1. Train Sim World® 5
  2. News

Train Sim World® 5 News

MBTA Commuter: Deep Dive & Steam Pre-order

MBTA Commuter: Boston - Framingham/Worcester, the first new route Add-on for Train Sim World 5, is now also available to pre-order on Steam.

New to Train Sim World? You can find out more about our range of 100+ Add-ons by heading to our dedicated DLC page

In case you missed it, we introduced MBTA Commuter in our Coming Soon Article.

[h2]MBTA Commuter: Schedule and Layers[/h2]


A comprehensive schedule has been implemented to MBTA Commuter recreating the cadence of passenger services between Boston South and Worcester Union stations. As in real life, all services departing Boston South are locomotive hauled, with cab cars running east from Worcester or Framingham back to Boston.



Screenshots show the cabs of both the HSP46 (above) and CTC-5 cab car (below).



On all westbound services, both the HSP46 and F40PH-3C can be substituted, giving players a choice of traction. Equally, both the CTC-3 and CTS-5 cab cars can be selected for all eastbound services. The vast majority of services run the length of the line to Worcester, with some services terminating at Framingham and returning to Boston.



An unusual form of operation occurs during peak hours, whereby trains run on the 'wrong road' to accommodate a selection of stations featuring only one platform, such as those that run alongside the I90 highway at Newtonville, West Newton and Auburndale. At other times, trains are required to change tracks. This is something to watch out for, for players used to running consistently on the same side of the tracks on other American routes!



Non-revenue services will be playable at both ends of the line, from Worcester to Worcester Yard and from Boston South Station to Southampton Street Yard.

Boston South Station will feature AI traffic representing all other MBTA Commuter lines that run from there, including Providence, Stoughton and Readville services.

[h3]Additional Services Layers[/h3]


Players with the Northeast Corridor: Boston - Providence route Add-on will also see Amtrak Northeast Regional trains hauled by the ACS-64 locomotive and Amfleet® passenger cars. Some of these trains will be playable as short, non-revenue services using the balloon loop at Boston.

The Amtrak's Acela® will also appear for players that own the loco Add-on and some of these will be playable as non-revenue services too.



(Note: the screenshot above shows updated PIS which was not shown in the previous Coming Soon article).

Unlike the previous Boston route, NEC: Boston - Providence, the line to Worcester does accommodate regular freight services further west along the line between Framingham and Worcester. As a result, players with a selection of freight route Add-ons can unlock more playable and AI services.

Players with Horseshoe Curve will be able run extra playable services where MBTA locomotives haul flat cars, as is sometimes the case in real life.

AI freight services can also be seen at CSX's Worcester Intermodal Terminal, located just next to Worcester Union Station. The schedule features a few trains that serve here throughout the day consisting of Husky, Maxi Stack and flat bed/truck trailer cars.

To unlock the CSX Worcester Intermodal Terminal trains, players require all of the following Add-ons:
  • Horseshoe Curve
  • Cajon Pass
  • Sand Patch Grade




Additional freight services can appear between Framingham and Worcester using stock and locomotives from a wider selection of Add-ons to represent the variation of stock and consists that these trains typically run in real life. This includes a small local train heading towards Boston which runs long hood forward!

These additional services are playable, but all of the Add-ons listed below are required to unlock them:
  • Sand Patch Grade
  • BNSF SD70ACe loco Add-on
  • Sherman Hill
  • Horseshoe Curve
  • Cajon Pass


(Thank you to community member Yuri, who contributed with information related to these freight layers).

A single in-game timetable, with all layers available to unlock (with the relevant Add-ons) will be present for all players on both 8th and 9th Gen / PC platforms.

[h2]MBTA Commuter: Signaling Introduction[/h2]


The highly-anticipated release of MBTA Commuter: Boston – Worcester is rapidly approaching and we wanted to share some details about what you can expect from a signaling perspective. To preface, we designed this route to match the same mid-2019 time period as Boston – Providence. This decision was primarily made to maintain consistency in the scenery and timetable, but had the supplementary benefit of increased signal variance and operational complexity.

[h3]History[/h3]
The recent signal history of this line began in 1988 when Conrail, the owner of the line at the time, initiated a signal modernization project. The first phase of this project extended from Control Point 187 in Schodack, New York to Control Point 33 in Westborough, Massachusetts. The existing signal system was replaced by one that utilizes cab signals, with wayside signals only being present at controlled points. During this period, MBTA commuter rail services terminated in Framingham, so halting the signal modernization project in Westborough allowed trains lacking cab signals to continue providing passenger services between Framingham and Boston.

By the mid-90’s, the majority of MBTA equipment operating out of South Station was equipped with cab signals, which contributed the launch of passenger services to Worcester in September of 1994. In 1996, the decision was made to restore the second track between Westborough and Worcester and to begin another phase of signal modernization. Once completed, the signal system between Westborough and Control Point 21 in Framingham became cab signal territory, with wayside signals only being present at controlled points. The existing signal configuration between Framingham and Boston was deemed to be unworthy of a replacement at the time. Then in early 2020, the MBTA finished upgrading the signal system between Framingham and Boston. Overall, it took 32 years and three separate projects to modernize the signaling for the entire line.

Due to the time period in which this route was designed, you’re able to experience a wide array of signal types. During the first and second signal modernization phases, Conrail utilized color tri-light signals, a trend that continued until the sale of the company in 1999, at which point CSX Transportation acquired track rights.



Conrail color tri-light signals at the west limits of Control Point 33 in Westborough, MA

Each CSX signal project from that point onward utilized color light signals with a large hood on them (jokingly referred to as “Darth Vader” signals). You’ll see these in areas that CSX has performed infrastructure upgrades, such as the addition of Control Points 29, 30, and 42.



CSX color light signals at the west limits of Control Point 29 in Westborough, MA

Between Control Point 11 (one mile west of Auburndale station) and Boston, you’ll encounter the aging searchlight signals that weren’t deemed worthy of replacement back in 1996. The ones at Control Point 11 and Control Point 3 were preserved after the MBTA completed their signal project in 2020, so a bit of history still remains on that portion of the line.



Searchlight signals at milepost 10 in Auburndale, MA. Looking east toward Boston.

[h3]Operations[/h3]
MBTA Commuter: Boston – Worcester takes place before the signal upgrade in 2020, so the signal system you’ll contend with is a mixture of traditional wayside signaling and cab signals without fixed wayside signals.



When traveling between Boston and Framingham, you will operate the train according to Northeast Operating Rules Advisory Committee (NORAC) Rule 261. This means that the track allows for bidirectional travel and that you’ll control the train according to the indications of the fixed wayside signals you pass. In areas with very long distances between wayside signals, this can cause serious slowdowns when following another train.



When traveling between Framingham and Worcester, you will operate the train according to NORAC Rule 562. The entire rule is quite lengthy, but you’ll essentially control the train according to your cab signal indication. When passing wayside signals at controlled points, you will control the train according to the indication of the wayside signal aspect. Rule 261 also applies in these areas. Traffic flow in Rule 562 territory is typically much more efficient.

