Route San Bernardino Line: Los Angeles - San Bernardino - Feedback

Discussion in 'Player Feedback' started by DTG Alex, Sep 11, 2024.

  1. Winzarten

    Winzarten Well-Known Member

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    The more I play, the more I feel this is the best crafted route out of the three. Sure, it will, by nature, never match the variety of WCML or Fulda - Frankfurt.. but there is so many detail and touches done to this route that reminds of Niddertalbahn, or Blackpool Branches...

    I.e some random park
    upload_2024-9-15_20-7-33.png
    Footway, various textures, texture blending, some swings, and scenery reaching far away that it looks like proper urban area...
    And this is just one place on some 58 miles that had to be crafted on a heavily urban route.

    There are bushes near the track, there are industrial backyards filled with pallets, parked cars, trucks, grime, graffiti, trash...

    These are the touches I feel US contet was lacking untill now. I hope we will see more of this :)
     
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  2. pveezy

    pveezy Well-Known Member

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    I’ve played this route entirely from one end to the other a few times now and even with my nitpick mindset I can’t find all that much to complain about.

    Really the only to things that bug me at this point are a few of the grade crossings with cars going through, 2 or 3 spots where there’s wonky things with the scenery (extremely minor stuff compared to other routes like AVL), and the manual switch behaviour… I don’t like having to deal with the manual switches as a passenger driver since I don’t think it’s realistic but from the sounds of it this was a compromise based on the core game functionality. It would be nice if the AI could properly set the switches for our trains though.
     
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  3. Winzarten

    Winzarten Well-Known Member

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    There is an option in the player assitsts "Automatic Set Manual Junctions" where even the manual junctions are automatically set.
    I have this on, becasue honestly, even during shunting I have hard time believing that the engineer wouble be running on the track switching switches....
     
  4. pveezy

    pveezy Well-Known Member

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    I will try that out. Does picking that option avoid the red signals?

    SB304 is the service where I noticed the manual switch issue. I got a red signal 2 miles from Rancho Cucamonga due to a siding switch. I had to go into the map and switch it to get a green.

    I tried spawning on foot there later at the same time and watched an AI SB304 approach the same spot and he never got a red… so the game must have a way to switch switches for an oncoming train.

    FWIW it would be the conductor doing it in the example you gave I’m pretty sure. There’s a yard near where I live and if watched them do it.
     
  5. Winzarten

    Winzarten Well-Known Member

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    It should, as it sets the switches the moment you get route assigned, as if there were automatic switches.
     
  6. MAX1319

    MAX1319 Well-Known Member

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    this was the best solution we could do in-game to both keep manual junctions and not have to put fake signals everywhere (given that AI trains can’t set the switches back) which imo would be even worse. The one improvement that doesn’t seem to have made it to the shipping build is that instead of getting a red signal, you’ll now get a restricting so you can at least pass the signal and look for switches as you move down the track, rather than having to set everything from 2 miles away
     
  7. iriv#7314

    iriv#7314 Well-Known Member

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    I was doing SB 315 and got stopped at a double red signal.
    Signaller said denied, no path
    But when i looked at the map it said 'proceed restricted'.
    (a switch was wrong)

    I wonder how i can see if a signal is halt/proceed restrict as it looked more like the bottom signal here: upload_2024-9-16_0-28-54.png

    And shouldn't the signaller say 'check switches' in this case? I think it was Rancho Cucomonga
    It's very confusing for now :)
     
  8. SCAX874

    SCAX874 New Member

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    So I just did the service and the signal in question is an intermediate signal, so it’s supposed to have a number plate (it doesn’t in game, so may be a bug). However the good news is it does work as intended. With an intermediate signal, a red indication means you can go at restricted speed past the signal, prepared to stop ahead of any obstructions and not exceeding 20mph. You do have a freight service doing work ahead of you so beware of that. There will be two switches lined against your train. The first you can just roll through and it will line itself as you go over it. It actually won’t let you change it on the map for a few minutes til it detects the freight service is clear, so best to just do nothing and roll over it in your train. The second one you have to look out for and set yourself or else you’ll go onto the freight siding before Rancho. I also saw that after you change that second switch, the signal right before the Rancho station (CP Rochester) may still be red, but it does change fairly quickly so nothing to worry about there. Hopefully that helps
     
