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There will probably be a mode like this in future, but devs have a policy of no conversating with the community so we just don't know if next update will be free roam or just another boring DLC.
A lot of the signalling decisions are dubious. All those signals that remain at red until the moment you have stopped in a platform are clearly coded like that purely for gameplay purposes, and I find them intensely irritating, particularly when they interfere with pathing decisions (as they sometimes do in Northern Transpennine). In fact, the signalling and routing is generally very poor, at least it is on the British routes I play most often.
However, while reds at platform ends often serve no purpose, this is not true of all red signals in the game, and there are undoubtedly situations where passing a red results in an impossible situation, which would be very difficult to code for. The easiest solution for DTG is to make passing any red stop the game, and I think this is a perfectly reasonable decision for them to have made.
No it is not what real train drivers do of course. But with ability to create our own scenarios, it will be no matter any more if you buy a new DLC and it have only 3 or 4 scenarios. I understand that most time train drivers just drive a train and it is something very similar to the time tables that we currently have in the game. But I'm also sure that sometimes the locomotive engine failure happens on some services and they need to be rescued or they need a locomotive change to continue the passenger service. In some countries not all routes electrified, so it is also possible to exchange diesel locomotive with electrical locomotive when electrified part of route begins. It is also possible to create other countries routes with map editor. I think it should be very nice to drive Japanese train or Himlayan train.
Watch this video, it is about Himalayan railroad and it is something very unique: https://www.youtube.com/watch?v=Fw4XUHdBR5I
Watch this, this is in Mumbai and it is beautiful: https://www.youtube.com/watch?v=TcPUa6WIXCE
So the ability to create custom scenarios and maps can make this game much more interesting. The maps in this game are very short, by the way. For suburbian passenger services the length is O.K.. But for inter city services and freight trains the maps are to short. For example, in CSX Heavy Haul there is two coal mines, but no factories or power plants to deliver this coal to. Even the Sand Patch Grade route is one of the longest routes in TSW, it is only a very small part of this route. You can check this route in google maps, it is in USA Pensilvania. Of course it is impossible to implement the whole route at once. But it is possible to create additional route and to connect it to the existent one. So it is very sad that this game doesn't have an ability of custom maps and scenarios creation. More over if it had an open world sandbox mode with ability to extend the world by connecting new maps to one of the existing maps like in Euro truck simulator 2 or American truck simulator, then this game could be the best in its genre.
I can understand that when they decide to do it the "REAL" way (so you cant make up any nonsense crap) and give you straight instructions and timetable to not allow editing or "freeness" (or idk) of decision... but in that therm TSW SuccX (not to be offensive) but i am a Traindriver IRL and in this game are so many SOOO immensive unprofessional, dangerous,and critical errors that "Locking everything to provide beeing professional" is straight up pathetic.
Ppl like me, who would love to improve the game, fixing stuff, and do a 3rd party Quality Assurance could make this game a true professional experience, and DTG has not even to pay a penny to us for that improvement work, but its their decision.
So anyone who drives trains IRL could fix the game with creating good, correct, and professional scenarios at their own and sharing them.
I agree. I'm not a professional train driver, but because of their poor user manuals, I've start looking for information over the internet and then I realized that there is a lot of signals mistakes on the routes. To tell the truth, in the beginning I was thinking that I'm just didn't learned the signals well, but when I started playing Run8 I realized that this is actually were a mistakes. But signals is not all mistakes this simulator have. More over, about 3 days ago I discovered a simulator "MaSzyna" and I realized that it is simply impossible to drive an electrical locomotive like I'm driving it in TSW because it will cause power overloading and can burn the electrical motors of the locomotive.
So "TSW" is like "Need for speed". From the first look "Need for speed" looks like a very beautifull car simulator, but then you understand that it have nothing similar with simulation. It is just a very good arcade game about cars. "TSW" is the same, it is very beautifull arcade game about train driving. But unlike DTG, EA not positioning their games as realistic car simulators.