To get a full understanding, refer to the NORAC Operating Rules.

[h3]Signal Progressions[/h3]
A signal progression is the sequence of signal aspects in a particular situation. A very common one between Boston and Framingham might look like:

Clear > Advance Approach > Approach > Stop

The signal progression for each area is unique. Every signal in the route has had its behavior manually programmed in order to replicate the real-life counterpart as much as possible.

In his spare time, Brandon has created signal programming flow charts that show exactly how each signal in game will behave in every possible situation. See below for some excerpts and how to interpret them. Brandon intends on releasing the full charts with the launch of this route.



The above example shows a section of track between Boston Landing and West Newton in the westbound direction (toward Worcester). The position of a train, represented by the icon, determines how the preceding signal points will behave.

Let’s use signal point 81W in an example. When a train is occupying the block immediately after the signal, 81W will display a Stop and Proceed aspect, 71W will display an Approach aspect, and 61W will display an Approach Medium aspect. We’ll examine one more before describing what each abbreviation and number means.



The above example shows a section of track between Grafton and Westborough in the eastbound direction (toward Boston). Now we’ll use signal CP-33 2E in an example. When a train is occupying the block immediately after the signal, it will display a Stop aspect and the signal at CP-39 will display a Clear aspect. This is Rule 562 territory, so the train’s cab signal aspect will gradually downgrade as the train gets closer to the Stop signal at CP-33. As you can see, there are several cut sections between CP-39 and CP-33, with the cab signals potentially being influenced at each one.

Here’s a full breakdown of abbreviations and numbers used in the charts.

Signal Aspects
  • C Clear
  • LC Limited Clear
  • MC Medium Clear
  • SC Slow Clear
  • AL Approach Limited
  • AM Approach Medium
  • AS Approach Slow
  • AA Advance Approach
  • A Approach
  • MA Medium Approach
  • SA Slow Approach
  • R Restricting
  • SP Stop and Proceed
  • S Stop


Pulse Codes (determines cab signal aspect)

Other Abbreviations and Terms

[h3]Conclusion[/h3]
This rail line has a long and distinguished history, with signaling only being a small part of it. I spent a great deal of time on research and implementation to ensure you have as accurate of a signal system as possible. Furthermore, I am open to answering any signal questions you have.

Finally, I hope this article got you excited because I am definitely ready to get back to Boston!

Wirtten by Brandon Phelan (a.k.a. cActUsjUiCe)

[h3]Release and Livestream[/h3]
Train Sim World 5: MBTA Commuter: Boston – Framingham/Worcester route Add-on will release on 12th November for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam for $39.99/€35.99/£29.99

Stay tuned for our Preview Stream of MBTA Commuter also on 5th November from 19:00 UTC over our YouTube and Twitch.

Train Sim World 5 Game Update - 28th October 2024

Hello everyone,

Today we have a new update for Train Sim World 5 as the next in our series of smaller post-release improvements that bring fixes for core content, including West Coast Mainline, Frankfurt Fulda, Class 390 Pendolino, as well as Conductor Mode, Achievements, PC Editor cooking fixes and more.

Please note, this update is currently being pushed live on all platforms, and you may need to wait up to 24 hours for it to come through to your system.

[h2]Full Changelog[/h2]
Core
  • Fixed a crash on PS4 when using Fast Travel
  • Fixed a crash scenario when uploading a scenario on PS4
  • Fixed an issue where custom formations were not able to be uploaded to Creators Club
  • Fixed an issue preventing keybinding with Ctrl, Shift and Enter keys
  • Fixed an issue with Mastery Overlays not getting loaded if they are not included with the route they belong to.
  • Minor memory optimisations on Xbox Series S / X
  • Added new passenger animations to include walking sticks as an accessory
  • Various improvements to passenger animations to prevent clipping
  • Various localisation improvements to tutorials in Training Center
  • Fixed a rare crash instance that could occur during the initial loading screen
UI
  • Added new 'Trending' sort mode for the Creators Club menu
  • Fixed an issue causing service counts to be inaccurate on the main menu
  • Removed debrief screen after completing a tutorial, and instead will skip straight to the “Where Next” screen
  • Minor updates to UI textures and details where text overlapped/extended beyond boxes
  • Start-up screen on PS5 will no longer show an outdated placeholder title
Live Map
  • Fixed an issue causing low FPS when zooming into the Live Map
  • Fixed an issue where some location labels had a smaller, harder-to-read font

Achievements
  • Fixed WCML: Desiro-Boy unlocking too early on Epic Games
  • Fixed San Bernardino: Metrolink’s Awakening unlocking too early on PS5
  • Fixed Cajon Pass: Pass Out not unlocking after meeting criteria on PS4 and PS5
Conductor Mode
  • Taking control of an AI service as a guard should now correctly start conductor mode objectives
  • Taking control of an AI service as a guard should no longer stop the locomotive
  • Fixed an issue where some objectives didn’t complete when the time changed past midnight
  • Fixed an issue where the tickets remaining would sometimes increase by 1 incorrectly
  • "Engineer" is now referred to by the more familiar "Driver" in guidance steps
  • Buzzer objectives should now correctly state the amount of presses needed.
Photo Mode
  • Fixed cloud coverage being reset to a different state after exiting photo mode than it was prior to opening (There are other weather changes that don’t remain consistent which the teams are investigating).


PC Editor
  • Improved core cooking functionality. Update: This isn't working as intended, we are investigating what has happened here
  • Fixed cooked content from .pak filess being shown over uncooked content
  • Fixed copy & paste not working with scenery overlay tool
  • Significantly optimized performance when finding ribbons near to a location in track tiles that contain large numbers of ribbons.
  • Used faster methods for searching all Track Network Actors in cooked builds.
  • Small memory optimization to track network follower structures.
  • Added ts2ed.Tools.SetLevelCrossingSafeTime (float) command to adjust Train Triggered level crossing parameters globally.
  • Added ts2ed.tools.Dangerous.ReinstateOHLEMaterials command to force (nearby, loaded) OHLE Wire proxies to their default materials, without needing to regenerate their geometry.


West Coast Mainline: London Euston - Milton Keynes
  • Adjusted value of landscape ballast and mud specular to better match track ballast
  • Adjusted scenery grass materials to better match the landscape
  • Added rusty track visuals to end of tracks
  • Replaced ballast material on tunnels to the correct ballast materials
  • Replaced the depot building at Bletchley
  • Made the crane at Stonebridge yellow to match real life
  • Fixed PIS at Euston on platform 16 not displaying data as expected
  • Removed Network Rail Logo at Euston Concourse
  • Signal at Watford Junction platform 9 should now be visible and show correct aspects
Class 350
  • Adjusted guard control sequence based on community feedback.
  • Various improvements to brake physics and functionality


Avanti Class 390 Pendolino
  • Adjusted buffers at Euston platform 13 and 14 to prevent instant derailment when starting some services. Update: We're seeing reports that on PS5, this is continuing to occur, so teams are ensuring the correct version is uploaded and delivered to players.
  • Various improvements to text typos and grammatical errors during the Class 390 tutorial.


