Let me just start with that I was really happy when we heard that the LIRR is finally getting it's long overdue fixes. I havn't played TSW2 in a while, but the arrival of the LIRR update finally made me re-install it again and give LIRR a go and try out the new improvements. Well... total letdown, I have to say. But instead of whining, I made a list of the issues I found so far in my two runs. LIRR route feedback/issues: The lighting overall seems a bit off, there don't seem to be enough shadows and contrast. For example, the ground under the platforms is way too bright, I thought light baking should make those areas darker? Yet almost nothing. Looks very unnatural. The ground also seems too light to me. The new sleepers and third rail renders are a nice improvement, noticeably less popping in. But the supports for the third rail still pop in, I would expect them to slowly appear along with the third rails themselves. The track ballast seems too light and gray to me. I think a bit darker and more brownish would be more prototypical. The passenger information displays at stations are not bad, I like them, but as others have pointed out, do not look prototypical. But not the biggest issue, they still give a lot to the route. Still no static AI in yards and sidings in timetable mode, like there are in the scenarios. Why not? You only have to place them once, then it would be an easy and great improvement. Still no whistleboards at level crossings and bridges, and certain stop markers are missing from certain stations. AI trains have bad audio mixing, their motor and running sounds are way too quiet, even though their clacking over the rails is loud. Makes no sense at all. The ATC obviously is still bad, but maybe even a bit worse than it was? For example, I tried the Change at Jamaica scenario, and the ATC towards Hunterspoint Ave. pretty much just shuts off, gives a "No ATC" light and keeps you going at only 15mph. The camera lock at New York Penn makes no sense at all. You have free camera in the tunnel, then it gets locked on the section between the tunnel and the platforms, then it's free at the platforms again. Why? WORST OFFENDER: the tunnel towards New York Penn clips through the left side of the train very badly at the first right turn. This wasn't an issue previously, as far as I can recall. WORST OFFENDER No2: the platforms and especially the pillars will clip the train very noticeably at New York Penn. Some of the skyscraper buildings above New York Penn have broken lighting/reflections, causing them to be partially or completely black, depending on the view angle. WORST OFFENDER No3: as reported by many players already, certain services will stop at New York Penn over a crossover junction, with the two ends of the train on two different platforms. Ridiculous. And let's not even mention the pillar clipping again. M7 feedback/issues: Only a few cars produce traction motor noises in the consists. In my test run, for example, only the second car and one another at the back produced them. Meaning the rest of the train has no traction motor sounds at all. You can barely hear it in the cab as well. Interestingly, many players are reporting no running noise at all, but to me there was running noise. It was the traction motor sounds that were missing. Horn is barely audiable from the cab, even with open windows. With the windows closed, you can't hear it at all at speed, it's so quiet. Opening and closing the windows barely makes any differenc in sound levels, other than making the horn a bit more audiable. The units seem to be less shiny and metallic than they used to be. M3 feedback/issues: Player's train spawns without the marker lights on (unlike the M7 does), therefore you have to run all the way to the back of the train to have rear marker lights. The AI sometimes will still have their front marker lights on when running. DIM headlight setting doesn't light up the upper headlights, only the lower two ones. This is not prototypical, as far as I know. Pressing Q on the keyboard no longer moves the alerter handle, it only presses the dead-man's pedal. Interestingly that still acknowledges the regular alerter, but it will not acknowledge the alerter when it rings because of a new speed restriction. Therefore you need to acknowledge it by using the mouse. This wasn't the case before. The traction motor and other sounds are pretty good for the M3, but the horn, just like for the M7, is way too quiet. Again, you can barely hear it from the cab. The door/comms control key moves the other way to mouse input compared to the way it does for the M7. The M3 also lacks shininess, just like the M7. It looks like it's made out of plastic. What happened to the materials? So far that's all I noted. Some are just minor things, but many of them are pretty big issues. And I could encounter all of these in just TWO test runs. Sorry but what the hell are you guys doing? I mean what actually got fixed/improved is great, but how can someone test run this route and decide the update is release worthy? Or do you guys not test at all? I mean I know it's an old and boring question, but at this point I seriously wonder if anyone, even a single person from the dev team, tried the route before release... I like you guys and I really loved this route in TSW, but this is just very, very sad. If this was the full update after who knows how many months, and you plan on keeping the route in this state, then you might as well pull it from the store... Really.