Probably because on services to Clapham Junction, the station after Willesden Junction is Shepherd’s Bush.
The passenger issue is being "investigated", you could increase spawn rates but that also has side effects. The number of trains on the route will most certainly be a factor, additional scripting may be required to stop all passengers getting on the next train, otherwise the number of passengers spawning over the route may create serious memory issues.
On PS5, I find the textures of the reskinned 710 units ( AI Greater Anglia and Elizabeth Line 710 Trains) to be quite poor quality and I don't think it's because of the blurring of the textures... the transitions between grey and red, black etc. on the front are quite jagged, the green panel on the side is just an unreadable rectangle etc. Do you have something similar?
My only issue is that the frame rates are very jerky at Stratford Station, but overall a very nice route.
I am an Xbox series S player who has experienced many crashes on this route and poor textures, the crashes are sometimes expected as the frames suddenly plumet but sometimes it's just spontaneous, so I tried a few different things to try and problem solve and the only result I've had so far which has allowed me to complete a full run without any issues is turning off most of the layers and keeping on the main ones so removing the layers which you only see briefly when passing over/under certain lines has seemed to make a huge improvement
IIRC the same thing happened on the Milton Keynes services on the 377 on the BML, this may be one of the effects of large parts of the 377 being copied on to the 378, the PIS, the horn, the cab etc.
For some reason my game suffered major FPS loss around Gospel Oak of all places reaching an awful 15fps until the station or surrounding area was in my rear view. I even got better frames at Stratford which doesn't quite make sense to me. Also two previously mentioned issues that are as glaring as ever, only about 5 static passengers on the platforms that don't board. A fully packed train with every seat occupied but no one disembarks even at the terminus. And maybe the worst of them all, blurred textures. I am playing on PS5 by the way.
Bought today on Xbox Series X - had a quick 15 minute freight run on my lunch break and the blurry textures kicked in after about 3 minutes and then the stop markers around Stratford were placed after the red light so SPAD’d.
Unintentionally (?) funny scenario prompt ("Normal Day at the Office" scenario): Edit: that scenario's first message also says to judge the braking distances. There is zero wheelslip even with full rain and full brakes, and the braking distances remain unchanged. Also, the very first drive in the Journey, not counting the Training Center introduction ("Learning the Route" scenario) can only be completed to a Silver medal, even with perfect driving. Not a good first impression. I thought we were generally past those types of issues years ago, especially with the new scoring system. Don't get me wrong, the idea of a scenario which immerses you into the route was great. However, its text kinda wasn't, and the score turning out to be unattainable was a bit of a kick at the end. Again, not a good first impression. You'd think someone would have play-tested at least the first scenario.
Well apparently, no one play-tested the second scenario either. I got 68 points' worth of penalties. How long am I meant to do the ol' TSW back-and-forth for in order to make up 1375 points? On a route with signals spaced this densely? I am quite mad now. I would like an explanation and a timeframe of when this is going to be fixed (obviously never, but I had to make a point).
As you can see from above, the Textures were frankly horrendous on a run tonight down the line, and this is just a selection. Some core fixes are desperately needed, this isn’t on.
So I've played enough on PS5 to give more detailed feedback. Pros: - As everyone has said the attention to detail in the scenery is incredible. In that respect it's arguably one of the best routes ever for immersive urban scenery throughout the whole run. - I liked the thematic story of being a driver on the line for each of the five scenarios. - The effort put into the extra assets into the engineering works and Christmas chaos scenarios is particularly impressive. Problems to improve: - No passengers getting on and off does badly hurt the immersion although given the other issues mentioned below it may be the only thing helping to save memory to make it playable but hopefully some optimisation fixes are on the way. - In places the suspension seems a little unrealistic in it's bumpiness though you would expect a bit with some of the track and it's junctions. - As others have mentioned the scoring for the medals in the scenarios is buggered. Not really sure how that crept through but at least that should have an easy fix for the next patch. Also a couple of the scenarios emphasise staying on time as part of the challenge but there is no timetable to stick to so you don't really know if you have succeeded. One theory I had about the scoring for the medals is that it's including an 'on time bonus' that is not possible. - There are a few missing AWS magnets. The most glaring being the one on approach to Willesden Junction which I thought would be hard to miss since on a timetable run this will always be a red. - Some of the stop markers/positions don't seem quite right as to get spot on the driver would not be able to see the light ahead of them (though this is not unique to this line. It happens occasionally on other routes). - There are definite lag issues that I've had occasionally at Stratford and around Dalston, but most consistently at Gospel Oak. The latter may be possibly due to proximity to the ECML and MML, but DTG had the same layers on the Suffragette line so might be worth seeing what optimisation was done there. - I thought I had escaped the blurred textures issue but alas as I got closer to Willesden on my first full timetable run it started to kick in, but thankfully not as bad as some have faced. So the main priority is to get the optimisation of memory and passengers sorted and then it will be possible to fully appreciate what a cracking route this could be.