Frankfurt Fulda: Kinzigtalbahn
  • Fixed multiple services spawning players on foot instead of inside the train
  • Fixed multiple services starting in Frankfurt Hbf to ensure they correctly spawn with the rear of the train close to the buffers, as opposed to spawning too far at the front of the platform.
  • Fixed an issue with service RB 58 (28241) being routed via the wrong track between Frankfurt hbf and Frankfurt Süd
  • Updated point motors at Hanau Sidings to work automatically
DB Vectron
  • Fixed an issue with the right side exterior brake indicators not displaying red when expected.
  • Fixed a bug where the eco mode traction motor shutdown would act on dynamic braking


Expert DB BR 101
  • Fixed an issue when driving from the rear (2) cab with LZB active, the behaviour was reversed.


Antelope Valley
Rotem Cab Cars
  • Fixed an issue with textures overlapping on the cab car when viewed from certain angles
  • Ensured physics are enabled correctly when re-loading from a save on PlayStation


Birmingham Cross City / Regional Railways Class 323
  • Conductor Mode should now be enabled and work as expected. Update: This was expected to work with this patch and has been re-opened for investigation following the update.


CSX Heavy Haul
  • Minor localisation tweaks


Thank you for your continued feedback, please let us know if there are any issues after the update goes live.

WCML : Preston – Carlisle, Coming November 21st!

[h2]Introducing: Just Trains and WCML ‘Over Shap’[/h2]
Just Trains are one of our Programme Partner Developers who work on their own routes and locomotives for Train Sim World. Last year, Just Trains made their TSW debut with the release of the Blackpool Branches route Add-on, featuring the Class 142 Pacer DMU!
For their next release, they’ve continued to push the boundaries by developing the longest UK route in Train Sim World and introducing more sought-after rolling stock with the Class 87 locomotive and Mk 3a Coaches.
A full timetable of 1980s services features in the Add-on along with Conductor Mode functionality and plenty of layering for players that own other routes and locomotive Add-ons set in and around the same era.
There’s a lot to get into, so below find a summary of the rolling stock, route and gameplay elements that you can look forward to.

[h2]Rolling Stock:
[/h2][h3]BR Class 87/0 Electric Locomotive
plus BR Mk 3a Coaches, FFA/FGA container flats and BBA steel wagons[/h3]

New to Train Sim World is the Class 87 electric locomotive – the first electric locomotive to be added to the British fleet in game. This classic traction from the 1970s quickly became the star of the West Coast Main Line during the 1980s, when the nationalised British Rail branding was widespread across the entire UK rail network.

In-game, the Class 87 will provide a totally unique driving experience in Train Sim World. An advanced style of operation offers a real challenge to players familiar with more modern electric units and diesel locomotives and is equally distinct from the large roster of electric locomotives seen in German Add-ons.
In Just Trains’ own words: “This loco takes you back to the much more interesting time when you drove a bit more by the seat of your pants and had to think and plan a lot more.”

At the centre of this is tap changer operation. This phrase will be familiar to players of some of the older German locomotives in TSW, like the BR 103 and 111. With this comes a degree of jeopardy, with the potential to fail if not operated correctly. The Main Circuit Breaker (MCB) will trip cutting power to the drive motors if you try and demand higher power than the train can supply.



In addition to this, the Class 87 has a number of notable and unique features:
  • Authentic Neutral section operation, unique in Train Sim World.
  • Fully accessible loco ‘corridor’ (machine room) including operating controls. You can walk fully between the cab ends.
  • Fully authentic sound set, supplied by Armstrong Powerhouse.
  • A unique and large number of locomotive name plates included.
  • Includes two liveries.
  • Locomotive operating tutorials.
  • Ability to start from a totally dead state.
  • Realistic Simugraph train dynamics based on real world data

Just Trains have also employed the use of a real-world Class 87 engineer to insure the authenticity of the in-game driving experience.



Using Train Sim World 5's new Photo Mode improvements can make for some excellent prototypical shots of the era, such as this taken by Product Marketing Coordinator James
Though today they have since been replaced by more modern EMUs, a single main line certified example of the Class 87 still sees rail tour action along the West Coast Main Line much to the delight of enthusiasts. Players with Train Sim World 5’s core West Coast Main Line route (London Euston – Milton Keynes) will be able to use Free Roam to run rail tour services in a modern setting.
Players of Deluxe Edition may also wish to operate the Class 390 on Just Trains’ stretch of the WCML in Free Roam, albeit during an era from before these trains were introduced.

You can read more about the development of the Class 87 in a future Just Trains In Development Blog.



Also new to Train Sim World are the eagerly-awaited Mk 3a passenger coaches which were permitted to achieve a slightly higher speed (110 mph) over the Mk 2 variants (100 mph).

[h2]BR Class 101 DMU[/h2]


Running alongside the high-speed express services are local trains served by the Class 101 DMU, as previously seen in the Northern Trans-Pennine and Tees Valley Line route Add-ons.

These classic first-generation DMUs from the 1950s ran through until 2003 and saw action across a large number of main and branch lines, including the northwest.

For the West Coast Main Line: Preston – Carlisle release, the Class 101 has been worked on to provide a number of improvements on previous releases. These include:
  • Addition of Suspension physics.
  • Enhanced audio.
  • Updated interior textures.
  • Updated destination blinds.
  • Exhaust smoke effects.

The Class 101 DMU is included in the West Coast Main Line: Preston - Carlisle route Add-on. Players do not need to own previously released content to access these cars.

[h2]BR Class 08 Shunter[/h2]



Offering up shunting gameplay is the dependable Class 08 shunter. This ubiquitous legend has seen action across eight decades, from its original use in depots and yards frequented by steam locomotives, through to use in the preservation movement and continued use on main line yards into the 21st century.

Class 08 services will occupy the yards and stations at Preston and Carlisle, providing a shorter more engaging style of gameplay that involves moving stock between roads and getting trains ready for haulage by other locomotives.

The Class 08 shunter is included in the West Coast Main Line: Preston - Carlisle route Add-on. Players do not need to own previously released content to access these cars.

[h2]BR Class 47/4 Diesel Locomotive[/h2]



For players wanting a familiar locomotive to operate between Preston and Carlisle, the Class 47/4 returns, having been seen in multiple Train Sim World route Add-ons in various guises, including Blackpool Branches.

The difference in operation between this and the Class 87 will offer two distinct experiences for players along the length of the route and a way for players to learn the route prior to taking on the challenge of the Class 87.

Like the Blackpool Branches variants, these locomotives feature nameplate and livery variation as well as some smoke effect improvements and visual differences over some of the older versions from previous TSW Add-ons, including Suspension physics.

