On the subject of timetables, did MML always have the arrival time with seconds at stations ie 14:49:19 or is this the auto-generation coming into play?
Only had time for a couple of runs. One each in the HST and 158. Huge improvement I've since been playing timetable runs in the HST in the rain and don't have any issues with the wipers. Tried the Intro and it wasn't raining, so used God Mode to make it pour down and the wipers are clearing the screen fine (PC Steam version)
Drat. Okay guess I will have to take it in and out as needed, was only really in there for the Clinchfield F7 speedo being obscured which has now been addressed by the updated HUD. I thought it a bit odd as the training scenario had clear blue sunny sky!
I don't know what it is with this route but even with the updates its just, I dunno, a bit flat and boring?
Did you have a mod enabled that changes the HST in anyway? I had one for the 158, and it was cuasing that on it.
Hiya, Reports are coming in that this service appears to work fine. Can you ensure you definitely have the latest patch installed. Quick check is to spawn on foot into Leicester in Timetable mode. You will find yourself standing at the north end of the station now with the small pedestrian footbridge behind you rather than being at the southern main entrance end. Hope its all good for you.
Hang in there, just got home and receiving the update. I need to unpack this and redo the mod based on the new files. So disable the mod until the new version is out.
It's called the Midlands, wait until we get an East Anglian route and this one will be like the Alps!
Ok so done a couple of runs going to put my feedback! This is on Steam (PC). Positives New rain effects on the windows, very good improvement, looks miles better! Correct lettering/numbering on the HST carriages, very nice to see! Route is definitely improved with more line side clutter, and some better texturing. Definitely feels less bare. The three main stations are very much improved. Ratcliffe is more noticeable now. Train interior lighting for both the HST and 158 looks a lot better in passenger saloons. Negatives/bugs Cab Light in the cab of the HST is still anemic, does absolutely nothing unless it is pitch black. The light source at the back of the cab doesn't even light up, so not sure where the light is even meant to be coming from. Gangway connection between the HST Powercar and the carriages seemed to have a visual bug. The Powercar side seems to be about 6-10 inches up higher than it should be, so doesn't line up properly. The lineside grass still doesn't look right to me, too bare. It needs more of the shorter grass that you can see on routes like ECML: The service timings are definitely auto generated in the editor. Having stop timings at HH:MM:29 is certainly not in an official timetable. Issue with the gangway doors between the carriages on the HST. Visually they are open, but physically they are not. Will block you until you close and open them again. On the whole certainly a very noticeable improvement, well done! Will be driving on here a lot more often now, as I love the 158.
Sorry to say but this route is still a mess on PS5 Service 1C93 crashed pretty much straight away as soon as I turned on the safety systems. 2nd time of trying it crashed a couple hundred of yards away from Leicester. Only light loud cover set and no custom liveries used. Also 1C16 is one of them services where you get spawned on foot at random locations. Can't say if this is something new with this patch or an already known bug. So yeah, the HST is still very much broken on PS5
on xbx broken timetables 158 scenario dissappears - no mini hud data at all... player left with free roam...
Took you skyhook "perfectionists" (your word not mine) two major updates to bring your product to an acceptable condition AND YET you still FAILED to fix the switch in the entrance of Nottingham station. I could also mention the supposedly fixed cab light of the HST, but to be honest, I'm done. Don't forget to ask for 12€ for some CC level gAmEpLaY pAcK tomorrow!
This was literally mentioned earlier in the thread. They did try but at least Adam was up front and honest about the situation.
We attempted to fix that track issue, and even with the help of DTG we couldnt resolve it. The track still works and does not impact the movement of trains. The cablight works, but the light bulb itself not being lit is also still on the to-do list as well. We have not been able to address every report received about MML, but believe we have covered a vast majority. With over 130 noted improvements, there is a vast amount to enjoy on MML in TSW.
Thanks for the heads up, I didn't have the time to go through the latest replies. Cool, a couple more years maybe and a few more volumes of Cargo Lines and MML will be out of beta. Maybe then we could see some actually worthy epxansions for it like the BR Class 222 or extensions.
The rain texture is on all of the 158 windows on PC and I can't get rid of it regardless. Even verifying game integrity and reinstalling the route does nothing
This is a mod issue. The underlying files have changed so mods that affect the model need updating. I have updated mine (All-in-One Camera mod) just now and the issue is fixed. Should be approved soon by tsc.
Cheers, I realised after about a minute after posting; for me it was the PIS Orange mod. Updated and now works
Thankyou for sorting out the power station popping in issue. This indeed can now be seen from miles away and is a major game changer for me personally.
