PC Changed Freight Gameplay

Discussion in 'TSW General Discussion' started by Rudolf, Apr 17, 2023.

  1. Rudolf

    Rudolf Well-Known Member

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    DTG has changed the gameplay for timetabled freight services. I think this was introduced with TSW3, but it never has been properly announced and it is not all good. What seems to have changed?

    - There is time to setup the train. This is good.
    - Freight services are timetabled, though the schedule is not always communicated as it should.
    - I think especially go via instructions do not have a set arrival time, so this may result in a big surprise in the last few miles if you see popping up a time then.
    - Around stops on the way you see now Wait instructions. I can understand them, this may prevent you from continuation ahead of the schedule. But why two wait instructions one after another?
    - The scoring changed. You get now points for which I do not yet fully understand the rules. The negative effect is that the way medals are awarded is not adapted to the scoring, which is not working properly now.
    - If you arrive at the final destination ahead of schedule, you have to wait to the scheduled arrival time. This sucks.

    This all is weird. Normally Matt would discuss changes like this extensively, but at least I didn't see anything about it.

    I do not say it is all bad, but it suffers from lack of testing and maybe it is time to get some feedback.
    See below an example. I made the screenshot just before completing this run, arriving half a minute ahead of schedule.

    The new way of working applies to at least Niddertalbahn and SEHS. Prob

    20230417075859_1.jpg
     
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  2. ARuscoe

    ARuscoe Well-Known Member

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    I think the reasons for this is that these are also the instruction sets for AI freight, so they need to be more explicit than otherwise.
    This is also the reason why we can't get scenarios like "Drive from point A to the aggregate discharge facility, unload wagons, uncouple from wagons, run around wagons, attach to wagons, drive back to point B" because what happens is the AI driver ends up in the rear cab for the first sections of that instruction set.
    Not sure on this, from what I've seen the first is usually tied to an interaction (another train crossing in front or similar) and the second is the expected time of continuation. Don't know why they don't just have one but suspect it may be AI control related again
     
  3. monstamash#2327

    monstamash#2327 Member

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    A gameplay change that freight needs is, one example, Sherman Hill the stop marker is a foot from the red light. Ridiculous. Kinda difficult to stop a mile long train a foot from the red light.
     
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  4. facundo.dim

    facundo.dim Active Member

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    I think freight services should reward more points. I usually drive more freight services than passenger, but still the Dostos is far ahead of any other loco in total points. I know the Dostos is not my favorite or most driven train but my profile says otherwise.
     
  5. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Doesn't that depend largely on the speed at which you're driving? Warnings about red lights are usually given well in advance, so stopping a train of any length simply requires heeding the warning and slowing your train. However, I'll admit that doing so is probably made difficult for those who's primary goal is to achieve high scores and medals when doing so is so absurdly tied to speeding.

    I'd like to see an option to turn off any scoring system that depends upon velocity.
     
  6. monstamash#2327

    monstamash#2327 Member

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    My man, I'm talking about the final stopping marker to end the timetable current route. You have to stop a train with up to 100 wagons on the stopping marker. Not close, but on. A half of a foot too far will fail your run. Train weighs several ton. Simple solution, move the stopping marker back a few feet WHICH, they have done on other routes.
     
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  7. LastTrainToClarksville

    LastTrainToClarksville Well-Known Member

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    Be that as it may, you've known the final stop marker was where it is for some time, haven't you? What does the number of wagons have to do with it? Why not simply apply the brakes early enough to make the stop?
     
  8. Rudolf

    Rudolf Well-Known Member

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    This issue is about the ability to stop a potentially long train at a 4yd distance of a red signal aspect. If you stop 5 yard before the signal, the service does not end, if you overshoot it by 4 yards, you have a SPAD ending the service uncompleted. A long time ago Matt confirmed that this is not as it should work, but until now it is not changed. So the number of wagons determines train weight and also the difficulty to complete this successfully.

    Btw it is possible to do this, even with a very long train, but it does not feel good.

    The comments about this issue are off topic for what I try to raise it this thread, but it is an issue, which was reported a number of times for Clinchfield and Sherman Hill (these I remember most clear).
     
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  9. monstamash#2327

    monstamash#2327 Member

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    Exactly. I've completed it, very difficult, but completed it. It was stated as a problem and hasn't been fixed. That's all. Dude is rambling.
     
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  10. solicitr

    solicitr Well-Known Member

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    This sort of SPAD trap was supposedly outlawed ages ago, but service designers are still putting them in.

    The only reliable solution is to stop before the marker, then creep forward onto it.
     
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  11. OldVern

    OldVern Well-Known Member

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    Only problem there, is sometimes it breaks the scripting. As I reported in another thread, doing Really Reliable Rescue last night on SoS, I stopped about 12 yards from the first objective marker in Speke Yard, which wasn't close enough to trigger it. Once stopped I couldn't get the train to move again, turns out the steam (loco) brake had fully applied in the loco I was towing and I literally had to finish the next several stages with the "3" camera in the failed loco constantly holding down the mouse button on the control handle to keep the brake off. Without going back in and trying again, I'm assuming this wouldn't have happened with stop then trigger.
     
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  12. Taihennami

    Taihennami Well-Known Member

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    You do know you can climb down from your cab, up into the other cab, and set the controls appropriately there - then go back? I do that all the way back at Hartford, just before setting off, to make sure the numpty who broke his engine hasn't left the Large Ejector open.
     
  13. OldVern

    OldVern Well-Known Member

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    Oh yes, but the strange thing is when I coupled up I was able to work the train forward all the way to Speke without any issues. It was only after stopping short of the scenario marker, that the problem began.
     
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