The Class 47/4 diesel locomotive is included in the West Coast Main Line: Preston - Carlisle route Add-on. Players do not need to own previously released content to access these cars.

[h2]The Route: Preston – Carlisle (+ Morecambe Branch)[/h2]

With almost 100 miles of track included, West Coast Main Line: Preston – Carlisle is the longest UK route in Train Sim World. This dramatic and high-speed stretch of line forms part of the much longer real-world WCML extending from London Euston, through to Scotland.



Preston will be familiar to players of Just Trains’ previous route Add-on Blackpool Branches, who’ll be able to make use of Train Sim World 5’s new Route Hopping feature to port between the two Add-ons. From here, the WCML continues to extend north facilitating gameplay down to the next station on the line: Lancaster.
This northern city, whose name links to the famous House of Lancaster and the wider county of Lancashire is also where a branch line splits off for some additional short form gameplay to the seaside town of Morecambe, via Bare Lane.



Train will pass through Carnforth Station where, during this era, the Steamtown museum was located. Oxenholme further north then provides the real-world jumping off point for passengers keen to explore the Lake District.
On this stretch the famous Shap Summit will provide a challenge for those driving any kind of traction, climbing up to the highest point on the West Coast Main Line!



After a call at Penrith towards the northern end of the Lake District, players will reach the city of Carlisle which not only features the station but also the nearby Kingmoor depot.
You can read more about the real-world history of some of the stations and locations in Just Trains’ In Development Blog.

[h2]Timetable, Service Layers and Gameplay[/h2]

[previewyoutube][/previewyoutube]

The timetable for this portion of the West Coast Main Line will depict a full 24-hour weekday based on the Working Timetable from the era and a trip notice booklet for the region. This will use the available rolling stock to feature high-speed express trains running from Preston through to Carlisle as well as local, main and freight services, including the Morecambe branch line.
Also featured is up to 6 hours of shunting gameplay at Carlisle using the Class 08 in multiple trip workings.

[h2]Additional Service Layers[/h2]



In addition, the timetable will be further filled with services and substitutions from other Train Sim World Add-ons.

Players with other Add-ons in their collection will be able to see and operate the following services on WCML Preston - Carlisle:
  • Blackpool Branches: for the Class 142 DMU and TEA wagons.
  • West Cornwall Local: for the Seacow and Turbot Wagons.
  • Tees Valley Line: for the HEA Wagons.
  • Northern TransPennine: for the Class 45 Diesel locomotive.
  • Spirit of Steam: for the LMS Jubilee steam locomotive, Mk1 Coaches, 16t Mineral Wagon and 20t Brake Van.
  • BR Heavy Freight Pack: for the Class 40 Diesel locomotive.
  • BR Class 31 Loco Add-On: for the Class 31 and PCA Wagons.
  • BR Class 20 Loco Add-On: for the Class 20 and PGA Wagons.
  • LNER Class A3 60103 Flying Scotsman


Due to the technical limitations of 8th Generation consoles, the level of some of the available features is reduced and a separate, reduced timetable will be available to players on those consoles.

[h2]Scenarios[/h2]



There are 5 Scenarios in WCML: Preston - Carlisle:

Broken Down
Class 47/4
An express train has failed at Penrith and requires rescuing. Starting at Kingmoor Depot, you will be briefed by a member of staff before finding your rescue locomotive. A cold start will be performed before meeting the failed Class 87.

Tap Changer
Class 87/0
Haul a passenger service between Preston and Carlisle on a wintery day. No doubt a few snow flurries will occur along the way so be extra vigilant with the braking as you call at Lancaster, Oxenholme and Penrith before the final stop of Carlisle.

Currock Collection
Class 08
Currock is located to the southwest of Carlisle Station. It has a dedicated wagon works shed which oversees many repairs to rolling stock on a regular basis to ensure they are fit for service.
Your task is to convey a mixed rake of BBA Steel Wagons along with FFA/FGA Container Flats to the works at Kingmoor. On arrival you find a fresh set of wagons waiting to be returned back to Kingmoor.



Southbound Liner
Class 87/0
Haul a heavy container train from Carlisle North Yard south to Preston. You will be looped at several places along the way. The weather is booked to be sun with patchy cloud along the way.
First Generation Stopper

Class 101 (3 car) Diesel Multiple Unit
Join a Class 101 at Carnforth Station working the last leg of the service from Leeds to Morecambe via Lancaster during the evening rush hour. You will run back in service again in the reverse direction as far as Carnforth.

[h2]Collectibles[/h2]

There’ll also be those Collectibles to hunt down, including: Parcels trolleys, Miniature Castles, Route maps, Mint Cake (which nearby Kendal is famous for) and Railtour posters. Some of these will be located in explorable buildings and locations, including fully modelled signal boxes at selected places on this route.
Finding it tricky to get to all the locations during your session? You can of course cheat (sort of) by using Train Sim World 5’s new Fast Travel feature to immediately go back to locations where you may have missed a collectible.
Mastery Challenges
Mastery Challenges require you to perform certain tasks on a route, like completing certain Scenarios or travelling a certain number of miles in a specific locomotive. Tier 1 Challenges unlock Decals for use in Livery Designer. Tier 2 Challenges unlock toggleable Scenery Tiles.

Train Sim World 5: West Coast Main Line: Preston - Carlisle route Add-on will release on 21st November for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Epic Games Store, and Steam for £32.99/€39.99/$44.99

Keep an eye out for further articles, videos and previews between now and release both here on Dovetail Live and on the Just Trains In Development Blog.

You’ll be able to join the Railfan TV team on YouTube and Twitch on 14th November for a preview of West Coast Main Line: Preston – Carlisle, featuring a member of the Just Trains team.

MBTA Commuter Line Launch Update

Hello everyone,

After discussion with our teams regarding the release of the MBTA Commuter Add-on, which was originally scheduled for launch on 29th October, we have made the decision to delay the release until 12th November.

For those excited to see more of the route, we understand that delays can be frustrating, but this extra time will allow our dev team to ensure that everything is as polished as possible.

Thank you for your patience and understanding as we take the time to make sure you’re getting a positive experience from the route. As a result of this, the MBTA Commuter Preview Livestream will also be pushed back to the 5th November.

We’ll be showcasing more of the route closer to this time with a second article, providing more in-depth details on what to expect from TSW5’s first add-on since launch. Until then, we’ll continue listening to your feedback, and we look forward to showing off more MBTA content when it’s ready.

Thank you.

TSW5 – Post Release Patch 3 – Update Notes

Hello everyone,

We are thrilled to announce the release of the first major patch for Train Sim World 5. This patch is our largest one yet and includes a wide range of fixes and improvements, such as optimisations for the WCML route and more.

The patch is available starting now, but it may take up to 24 hours for the patch to become available on your systems.

We appreciate your patience as our team continues to work on further improvements and optimisations to prevent crashes and performance drops, as well as further improvements for the West Coast Main Line.

