From the stream, in real life there was a train related accident which was the main reason it is set that low. Other reasons is that there are a lot of interlockings and going through them at high speeds would result in bad things. Things are there for a reason which you will eventually learn as you learn the history of trains
The left panel with the headlights, marker lights, ect, in the M9 has lots of Z fighting going on, mostly when moving above 35mph or so. I know this is an Xbox only issue, and as of now can only be fixed by going to every loco and fixing individually, but why are new routes coming out with this still going on? Can't/shouldn't this be fixed before releasing VIA beta testers finding this repetitive and know bug that's been plaguing xbox players for a while now? It's such a shame because it's a major immersion breaker. I can't even use the vectron because it's so bad.
Because they simulate the timetable from start to finish, and during this simulation that save each train location for timetables start, and each 5 minutes for 'on foot starts'. So when you spawn into the world at any time they can populate the map with trains at the correct location. The difference is that these trains are stopped, and they are not dispatched. So it is a different state that in was in middle of the simulation. The stopped trains i.e. cause that they run behind what was actually simulated. And dispatcher might also have problem properly dispatching and prioritizing trains in that scenario. This is why some issues happen only when you spawn at particular time, because it requires that the blocking train to be spawn at a precise location, with a precise map state. Spawn 20minutes sooner or later, and no issue would occur. This is also why these issues are so difficult to find out during testing. Here comes the but... but this is something DTG should have mitigation in swift post-launch support. But they often time don't, and we wait months even for essential fixes. The astonishing timetable work that people like Joe do gets tarnished by poor post launch support.
You can’t delete AI trains in Journey mode, even on a timetable run. So if it’s stuck, so is your journey progress. Appreciate the feedback so far. At the 11th hour I decided to postpone purchase of this and reading the returns so far, kind of glad I did. Maybe by the time it hits 50% off at Christmas time, the wrinkles will be ironed out.
Safety systems being on and only on is annoying if you don’t want to use them, M9 doesn’t use the new tsw 4 rain on the window effect, but infact the older rain art, also I thought this route was meant to be busy?
Thats’s correct Vern. You can't delete AI trains in journey. But I’m not aware of any of the service in journey that's affected with off path train. If there's, please post the service number.
I am usually not a massive lover of the US routes but I am really enjoying this one a lot! The M9 in particular is really nice to drive and the safety systems are easy once you get used to them and do a little bit of route learning. The only issues I have encountered is some hazy lighting at East New York and Jamaica and I noticed that some audio issues like missing track joint sounds on the M7 leaving West Hempstead. Overall though I'd like to congratulate DTG on bringing new life to an old route!
Just mentioning anecdotally as I pulled my purchase of LIRR at the 11th hour, bought Texas for ATS instead hee, hee. (And a car pack for Run 8).
I have no problem learning the safety systems. I actually quite like the immersion and "learning the route," as it were. But when a system gives me zero time to react to a speed decrease, of which there wasn't any indication beforehand, it absolutely should not dock points. That's basically the definition of "unfair" and really bad game design. If I'm not driving above track speed, I'm not "exceeding the speed limit." That's how it's always been, no idea why you'd change it up for this route. So the first full service of the Journey ends like this: As you can see on the HUD, I'm stopped perfectly on the marker, and there's a red light 4 meters in front. Had to crank the brightness way up for this to be properly visible due to the garbage lighting, but the train does not fully fit on the platform, and if there was another train coming up on the next platform over, it would crash into mine. No way that's how it works IRL. Also, there were no passengers on the train, but we'll chalk it up to it being 3 AM. EDIT: Next, I went to Mastery. Saw that the first requirement was to drive one of the short services b/w Hempstead and Hempstead Yard. Drove the very first one in the timetable, and guess what? You can't get a Platinum on it driving as intended. I thought we were past this LOVE? If anyone actually cares to log it, the service is "C26 Hempstead - Hempstead Yard (Part 1)," platinum requires 250 points, and it's only possible to get 225 (65 for driving and 160 for stopping). Bet every other one that requires 250 points is also unplatinable.
First of all, I like how this route finally got the attention it deserved (although I think the price for those that already owned the original LIRR could have been further discounted). It looks good and it feels alive with all the traffic going on. What I really want to mention though is the M9. Specifically how some of the systems have been omitted from any use or tinkering. I have no problem with safety systems being on by default, it's only realistic to drive safe according to railway regulations. But I have to wonder the reasons behind such demands from railway companies before they give the license to game devs to develop the train. Are there actual concerns of safety? Are they concerned that someone might actually try to drive a real train because they have done so in a simulator? Could someone from DTG maybe elaborate further on this if it's possible?
I notice the same with the ÖBB 1116. if I acnowledge PZB it puts the AFB back to 80 km/h and I lose points for speeding even though I am far from the speed limit. here is that service I drove. around the 50 minute mark, right before freilassing. I got a penalty for overspeeding that entire bit I was braking to 40 km/h from 160 km/h (100 mph) it seems like that is now a core issue on any route instead of LIRR.