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  9. dean stansfield

    dean stansfield Well-Known Member

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    Steam,amd3600,2070super,32gigram, separate SSD for install .Settings at default from the installation.
    Plenty of crashes to desktop until I free roamed the route for cache build.
    Reasonably smooth and can run the timetable now.
    Plenty have already mentioned how detailed and good looking the route is.
    Lots to see along the route.
    Thanks to the team for their hard work; it's all up on the screen.
     
    Last edited: Sep 16, 2024
  10. Mateiule

    Mateiule Well-Known Member

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    Conductor mode doesn't play nice with SDO; it doesn't recognize that I'm doing what I'm supposed to do when I only open the last 3 cars at Cal State LA station. It wants me to open all 5.
     
  11. OldVern

    OldVern Well-Known Member

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    It does seem to me if this is going to be a feature, more assistance or guidance needs to be directed at the player. Those of us who read the forums or who have played Run 8 and understand how industry and hand switches work now have a clue. But many players will not. If it’s a scenario then it should be part of the briefing or on going instructions. If a normal timetable run, then a routine needs to be written into the signalling scripts to advise the driver what needs to be done. And as pointed out previously, in reality the switch man or conductor travelling with the local freight is responsible for operating the ground throws and informing the dispatcher when they relinquish the block.
     
  12. MAX1319

    MAX1319 Well-Known Member

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    Some information has been provided about manual switches which is at the beginning of this thread. But there's always room for improvement. We are trying our best responding and helping out players. The most important is that most players are enjoying San Bernardino :) upload_2024-9-16_4-49-7.png
    San Bernardino Line – Updated Manual Junctions
    An update from Matt Peddlesden on the improvements to junctions on San Bernardino Line, as well as new challenges to be aware of:

    Matt: “In many parts of the USA, there are manual junctions that can be found mixed in with signalled areas of track. This saves the railroad money and maintenance putting in all the expensive equipment required for an infrequently used junction. In reality, the engineers using this would be given a signal into the section, stop before the junction and then jump down and align the switch before proceeding off in to the siding or yard area.

    Previously in TSW this was not possible to achieve and such junctions were implemented as motorised junctions and had some extra fictional signalling added to support them. For San Bernadino, we've improved the system to cope with manual junctions and thus allow this aspect to be experienced authentically.

    This change brings an additional challenge that you will need to be aware of however. In reality, a well behaved crew will always re-align switches back to the main once they are concluded. Unfortunately, our AI crews are not as helpful! As an engineer running along the line, you may find a signal showing a STOP aspect (red) even though there isn't a train in front of you. Pull up to the signal and stop (do NOT pass it) and then use the map view to check switch alignments. You may find if you Contact the Dispatcher that you'll get a "Check Switches" response, which is a good indicator that this is the problem. Use the map, check the switches and find the one(s) that are aligned incorrectly to follow your blue path, once you've done that, if the signal doesn't automatically upgrade then contact the dispatcher again and that should do it.
     
    Last edited: Sep 16, 2024
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  13. OldVern

    OldVern Well-Known Member

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    Check switches response will be useful. However as the new 2D map seems to be causing occasional CTD (see my post in the 2D map feedback thread) it might be more prudent to fly ahead with the freecam (8 on PC) and physically check.
     
