It’s a minor detail, but still worth mentioning. Currently on the SNG, the button for passengers to open the doors doesn't work when the doors have been unlocked from the cab (specifically if the doors were closed manually after opening automatically via the unlock button). Right now, you really have to click on the doors manually, otherwise they won’t open. Additionally, when passengers close the doors from the inside, the doors shouldn't fully lock. The light ring around the door button should stay green, indicating that the door is closed but not locked. Full locking should only occur when the doors are closed using the guard’s key. Again, this would help enhance realism.
In the Maintenance Madness scenario, when you are being redirected to the left side track and then back, both times the safety systems only slow you down to 80 km/h. But shouldn't these be 40? 80 seems too fast for these switches. Also in this scenario at Meppel the stop marker is at the 12 car sign for some reason.
All in all a very good route. Today I encountered this problem on my PS5: Double Up Scenario: After stopping a Zwolle and letting the passengers leave the train, you have to shut down the cab. Everything went fine until I had to close the brake. This didn'work (the switch didn't work anymore) so I could not finish the scenario.
Oh, that's good to know, lol. I was just watching a cab ride video where the driver announced to the passengers that an 80 km/h switch is coming up. I assume that's just a thing in the Netherlands then? Taking switches at uncomfortable speeds and announcing them in advance?
Thats not really a thing here haha, but over time as drivers we get to know the tracks pretty well, and we usually adjust our speed even lower to what the switches are build for, also the maintanance could be better at alot of places, so I guess it was just a nice gesture of that driver!
Found a few more... Magically disappearing "do not step off platform" sign when you get closer (at the end/beginning of "platform track 12 and 13" at Zwolle station: In the "Welcome to Zwolle-Groningen route" tutorial the train enters the station with the wrong (red) lights, but a short while later they are set correctly:
And just a fun-fact... You at Dovetail left a colleague behind in Assen. And he doesn't pay much attention to who is looking over his shoulder... Let us see...... Yes!! He has already started coding for the Zwolle-Amsterdam route!! Ain't I a stinker...? ;P
Absolutely agree. For a pretty boring flat route and quite linear timetable, it's still the only route I've been playing recently which is ironic. The high quality of the trains, scenery and the variety of a brand-new country makes it very enjoyable and keeps the gameplay fresh.
I mentioned in another thread that also the fact that I can fire this up and play it without any major bugs, performance issues and blurring textures on PS5 also makes it a much more enjoyable route than some others.
Seems, that was a temporary bug. I tried the scenario again yesterday evening and it worked as it should.
I would say driving ICM is almost meditation-like... you have long distances between stations with a couple speed changes, but otherwise blasting 140 kph most of the time... besides watching nice scenery, almost every time I drift into thinking about a lot of things, depending what happens in my life or in general (not ideal if you are a real train drive lol, but since it is in comfort of my place, well )... kinda like ECML with 801, but with better scenery O
Yesterday I run an early service with the SNG, in order to get more traffic and people. But surprisingly when I open the doors to start the journey... nobody goes into the train! Even the same on other stations. Then I drove an almost empty one! I think this might be fixed.
I started a timetable at 23.15 and it lasted till after 00.00. After midnight, the actual time arrived at stops is not recorded correctly and you don't get the 80 points for being on time. Might not be specific for this route.
Totally agree from a Series X perspective. In my opinion it might be the best route regarding performance in the entire history of TSW - impressive considering this is in complete contrast with most other TSW 5 routes. Now if only every route was like this going forward then I'd be more happy with TSW in general. And, yeah, no blurry textures a huge relief too as that's a major factor in deciding how much I play of certain routes.
The “Gouda Job” achievement doesn’t unlock on Xbox Series X for completing 5 (or even all 6) scenarios. The fifth scenario that should have triggered the achievement was “ATB Out”, while the sixth was “Groningen Hero”. Can’t remember the order of the rest. Other than that, this is a great route. Really enjoying it!
I know that somewhere in the two threads for this route is an explanation on how to recover for an ATB stoppage, but I could not find how to recover in these threads. Was running an ICMm and got caught out by not responding to the ATG fast enough and had it stop my train. I attempted a number of ways to get the train running but could not get the brakes to release. Would love to get how to recover in this case.
Regarding the scenarios, another thing I have noticed as there are no times for arrivals at all. The scenarios keep mentioning "you're running behind", "try to keep to schedule", yet not a single scenario actually has scheduled times. Why not?
Made a bit of exploration on foot and went down these stairs. To get soft locked without return. You might want to fix this. Else? The route is excellent!
Has anyone been able to complete the second freight run with the BR193 from the timetables ? It’s the 300094 Amersfoort to Onnen Depot, every time it spawns me on foot on random locations and even when I teleport myself to Zwolle, where it’s supposed to starts, no sign of the train.
