Night Lighting Is So Dark Its Unplayable

Discussion in 'TSW Troubleshooting & Issues Discussion' started by pezza#1625, Feb 12, 2025.

  1. pezza#1625

    pezza#1625 New Member

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    Anyone have any idea how to fix this or why DTG have not fixed this? It seems to have been going on for years from looking through old threads? My screenshot below shows the issue, its virtually impossible to see anything and this is nothing like reality. TSW night lighting 1.png
     
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  2. jplayz1151

    jplayz1151 Well-Known Member

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    If you have a PC, I'd install God mode. Possibly even Jetwash's lighting mod for the engine ini. This helps me as you can barely see anything using the default settings implemented by DTG
     
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  3. pezza#1625

    pezza#1625 New Member

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    Yeah I have God mode and I've used the console command 'r.Color.Mid 1' which helps but makes things like signals and peoples faces look strange... Its not really a fix and really DTG shouldn't be letting the game continue like this. Surely they know how bad it is?
     
  4. jack#9468

    jack#9468 Well-Known Member

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    TSW3 introduced a new lighting system. It was way darker before the days of TSW3 (as in, that speed board wouldn't be visible).

    This route should have the new lighting system that TSW3 introduced, all others that were introduced for and after it do.
     
  5. Crosstie

    Crosstie Well-Known Member

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    Night lighting has been an Achilles' Heel with TSW almost from the beginning. There's a long trail of complaints in the forum, mostly from me. Some of the worst examples are BCC, Glossop and Cathcart before it was remastered.

    It started out OK with SPG and GWE, for example, and there are bright spots such as BML, ECML, BPE , but you never know what you're gonna get with each new route, sometimes OK, more often apocalyptic.
     
    Last edited: Feb 13, 2025
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  6. pezza#1625

    pezza#1625 New Member

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    Anyone from DTG care to comment on why routes are being released like this and what is being done about it?
     
  7. Flanker

    Flanker New Member

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    From what I see, there is a general big problem with the lighting simulation in TSW (at least 5 that I've bought), not only with 1972 MKII Tube Stock that I tried playing with initially. Ok, Ok, I've read that the UK headlights are not meant necessarily for being good at lighting up the rail ahead, but more for visual of the oncoming traffic. But then, why the heck the non-player driven trains do give a natural high enough reflection intensity from all surrounding objects, including lighting up the track quite a reasonable distance up ahead? Of course that even a headlamp on the driver's head lighting up the track through the window still does a lot more light than the headlights of the player driven trains. Cmon, this is blunt common sense to acknowledge that no matter the specific design of the headlights, they ALL light up the tracks ahead, even if only the maximum distance is different, NONE will actually keep the track and surroundings ahead completely dark like they are in TSW 5. Also, as seen in the pictures below, also the ceiling big lamps are only lighting up themselves and except some dim reflection from the wall, the reflected light intensity in the whole cabin is as high as in my car with all lights off and there's a moon eclipse! Please developers, try to fix this will ya...? Thank you!

    1.jpg 2.jpg 3.jpg 4.jpg 5.jpg
     

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