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  14. razmatus#2517

    razmatus#2517 Well-Known Member

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    what definitely surprised me is that MP36PH is already set up almost fully when starting a timetable service (aka generator field, engine etc, those three switches you usually have to switch ON by yourself are already in place), so you just set up lights, turn on TMS and other stuff and you are good to go... havent done a run with F125, that should definitely be more smooth sailing

    that part where you have to set switches manually isnt ideal, but now that I know of it, next run should be smoother :) ... still puts a bit of smile on my face when I see those super-slow departure/approach speeds at most major US stations / termini in the game :)
     
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  15. VA Railfan

    VA Railfan Active Member

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    Covina’s map collectible is not obtainable
    And Rancho Cucamonga has a grassy plot that’ll instantaneously swallow you into the void (some of the fence lets you run through it then you fall under the map, in any case touching the grass makes me fall under the map)
     

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  16. antwerpcentral

    antwerpcentral Well-Known Member

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    When doing the first scenario in journey mode it is missing most of the speed limits in the HUD. I think the scenario was Rescue At the Ranch
     
  17. MAX1319

    MAX1319 Well-Known Member

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    Thank you for bringing this up. I have duplicated the issue and have filed it on the Jira system for DTG.
     
  18. MAX1319

    MAX1319 Well-Known Member

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    This was answered before by a local beta tester,
    "This is because the train is being treated as a freight train, so the speeds don’t show in track monitor"
    . This item is currently open on Jira. thank you for your feedback
     
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  19. Sharon E

    Sharon E Well-Known Member

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    Just finished my first run and have to add my praise for a great route. It is fun to drive and can be a challenge.
     
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  20. Blacknred81

    Blacknred81 Well-Known Member

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    Freight Service, SD40-2. R-CAL6011 that starts at 6:15am I believe is bugged.

    Can't enter the siding, says check switches, but the one one to the stop marker (And all in the siding's) are correctly aligned. Flipping the closest switch back and forth doesn't fix it.
    2967990_20240917131139_1.png
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    2967990_20240917131233_1.png
     
  21. MAX1319

    MAX1319 Well-Known Member

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    we'll check on this and get back to you.
     
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  22. Blacknred81

    Blacknred81 Well-Known Member

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    Doing a Weekend Speedway service, and this AI BNSF train has no headlights on.
    2967990_20240917151629_1.png
     
  23. MAX1319

    MAX1319 Well-Known Member

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    So I tried it this service with settings “automatic set manual junctions and had no issues. I then tried it with setting off and did have the same issue. What happens is you have to set the manual switch after Rancho Cucamonga and set it towards the siding in order to get a yellow signal .
     

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  24. mthsean#5190

    mthsean#5190 Member

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    How to do it when I tried to play it I can't find it
     
  25. MAX1319

    MAX1319 Well-Known Member

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    Are on the Xbox series s?
     
  26. Blacknred81

    Blacknred81 Well-Known Member

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    I know most people probably wont pull this, but the MP36's Emergency Brake Valve Handle lever isn't animated, only the handle.
    2967990_20240917162044_1.png 2967990_20240917163738_1.png
     
  27. NateDogg7a

    NateDogg7a Well-Known Member

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    So I did try again after the game went live today and can confirm the same problems on Series S that were present during early release. None of the layers will work for SBD even if you have the correct content downloaded and the appropriate layers activated. This includes all of CJP, SHM, and even the weekend speedway services. Although this has been logged by DTG, it is of course disappointing that this content was completely lacking during early release (SHM would not have been available anyway). However the greater concern is that besides confirmation of the problem, we have nothing from DTG on when or even if this will be corrected. I would advise anyone on Series S to avoid buying this route if the layers are important to you. A shame because it really does seem well-done.
     
    Last edited: Sep 18, 2024
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  28. MAX1319

    MAX1319 Well-Known Member

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    Thanks for pointing this out. This item has been previously bugged and is currently open on Jira by one of our local beta tester which actually found the emergency handle is connected to the engineer heater switch for some reason. go figure lol. Also NateDogg7a still nothing yet but they are aware of and hope it can get rectified soon. is also affecting the beta testers with Xbox series S. I know is not really helping but that's the current information I got
     
    Last edited: Sep 18, 2024
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  29. mthsean#5190

    mthsean#5190 Member

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    Yes Xbox series s
     
  30. NateDogg7a

    NateDogg7a Well-Known Member

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    None of the layers work for Series S on FTF either. The only thing that does work is the 710 layer for WCML. If it wasn't for you we wouldn't even know that DTG is aware, so thanks for the updates. I wonder if you have heard anything from the beta testers or DTG about Frankfurt Fulda, insofar as is that problem already known as well?
     
