PS4 [solved]chemical Plant Zone Scenario

Discussion in 'TSW Troubleshooting & Issues Discussion' started by a.paice, Apr 13, 2023.

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  1. a.paice

    a.paice Well-Known Member

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    Chemical plant zone scenario on TSW3 PS4 is broken.
    Riesa- Dresden Route.

    You are expected to wait at a signal just outside Riese for about 25-30 minutes to go onto the wrong side of the track for a few minutes to then return back to the same side.

    It’s not part of the scenario and just a routing bug. If you stayed on the correct side the you would have a nice run behind a stopping service to the chemical plant which I think was the original designers intention.

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  2. ctlee#2068

    ctlee#2068 Active Member

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    It may not be repaired in 10 years.
     
  3. Pipe

    Pipe Well-Known Member

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    TSW is certainly a bug infested piece of software, but I don´t think this is one of those bugs. Arguably it is one of the best scenarios in the game. At least it´s one of the very few scenarios I felt fun to drive it repeatedly.
    There´s nothing unusual to be diverted to the left track (line maintenance, construction sites, elephants on the track... etc.) There´s a reason reason why many signals face the "wrong" side of the line (just as seen in your picture). Another scenario on DRA - "Wrong Road" - plays around with exactly that. And having an adverse signal aspect everynowandthen rather than the usual green wave is quite immersive and a welcome change IMHO.
    You stop there from around 09:05 to 09:17. 12 minutes, not "25-30". Depending on the hour, get yourself a coffee, beer, wine or whiskey.
     
    Last edited: Apr 14, 2023
  4. SonicScott91

    SonicScott91 Well-Known Member

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    The section where the pink water rises gets me... Oh wait, wrong Chemical Plant Zone! :D

    I don't recall ever having problems with this scenario, though that was in TSW2. Will have to go back and try it in TSW3.
     
  5. a.paice

    a.paice Well-Known Member

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    The train in front uses the correct line quite happily and would still give you adverse signals.
    It is still plausible that something could of happened after it has passed but there is no notification of this in the scenario and the wait time is far too excessive for a video game without an explanation.

    Lile you say, there are plenty of bugs and it can be tricky to know if something is by design or an accident.
     
  6. Pipe

    Pipe Well-Known Member

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    Try to look at it from the bright side: At least you didn´t run into the legendary Dresden gridlocks after an hour freight run. Now that´s what I call a PITA. There you´d wait until you turn blue and never ever see a green.
    I sometimes create mayhem by departing with long delay, just to see how this dumb ´n dull dispatcher handles the situation.
    But sure, every man to his taste, and I respect that. :cool:
     
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  7. OldVern

    OldVern Well-Known Member

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    This one just came up for me in Quick Play.

    Still broken.

    Fix your b...dy game DTG. I don't mind genuine signal checks but having to wait indefinitely at a red due to poor scripting or poor AI signalling not my idea of fun.
     
  8. Pipe

    Pipe Well-Known Member

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    I´ve just driven that scenario on TSW3 and PS5. It behaves just like in TSW2. There´s no "indefinit wait at a red". You arrive at the adverse signal at around 09:05h and get clearance at around 09:17h after the RB from Dresden passing by. TBH I find this quite realistic and a pleasant change from the usual green waves on TSW. And "Falschfahrbetrieb" on the "wrong track" ain´t anything unusual IRL. A nice touch would´ve been if there was a construction site diorama laid on the right track, just like on DCZ, MKZ or ECW, but I guess they "ran out of time".

    BTW: While you´re waiting there, light rain starts falling. Just like in TSW2 ........ so, not much for shiny dynamic weather in the "brand new TSW3".

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  9. OldVern

    OldVern Well-Known Member

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    I will have to go back and try it again.

    This is a case where it would be nice if the game told you the reason for the delay and the likely dwell time, not just permission denied. A few of the freight runs on RRO are like that too. Did one last night where you sit just outside one of the Wuppertal local stations. An EMU stopped in front waiting another EMU to vacate the platform ahead, but not for about 8 or 9 minutes. Was on the point of abandoning that too but sat it out and success.
     
  10. Pipe

    Pipe Well-Known Member

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    I hear you. Usually I have a look on the 2D map to see what´s going on and what could be the reason for you having your track blocked. It´s a lot of deduction. But I´m quite sure, you know that ...

    Anyway, I highly recommend that scenario because it´s one of those rare "out of the box" scenarios I enjoy to drive repeatedly. Not wanting to spoil, but It´s a bit of everything freight-ish and definitely fun E2E.
     
    Last edited: Jun 27, 2023
  11. torfmeister

    torfmeister Guest

    That's why I like Gary Dolzall's TSC scenarios. You're always in contact with the dispatcher via message pop-ups, telling you what to expect ahead. Very immersive.
     
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  12. OldVern

    OldVern Well-Known Member

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    Can confirm just after 0917 the passenger service passed and I was able to complete the scenario without further issue. Very enjoyable, too.

    So not a bug per se, but given this is a scripted scenario as I said, a pop up message explaining the delay would not have gone amiss.
     
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  13. The Maser Faze

    The Maser Faze New Member

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    That's a great idea! In real life, they wouldn't leave a train sitting there without letting you know what's going on.
     
  14. dtg_jan

    dtg_jan Community Manager Staff Member

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    Hey gang,

    given that this isn't a bug I'm going to close this thread, but I've also taken note of the desire for better communication in this scenario.
    Not a promise for any changes, but I will bring it up.

    All the best,
    Jan
     
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