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Stele

SIMRAIL Team
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Everything posted by Stele

  1. Game engines at least have documentation. That is just bunch of custom spaghetti code. 馃槃
  2. It looks like only wheel animation wasn't synced with changes made by bot on train initialisation. Added bit of code there and seems to work fine. Actual brake states were right all the time.
  3. Sugerowa艂em z rok temu, bo kupi艂em sobie 5.1 lata temu specjalnie pod Maszyn臋 i Simrail brzmia艂 marnie w por贸wnaniu. Nie zosta艂o podchwycone u g贸ry. Samo przestawienie ustawie艅 audio na 5.1 w projekcie nie dzia艂a poprawnie.
  4. Ale co tu mo偶na zmieni膰 od strony systemowej? Wymaga膰 vpna by m贸g艂 z zagranicznego ip wej艣膰 na polski serwer? Problemy interakcji mi臋dzyludzkich to clue gier multiplayer.
  5. Nah, won't do. Attenuation system only reacts to player audio category, that seems like sources meant to be attached to the camera. So only distance correction for now unless I will be able to understand that code and fix it without braking anything.
  6. I'm gonna cut their distance by half. Also moved them from general>effects to general>environment category. Should be muffled by by train cabin now.
  7. It's a bug. There must be "obstacle" used in training scenerios by instructor to spook up trainee by placing human on tracks. He gives such sound when run over. If it plays in normal scenerios, somebody must have placed it as prop on the map. Plese report such localisations i it still happens as they're to be removed.
  8. Jak ostatnio patrzy艂em w kod, to ruszali gdy poci膮g zwolni艂 do 5km/h czy co艣 ko艂o tego. Ale wybierali najbli偶sze drzwi w tym momencie, czyli gonili do pierwszych. Realistyczne ze wzgl臋d贸w psychologii t艂umu, ale marne w optymalizacji pakowania ludzik贸w do 艣rodka. Sugerowa艂em by kierownik czeka艂 a偶 wszystkie strigerowane ludki wsi膮d膮, ale nie przesz艂o, bo powodowa艂oby przesadne op贸藕nienia.
  9. Close doors key wasn't implemented when Elfs were made. I had no idea such thing got added until today. left/right keys just turned doors controller switch. Gonna change it so left will force left side, right the opposite and close to zero position.
  10. Sk膮d d藕wi臋k? Na przej艣ciu ko艂o budki nie ma gong贸w. Przejazd drogowy jest dobre 100m dalej i nawet jakby tam dzwoni艂o, to nie powinno by膰 s艂ycha膰. D藕wi臋k jest sprz臋偶ony z kontrolerem animacji i aktualizowany co klatk臋, wi臋c nie wiem jak mo偶e si臋 rozsynchronizowa膰 ze stanem rogatek.
  11. W sensie gdy mamy wysuni臋ty stopie艅, to nie w艂膮cza si臋 blokada trakcji przy otwartych drzwiach? Czy podczas zamykania drzwi 艣ci膮ga si臋 jak drzwi klapn膮 ale nim stopie艅 si臋 wsunie i ruszenie w tym momencie buguje stany?
  12. Z za艂o偶enia kolizj臋 maj膮 tylko obiekty znajduj膮ce si臋 zazwyczaj na peronach. Gra nie by艂a projektowana do biegania po lesie czy mie艣cie, a wybi贸rcza kolizja optymalizuje.
  13. Does slipping control lights up? All axles are simulated independently so it's possible that it occures on one of not connected to hasler/slip control.
  14. Doda艂em kolizj臋 i vegemask臋. Efekt tej drugiej pewnie b臋dzie widoczny dopiero po regeneracji ro艣linno艣ci.
  15. Yea, looked like road was moved to be perpendicular to rails while routepoints for cars remained at angle so they climbed up befere viaduct. I alligned them by hand so it might be not perfect, but hope they're gonna fit the hole. Also height might be a problem if some buses or trucks spawn there.
  16. It climebed up on rails as if it's patch was snapped to highest object? I can't see a thing on your screenshot.
  17. Thanks for reporting. I have no idea how it works, but hope it have such info and it's simply issue of wrong configuration of that single station.
  18. It might be realistic if it tries to replicate Polish softwere. 馃槢
  19. Moving textbox a bit down should solve the issue. There's plenty of space.
  20. It would be much better if UI would jump to next station when past one os 1km behind or so.
  21. It should resync on next station. Besides UI, you have signs on the ground. If we'd have proper full timetables, you'd also have kilometer for every post listed there. But I agree it would be best to penalise player for missing station and scroll to the next one at -1km or so.
  22. Rather related to this: [2022-12-21 01:12:50]: {"tid":1,"div":"HubConnection","msg":"OnMessages - Invocation - Invoke","ex": [{"msg": "Object reference not set to an instance of an object.", "stack": " at MultiplayerUiCreator.AssignInfoData (System.Collections.Generic.List`1[T] list) [0x00000] in <00000000000000000000000000000000>:0 \r\n at MultiplayerUiCreator.CreateList (System.Collections.Generic.List`1[T] list) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.SignalRCore.HubConnection.OnMessages (System.Collections.Generic.List`1[T] messages) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.SignalRCore.Transports.WebSocketTransport.OnMessage (BestHTTP.WebSocket.WebSocket webSocket, System.String data) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.WebSocket.WebSocketResponse.BestHTTP.Core.IProtocol.HandleEvents () [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.Core.ProtocolEventHelper.ProcessQueue () [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.HTTPManager.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 "}],"stack":" at SignalRCore.HubConnection.OnMessages (System.Collections.Generic.List`1[T] messages) <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at SignalRCore.Transports.WebSocketTransport.OnMessage (WebSocket.WebSocket webSocket, System.String data) <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at WebSocket.WebSocketResponse.Core.IProtocol.HandleEvents () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at Core.ProtocolEventHelper.ProcessQueue () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at HTTPManager.OnUpdate () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 ","ctxs":[{"TypeName": "HubConnection", "Hash": -989029488}],"t":638071819707872308,"ll":"Exception","bh":1} Everybody have those warning about missing Oculus libraries in their logs, as they are not shipped with the game.
  23. Thanks for reporting. Internal ticked id. https://git.simkol.pl/simkol/unitysim-new/-/issues/1106
  24. Related to https://git.simkol.pl/simkol/unitysim-new/-/issues/1106
  25. There clearly isn't listed any sheduled stop in timetable in Zawiercie. Also as freight train those are related to local situation and if you had technical stop for some planned crossing that didn't happened this day for some reason, you just drive through if dispatcher says so.
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