The thing I find incredibly frustrating is that TSW clearly models some things very well indeed. On the whole, for example, the braking of most older British trains appears to be correct, but various people have expressed doubts about how power is applied. On the other hand, the signalling and routing is dire. A good example is the last train I went to drive in TSW: the 1604 Manchester Victoria to Leeds stopping train in Northern Transpennine. At departure time I had a red light. Fair enough; I could see an incoming train and it was likely there would be a conflicting route. However, I thought I'd contact the signaller who told me to "Proceed with caution". WTF! Being told I can pass a red light in a passenger train?? I checked out the route ahead; there was indeed a conflicting route and this was the last signal that protected it. Quite honestly this is about the last straw, and I will probably be taking a look at Diesel Railcar Simulator if I want to drive trains again in a computer game.
However, the way to deal with these issues is to allow modding (if DTG can't be bothered to fix them themselves). Free mode will not fix errors in the simulation. Instead it will probably expose new ones, as players take different routes that the existing timetabled trains do not.
And you are right. This is exactly as it works in "MaSzyna". If you overload the power system you will trip a protection device that will cut out the power so the electrical motor will stay functional. If you overloading it again the protection system will cut out the power for 2 or 3 minutes. But if locomotive starts wheel slipping it can burn the motor.
There is a little more space for some player action on first route (CSX Heavy Haul), but in general there is lack of free mode. I wouldn't expect something like that too. Since TSW beta in 2016 they promised multiplayer and editor, now we have 2020 and still nothing.
I can also recommend MaSzyna!
Yes, TSW has plenty of issues and quirks, but it is, essentially, a simulator. That means other trains will always be operating on the same network as you, which means signals are needed. Ignoring a red signal would mean colliding with another train not too far beyond that signal so... what's the point?
However...
I do think the implementation of a "test track" like those found at train development centres around the world might be fun for thrashing about on though. Just to make things a bit different.
Free mode doesn't mean that you can crash everything and colide with other trains. It mean that you can perform any railroad operation you want. Just a kind of a sandbox mode. More over, when you pass the red signal it doesn't mean that the game must exit to main menu. I did this in Run8 a couple of times, but all I did, I just stopped the train and drived it back, behind the signal, before other train arrived. By the way if you collide into another train in Run8 or drive it off the tracks, the game will delete your train and the train you collided with.
If I would like to derail trains and crash everything with a trains, airplanes, cars and trucks I could play BeamNG.drive. Despite this game still in early access, its already have a lot of mods like maps, cars, airplanes and trains. There is a huge map with train tracks available that called "Roane Country" and it have a 175 square miles of real Roane Country Tennessee. It is possible to download trains and train cars for this map and do whatever you want. Place a truck on railroad crossing and crash it with a train for example. This game was initially built to simulate realistics car physics and realistic crashing physics. But as turned out this game engine allows creation of realistic crashing of almost any kind of transportation wehicle.
I see what you're saying, but the nature of railway operations dictates the necessity for restrictions unless you happen to be driving on a test track or an otherwise isolated track. Under normal network conditions, passing a red signal would always result in either a collision or activation of automatic emergency brakes. So while I agree that there's no real need to end the service/scenario if you pass a red, the quickest way to resume that service is to reload the last checkpoint (if that option is available for your chosen route) or load your last saved game. Either way, there would be no "free mode" beyond that within the realms of train simulation. Unless of course you wanted to then work through the fairly tedious process of dealing with a SPAD (it's a pretty involved and lengthy process IRL).
Perhaps there's a mod out there somewhere which removes other rail traffic on the network and turns all signals to green, I don't know. But being able to manually control signals in-game defeats the purpose of playing it. It's like wanting to drive cars or ride motorbikes in ETS2. It's kinda pointless.
Don't get me wrong. I'm not against the idea of free modes in any game/sim. But if it goes beyond the realms of what the game is about, you might as well be playing GTA or Garry's Mod.
BeamNG is awesome too. I've lost countless hours on that!