  31. Blacknred81

    Blacknred81 Well-Known Member

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    Something not really a bug, but a slight annoyance, but the Kaiser Hauler for some reason gets sent into the siding west of Rialto, and I don't know why, there is no oncoming traffic, so there is no meet, and kind of makes a mess of a straight run to Kaiser yard on the service.
    2967990_20240917134247_1.png 2967990_20240917134253_1.png

    And its not like it can't use the main, as Metrolink trains do..... Just weird how it gets put into there for no apparent reason.
    2967990_20240917185746_1.png
    2967990_20240917185753_1.png
     
  32. Train Sim Society

    Train Sim Society Well-Known Member

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    The track monitor doesn't work or display any speed or signal aspect on the Rescue at the Ranch scenario.

    [​IMG]
     
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  33. strikeysolo#8982

    strikeysolo#8982 New Member

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    So currently doing rail journey for San Bernardino and currently I'm doing SB 314 (part 2). I was going to finish the run like normal until i got
    stopped outside San Bernadino station along with 3 other trains piled up. 2 metrolink trains somehow got stuck in the same block, 1 mp36 and a f125 that stopped behind it in the same block... then a F125 service stopped on my platform in the station that says it won't leave until 3 hours later which is wtf. Currently there's a train in SB downtown with a yellow signal that refuses to move at all. Tried deleting them 1 by 1, then going back to delete others etc, with the save i made before the signal. Deleting the trains did nothing at all, didn't change the signal in front of me to red, nothing, zero, nada. So I'm currently stuck with a bugged run until this is fixed :/. Screenshots below that shows my problem.

    upload_2024-9-17_22-49-45.png

    upload_2024-9-17_22-50-30.png

    upload_2024-9-17_22-51-16.png

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  34. MAX1319

    MAX1319 Well-Known Member

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  35. goop#5830

    goop#5830 Active Member

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    The independent brake piston isn’t animated on the mp36 on the two front trucks. The back ones work fine but not the front ones. Also during my first run through the route the game kept stuttering a lot everywhere. It doesn’t do it as much when you’re in first person but when you’re outside looking around it starts to stutter a lot. I play Xbox series X.
     
  36. Train Sim Society

    Train Sim Society Well-Known Member

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    If that’s the case, then why does the track monitor also stop working from time to time on NYT as well with the metroliner cab car around metuchen…?
     
  37. Blacknred81

    Blacknred81 Well-Known Member

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    Also, still would of been nice to get the White Liveries for the Bi-Levels as well, round out Metrolinks passenger stock.....

    Obviously this wont change but...
    SCAX  MP36PH  900  Van Nuys, CA  29 Nov 2013  D-0136.jpg

    At least CC's got that covered....
    IMG_2024.09.18-10.55.12.jpg
     
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  38. SCAX874

    SCAX874 New Member

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    I just tried this service both in Timetable and in Journey and didn’t have any issues so that’s a strange one. Out of curiosity did you try redoing it to see if the same thing happened?
     
  39. Blacknred81

    Blacknred81 Well-Known Member

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    The Mastery tile is backwards, NASCAR runs counter-clockwise, not clockwise......
    IMG_2024.09.18-12.00.40.jpg
    IMG_2024.09.18-12.02.55.jpg
    USATSI_17782982-scaled.jpg
     
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  40. iMarkeh

    iMarkeh Member

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    Playing PC via Steam
    Trying to play the San Bernardino to San Bernardino Downtown evening trips IE 808, 810 and 812, I select the timetable in the menu, go to play and it spawns me at the wrong San Bernardino station. Not idea.
     
