ORTS Wish List 2013-01
#1 Inactive_Walter Conklin_*
Posted 04 January 2013 - 08:23 AM
#2
Posted 04 January 2013 - 09:21 AM
cjakeman, on 03 December 2012 - 11:11 AM, said:
The source code gets better because we all work on it together. I want to see the same approach taken to developing content and, of course, some way to merge two routes together and grow large-scale routes.
Something that has always been in the back of my mind is increasing the collaboration of model building by taking sub-assemblies of .s files and integrating them as 1 model. Stuff like person A's trucks, Person B's couplers, Person C's brake equipment, and let Person D create the car body. We'd have a whole lot more steam era cars with that approach than we do now with the do-it-all-yourself not much sharing/reuse. Maybe it would need to be cad-neutral source files (e.g., collada) instead of .s files, I dunno, but the basic idea is to look at how (physical) model railroading uses kit-bashing and figure out how to do that with our own models.
#3
Posted 04 January 2013 - 11:55 AM
midneguy, on 06 December 2012 - 05:02 PM, said:
Thinking of wish-list items made me think of something I don't recall seeing mentioned too much? Sounds - or really, additional options to be available in making .sms files. Since my primary interest in steam I've always been frustrated by several aspects of the original MSTS sound system, particularly in dealing with the chug sounds and synchronization to the driver rotation. The main gripe I have is the phonograph effect the current .sms options allow, that is, though the chugs may be synchronized correctly, it sounds like a record player speeding up and slowing down, and on top of that you have the abrupt transitions from one chug stream to another. ...
If one does not take into consideration the wheel slip case, a solution to this problem with the actual .sms language could be using Dist_Travelled_Trigger.
#4
Posted 04 January 2013 - 04:01 PM
* Linkable sound sources, with a primary application on level crossings. Let's say your main crossing.sms file calls for a mechanical bell by a particular builder, yet the prototype crossing has...say...an electronic bell, or some bell by a different manufacturer. To a layman this is perfectly acceptable, but to a discerning crossing aficianado this is one of the greatest limitations of MSTS! Maybe it could be implemented by line in LevelCr entry in the .w file that is read in OpenRails, specifying the .wav file used much like the .ace file line for Forests or Transfers. This could also open the doors for defect detector sounds, specific types of signals--for example semaphores and searchlights equipped on the same route, and wish to have the motor sound for the semaphores--and a multitude of other functions.
* A means of jumping between two or more horn or whistle sound effects: this trick is currently remedied by using the sander function, but a solution in which CTRL-Spacebar plays a recording of the locomotive's horn/whistle when "quilled" while simply pressing Spacebar actuates the horn/whistle at a full-blast setting. For steam-era trainsimmers, this is a must as some engineers back then blew the whistle in a specific way as though it was their signature, hence the origin of the word "quilling".
#5
Posted 04 January 2013 - 05:19 PM
Christopher
#6
Posted 04 January 2013 - 06:45 PM
Genma Saotome, on 04 January 2013 - 09:21 AM, said:
+1... A variation on this could be accommodated by supporting multiple freight animation lines, e.g. perhaps the trucks are the base model due to the animation, with separate shapefiles for the brakes, couplers, hoses, etc.
That could also allow for more interesting loads on flat cars...
#7
Posted 04 January 2013 - 08:01 PM
NativeCad ==> Exporter ===> MeshFile (.m), MeshDescriptionFile (.md; to include any useful attributes, such as copyright, bounding box values, texture file names, etc.)
MeshFile(1..n) NAME ===> ORShapefile (.ors)
MeshDescriptionFile(1..n) NAME ===> ORShapeDescriptionFile (.orsd)
where:
--- the ORShapefile locates in 3d space each of the component meshfiles
--- the ORShapeDescriptionFile provides a place for texture file subsitution (whole file, not UV changes) as well as any descriptive attributes (e.g., ShapeName()).
That's not intended as a specification (nor is it an indication of what OR will do) but only to conceptually describe one possible way as an example whereby n number of individual meshes can be integrated into a single shape for use in a game.
#8 Inactive_Knsgf_*
Posted 30 January 2013 - 08:41 AM
- track gradient indication or track profile view (like in RailWorks),
- cab sway at high speed and over switches (like in BVE),
- an option to make all signals in track monitor gray (possible in MSTS by replacing few files).
#9
Posted 30 January 2013 - 07:01 PM
#10
Posted 30 January 2013 - 07:21 PM
May the OR programmer who codes any similar function for an Open Rails editor know and fear the well deserved fate of the Kuju programmer.