I see many complaints, criticisms and suggestions in this forum. It got me thinking: If you were given the opportunity to list the five most important things (from most important to less important) that you would like to see fixed in the existing content of TSW6. What would you list? Mine would be: Frame rate Audio (Life-like) Physics (Accurate) Graphics (lighting, colour, sharpness ...) Safety systems (fully functional) The result could hopefully provide a priority list for fixes/patches.
Save game, both number of slots and efficiency, i.e. work properly when chaining services after the initial run.
I'm playing on Xbox, for me the most important general things to fix are: Audio popping Z-fighting FPS, stutters and lag, especially around the places with a lot of trees around the track Blurry textures After that, route specific issues, to many to name them.
My list would look like this: 1. All-around improvement of the passenger system. I've been going on about this for a while, but we have to stop the zombie apocalypse. In times of (more or less) advanced AI, much more should be achieveable than what we currently have ingame. 2. Increase QA staff asap. This has been the bottleneck for a while now, and since more and more 3rd party developers chime in, the workload will only increase. 3. Overhaul of the lighting system. TOD4 clearly beats TOD3, but it tends to overexpose things and often creates unnatural looking ambience. 4. Re-thinking the whole system of releasing new rolling stock bundled with new routes. German example: We've got so many Dosto versions already that I have lost track of which Dosto works best with which loco. From what I could gather this might also help addon mounting, since right now if you wanna use the Dosto's from Frankfurt-Fulda on Rosenheim-Salzburg for example, the whole route has to be mounted. 5. Making Dynamic Weather really dynamic. I know, I know, the almighty mod... but I'd rather see it in the base game directly. Not just for the console players' sake.
1. Stuttering. Even on a PC like mine there's no escaping it. 2. Optimise the game by optimising. Not by reducing services / cluttering up the interface with redundant timetables / downgrading content (new low-res cabs on the 390...) 2. Save game slots. More than one, and make them work properly. 3. A User Interface for PC users. It's designed for consoles and it's not a good experience. Look at Running Train where you swish through the menus in 5 seconds like an early 2000s racing game. 5. Fix the cameras. We don't want the external camera jumping all over the place, and the #8 external camera is useless unless you're stopped or crawling along. (6. Fix the HUD clock and compass that never disappear when you hide the HUD. This bug is years old and should have been identified in the space of 2 seconds when testing the F-keys) JB
Blurs are indeed number one for me. By some distance. Occasional framerate drops in busy areas I can live with. Case in point: I really like the Stamford line, no blurs and only some lagging in the two big stations. Works for me. PS5 btw.
For me the No.1 issue is the stutters but I saw Matt addressed someone's tweet saying how that Indy game release made by one bloke is doing a better job with Matt saying TSW would need to move to UE5 to iron out the bugs and then how they won't do that because everything would have to re written to work, all routes trains etc.
1. Clean up the basic foundation of the game, being the driving of trains on timetable runs, journeys, or scenarios. Blocking trains, incorrect signaling and speeds leading to SPADs, and anything else preventing a run from being completed needs to be fixed. Every run should be completeable hudless and entirely on route knowledge if desired by the player. That should be a fundamental expectation of a game like this. I thought there was an automated run simulator that the devs used for this purpose but that had the problem of always being perfect and thus sometimes missing problems that affected humans' imperfect driving. Is that still a thing, and can it be tweaked to drive less perfectly to better imitate the live players? 2. Save game. I considered an unreliable save function inexcusable in the past, but the advent of other train sims with equally wonky savegames has mellowed me a bit. Seems like saves in a train sim are inherently more complicated than it seems they would be. Regardless, I do think DTG should keep pushing to find a way to make this work. The more secure people can feel about being able to same and resume cleanly, the more they'll play. IMO. 3. Don't sit on the big questions. For example, there have been a claims by more than one third party dev that patches awaited by the community have been submitted but are being sat on, sometimes for months. This has been questioned on forums and in streams, but never answered that I'm aware. It's a significant issue and a valid question for us to ask. If not true, please say so. If it is true, then please address it. And if you already know about an issue that there will be questions that you won't want to answer, then maybe use the ounce of prevention approach and fix it in advance.
Running Train? It's nice because it's a limited world, with all the same assets. if the guy from Running Train would make a real route with everything on it, it would take quite longer. In anyway, it still is a very good job that he did
I think that was the one but remember it is just one bloke not a huge team like DTG. It was not a direct comparison but more to do with the graphical side and smoothness with Matt saying the only way to cure that in TSW and other issues will be to move to UE5 but that won't happen.