  41. SCAX874

    SCAX874 New Member

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    I just tried these and they’re working for me. Just to confirm, you’re not doing the services with a Q at the end right (808Q, 810Q, or 812Q)? Because those ones start at the Downtown station and go to the yard.
     
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  42. strikeysolo#8982

    strikeysolo#8982 New Member

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    So I did it again and found that those 3 trains i showed in the original post, did not exist anymore which is weird as hell. So i managed to complete it. Its almost like the game had some weird thing happen where it spawns in trains that aren't suppose to exist at all... The same thing happened with the next service I did on the rail journey. A F125 was in my platform at SB and wouldn't depart until 18:53 (had to wait 4 mins or so) even tho I was suppose to be on the platform at 18:46, but I was running late because earlier in that express run, I was stopped at the El monte junction for 10 mins or so because a inbound train was heading to LA which made me late to the rest of my stops, including SB. Idk how AI trains are getting into my scheduled platform and getting stuck there.
     
  43. iMarkeh

    iMarkeh Member

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    Nope, definately 808Q. When I spawn, it puts me at Downtown, not normal San Bernardino. When I press 9 for the map, it shows me that my tasks are at the other station. I'm on PC, not sure if that makes a difference. Also, there is a train at Downtown when you spawn in, but that train is the 17:40 service.

    Screenshot of timetable to prove the service name.
    upload_2024-9-19_0-17-12.png
    Screenshot of the map showing I am at the wrong station.
    upload_2024-9-19_0-17-26.png
     
  44. SCAX874

    SCAX874 New Member

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    Oh ok I didn’t realize you were doing conductor mode. Yeah I’m getting the same thing now
     
  45. Ctrainsim156

    Ctrainsim156 Member

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    Train Sim World 5 Standard Edition Game Feedback on San Bernardino Line and the Full Game:

    Coming from a PS5 user and console version of the game, I just gotta say that this game is FANTASTIC! The details, sounds, and audios, and everything that has been put, truly corresponds greatly with each other. The San Bernardino Line is absolutely splendid and amazing, though there are times when the game becomes a bit laggy here and there while I am operating the trains as I drive them, could be due to graphics or details and I mean when it happened, I switched the display mode to HD as it was on 4K and I still experience a bit of lag and I am sure I might experience some of it in other routes so I am not sure if there is a way to reduce it but either way though, regardless of it, the game is awesome! Unfortunately I don't have any examples to share.

    Thanks.
     
    Last edited: Sep 19, 2024
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  46. MAX1319

    MAX1319 Well-Known Member

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  47. Spikee1975

    Spikee1975 Guest

    Oh my. Crashes would be more serious, as you're touching the walls on the driver's side... good find.
     
  48. EchoKilo

    EchoKilo Active Member

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    Inside MP36's fuse cabinet, you can switch TMS Control circuit breaker on and off, but it does not animate so you can't check it's position visually (PC/Steam).
    MP36_TMS_Control_Off.jpg MP36_TMS_Control_On.jpg
     
    Last edited: Sep 19, 2024
  49. EchoKilo

    EchoKilo Active Member

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    I noticed this when about to depart L.A. Union Station (SB382: LA Union - Redlands) via Journey Mode. The signals at the end of the platform are not visible in the track monitor, unless the 'Next Signal HUD' option is also set to 'ON' under the 'HUD & Gameplay' settings (PC/Steam).

    'Next Signal HUD' set to 'OFF':
    NextSignalHUD_Off.jpg

    'Next Signal HUD' set to 'ON':
    NextSignalHUD_On.jpg
     
    Last edited: Sep 19, 2024
  50. razmatus#2517

    razmatus#2517 Well-Known Member

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    thats almost realistic, given what I know about many US drivers not giving a flying fudge about crossings and passing at the last possible moment even as a train is rumbling across :D
     
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