We will keep you updated on future updates as soon as we have more news to share.

Thank you for your ongoing support!

Headliners

Full changelist follows further down.

[h2]Core[/h2]
  • Various minor memory optimisations for console platforms (PS4, PS5 and Xbox Series S/X)
  • Profile importing has been resolved on Xbox PC


[h2]West Coast Main Line[/h2]
  • Various optimisation improvements to help performance across the route
  • Euston station lighting has been updated to be less bright overall, and prevent train coaches becoming too bright inside the station
  • London skyline should be visible at all appropriate distances
  • Added missing OHLE wires just outside Milton Keynes heading south, and fixed floating OHLE brackets
  • Bletchley station has been updated to correct major texturing issues
  • Passengers at Bletchley station will no longer get caught in large groups on stairs
  • Watford Junction exterior signage and branding has been updated to reflect the real life management of the station
  • Updated camera collision when inside Euston station to prevent major view bouncing issues
  • Updated lighting in tunnels across the route to prevent trains becoming too dark when travelling through
  • Fixed an issue where grass walking audio was played when walking across metal bridges across the route


[h2]Class 350[/h2]
  • Added missing track joint sounds
  • Headlights will no longer remain active, despite being toggled off in the cab
  • Updated gangway door audio to play as expected
  • Updated the interior door animation to play as expected
  • Removed clicking sound audible in the fan aircon and when running at 50mph.


Full Changelog


[h2]Core[/h2]
  • Various minor memory optimisations for console platforms (PS4, PS5 and Xbox Series S/X)
  • Profile importing has been resolved on Xbox PC
  • Fixed an issue where using Fast Travel on Xbox could soft-lock the player.
  • Removed restriction on TSW3/4 pre-order decals within Livery Designer
  • Fixed a crash on PS4 when starting up a custom scenario


[h3]Conductor Mode[/h3]
  • Loading from a save now correctly re-loads checked tickets and continues in Conductor Mode as expected.
  • Taking control of an AI service as the guard will now work more than once
  • Slightly reduced size of the ticket marker icon to prevent clipping
  • Fixed some services that had both Driver and Conductor mode enabled preventing you from driving the trains, and only allowed Conductor Mode
  • Fixed an issue that failed to allow Conductor Mode to start as expected when the third person camera was far away from the train as the service begins
  • Fixed an issue when guarding the 766.2 DBpbzfa DB on Frankfurt Fulda where a gold medal was not achievable
  • Fixed button and lever markers on guard mode services not disappearing if switching to another service.
  • Fixed an issue where completed medals would not display in the menu after finishing Conductor Mode services on San Bernardino


[h3]UI/Menus[/h3]
  • All Custom Keybinds should now correctly save after editing
  • Fixed an issue where medals shown on your Profile were all the same colour
  • Fixed a crash on Xbox when scrolling through multiple Photo Gallery thumbnails quickly
  • Fixed an issue on Xbox where navigating through Photo Gallery to ensure the page correctly displays the images
  • Fixed an issue where the Route Map and Pause Menu could overlap
  • Fixed a missing space between the number and unit in the Stop Accuracy section of the Performance Breakdown
  • Fixed multiple words overlapped in ‘Online Sharing Hub’ menu
  • Fixed text overlaps when creating new Scenarios without a name entered correctly
  • Fixed to ensure the Favourite Train image displays correctly
  • Fixed an issue where long names for Favourite Trains would not fit in the Profile box UI
  • Fixed UI pop-ups having unnecessary gaps between text and buttons
  • Fixed text padding when selecting which gameplay option to play on a specific route
  • Fixed text in the Early Access banner is overlapped in the Home menu


[h3]Photo Mode[/h3]
  • Fixed an issue where the player falls through the map after exiting Photo Mode


[h3]Live Map[/h3]
  • Fixed an issue to ensure the departures list on the 2D map shows correct trains at all times
  • Fixed an issue where details on the player driven train would not display correctly


[h3]Route Hopping[/h3]
  • Fixed an issue where Xbox controllers could not interact with route hopping menus


[h3]Scenario Planner[/h3]
  • Fixed an issue where editing scenario name/description jumps to end of the text box


[h3]PC Editor[/h3]
  • Fixed a crash when selecting ECP and placing signals


[h2]West Coast Main Line[/h2]
  • Various optimisation improvements to help performance across the route. Particular focus on key reported areas, including Euston and other stations, with updates to assets and scenery elements to better utilise and reduce memory loads.
  • Euston station lighting has been updated to be less bright overall, and prevent train coaches becoming too bright inside the station
  • Updated London skyline to be visible at all appropriate distances
  • Timetable updated so Class 390's should arrive in Euston with the first class end of the train at the buffer end of the tracks
  • Added missing OHLE wires just outside Milton Keynes heading south, and fixed floating OHLE brackets
  • Added fourth rail electrification to crossover between Kilburn High Road Station and Queen's Park
  • Bletchley station has been updated to correct major texturing issues
  • Watford Junction exterior signage and branding has been updated to reflect the real life management of the station
  • Added missing third rail to Park Street Tunnel
  • Added option to spawn at Wembley Intercity Depot on foot
  • Player will no longer be allowed to sit in passenger occupied seats
  • Passengers will now spawn on the correct side of the fence at Cheddington station
  • Passengers at Bletchley station will no longer get caught in large groups on stairs
  • Passengers at Tring station will no longer get caught in large groups and clip through each other
  • Passengers at Tring will all face the correct direction when moving around the station
  • Passengers at Aspley station will no longer spawn where the player is looking
  • Updated camera collision when inside Euston station to prevent major view bouncing issues
  • Updated snow textures on the tracks outside of Euston to prevent them popping in/out
  • Updated theatre heads on signals outside of Euston
  • Updated signals and signal nameplates to be consistent with the Bakerloo Line add-on around Harrow & Wealdstone and ensure accurate representation of the route
  • Updated and improved signals and approach release at Wembley station
  • Updated and improved signalling around Wembley European Freight Operating Centre
  • Updated and improved signals and approach release at Willesden station
  • Updated and improved signalling at Railnet Reception/Departure roads near Stonebridge Park
  • Updated signals and signage sizes outside Stonebridge Park as expected
  • Updated aspects for signals WS36 and WS38 at the yard end of the Stonebridge Park Depot
  • Updated platform marker lengths at Euston station
  • Updated electrification of the track at Willesden junction to allow both 1972 stock and the Class 710 to path into the platform correctly
  • Updated lighting in tunnels across the route to prevent trains becoming too dark when travelling through
  • Updated platform numbers and PIS Boards at Carpendars Park to face the expected way
  • Fixed platform markers for Euston station and Watford Junction station being incorrectly setup and causing passengers to board unexpectedly
  • Fixed an issue where grass walking audio was played when walking across metal bridges across the route
  • Fixed an issue where the South Hampstead station sign has a large lighting issue covering it
  • Fixed a decal clipping through the wall at Hatch End station
  • Fixed train washer cross beams near Willesden being too low and clipping into trains
  • Fixed an issue where the fourth rail accidentally turned off on track at Stonebridge Park
  • Fixed an issue with signal WM151 north of Headstone Lane with scaling issues.
  • Fixed an issue where the player is unable to climb some platforms at Milton Keynes station
  • Fixed an issue where passengers could appear under the tracks at Milton Keynes station
  • Fixed an issue where the player is unable to climb some platforms at Berkhamsted station
  • Fixed a missing light source at Kilburn High Road station
  • Removed fourth rail going through AWS magnet between Hatch End and Carpenters Park
  • Localisation improvements for raildriver controls across all stock