Hey folks, we had a bunch of fixes for Zwolle. We're still continuing to tidy it up, but you can view the patch notes here: TSW Patch Notes
Looking good with the changes to the scoring system for the SNG3 and ICMm3 - no more immediate score penalties when you approach a speed reduction zone and ATB warns you of it. The Vectron still needs some tweaking on that front though. Driving with PZB + ATB and SIFA activated only awards you 35 AP instead of 65 AP. From a scoring perspective there's no difference if you have PZB+ATB enabled or not.
So I tried out the 06.35 Vectron service post-ATB update on PS5. Safety systems all worked nicely except as previously mentioned it does not score you as if you have the systems on. Also, I was driving Zacns tankers which shouldn't be driven above 120kmh unloaded or 100kmh loaded. When driven in Germany if you have PZB on this will be enforced based on the PZB setting the loco is switched to. Is there not Dutch equivalent for ATB or would the driver just need to know the speed limit of what they are pulling? The service is timed for 54 minutes which I managed by going at the top line speed of 140kmh. I'm pretty sure in real life I would be in serious trouble if I drove Zacns tankers that fast
Having trouble with the SPR (8109) Groningen to Groningen Vork Timetable scenario. First step is to uncouple the 2 units at Groningen, but they won't. Master key is turned on in the cab you start in. Pressing the uncouple button in that cab doesn't do anything, changing ends to the cab in between the two units and pressing the uncouple butten doesn't do anything and pressing CTRL+SHIFT+C also won't uncouple the units.
hello, can somebody explain to me how to recover the DB Vectron 193 running on the Dutch 1.5 power option and the PZB-ATB warning device active. I can not get power after overspeeding… what are the correct steps to recover ?
Hi fietsbel12 The way I read it, you should pull the main brake down as far as it will go and then push it back up to release. https://forums.dovetailgames.com/threads/spoorlijn-zwolle-groningen.83716/page-26#post-988829
From Zwolle into Meppel on the short ICM3 timetable runs, entering Meppel area above 40 with red light warning can throw brakes on ... but i have been unable to get a release from traction lockout in this particular situation. Anyone know what the issue is here ? Symptoms: brakes full on, no amps Brakes seem to release ( that light goes out ) but gauge shows not released. I have tried everything in every order ... this seems to be a glitch in this one situation. Is it a known issue in any other circumstances ? April 10 update made no change to this. Not as silly as the vanishing brake lock control action, but vexing ..
I am on PC and have a significant number of mods installed. The game is crashing whenever I load the updated Vectron in as the Player train. This is almost certainly due to one of my mods. I tried both disabling and updating the Cab Cam mod as well as the Transition mod and still get a crash. Does anyone know of any other mods that may conflict with the new update?
I just loaded the Vectron in Z-B and immediate UE crash. I really do not feel like unloading all my mods and reloading them one at a time until I find the errant one. Since Its only 2 runs at this time will do my Vectron runs over in the German routes.
I found that the Vectron CTD was being caused by Spikee1975's "TSW CabCam Improvements All-in-One" mod on TSC. Installing the latest update to the mod (released 10th April) fixed the CTD for me.
Think it's more of a frankfurt fulda optimisation issue regarding all of the trains. Try disabling the layer
The Koploper gauge lights never come on for me on PS5. Do they work on another platform ? The 'i' and Shift-i notably do not toggle the gauge switch on the left side of the desk panel.
i find the route very good and i would like that the passenger anouncement system would be inplemented in de SNG, like in the real train
Seems like the AI is having some trouble doing (un)coupling actions, which blocks traffic. I was doing the SPR (8113) Zwolle to Groningen of 06:20 with the SNG, and when I arrived at Haren, I was stuck in traffic in a line waiting for a service to pass that never came. As you can see in the screenshots below, the time is 07:22, but at the station, SPR 8109 is still trying (and unable) to split, which it should've done over half an hour ago. I would also like to note, I'm not sure if it's just this route, or the game in general, but given how I like running services realistically (spawning in 5-10 minutes before start of my service, enter and prepare upon arrival) and do a few runs back to back, if you're taking over a service that's already done a service, the game often seems to have trouble pathing, which leads to you needing to add a path manually to complete the service.
I have the same issue on the Xbox Series X. The gauge lights on the ICM used to work but after the update patch its broken.
I don't know if this has already been mentioned, but I miss the signs with the place name at Meppel station.
It may be possible it's dimmed all the way down. In red is the gauge light button, selected is the dimmer (round knob) [ this is on PC on the latest patch ]
Just tested on PS5. Started a service around midnight. Turned gauge light on, dimmer at 55%. Still works, as it has done since release.
I can't start the second timetabel with the BR 193. Everytime i spawn on a random station and the Vectron is nowhere to be seen. Also had same problem when i restarted the first run on the timetable. But after a reboot i could play that one. (PS5)