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PC Clinchfield Tick List

Discussion in 'Technical Reports' started by solicitr, Apr 12, 2021.

  1. solicitr

    solicitr Well-Known Member

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    Today's patch included some modifications to Clinchfield, so the original list will probably require revision (later this evening)
     
  2. L89

    L89 Well-Known Member

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    I believe I got the latest update on console and this is still an issue unless you do everything super fast.
     
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  3. solicitr

    solicitr Well-Known Member

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    Updated to reflect the fixed SD40 number plates in today's patch.
     
  4. solicitr

    solicitr Well-Known Member

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    According to Matt, there are no current plans to fix the nonfunctional DPU/banking bug. :mad:
     
  5. Lamplight

    Lamplight Well-Known Member

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    That's a real bummer. Might I ask where he commented on this issue, if you don't mind?
     
  6. solicitr

    solicitr Well-Known Member

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  7. GuitarMan

    GuitarMan Well-Known Member

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    I read that first comment as there are plans to fix it, and the second one as we won’t forget it again now we forgot it in the C40-8W and the CRR
     
  8. Lamplight

    Lamplight Well-Known Member

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    Well, the Dash 8 was fixed quite a few months after release, so maybe we‘ll see a fix for it a months from now. Seems to be the best chance we‘ve got.
     
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  9. GuitarMan

    GuitarMan Well-Known Member

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    I agree I think we will get it, it’s just when rather than if IMO.
     
  10. solicitr

    solicitr Well-Known Member

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    Updated to reflect another issue I just found: custom Livery Designer freight cars do not spawn at all. No problem with the locos- if anything, their spawn rate is too high - but not a single wagon other than game default.
     
  11. vogelm10

    vogelm10 Well-Known Member

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    I'm just getting tired of these games always being so buggy each new line they make. It's just so predictable that it'll be flawed now it's a game for me to see well....will it be mostly fun with a few weird issues, or an unplayable mess.
     
  12. Anthony Pecoraro

    Anthony Pecoraro Well-Known Member

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  13. solicitr

    solicitr Well-Known Member

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    It does work. A pain, to keep your tail end from SPADing at the northenmost signal, but it definitely works.

    Screenshot (41).png

    There are a couple of minor fist-pump moments: when you can throttle up from Notch 3 to Notch 4 (yay!), and when you get it all the way to 8.
     
  14. Coppo

    Coppo Well-Known Member

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    So, I am not detecting any reverb in the tunnels, nor am I hearing any track joint sounds even when going over the points.
    Then there is the issue with the wagons being parked on a slope with no brakes on, and in the case on engines the need to set the brakes before sitting down, otherwise they run away...
    I'm also getting that weird power down to zero and then coming back up again (whilst the power handle is "on" in a number of different notches)...
     
  15. solicitr

    solicitr Well-Known Member

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    Those are transitions: the electric transmission is "shifting gears." It's correct.
     
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  16. stevewa

    stevewa New Member

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    1. Cabooses should have red lanterns hanging (two, one on each side) right under the roofline on the "back porch" as these serve as the markers indicating end-of-train.
    2. SD40 did have (what I assume to be a rudimentary) anti-slip system that could reduce power and apply sand automatically when wheelslip is detected. In fact the engineer's manual I found online recommended leaving the engine in RUN-8 in these situations unless the wheelslip indicator came on continuously.
    3. SD40 doesn't have a brake pipe gauge, only a brake flow meter that doesn't work.
    4. Really minor nit: In the pause screen on CRR the loco type is listed as "SD40-2" which it most decidedly isn't.
     
    Last edited: May 6, 2021
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  17. stevewa

    stevewa New Member

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    I'm not at all sure that 1970s era CRR had distributed power in any event. So not having "banking comms" option may well be prototypical. If I recall my reading SRR were maybe experimenting with an early version of DPU but it involved a boxcar full of radio equipment ahead of the remote loco(s).
    Wiki is my friend: https://en.wikipedia.org/wiki/Distributed_power
     
    Last edited: May 6, 2021
  18. vogelm10

    vogelm10 Well-Known Member

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    Well lanterns on caboose are all dependent on what kind of train it is. They aren't just red. Different lines did different things here are a few examples.
    2021-05-06_07-34-21.jpg 2021-05-06_07-34-39.jpg 2021-05-06_07-35-22.jpg
     
  19. solicitr

    solicitr Well-Known Member

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    They didn't have Distributed Power, formally, meaning by that actual remote control. But that isn't what "Banking Comms" represents in the game anyway. "Banking Comms" represents an abstraction of the much older practice of using helper engines, with live crews, coordinated by voice radio: this CRR definitely did, along with every other US RR which moved long. heavy trains.
     
  20. Lamplight

    Lamplight Well-Known Member

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    Very interesting read. I assume that those light configurations were specific to one railroad, right? Or were those more or less accepted as standard between most railroads?
     
  21. vogelm10

    vogelm10 Well-Known Member

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    So I think there was a little bit of similarities between roads but as you can see each one had their own version. But for the most part lantern signals were pretty similar.
     
  22. stevewa

    stevewa New Member

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    For sure. It'd be really amazing to get that vocalized over the radio too, just as it'd be amazing if the rest of the freight crew would throw a switch or uncouple a car on occasion.
     
  23. stevewa

    stevewa New Member

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    On Sand Patch, Banking Comms is being used to simulate DPU. I'm assuming this is because modeling actual DPU was deemed to complex for gameplay (it probably is).
     