[h3]Class 350[/h3]
  • Added missing track joint sounds
  • Headlights will no longer remain active, despite being toggled off in the cab
  • Updated gangway door audio to play as expected
  • Updated the interior door animation to play as expected
  • Fixed an issue where the electric Shoe would clip through the third rail
  • Fixed an issue where tooltips for keyboard shortcuts were missing in the Class 350 Introduction
  • Removed clicking sound audible in the fan aircon and when running at 50mph.
  • Italian localisation improvements for the TMS screen


[h3]1972 Stock[/h3]
  • Fixed PIS not appearing as expected on AI trains


[h3]Class 377[/h3]
[h3]Localisation improvements for raildriver controls[/h3]

[h2]Avanti Class 390 Pendolino[/h2]
  • Updated various service durations to allow for completion within the time limit
  • Fixed an issue where some services were in reverse formation, with first class at the rear heading to London
  • Various improvements to fix typos on pop-ups and PIS displays
  • Additional localisation changes.


[h2]San Bernardino[/h2]
  • Added all additional layers for Xbox Series S players
  • Added additional car traffic around Interstate 215 near San Bernadino
  • Updated duration for the ‘Rescue at the Ranch’ scenario to allow for completion within the time limit
  • Updated duration for the service 382 LA Union- Redlands scenario to allow for completion within the time limit
  • Updated PIS displays for inland Empire trains to correctly display final destinations as Oceanside and/or Redland
  • Added numberplates to signals 431/432 that were missing them
  • Fixed multiple assets around Covina that appeared to be floating in the air.
  • Fixed an issue during the service SD40-2 BNSF R-CAL6011 where the player was held at a red light and was unable to proceed.
  • Fixed an issue during the service BNSF-R-CAL-6011 where it was unable to be completed due to it leaving the playable area
  • Fixed the size of the tooltip description during the 'San Bernardino Route introduction'
  • Various localisation improvements


[h3]Metrolink MP36PH-3C[/h3]
  • Updated the animation of the assistant engineer’s emergency brake to play correctly
  • Fixed an issue with missing audio when interacting with the alarm silencer and HVAC control switches
  • Fixed an issue where the player could be prompted to “climb down” from the cab, whilst on the platform, during the ‘MP36PH Introduction’
  • Localisation improvements for raildriver controls


[h3]Metrolink F125[/h3]
  • Fixed an issue where the in-cab screens were not illuminating as expected


[h3]Rotem Cars[/h3]
  • Updated the front grill model to render better at a distance


[h3]Bi-level Cars[/h3]
  • Ensured Conductor Mode functionality works as expected with the Rotem Cars


[h2]Frankfurt Fulda [/h2]
  • Various improvements to ensure signals at Frankfurt and other stations across the route have the correct display as per reality
  • Added fences at S-Bahn sidings in Offenbach Ost and adjusted landscape to sound barrier and tracks
  • Added terrain around sound barriers at the Offenbach Ost station
  • Added missing GPA 2000Hz at Frankfurt Sued entry
  • Added missing Lf7 signs at Flieden towards Frankfurt
  • Fixed an issue with track switches no setting the correct path near Frankfurt Hbf after setting the key in the yard boxes
  • Fixed an issue where NBÜ signs were not placed correctly at the Schlüchterner Tunnel for northbound trains
  • Fixed OHLE headspanner on the track at Frankfurt Hbf
  • Fixed OHLE clipping the train on the siding at Fulda
  • Fixed an issue where Signal S9 at Fulda station is clipping the station roof and not visible from the track
  • Adjusted GPA magnet at Offenbach Ost so you can drive over the magnet with a speed that is lightly above 60
  • Ensured Zusatzlicht on advance signals (HV signals only) is turned on at Frankfurt Süd


[h3]DB BR 411 ICE-T[/h3]
  • Fixed a gap in the gateway between carriages when the loco is moving on a curve
  • Fixed an issue where digital screens would not tilt with the loco, and ensured they correctly display expected information


[h3]DB BR 114[/h3]
  • Fixed BR 114 brakes not working correctly due to pressure not building as expected


[h3]DB BR 193 Vectron[/h3]
  • Various localisation improvements to raildriver controls


[h3]FlixTrain BR 193 Vectron[/h3]
  • Updated the formation in the ‘Delays Expected’ scenario to be formed of 8 cars
  • Fixed an issue where the brakes would release by themselves if the cab is deactivated
  • Fixed an issue where the distributor release valve was unable to be interacted with
  • Fixed an issue with exterior brake indicators not displaying as expected
  • Fixed an issue where the brake selector lever incorrectly activated the red hoop cable
  • Fixed an issue where the hose pipes of the Talbot coaches fail to be connected properly at the gangway
  • Fixed an issue where the player was unable to open the passenger doors using the buttons in the cab
  • Fixed an issue on Xbox where players could not open the external camera in the second cab
  • Localisation improvements for raildriver controls
  • Various localisation improvements


[h2]Rosenheim-Salzburg[/h2]
  • Fixed an issue with texture holes in the gravel around Rosenheim


[h2]Bremen Oldenburg[/h2]
  • Fixed an issue where service GAG63308 was impossible to complete due to an incorrect dependency for Ruhr Sieg Nord.


[h3]DB BR 425[/h3]
  • Updated exterior snow textures to appear and build-up correctly


[h2]Niddertalbahn[/h2]
  • Updated the Live Map to show the newest TSW5 version


[h2]Expert DB BR 101 & IC Steuerwagen Loco[/h2]

The following changes on this post all relate to the Expert DB BR 101 & IC Steuerwagen Loco add-on, and detail a large range of functionality improvements, including new timetable additions and new suspension physics for the IC cab cab, as well as fixes to community-raised issues.