Hi guys, Bug Report first! Platform - PC, Steam Scenario - Cutting Down Train - M9 Station - Jamaica Pepsi by my side? - Yes Have just uncoupled the 6 cars that are going to go off one way and have walked down to the end cab to set up the train. I have set up the train however the passengers are not loading, I am instead stuck with the progress bar remaining white and cannot progress. Apart from that, loving the route. Great visuals, great access/atc simulation makes for an engaging route.
I have only about an hour of playtime and so far I'm enjoying it. I'm a semi-frequent rider of the LIRR and the speed downgrades seem on point. As I'm running, I'm learning where exactly the downgrades are so that I can make smooth brake adjustments ahead as opposed to the ACSES hitting me with a hard brake application just like the locomotive engineers do in real life. I've noticed the new sounds when switching tracks as well as overall ride sounds. Tracks look more visually appealing as well There is one issue however. For whatever reason, sometimes the M9s won't move when I take a little power. I'd have to put the master controller in at least 30% to get it moving.
Here's some information provide to me that answers the M9s won't move when little power applied : That’s the anti-rollback feature and it is prototypical. Check the brake cylinder pressure next time this happens. You can disable it by holding the MC in coast for a couple of seconds or moving to > 40% traction. It resets when going back into brake range
I definitely get what you're saying, and just to clarify I am not refusing to learn the safety systems. I don't mind spending time to study how something works in order to use it, and in fact the upcoming expert BR101 is one of my most anticipated releases for that very reason. Having had more time to think over it, my frustrations at the system are more directed at the compulsory nature of it in this case. I do like using them sometimes, I often run with AWS on and with my recent peak of interest in European content I am planning to learn PZB. Referring to a later comment I made after that review: The problem I have with this route is not the existence of the safety systems themselves, but the fact that they cannot be turned off. I do not hold this fact against DTG, I am well aware of the fact that this was the only way that the licensing holders would have allowed this route to exist. The consequence is that there is now only one way to enjoy the route, and that way is not in any way casual. This isn't simply an AWS indicator where you press a button each time and can see when it's coming, this is a system where you need to focus on it completely, so much so that you're looking at it more often than you're looking at anything else. As a result it is next to impossible to just be casually playing it in the background of another activity, the route is now for full whack simulating only. I can do this, I will do this, but not very often. For people like myself, for reasons relating to both lifestyle and health, focusing my entire attention span on TSW alone is rarely even an option, let alone a capability.
I mentioned a problem with the ATC. I know that the ATC brakes automatically if the signal aspect is restricted. All you have to do is to acknowledge the ATC. But if the rails are slippery from rain or snow the train brakes to heavy and the wheels start sliding. It causes you to get a penalty brake. Maybe that’s it how it works or maybe the brakes are to strong. Apart from this I would really enjoy this route. The timetable is busy, many AI trains, the route looks pretty good, many branch lines and very good rolling stock. But the immersion is held back by pretty bad performance. I thought that the performance would be a little bad at ny penn but it’s bad on the complete route. The highest fps I get are 40(in Jamaica and Penn it’s barely 25). I am playing on ps5 I don’t expect it to run like on pc but on other routes I have usually between 50-60fps. Maybe you can take a look on that.
Maybe I'm wrong, but it seems to me that the problem with AI is that trains chase each other with minimalistic gap. The dispatcher simply does not have time to move the switch and the pursuers find themselves on the wrong track.
I'm enjoying the challenge of this route. As a mostly freight TSW player, I went in to this release with an open mind knowing that the safety systems would present a steep learning curve. As someone who has been on the LIRR and traveled through Penn Station many times the immersion factor is excellent. BTW, Matt's tutorial was essential for a successful start with the route right from the start. Without that tutorial, I would have been frustrated with the safety systems for sure. Well done DTG. This was worth the wait!
Zfighting is a more complex issue and even if beta testers point it out, it will require dtg to figure out the source and fix it and see if it works
Really liking the route, with the various possibilities of extensions and express and semi-express services. I only had two problems on two services, one when I arrived at Penn and I had to wait in line for 5 trains to get into the station. I had to remove two trains to be able to access the station. Another was on the service from Penn to Hicksville, when arriving in Jamaica I had a sudden drop in FPS, going to 10. I looked on the map and there were several trains around the area, due to a stuck train going to Penn... Despite these issues, I ran other services to Hempstead and Long Beach without any problems. I just know that it's time to change my GTX 1660S for something better...
How so? The system brakes for you automatically. That the game classes this as “speeding” is a mistake, pure and simple.
Right...the core issue here is that the 24-hour timetable isn't tested (can't be, really) from every conceivable entry point (service start time), and there are situations in every route where a spawn time creates a situation where the dispatcher won't release a train. Happens a lot with Trenton, and the community started flagging services that you'd have to spawn on foot 5 or 10 minutes earlier than the service start time in order for the dispatching to work properly. That said, I did just log a bug report about a situation in Trenton where the dispatching messes up two trains' relative priorities and creates an impasse, but only if the simulation is running from before those two trains enter the map at portals. All of which is to say, this seems like a core dispatching issue, not unique to LIRR or Trenton. Likewise, the scoring system penalizing excessive speed based on cab signals rather than track speed is also a new change across all routes, and is most unwelcome. On Trenton it's doubly awful because the cab signals are such a mess (WAY too restrictive in many situations), but any situation in which you get hit with a cab drop should absolutely NOT dock scoring points. This needs to be fixed in the core game.