  24. Slemcer

    Slemcer Well-Known Member

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    Since there's a sale on PSN right now and I like to do freight runs, I thought why not CRR ... little did I know.
    Here's some more for the
    - manual switches normally show red for the left path and yellow for the right path, but some switches do it the other way round, which is quite irritating
    - I found several holes in the ground where you can see the white void ... how can this go unnoticed in QA?
    - the sequence of stations when choosing to explore on foot is rather strange, erratic to say the least
    - when driving in rain the rain drops keep rolling down the side window (ok), but they do this even when it's completely opened ... (not ok)
     
    Last edited: May 13, 2021
  25. blaze111csx

    blaze111csx Well-Known Member

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    just found this video, if you watch at the beginning (around 0:19) SD40 or whatever has both it's forward and rear headlights on... perhaps it has a similar lighting switch to the SD40 on CRR?
     
  26. Slemcer

    Slemcer Well-Known Member

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    Well well, I think we should consider this route to be situated in the 24th century as obviously the trains get beamed to their destination ... :D
    Else it would be another issue in the category 2) Major flaws:
    - The McClure turnaround has 4 parts in journey mode or time table mode, with part one starting at 04:00am in Elkhorn, coupling to 21 cars at Potter and then the train has to drive ~37 km to McClure. The speed limit for most of the track is 30 mph (or 48 kph), so assuming we don't have to accelerate or brake we would need (37/48*60) >46 minutes to get there.
    - The second part is announced to start at 04:32am at Potter ..... but don't worry, that's falsely announced. In fact, it starts at McClure, and the train from the previous part has miraculously arrived there. Even if you spawn on foot at 04:30am it is already waiting .... but when spawning at 04:20am you can see it on the map a little south of Berta. Then it arrives around 04:43am, still being faster than expected, considering that the departure time at Potter was 04:05am at least.

    I'm really curious what else I'll find on this route, maybe some signs of alien technology ... who knows. XD
     
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  27. vogelm10

    vogelm10 Well-Known Member

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    Aliens would be eaten in those parts....
     
  28. WaveyDavey

    WaveyDavey Well-Known Member

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    Not sure if I missed it in your list but none of the stock has correct snow textures. The only snow you get is a little on the front and that's it. Nothing on the roofs of boxcars etc... or on any other surfaces of locos. I have logged a ticket for this along with the issue with Custom rolling stock not being used.
     
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  29. blaze111csx

    blaze111csx Well-Known Member

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    I put both of those in my bug report, which reported 45 bugs in total, but I don't even think they read it.
     
  30. blaze111csx

    blaze111csx Well-Known Member

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    20210520195629_1.jpg
    apparently this is yellow in-game, presumably because the system told the signal to go yellow, but the signal didn't have a yellow aspect. IRL you treat this as a red, until I think either it lights up or the dispatcher tells you to go. very very different meanings. on a side note, how do trains know they are going to have to stop if you only have red-green signals on the entire route?
     
  31. solicitr

    solicitr Well-Known Member

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    It's not functioning, but it isn't the yellow indicated in the HUD (that's still half a mile away). This one is just a two-aspect signal, so I suspect it's actually a red over white- except none of the Restricting signals in Clinchfield work at all.
     
  32. blaze111csx

    blaze111csx Well-Known Member

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    no that was the signal. I checked when I passed it. I have a habit of looking for grade crossings on this part of the route (10mph area) so I'm not constantly bored. thats when I ran into the signal.
     
  33. Dinosbacsi

    Dinosbacsi Well-Known Member

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    In my short test run after buying the route yesterday, I definitely noticed these.

    What's up with DTG forgetting to put up whitsle boards on US routes? It's so annoying. LIRR is missing them as well, even though SPG and Peninsula Corridor had them.

    The lack of any NPCs on the route is a small thing, and kind of the standard in TSW at this point. But they could really put around a few NPCs there and there, like they did in the SPG scenarios. Or make those yellow diggers around the coal loaders rotate once in a while or something with a looping animation. Small things, but would make the route feel less deserted.

    And yeah, my first scenario the first thing I did was accidentally applying the emergency brake even before taking off.
     
  34. blaze111csx

    blaze111csx Well-Known Member

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    doesn't K5LA mean that the horn has 5 bells? then why does the CRR SD40 only have 3?
    I suspect that means that DTG still intends to fix the horn. otherwise I think they would have put a 5 bell one.

    Oh, also over the weekend I ran into a CRR hopper somewhere past Duluth, Minnesota. Couldn't take a picture of it but still it's pretty cool.

    EDIT
    decided to play some CRR today, suddenly I have a 35fps instead of the usual 20, was there a patch for optimization put out that I didn't know about?
     
    Last edited: Jun 2, 2021
  35. CowBoyWolf

    CowBoyWolf Well-Known Member

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    The horn of the CRR SD40 that the loco would be getting is the RS3L horn
     
  36. blaze111csx

    blaze111csx Well-Known Member

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    are they still gonna do it though?
     
  37. CowBoyWolf

    CowBoyWolf Well-Known Member

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    Honestly no idea lets ping TrainSim-Matt sorry for the ping also
     
  38. BladesAndRazors

    BladesAndRazors Member

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    The whole Nora turn and as it seems the Moss turn and also several scenarios are in pitch black night and additionally with rain. Shunting is a nightmare here. This should definitely be changed but if, i have finished them anyway or rage quit I guess.
     

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