  • Added Expert DB BR 101 timetable for Kinzigtalbahn: Frankfurt - Fulda
  • Added Expert DB BR 101 timetable for Bremen - Oldenburg
  • Replaced BR 406 ICE 3M in Dresden - Riesa Expert DB BR 101 timetable with Frankfurt Fulda BR 411 ICE-T
  • Made sure wagons in PbZ Scenario are setup correctly with disabled air systems
  • Fixed a bug where "permanent" faults could appear even when disabled for a system
  • Fixed Train Formation in PbZ Scenario
  • Added a driver assist prompt for trying to apply power with the Electric Train Supply disabled, so the cab car battery doesn’t run out and cause problems
  • In the tutorials, the Coasting step now completes on "Off" not on "Min"
  • Fixed train data being pre-set in the Train Data tutorial if Expert Mode is disabled


[h2]GSM-R:[/h2]
  • Added audio when calling a non-registered functional number
  • Tweaked ZVM error 2 audio (no functional number registered)
  • Update GSM-R D cell towers to include Hanau - Frankfurt
  • Fixed Railway Emergency calls not being terminated if left
  • Fixed GSM-R completely braking when reloading from a save game
  • Fixed BZ link for Fulda - Kassel
  • Fixed AI drivers not registering their train data
  • Fixed Priority 4 VGCS/VBC calls softlocking the MMIS display
  • Fixed MMIS Typo "Verpät.-Meldung" -> "Verspät.-Meldung"
  • Fixed EVU page displaying ghost EVUs when less than 7 EVUs are on the SIM card
  • Adjusted call audio volume for Zes calls
  • Adjusted call audio volume for the automatic held call voice
  • Added technical support to terminate VGCS/VBC calls via DTMF


[h2]Bpmmbdzf & Expert DB BR 101[/h2]
  • Reworked light setup featuring light cones under volumetric fog
  • Implemented LZB/PZB test logic
  • Implemented Ersatzzugdaten logic
  • Implemented MFA/MFD train data display logic (holding down PZB Acknowledge + Release for 1 second)
  • Implemented LZB transmission failure support
  • Implemented LZB transmission failures as faults
  • Implemented passenger emergency brake handle being pulled as faults
  • Implemented new Sifa logic below 5 km/h
  • Full rewrite of the LZB/PZB indicator logic (fixes ghost PZB indicators under LZB monitoring)
  • Reworked PZB Grunddaten indicator behaviour to match the prototype
  • Fixed LZB target distance being displayed in 200m steps instead of 100m steps above 4000m
  • Added permanent flashing of the "Stör" indicator if the LZB is isolated through the fault isolation
  • New headlight textures courtesy of community member Redstoneia
  • Made Digital Displays mostly save game compatible
  • Added ability to close the Simulation Control page with the C button
  • Added widget stacking support to Digital Display system
  • Added new EBuLa brightness control
  • Added new "Passenger Emergency Brakes" Sim Control page
  • Corrected EBuLa "Bremshunerstel" typo to "Bremshundertstel"
  • Fixed a bug that made traction possible when the locomotive is pushing the cab car, even when the loco is in ZDS
  • Fixed several bugs in ZDS and ZWS multiple unit protocol that made the player have to cycle the reverser or enable ZxS on both locomotives/loco and cab car in a specific order
  • Updated a few EBuLa pages with more readable font settings
  • Fixed some errors in the AI service setup and shutdown sequences
  • Fixed ZDS not enabling unless the TDM switches and cab active were performed in a specific sequence
  • Fixed PZB triggering a penalty brake after deactivating the cab while PZB was in restrictive mode
  • Adjusted the way the fault manager calculates when a fault should happen
  • Fixed ZDS not enabling unless the ZxS switches and cab activations were performed in a specific sequence


[h2]Bpmmbdzf and/or Coaches:[/h2]
  • Implemented suspension on cab car only
  • Implemented PZB Buzzer logic for PZB Penalty brake applications
  • Improved coach number logic
  • Lowered the delay of the brake pipe accelerators when switching from open to closed state. This will make the brake pipe start charging quicker after an emergency brake application
  • Made Tail Light switch preset to Off when the cab car is coupled at the front
  • Changed logic of fault indicator panel to not flash the Stör button if NBÜ/ep is enabled or brakes on the rear connected locomotive is applied
  • Fixed cab car windshield rain visuals
  • Fixed Contact Signaller button
  • Added "IC" logo on the Bpmmbdzf
  • Added three switches for signal lights backup power
  • Fixed an issue where power and jumper cables would dangle out of the front when not coupled
  • Fixed animations and RVV clickspots for the Mg Test buttons
  • Fixed numbering on Bpmmz coach
  • Fixed Bpmmbdzf being displayed as "Avmmz 106.1" in the pause menu
  • Fixed cab window sliding animation not matching between the glass and window frame
  • Changed the close door logic to make it lock the door when pressing the close button on a door if a TB0 signal is present (necessary to make sure doors lock after using the UIC key)
  • Fixed GSM-R not searching for a cell tower on the inital spawn
  • Added a delay to the door close/lock function calls in the on door lock task logic (to not close immediately but wait for the alarm)
  • Corrected some logic for the fault indicator panel to be prototypical
  • Fixed incorrectly positioned or rotated jumper and power cables at the front of the cab car
  • Disabled Digital Display Screen Zoom on interior PIS display in cab car
  • Tweaked headlight setup based on community feadback: Headlights Reduced no longer displays signal light texture; Headlights Reduced no longer dims the headlamp
  • Made LSS LZB open and LZB/PZB cutout valve closed by default (fixes missing flashing 55 light when in the Grunddaten/basic data mode)
  • Reworked "door auto open" logic to fix a bug with AI trains. Doors are randomly selected to open on the side that was unlocked, and only if that side has a platform. Probability depends on coach passenger load but always at least one door is open.
  • Taught the driver the correct way to sit on a chair
  • Door keys on Avmmz now rotate in the correct direction
  • Added Door Keys for Cab Car and Coaches
  • Fixed a bug where doors would not work if a second cab was active
  • Fixed brake and energy gauges in the cab car not being lit properly