I have had about 5 runs now on PS5, mainly to and from Leicester without any crashes including 1C93. Beforehand I would have been lucky to make it once without a crash so it does look as though it is fixed. One thing I have noticed is that the speedometer and brake guages on the HST are not readable in the dark as the needles don‘t show:
Well, well, well, whaddayaknow: No crashes on PS5 anymore for me (I ran the usual suspects), the scenery refinements are more than evident, the distant scenery has improved significantly. Already mentioned the power plant is visible now from miles away without popping into your face. The main stations nicely redone. Those awful bleeding coach lights - gone. And the best of all: This must be now one of the smoothest running routes in TSW, with excellent performance and hardly any stutters even in dense areas. It feels like a good effort of optimization went into it. LucaZone I have to say I´m impressed. It must have been quite the challenge to rescue that crippled route. My next suggestion would be to populate all those yards and branches with traffic and services. And yeah, charge for it, why not! You´ve done well. Congratulations to you and the Team involved!
Agreed. What once was the most controversial DLC has become a joy to play. Cheers LucaZone ! I've noticed that the HST Saloon Lights (Train Heating voltage) dimmer switch, which was (incorrectly) used to activate AWS, has been renamed to Spare and made functionless. So AWS must be toggled via Keyboard command.
I was definitely running with the new update, I ran another service today and it was fine so hopefully it was just a one off.
Vey bad FPS at Trent East Junction. literally falls to 5fps from 60fps at the junction. rendering unplayable. I suspect it's happening after Cargo Pack DLC.
Out of sync announcement: I started on foot in Leicester at 10 AM and finally boarded the Nottingham-bound 158 (10:27 I think) as a passenger. Directly after starting in Leicester Syston was announced as the next station and then immediately Sileby, all while still leaving downtown Leicester.
The new update is great however I just failed the 6O77 scenario that comes with the TEA Wagon pack due to a signalling irregularity at Attenborough, The signal before Attenborough Station shows a double yellow then the next signal along is at a Red.
Since the Cargo Line Vol. 1 - Petroleum doesn't have it's own feedback thread, I'll post it here. All of the GWR added services are using empty TEA tankers. They all have a weight of only about 560 tons, regardless of whether the service is labeled Loaded or Empty. The ones on MML seem to be setup correctly however.
Yep I had that happen as well, I slammed the anchors on at 43mph and just as I was about to spad at over 30mph it changed to green.
Visually though the route is looking spectacular in many places now and I love that I can see Ratcliffe power station at Long Eaton.
Yep, visually so much better. We just need coal unloading services at Ratcliffe, and the route is perfect.
To add to my assessment a few posts above: MML doesn´t cease to amaze me. I´ve done a few night runs and was taken by surprise by the night lighting of villages, industrial facilities and the train stations. Some developer´s love to detail went there, for sure. Not perfect, of course, but considering the traditionally shabby TSW night lighting (SoS anyone .... brrrrr), this routes stands out now. It was a pleasure to night ride. Good job!
The only thing I am seeing now is that, after the update, we are back to the computer-generated schedules. It is almost impossible for you to keep to time, but even when 6 minutes late at the end point you get platinum, so I will take it. Earlier in the thread, I mentioned getting into the power plant and LM wrote "keep watching this space" so maybe hope.
Yep going to offer the same sentiments: LucaZone Can the timetable stopping times be set manually please? Having the editor calculate them gives horrible stopping times like this. Should only be whole minutes, or 30 second increments. It looks like the service starting times were built off the real timetable, but all the interim stop points were just generated by the editors simulation. If there is no available time for the team to go through and manually adjust the timings due to other commitments, I'm happy to offer to do it. If something like that is allowed. (I weirdly enjoy working on timetables). Same with the few services that are booting players out of control of the train because their service start times are set before what the simulation has calculated. Pretty much my one and only complaint with the route now. All the scenery issues I had have more than been sorted, been driving this route all evening, it's a great update.
Maybe it has the same underlying issue as TSC. Changing the dispatcher calculated times manually can lead to strange effects there (I've elaborated on this in a thread showing a simple demo scenario). You can be on time but still punished for being late, or vice versa, as the game expects you at a time that's solely based on the performance percentage set for an instruction. Just a thought.
I've had no issues ignoring the calculated times in my TVL timetable, everyone is manually set. Other than the Pacer/101 isn't able to keep up with the real times due to either wrong speed limits, or weaker engine performance. So they always tend to be around a minute late at the end. Might be due to my stopping times being 30 seconds, in reality they might have been a lot less if there was no one at the platform.
Completely agree. This power plant is crying for being used as scenery background for coal services. It´s much better modelled than the Nünchritz Chemical Plant on DRA. Some services and/or scenarios there would be the cherry on top of a now very decent route. Who knows, Freight Volume 2 perhaps? I mean, one can dream ...