I'm on PS5 and noticed since the recent patch that Hybrid setting for Ai conductor doesn't work properly. Tried various trains, sometimes doors won't open, sometimes they do, sometimes 1 set of doors doesn't close. The only route that worked correctly was the new Airedale route. Class 331, 333 and 43 worked great. It seems any route before TSW7 has issues.
Xbox Series X All medals and scoring have also disappeared/broken on the class 31 and class 20 journeys on TVL as well as on the 171/377 pack
Have finally found a bit of time to play for some serious sessions. My initial comments in another thread that performance had improved on PC doesn't seem to apply to all routes / timetables and I'm starting to think it was a placebo effect. Crewe-Preston was particulary stuttery this evening, to the point where I thought the game was about to crash (system specs in signature) No comments about the new routes since I've stopped buying DLC until the 90 is a finished product (six months and counting)... - UI - overall: The TSW6 UI was fine, it didn't need a new "light colours on light colours" scheme that hurts the eyes. Why was this choice made? Put it back please. - UI - Timetable mode: When selecting a train in timetable mode, you can barely make out which train is selected because of the colour scheme. Also the selection seems to be in the right-hand column by default. Why was this choice made? - UI - Timetable mode: Train thumnails either take forever to load or don't load at all. In fact the latter scenario seems to happen ALL the time after a first run on a route, which to me suggests that "testing" involves playing a few minutes of a route and then quitting the game. The old UI took longer to display the timetable page but at least it would display the trains. Also, it's just a cache of small images, why is it being reloaded every time we open the menu? - UI - Timetable mode: We should really see the name of the route somewhere on the train selection screen... If you're going to redesign the user interface you should at least be looking at what's missing and what doesn't work, like cases where hitting back / escape doesn't take you to the previous screen but throws you right back to route selection. - HUD - Driving: What is the yellow text warning us about? Why was this choice made? - HUD - Walking: How many years are we going to have to wait for a fix for the HUD compass / clock that doesn't disappear when you... hide the HUD? - AI Conductor: Where do I start? Doors opening on the wrong side, doors not opening at all, destination HUD and destination marker regularly disappearing when the conductor opens the doors, so that you can't see your next destination, or your arrival time, or the current time.... My "why was this choice made?" comments are obviously tongue-in-cheek, because they're all either bugs, features that haven't been thought through, or development time that was wasted on something useless or that actually made the product worse. In my company we have a notion of "value" on all feature requests. A request to make the HUD text yellow for no reason would typically be assigned a value of zero with a comment that no customers had asked for it, and would be canned in favour of something useful, like working on the huge backlog of bugfixes for things that have been broken for years. Examples of this would be my "compass HUD" remark above, or the bug when disabling the "Enable UGC substitutions" options that means it doesn't simply disable UGC content from *spawning automatically* as intended, but instead *completely removes it from the game* (disappears from the spawn menu, formation designer and scenario planner). Any remaining development time after the major bugs have been fixed should then be spent developing features customers *have* asked for, like a working save feature. That's how you get them to spend money on your product.