[h2]Expert DB BR 101[/h2]
  • Fixed a bug that made the Zwangsbremsung audio cue not play correctly
  • Fixed a bug with the ZDE logic that made numbers display when they shouldn't
  • Improved sporadic audio occlusion changes with high distances travelled in a single frame
  • Fixed ASG GUSP ghost malfunctions (fixes ASG failures without fault indication)
  • Fixed ASG Steuerspannung ghost malfunctions (fixes ASG failures without fault indication)
  • Fixed Rectifier Blower ghost malfunctions (fixes DG/bogie failures without fault indication)
  • Fixed HSM ghost malfunctions (fixes el brakes failing without fault indication)
  • Reworked "door auto open" logic to fix a bug with AI trains
  • Implemented some faults requiring the driver to disable ASGs or DGs directly from the V>0 or V=0 page via Softkey 3 on the MTD
  • Improved MU/ZxS stability
  • Reworked AFB speed holding logic during LZB
  • Decreased AFB holding brake release tolerance as per driver feedback
  • Added missing behaviour when train leaves LZB and AFB is active
  • Reworked LSS 34F05 Auxiliary Compressor behaviour to be more prototypical
  • Changed pantograph raise sound to match real world
  • Fixed a bug in the energy counter that made the screen output non-rounded when switching pages
  • Implemented ZMS MTD Grundbild and Z/Br page when ZMS or ZDS is active
  • Implemented remote compressor control (LP2) in ZDS/ZMS
  • Added LP2 ("Luftpresser 2") indicator to MTD status bar
  • Changed LZB direction logic to set the correct direction as soon as the reverser is moved out of Off (rather than Neutral)
  • Changed traction lock from MCB being open in ZDS to check if all locomotives have their MCBs open
  • Added traction lock trigger on LZB Ende if AFB is enabled
  • Added a rudimentary "Funktionsprüfungen" page to the MTD under the BR 101 (MFD)'s "Zugbesy" page
  • Added older software version for the MFD in BR 101 (MFD) cab accessed by setting the in-game date and time to before 2006
  • Fixed a bug in the pantograph selection logic that made the wrong pantograph raise if the locomotive is flipped in ZWS
  • Fixed malfunctions not appearing in the "St" fault list page until either the Up or Down arrow key was pressed
  • Fixed a ZDS bug which can cause conflicts between the active and remote locomotive causing them to power in opposite directions
  • Tweaked MFA indicator texture with imperfections matching reference material
  • Changed default position of the direct brake lever to "Hold"
  • Fixed direct brake not being releasable if the direct brake lever was in "Hold" in the inactive cab
  • Fixed an issue where the "Antriebe" or traction motor page did not update correctly if faults occurred on the ASG
  • Fixed missing glass rain effects in cab 2
  • Corrected "ZDS DR120" decal to "ZWS BR120"
  • Corrected "Versorgung 1 gestört"/"Versorgung 2 gestört" decal to "Versorgung 1 gestört"/"Versorgung 2 gestört"
  • Fixed missing loco number in the BR 101 MFD cab
  • Fixed GSM-R Emergency Call button in cab 2
  • Fixed non-interactable windshield heating switch in the cabs of the BR 101 with MFD and BR 101 in white IC livery
  • Fixed a bug in the blended brake logic if a whole bogie is shut off (in blended braking no pressure is applied to the cylinders of the shut off bogie, only fully air braking or emergency will apply air)
  • Fixed current tractive effort increasing quicker than target tractive effort on the remote loco when AFB is enabled
  • Fixed a bug in the brakes applied MTD status indication logic that made it read the master loco in certain situations rather than the rear loco/cab car as prototypical
  • Update energy counter to work realistically with multiple locomotives in ZDS/ZMS
  • Added fault message for less than 2 ASGs being ready
  • Added prototypical behavior of the blended brake logic (brake cylinder pressure stays vented if blended braking was previously active and then electric brake was released, resets if brakes are fully released or brake level is increased)
  • Added Main Reservoir Bypass valve (important in case the battery magnetic solenoid fails and cuts off the main reservoir from all other pneumatic systems)
  • Corrected relay valve cutout logic (allows applying or releasing brakes from brake valves with the brake key closed when the Cut-Off valve is opened)
  • Added "LZB" MTD W page
  • Fixed incorrect logic for the ETCS/MFD vs MFA loco in the machine room (the ZDE voltage source switch was invisible in MFA when it should be visible, and visible on the ETCS when it should be invisible)
  • Fixed an issue in energy counter that made it grow regenerated energy if train line is active without traction applied
  • Fixed ETCS 101 ZDE & ZugBesy showing ""0 00 00 00"" when no train data has been entered by the player
  • Fixed incorrect emissive reference that made the cab light always be illuminated in ETCS cab
  • Fixed the cab 2 auxiliary control
  • Fixed a bug that made multiple unit traction not work if ZWS was disabled and then enabled on the locomotive, without changing the reverser on the cab car
  • Fixed an issue that caused both pantographs to be lowered in some situations when ZDS is enabled and two coupled locomotives are spawned together
  • Fixed a bug that made it possible to interact with the machine door while in the spyhole view
  • Fixed Towing Valve animation in the machine room
  • Fixed Parking Brake Cut-Off Valve animation in the machine room
  • Fixed signal/head lights not updating when the signal light LSS is moved until updated from other switches
  • Fixed a bug that caused both pantographs to raise after raising the pantograph and having changed cabs while both pantos were down
  • Improved MTD boot sequence with new BIOS visuals
  • Removed decimal numbers from the MTD "ZSG" page
  • Added warnings when inputting invalid data on the EBuLa BRH calculator page
  • Tweaked visuals of "ZSG" MTD page
  • Added "Wartung" prompt when pressing UD on the MTD
  • Fixed Softkey 8 on the EBuLa in cab 2 being linked to the MTD
  • Fixed WD (malfunction history) list repeating entries on every page
  • Fixed multiple MTD W pages being affected by the player's game language
  • Implemented/corrected some readings on the "Adhäsion" MTD page
  • Fixed an issue where the "Adhäsion" page "DeltaV" number would show negative zero
  • Shortened Batterietiefentladung V>0 text to fit on the MTD
  • Corrected malfunction text "GUSV" typos to "GUSP"
  • Added additional MTD fault texts for internal ASG GUSP failures (GUSP not responding)
  • Fixed incorrect unit for the speedometer in "Hauptdaten" MTD page
  • Fixed blurry text on MTD Grundbild
  • Changed sound for auxiliary reservoir drain valve to have the hissing noise when opened rather than closed
  • Removed "Used Instrument Lights" stat tracking message when interacting with the Train Lights switch for the first time
  • Changed MFD "Elektrische Bremse gestört" indicator logic to match the MFA logic
  • Changed MTD status bar fault indication from "SYS / TSYS" to "St in SYS TSYS" in MFD cab
  • Changed some logic with parking brake and battery off simulation
  • Fault indices on the WD (malfunction history) page are now right-justified
  • Updated the cab desk texture to slightly reduce compression artifacts
  • Disabled On, Brightness and Contrast buttons during a display's boot or shutdown screen
  • Added clickspots for the PA and Intercom buttons on the GSMR in both cabs
  • Added a blocker to the pantograph and MCB control when screens have not booted fully
  • Added different MTD Software for 101 124, 101 126, 101 130 and 101 131 (these numbers aren't accessible in an unmodded game, so this one is for the modders)
  • Fixed a mistake that made LZB Ende sound not play
  • Fixed error in AFB where it would undershoot the target speed in LZB
  • Adjusted Pantograph physics to match real life more closely
  • Adjusted collision around couplers for ease of use
  • Fixed incorrect signal light logic for AI trains. Signal lights should now only be in tail lights on unconnected ends
  • Fixed skinning of Wheels on the BR 101 that would cause a cable to rotate with the wheels
  • The rear locomotive takes over and provides train line power (electric train supply / ZS) if the lead fails while ZDS is active


Thank you for your patience whilst we’ve worked on delivering these fixes. Additionally, our teams are still continuing to work on optimisations to help prevent crashing and areas of FPS dropping across TSW5 routes, as well as improvements we’ve committed for the West Coast Main Line. We’re still developing and testing these, and we will share more news once they’re ready.