Train Sim World® 5

Train Sim World® 5

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Fully Fueled Solutions!
I've been replaying Sand Patch scenarios recently and trying out the God Mode utility on the suggestion of users here. The Fully Fueled scenario has always been troublesome, so I've experimented with various setups to make the journey more enjoyable and to bypass the persistent "RED SIGNAL" bug that's encountered near the end of the scenario if you have saved and returned at any time. Disclaimer -- I am not a programmer, but I can crawl the web and stumble upon solutions like a top-seated amateur, so set your expectations accordingly. This post is to share what I have learned and create a record for future reference.


** More Motive Power **

After some experimentation, freezes, and mild crashing, I managed to equip my consist in Fully Fueled with some Dash-8 power on the head end. With the help of the God Mode utility, you too can equip any CSX power of your choosing. The two GP38-2 locomotives tasked at the beginning of the scenario must be hooked up to the rear of the train without modification, however, or the scenario will not advance.

After walking to the front of the train, take control of the lead locomotive and follow the setup as instructed. After getting permission to leave the yard, manually uncouple the lead locomotive and advance it forward to make room for any additional power you wish to add -- leave some generous room. Then position yourself just off the tracks facing the rear coupler of the lead locomotive.

Using the God Mode menus, drop in any locomotive available from the list and it should appear just behind you between the lead locomotive and the remainder of the consist; reposition yourself and repeat as desired. Now just hop into the lead locomotive, slowly reverse to couple with your new power, and slowly continue in reverse to couple with the remainder of your train. You are now free to depart with some bonus tractive power!

** The Red Signal **

After passing through the tunnel and stopping just atop the crest of Sand Patch, the scenario instructs you to secure the lead locomotive and again walk the length of the train to take charge of the lazy GP38-2 stowaways at the rear. If like me you had saved at any time during the scenario to return again and play another day, you might just encounter a very stubborn red signal as you navigate your locomotives down the tracks to the next scenario marker...

You can wait all you like, it's not turning for you, and the dispatcher is no help today!

Navigate to the God Mode menu at the top and drop down the Debuggers menu --> check the box "Signals". You will now be able to view all of the signal IDs and their current state -- if you stopped just in front of the troublesome red signal, an ID number should be visible at the base of the signal post with a "-1 of 2 (stop)" or similar designation behind it showing its current state.

Navigate back up to God Mode and drop down the Console Commands menu, hover "ts2.*", then the "ts2.signals.*" menu, then select "ts2.signals.SetRoute" from the list. A command box should appear. Select into the box and after the command "ts2.signals.SetRoute" enter in the signal ID and state you wish to force, with a space between each item...

ts2.signals.SetRoute ####-# #

EXAMPLE: ts2.signals.SetRoute 2111-3 0

...where 2111-3 is the signal ID and 0 is the state. I had luck always using a 0 state which granted me a medium or restricted approach. You could try forcing a 1 or 2 state (EXAMPLE: ts2.signals.SetRoute 2111-3 1 or ts2.signals.SetRoute 2111-3 2) but I haven't experimented that deeply yet and assume it grants other passage states that might not help in this situation.

After executing this command, the signal should change to yellow/green and you should be able to advance to the next scenario marker. Maybe double check with the dispatcher just in case too. This same process is repeated for any red signals in your path.

The final prompt will guide you to proceed back across the main junction to enter the dead-end spur. NOTE: there is a dwarf signal in the junction that must be set as well, and it's quite easy to miss as you roll by. After forcing the state to 0, you should be able to proceed across the junction and onto the spur, stopping in the designated area and ending the scenario at the CSX service truck.

**

Hopefully this will work as well for others as it has for me.

While I certainly harbor ongoing frustrations that such workarounds are needed to complete scenarios in a product we've paid for and I genuinely enjoy, I cannot express how much I appreciated those individuals with more knowledge and dedication than me for creating the tools and mods that enhance the gameplay and environment of TSW.
Last edited by eatswordfish; Jan 10 @ 11:48pm
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Date Posted: Jan 10 @ 11:43pm
Posts: 1