I tried that, it does spawn passengers but they just end up spawning on top of each other and standing still then bouncing up and down lol.
The driver side cab door has a very thin gap where the door seal meets the door frame, you can see outside, more noticeable while moving, and the gangways have spaces between the folds and some clip through the interior model. I tried coupling two 378 units together in free roam mode and they won’t come close enough to couple, I also can’t seem to be able to open the cab door leading to the saloon in this free roam session but this seemed to change as soon as I set a destination on the map. (Photos for reference) this is as close as I can get to the other unit for coupling, not sure if it’s an issue with the model collision or some other reason. I would have preferred actual 378 sounds instead of remixed electrostatic sounds but Que sera sera. I would like to make clear though, I very much appreciate the developers efforts.
Did the Route Learning scenario last night - nice scenario that serves as a good showcase for the line, plus managed all of it with no blurry textures. Only downside was every text box popping up multiple times.
I think this is a scenario that would benefit from an idea Matt mentioned a while back for scenarios of having actual voices along with the text.
Don't know if this has been mentioned already, but whenever I drive the class 378 on the DC line out of Euston, some gangways between the coaches are missing.
You can get gold on the route learning scenario. See my earlier post and video. You have to be spot on perfect ( I think I only dropped 1 point). The points are definitely set weird.
Hi, I would like to ask console owners. Why did you buy this DLC? Most TSW5 users know what the texture problems are. DTG hasn't fixed anything in six months. DTG is just silent and doesn't communicate. Why did you throw your money in the trash?
Because it looked interesting and I wanted to support the person who created it. Plus the 378 is a decent train and a good layer. Also most of the issues I've found have been issues with the core game, not the DLC.
The texture bug is present in many DLCs, this thread has been addressing this bug since the beginning. And I agree with you, it's a very nice DLC, but I won't buy it until I get what's advertised for my money. https://forums.dovetailgames.com/threads/blurry-graphics-even-worse-than-before.86177/
I haven't bought it yet, I will wait until the texture issue is fixed so that I can enjoy the route in it's intended glory, but I don't have any issues with people taking the plunge and buying it early, other than the texture issues it looks like a phenomenal route. Having said that, I do wish DTG would get in touch with Sony to find out how use their dev kits correctly when doing QA, I've never seen another dev blame problems on there being more memory in a dev kit.
In defence of Incredible Trains, they were not provided with any console dev kits to perform testing, it was tested by DTG in-house on console platforms before being green lit and published. I think Incredible Trains have managed, as their namesake alludes to "incredible things" and we know that blurry textures on consoles is an ongoing "core" game anomaly. This one person developer has achieved a very high DLC standard, and I hope he continues to make more.
Not sure how you intrepreted me calling the route phenomenal as criticism of Incredible Trains, and yes, I made the same comment earlier in the thread, it's a DTG issue, not an Incredible Trains one.
So I managed a complete run from Stratford to Willesden with no blurred textures or heavy lag by disabling the following layers: ECML All Thameslink SEHS MML WCML - 350, 390, 377 Chiltern Great Northern Gospel Oak was perfectly smooth after doing this. I might try experimenting adding WCML back in as it's nice to see that traffic below the flyover at the end of a run at Willesden. I'm sure there are some graphical memory tweaks that Johannes and DTG can figure out to aid performance but at the moment I think what is tipping the memory over the edge for consoles on this route is just the sheer volume of traffic from 3 busy London termini that are all effectively next door to each other, especially if Johannes has gone to the trouble of modelling much of St. Pancras and Kings Cross. In some ways I would prefer if these layers were just taken away for the time being while the passenger issue was fixed as this has a much bigger impact on the driving experience for me. So my advice for a better driving experience for now is disable most of the above layers and just bring them back in when you want to train spot or play with photo mode. I suppose those hoping for a Kings Cross route in the future should be careful what you wish for after recent experience lol.
