-
Posts
190 -
Joined
-
Last visited
-
Days Won
1
Everything posted by weezzah
-
warszawa-centralna-e186-lighing.mp4 The panel is not readable at all with the panel light on due to the special lighting situation at Warszawa Centralna
-
Not sure if this is a path finding issue or is something that can be easily fixed, but it seems like these three socializing NPC's are unaware of platform signs:
- 1 reply
-
- 1
-
-
It would be so funny if they did that. Imagine the anticipation building for 1300 drivers as they get closer to Krakow... and then get booted off the train 😄 By the looks of the In Development poster on Steam it seems like Kraków Główny will be included which is where the 1300 and 3100 services depart and arrive from 👍
-
Correct me if I'm wrong, but I don't think there's any service available to drive from start to finish in the current timetable. The only true departure point I can think of that lies within the map is Katowice Muchowiec Staszic where the 424000 and 444000 services depart from. In terms of true end points I think there's none. Also I read somewhere they're adding Kraków to the map which may become the actual departure and arrival stations for the 1300 and 3100 services.
-
There are a couple of things I'm wondering about too: Will AI trains eventually get drivers? If so it would be great to use a unique AI character model to still be able to identify them as AI. And currently players use NPC models, so will there be uniformed models for train drivers and dispatchers?
-
After changing the radio channel there's a delay added before being allowed to select the next channel. This makes cycling through the radio channels slow. In the example below I attempt to cycle through the channels at a steady pace, but notice how only half of the button presses register as a channel change: slow-channel-change-1.mp4 For reference, here's a real life unit showing it can indeed keep up with faster button presses: slow-channel-change-2.mp4
-
Fully agreed. I've also suggested having an audio alert play when passengers have loaded to drive without the HUD completely: Also having simulated train conductors would naturally fix this as well which I made a suggestion about here: In hindsight, I've realized that the single player scenarios already have this implemented. In the single player scenarios it is in fact the train conductor saying the "Train 12345 ready to depart" message when the passengers have finished loading which is super convenient. This we need to get in multiplayer as well I think, but maybe with a TTS voice since the train numbers vary. The realization came from watching the video below. For example at 6:12 in this video the train conductor reports that they're ready to depart by blowing the whistle and saying "Pociąg 2 4 907 gotów do odjazdu." or "Train 24907 ready to depart." on the radio. This is repeated at every stop when ready.
-
In the english translation of the UI the words scenario and mission are used interchangeably. For consistency it would be preferred if only the word scenario was being used. On the single player Select scenario menu the word scenario is used throughout: But in the gameplay menu the word mission is used. Would prefer to have it say Restart scenario instead: The summary screen has a Mission restart button. Would prefer to have it say Scenario restart instead:
-
- 1
-
-
Assume the driver is driving without the HUD: Press [G] to hide the HUD (now we're driving without the HUD) Press [Esc] to enter the gameplay menu Press [Esc] to return to the game Notice how the HUD automatically becomes visible again even though it was hidden before entering the gameplay menu hud-enabled-when-returning-from-menu.mp4
-
At the Tunel level crossing the BMW's and the ambulance had no drivers in them as they drove across the tracks: This may apply to other vehicles too.
- 1 reply
-
- 1
-
-
Between Tunel and Charsznica right before the 7,0 hectormeter sign there's a level crossing sign inside the pole on the left side track: You drive on this left side track section in one of the single player scenarios too which is how I initially found it
-
-
Agreed, eye adaptation between light and dark exists 🙂 But to take this back to the cab again and to expand on something I wrote earlier: The thing is the game engine does not know what our eyes are looking at on screen. For that reason alone the dynamic lighting in a game engine will never look right when in enclosed spaces, especially when your eyes frequently change between looking at the inside and outside of a cab. That's an important point to understand why dynamic lighting inside a cab can be toned way down, to the point of almost non-existent. When inside a cab you can have equal amounts of cab interior and outside world visible on the screen. And if the dynamic light range is large, you end up with a weird compromise or average of brightness levels in the cab that disregards what your eyes are looking at completely. *Just had an epiphany, with the eye tracking hardware/software that exists nowadays a game engine could in fact know what your eyes are looking at, and then apply dynamic lighting accordingly... huh, wonder if anyone has ever tried that 😄
-
Figured I'd post these two from tonight's drive as reference. Kind of a similar situation to the EN76/96 cabs. Here I'm standing on a platform at Katowice station at around 19:00 hrs with the sun behind me hitting the buildings over there. I think this looks nice: And when pitching the view down it gets really bright: I feel the max brightness could be toned down a bit in this setting
-
Okay, so hear me out, this is what it looks like when standing outside of the train with 2 feet in the tracks looking in the same direction: Notice how the above screenshot is not over-exposed, and it's what I'm expecting to see from inside the cab too, as I mentioned earlier. But because of the camera effect, the outside view can get washed out like this from inside of the cab: The world doesn't turn white when you go inside a vehicle in real life. Do you see what I mean about over-exposure now? By the way, these screenshots have been taken at the same time of day and at the same location and are unmodified. Agreed, we have all different preferences and it should be an adjustable option in my opinion 🙂
-
What I'm referring to when I put dynamic lighting in the title is over-exposure, which is currently more camera-like than how a human eye behaves. Don't get me wrong, I love being blinded by the sun in simulation games 😄, but it better be for the right reason. The essence is I'd like to see the SimRail world through human eyes from inside the cab, and not through a camera lens which has over-exposure issues. When looking inside the cab the world outside becomes brighter, and in this case over-exposed (I've purposely put the blinds down too): But when looking mostly through the window allowing the "camera" to adapt to the outside world, it looks normal again: The last screenshot also shows how "blinded" I really am when looking outside. This is how much "blinded" I want to be from inside the cab. This is why I want to have an option to adjust the camera exposure effect/dynamic lighting and have it nearly turned off. Also, with motion tracking devices like TrackIR the shift in brightness is really noticeable. I hope that's clear enough 🙂