This will all be for the US side of things: 1. Rework signaling system to understand the difference between absolute (must stop when signal is red) and permissive (can pass when red, usually without stopping) signals so that you don't have to stop at every single red signal everywhere. 2. Make the speed limits of certain signal aspects recognized by the game. Example: On the CSX, they use their derivative of NORAC speed signaling. You have Limited (45), Medium (30), and Slow (15) speed signals. Also, passing an Approach (Y, Y/R, Y/R/R) signal, the rule is freight trains exceeding 30mph must immediately reduce to 30mph. The biggest irritation I have with this is when running the Peninsula, you go by an Approach and can still run 79mph. Not how that works at all. 3. Some kind of way to either generically change the engine numbers in the scenarios already available with the game, or the creators shorten up the available number listings for the CSX locomotives. Since we've only been given the ex-Seaboard GP38-2s and SD40-2s having nose mounted headlights and bat-wing ditchlights, it would be more realistic (or prototypical) for these engines to only be numbered in the actual series in which they existed. 4. Some kind of a locomotive sound upgrade would be great for the engines involved with Sandpatch. Though I realize it's of no consequence to most people, starting with simply the horn would help. Though 99% of CSX's engines are equipped with Nathan K5LAs of some form, they do not just have a "generic" sound heard across all engine types. The CW44ACs sound completely different than the SD40s and GP38s due to different length of air piping, different solenoids, different acoustical shadowing of the horn itself, etc. The bell on most of the engines is way too loud for prototypical operation. The in-cab feature of an actual horn valve on the SD40-2 should be removed and replaced with a solenoid switch like the GP38s have on the box-car version of the engine since when the horns were moved from over the cab to behind the dynamic brake fans, the valves were exchanged for solenoids. I understand the difference between a game and nit-picking...but if you're trying to recreate a "World" where one feels completely immersed by the game and railroad itself, it would behoove one's self to create the best experience that most closely matches what you'd really find out there. It also doesn't hurt that I run the darn things in real life. So, DTG, if you'd like to talk about any of this, I'm open to providing any real-world knowledge you'd like to help enhance the game's real-world functionality. I could also provide new sound samplings and things of the sort if needed.