Tried the 2L33 Clapham Junction to Stratford from timetable mode. I spawned on foot at Kensal Rise, no train in sight. Instruction was to "Load Passengers" I'm not having a lot of luck so far!
Unless TfL is in the habit of leaving trains at platforms overnight, this is yet another scenario mishap. By the way, I've yet to encounter a single scenario on this route that works properly in terms of scoring.
Has anyone's unit suddenly jumped off the tracks at Camden? It was very early this morning and I was sleepy, I think it was the first through train from Richmond in the Timetable. I'd traveled as a Passenger from Gospel Oak after doing a round trip on that line, I pulled away from the platform and suddenly I was on the opposite track.
Timetable issue I’m hoping someone can recreate: Platform: PC / Steam Weather: March 09th, Custom Mods: Various Installed Issue: When playing 2Y64 2157 Stratford to Clapham Junction you are brought to a stand at a red signal outside Homerton. After 5 mins I waited then checked, the service in front 2N73 2151 Stratford to Richmond says “off path” at Homerton. Deleting the path/train solved the issue.
Anyone else see LazerJet's video where he spawned the Flying Scotsman at Camden Road and managed to route it (via just two sets of points) into an unfinished (but pretty complete) Kings Cross station???
Can you link to the video please? Can't find it. If there is a way to do the same with an Azuma, and therefore effectively drive an Azuma into KGX I may have to purchase despite the core issues
The rain falling onto the train on the 378 is far too loud. It's to the point where it drowns out everything else and all you can hear is the rain. Finished one full run from end to end in the rain and had a headache after... Pretty sure the other electrostars in the same suffer the same issue.
Played a lot more yesterday….noticed quite a issues…..AWS ramps not working, a number of signals with no ID’s and a palisade fence at an angle that would not happen in real life!. My verdict…8/10. Hopefully a patch is incoming very soon!
better still if you disable the Mildmay layer you’ll find you’ll have no problems at all!! Seriously though, I don’t know where the blame lies with this route. Is this the developer not thoroughly testing it and releasing it when it’s 90% there? Or is this another Dovetail failing for not actually checking themselves before it’s released? Either way. my verdict is that it’s good but no cigar. 6/10
I know from my own route building experience in other sims, the hardest part of the process when working solo is checking and snagging your own work. I mean, not being unkind to the author, why go to the extent of fully modelling Kings Cross but not being 100% complete on the core section people are driving? Attention to detail is one thing, but no wonder the route has performance issues. Sounds like DTG need to work on the checks and balances when accepting third party content for publication. QA and beta/play testing every bit as thorough as if in house content. (Oh hang on… ).
Hmmmmm, reading through this I think I'll wait for a patch or two before delving into this route, seems a fair bit of polishing and spring cleaning is required on it.
It's only the AI that cannot be seen from the cab or close to the line when doing external camera. So nothing that inhibits the driving experience. Just to give perspective, this is what I kept in: - All overground - Lioness, Windrush, and obviously Mildmay itself - Elizabeth Line - Greater Anglia - DLR - All underground - Central, Jubilee, Bakerloo - All freight So I still get all the traffic between Canonbury and Camden Road that sometimes slows down your runs depending on when trains are booked into platforms in that area. That helps to put into perspective just how much AI there is on this route. On any normal route the above would be considered a good amount of AI traffic by most players. Given that when DTG did WCML it turned out the PIS on the 710 and 350s were causing a massive memory leak, it's easy to see how something could be missed when you include vast amounts of AI and scenery. Even when I had all layers switched on I think I only saw maybe one EMT HST and a couple of Thameslink running underneath me as most of the time you have to focus on driving when the stations are so close together. So until some memory fixes come I think this is a happy medium.
One final bit of feedback on PS5 is that there is something wrong with the light baking when you go under the bridge at Dalston Kingsland. During daytime everything goes too bright and at nighttime it goes way too dark.
So I ran in free roam in my stream last night on Mildmay. It was the last route I ran (starting around 3 hours and 45 minute mark). Nothing on the route except me. Max framerate I was getting was about 50. I managed to get to Old Oak area but before people start thinking or its not looking good, its not a playable so dont expect it to look brilliant. There was a fair bit of FPS drop to less than 20 at certain places but it was a kind of ok drive. If you do click on the link give me about 30 minutes to sort the adverts out as YT place adverts every three minutes. (Dumbasses). Hentis