usual LOVE standards because even going at the acknowledge button like Woody Woodpecker it still cuts the brakes in.
there is one spot, going down into la prese where the speed drops from 60 to 30 where it is bugged and the brakes always cut in
I am experiencing this too with safety systems on. Even with a clear signal you will always be stopped. It needs to be fixed.
Hi, sorry in advance for any mistakes in my English I have these major issues with the new Bernina Line map 1) Interior lighting of EW1 coachs creates crazy effects. Roof, sides and under the car are lit up as if there are outdoor lamps above it ... It looks crazy. But I see in AI train with EW1, have interior light on only Allegra, coachs is off. But I can't achieve that with the control train, both are always on or both are off 2) Randomly non-functional barriers at crossings, between Miralago - Campocologno stations. At the last-named station, a car and a train collide. (but that was already written here) 3) Journey 2 and R1633 .... shunting train in Tirano is stuck by Platform 4 (but that was already written here) I have PS5 versions TSW4 1.037 Thank You and best regards Edit: simply Photo
I also discovered one minor cosmetic issue on Allegra front unit. Faulty polygon, i.e. polygon penetrating from the inner partition.
R1163 still hasn’t been fixed in journey mode, this is game breaking as you can not complete it and should be made a priority
R1633 is the correct number for the broken service. I whole-heartedly agree about how game breaking this bug is. We've been waiting 3 full months with no fix or even a progress update. What a joke!
Jasper_Rivet @rivet games are you going to acknowledge these and fix them? Or are you just going to ignore them like you do with all your other content?
I don't know if this is a bug, in my opinion yes, in bad weather the color of this polygon will change on both sides of the unit EDIT: I have PS5 Edition
Right now, I'm stuck in journey mode on service 1633. With a scheduled waiting time of 3 minutes on the last stop before Tirano, I suspect, that I have should met at least one of the blocking trains there... Actually, I remarked, that the AI train driver in the cab of the train in Tirano is facing towards Tirano, not Ospizio, which, I suspect, might be wrong...
R1633 is problem .... Shunt service in Tirano is stuck by platform ...... it has already been discussed here, take a look at the history of this thread Best regards
Given the fact that Bernina Line published DTG (at least for PS5), someone from DTG could also answer the question of whether the problems are being fixed somewhere and if we can expect any update or fix .... otherwise I'm starting to feel like this and maybe it's not just me, that someone thinks we're idiots and laughs somewhere over coffee, how we look for mistakes ..... and that seems at least stupid to me sorry for any mistakes .... I don't speak English very well
Your English is great; no need to apologize! I also share in your frustration that R1633 still hasn't been fixed. Jasper_rivet posted on the Rivet forums recently stating that an update is in the works at least: https://forums.rivet-games.com/foru...io-bernina-bug-support-thread/page2#post19018
Thank You, but I must help with Translator So I didn't just think about the problem with the R1633 service. But in general, after all, there are more of the more fundamental problems. Some crossings are not working and even sometimes, strange lighting of EW1 cars, snow in some tunnels, etc...
I have one question, I don't know if it's a mistake, but it only happens in Alp Grüm station. When I get there, there is such a strange reflection on the train, such a blue-gray, as if from the moonlight. It happens easily even during the day. I play on PS5
Here are pictures of the above mentioned problem with the strange blue filter in the Alp Grüm station area. It is also evident in the interior of the Allegra cockpit. I have PS5
Some other issue ... i have PS5 version In the section from Poschiava to Cavaglia, approx. 1.4 km before Cavaglia station, one catenary line module is missing
Please give service number and selected weather - things may only happen on a certain cloud / fog coverage setting.
The type of service does not matter, it is there both with the service and with the on foot mode. I'm using dynamic weather, but as you can see in the image, it's more noticeable especially in worse weather, but it occurs across the spectrum. It doesn't matter whether it's snowing or raining. And it partially affects the track under the station... it looks like some kind of large polygon that covers the surface and also causes glare on objects and rolling stock
So I'll just just spawn in on foot at Alp Grüm using today's date and see if it's there on PC also. Edit: Saw nothing wrong, so seems to be a Playstation thing.
Ok...it's on PS5 and I've been watching this phenomenon the whole time I've had it, which is 14 days and it doesn't matter what the weather is like or the service, etc., as I wrote....... EDIT: I noticed this phenomenon right away in the introductory tutorial scenario, it is also visible on the controls in the cabin
AI-controlled trains have interior lighting turned on only for the Allegra unit. Can this state also be achieved with a player-controlled train in service? When I turn on the interior lighting, the lights also turn on automatically for the EW1 wagons. This would partially eliminate the problem with the interior lighting of the EW1 wagons (see above)
Should be on for all wagons anyway. Else you'd need to toggle the lights on and off for each tunnel, they usually stay on, so the AI consist is not correctly setup.
As I said, it would be an option to suppress the problem with the poor interior lighting of the EW1 car EDIT: But I still don't understand why the cars light up so strangely here at Bernina ... the interior lights work perfectly on the Arosa map
Because Arosa stock is for a TSW2 route, which has completely different low dynamic range lighting and therefore uses a different range for light intensity. It's not really compatible to TSW3+ routes in terms of light sources. If you fix it for Bernina, it will look wrong on Arosa. Nothing can be done, except using GodMode which lets you adjust legacy emissives on TODv4 routes. It's called TODv3 (TimeOfDay) for TSW2020+2, and TODv4 from TSW3 DLC onward. (TODv1 and 2 were used in CSX:Heavy Haul and the first TSW versions)
But that doesn't mean, I hope, in TSW4, the interior lighting of EW1 cars has to look like what they end up looking like? Allegra definitely shines relatively more realistically
PS5 I don't know if anyone here has already mentioned it, but one of the Allegro driver's cabs has a problem getting up and leaving correctly .... EDIT: My impression is that the problems arise when the option to freely continue with the next service is used after the first service ends