Kassel - Würzburg Stop Markers Too Close To Signals

Discussion in 'TSW General Discussion' started by jolojonasgames, Sep 9, 2022.

  1. jolojonasgames

    jolojonasgames Well-Known Member

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    Hi all,

    I've been massively enjoying the new routes, especially Kassel - Würzburg, but one thing keeps annoying me. The stop markers in many of the overtaking loops (for example Rohrbach Bbf) are too close to the signals. This makes it tricky to both trigger the stop marker and not overrun the signal, but is especially annoying in combination with LZB and AFB as those systems force you to stop way before the signal and stop marker, requiring you to turn of AFB to slowly roll closer to the signal. I hope the small change of placing the stop markers 20-50 meters earlier is not too difficult to be done.
     
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  2. StokesJH

    StokesJH Active Member

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    It is indeed a very annoying issue. Difficult to understand why it is still happening.
     
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  3. Teflon490

    Teflon490 Active Member

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    It has been brought up to DTG many times in the past, yet they still continue to produce more and more routes with this annoying thing. It's like you speak to the deaf and blind. Problem is this is a company with customers, not a nursing home.
     
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  4. chieflongshin

    chieflongshin Well-Known Member

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    It's been acknowledged by senior individuals following Sherman hill. Still happening
     
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  5. AtherianKing

    AtherianKing Well-Known Member

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    Been noticing this too, especially with Afb and LZB on Kassel Wurzburg
     
  6. hypospray

    hypospray Active Member

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    Yeah, I would help if they place the stop marker not THAT close to the signals
     
  7. chieflongshin

    chieflongshin Well-Known Member

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    Ironically they achieved this with cajon, inconsistent.
     
  8. jolojonasgames

    jolojonasgames Well-Known Member

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    Different dev teams, the Cajon dev twam may have already gotten used to this and been the ones making Sherman Hill and recieving the feedback then, whereas the KWG group may not have, which would still be bad internal communication, but could serve as an explaination. Let's just hope it get's taken up in a future patch soon :).
     
  9. chieflongshin

    chieflongshin Well-Known Member

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    I guess this is possible but also makes me wonder how well implemented, constructed the list of standard features spoken about are implemented.
     
  10. jolojonasgames

    jolojonasgames Well-Known Member

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    That list has been hit and miss for a long time. Remember wet platforms dissapearing for a while after LGV?
     
  11. Choo choo

    Choo choo Well-Known Member

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    Alternatively they could stop that scenario or service failure thingy when you run a red signal
     
  12. jolojonasgames

    jolojonasgames Well-Known Member

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    That has been talked about a lot, but it is seemingly impossible as the dispatcher isn't dynamic enough to handle that.
     
  13. SLBM

    SLBM Active Member

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    There is a simple workaround: let the dispatcher not react at all. You SPAD, you get a screen saying so, but instead of just returning to the menu, you get an option of jumping back to the game where nothing is changed, except your train is stopped just before the red signal.

    Of course one could also hope to get a save function.
     
  14. bljohansson#4171

    bljohansson#4171 Active Member

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    Train Sim World 3® 2022-09-25 19-12-35.png
    Why? :(
    42864 part 2. My interest in KWG freight suddenly picked up and left. Having to end services like this just isn't fun. I don't understand why we can't have the red to green field at the end of all freight services and not just some.
     
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  15. Mattty May

    Mattty May Guest

    It’s once again another failure of DTG to act on repeated, valid feedback. It’s taking the mickey to put it mildly.
     
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