In my experience when the speed limit drops the alerter acknowledge switch was only functioning if the train was either doing less than the new speed or actively in the process of decelerating. It was going off and I was pressing the switch again and again and again to no avail, inevitably leading to a forced stop. The train does slow itself down but doesn't seem to do so fast enough to prevent this. So every time the system goes off, commence immediate panic, slam throttle to full brake and practically spam the circle button. Or watch the hud and instruments like a hawk to be ready for it. Whether this is a bug or how it actually works I don't know, but this was just my experience.
is more about route knowledge. Once you get familiarize with the cab drops you will be really good at anticipating the cab drops which will reduced the force brakes. Brandon will be on a stream later and he will go over all this in more detail https://www.youtube.com/live/bxc2HyVLblo?si=b6wnpIYbwXNu8Sj3 Also here's a video that Matt makes which is excellent going over
Is anyone else noticing enormous stuttering around the north end of the platforms at Valley Stream, to where on a service from Long Beach it gets really hard to stop on the marker, due to the five second at a time freezes? It's literally only ever at this one precise spot on the route, everywhere else is remarkably smooth. Doesn't matter if there are other trains there at the time or not. It's really noticeable compared to how smoothly somewhere way more populated like Jamaica runs.
Caption competition. Describe this night scene in New York City two words? My entry is 'beyond appalling' Also, there are a load of floodlights in this yard with intersecting light cones which is killing fps. Can you please take 50% of them out?
This is what I’m wondering as well, another route I know where multiple trains can occupy a single block is on Boston-Providence, and there if you are in service mode for more than an hour, almost the entire timetable will begin to lock up and half a dozen or more trains just start getting stuck at red signals. I understand this is how it works in reality (multiple signal block occupancy), but the dispatcher clearly can’t handle that, so I don’t know why it’s even implemented in that case.
When it works good with no issues it can run 24 hours without any stuck trains. Just like NYT and Harlem. It all depends the time you start it. recently I did complete shift on NYT with zero stuck trains. It just depends the time
I’m happy I’m not the only one kinda frustrated by this… I will say though I’m happy it doesn’t seem to be taking away enough points to lose the platinum medal but still frustrating nonetheless.
Anyone know why, when then sun is in front the track ballast shines so much? It's NOT wet. I'm finding I can't drive into Penn after midday due to this effect, or drive from Penn in the morning hours. Not seen anything quite so awful in any other DLC. Please, please fix. Also the PIS says AM when it's PM:
I mention this on another thread. I agree it is frustration with the penalty points. Is a known issue that was previously flagged and it has been forwarded
I didn’t know this was an issue being looked into, I thought it was just how it was intended to be so that relieves some frustration, thanks!
i find it odd that when doing the m9 tutorial it talks about charging the brakes while it obvious that part is not needed on that train tutorial skips it after the warning (buttons do nothing on the M9) so what is the bug :? they forgot to remove the talks and warning about charging brakes on the M9 or they just forgot to enable it on the M9?
this might sound like cheating but I wish there was a way you could see the upcoming ATC speed limits/restrictions in the HUD or track monitor. It would make great use for those of us learning the aspects, where they are & what they mean while in-game. The video tutorials I’ve seen are great, but don’t really help much when in the seat of the cab and having to react to each scenario as it arises.
Can someone explain me about emergency brakes? My speed is 46, handle in coast mode, signal speed is changing from 80 to 40 and I got an auto emergency brakes(indicated on right screen) immediately without a chance to set the brakes and acknowledge the alarm. Why? It looks like bug or I'm missing something. Also sometimes M9 won't start. I released the brakes completely, the red arrow on the pressure gauge indicated 0. Then I applied power, but instead of accelerating, the brakes were applied. Why?
It's not an emergency brake application. I don't know the exact braking rate but if your train went into emergency, it was definitely something other than the cab signal speed going from 80 to 40.
I took you by your word on the signalling doubts I had, and purchased LIRR2. You did a good job - all working as expected. Cheers!
DTG-Chris could I just check this was seen yesterday after I put a report in the technical forums? Cheers
Because I am not going to dumb down the signal model simply because the dispatcher gives up after a while. Because at that point, both the signal model and dispatcher aren't working realistically. As it stands right now, only the dispatcher is broken.
As a test, hit the signal while the master controller is in coast. When the cab signal drops, acknowledge it and then take your hands completely off the controls. Dont apply brake, nothing. Does it happen then?
There's a weird bug with certain scenarios where there is absolutely no one on the train or the station platforms and as soon as you open the doors at the terminal, the whole train empties out. The PIS boards also don't work, just showing blank stuff. I've noticed it happening on the This Fire scenario.
I'm glad for the realistic safety systems- makes it more interesting and challenging to drive. I don't care about magic points or medals tbh. I wish you could hide the medals just like you can hide the AP display.