Station clocks Creating clocks to synchronize with simulation
#46
Posted 08 April 2020 - 04:46 PM
#47
Posted 08 April 2020 - 05:40 PM
I wonder whether something like a speedpost number display, or maybe a cabview-style digital clock could be done for world object digital clocks
#48
Posted 10 April 2020 - 12:56 PM
https://cs9.pikabu.r...60126345745.jpg
This additional clock restarts from zero as train occupies first block after the station. It will be cool to have time-obtaining signal script function to make this.
#49
Posted 10 April 2020 - 07:48 PM
I also find digital clocks very desirable and, as mentioned by ebnertra000, this should be realized similar like it worked with milestones I think. One should be able to name a shape and project the digits onto it. In post #38, I explained what I can imagine for possible digital clocks in the file Clocks.dat.
vitro, on 10 April 2020 - 12:56 PM, said:
https://cs9.pikabu.r...60126345745.jpg
This additional clock restarts from zero as train occupies first block after the station. It will be cool to have time-obtaining signal script function to make this.
The interval clocks that are common with some suburban trains, subways and also trams would certainly increase the realism of Open Rails. But is the effort to define extra OR-signal script extensions in the right proportion to the game's usage?
Does it correspond to the average player's perspective (e.g. Cabview) that you would even notice the reset to 0 of such an interval clock on a signal screen? After all, the reset of the interval clock would always only happen after you have already passed the signal.
And a second, perhaps really more serious problem: In an activity, you often don't have any trains ahead! But if no train in front of the player train what actually sets the interval clock to zero? So the player would always see the total time since the start of the activity on the interval clock I afraid ...in the case of the Moscow Metro then may be permanent seen "9:59"?
Youtube video, jump to minute 2:20: https://www.youtube....h?v=pkyldv6y4_o
#50
Posted 11 April 2020 - 04:32 AM
#51
Posted 11 April 2020 - 05:09 AM
vitro, on 11 April 2020 - 04:32 AM, said:
vitro, on 11 April 2020 - 04:32 AM, said:
#52
Posted 11 April 2020 - 08:25 AM
jonas, on 11 April 2020 - 05:09 AM, said:
Yes, it is recently added or-specific function.
jonas, on 11 April 2020 - 05:09 AM, said:
It depends on how Clock is set. After 9:59 it can switch off, or begin from 0:00. In Novosibirsk Metro it start counting only minutes on two right digit positions. Here's example of first case: https://www.instagra.../p/BTthroOFGuy/
#53
Posted 11 April 2020 - 08:44 AM
Thought about the expecting OR game experience some more: In an activity lasting longer than 10 minutes, in OR/MSTS such an interval signal would always be dark when the player train is approaching, because there are no trains ahead whitch had reset the signal to zero and more than 10 minutes have already passed since actitity begin.
When the player train has passed such always dark signal it would reset to 0 and then count up to 9:59. All this "in the back sight" of the player train, the player would rarly see the count up, because he is already on his way to the next station. There he meets again a dark interval signal and so on.
vitro, how do you imagine the experience of such an interval signal for the player in OR? Maybe I am missing something?
#54
Posted 11 April 2020 - 09:07 AM
http://www.elvastowe...ng/page__st__10
But I don't know how tu use this Functions
Regards
EugenR
#55
Posted 11 April 2020 - 11:19 AM
jonas, on 11 April 2020 - 08:44 AM, said:
I expect that there is more than one train in activity or multiplayer. It is cool sometimes to follow a train with minimal interval, observing signals switching right in front of you, follow timetable, etc.
#56
Posted 11 April 2020 - 11:39 AM
jonas, on 11 April 2020 - 08:44 AM, said:
Thought about the expecting OR game experience some more: In an activity lasting longer than 10 minutes, in OR/MSTS such an interval signal would always be dark when the player train is approaching, because there are no trains ahead whitch had reset the signal to zero and more than 10 minutes have already passed since actitity begin.
When the player train has passed such always dark signal it would reset to 0 and then count up to 9:59. All this "in the back sight" of the player train, the player would rarly see the count up, because he is already on his way to the next station. There he meets again a dark interval signal and so on.
vitro, how do you imagine the experience of such an interval signal for the player in OR? Maybe I am missing something?
You're forgetting about timetables. I have a timetable with a suburban route with trains at 5 mins. interval, and 3 mins interval during the rush hour. Any of those can be the player train. So unless you select the first train, there is always a train ahead of the player train within 10 mins.
Regards,
Rob Roeterdink
#57
Posted 12 April 2020 - 12:07 AM
jonas, on 11 April 2020 - 05:09 AM, said:
Does the interval Clock really switch off when 9:59 minute is reached? Is this how it works in reality, for example in the Moscow Metro? ...sorry for my not knowing.
The Functions
Activate_Timing_Trigger()
Check_Timing_Trigger( x )
are new in OR and working, see here in Post #13
http://www.elvastowe...ng/page__st__10
With Activate_Timing_Trigger()in the Stop-Path of the signalscript you hold the Timer on zero
In the clearpath you hold the signal as long on red, as the timer isn't higher then the Time x ( in seconds)
But I don't see a way to read this timer, only perhaps, to show minutes to wait, you check the Timer for every minute and show the result.
if (!enabled || block_state() !=# BLOCK_CLEAR || !route_set()) { state = SIGASP_STOP; Activate_Timing_Trigger(); } // Signal is enabled and the block ahead is clear else if ( Check_Timing_Trigger( 10 )) // wait 10 seconds to clear the signal { state = SIGASP_CLEAR_2; } else { state = SIGASP_STOP; } draw_state = def_draw_state (state);
Regards
EugenR
#58
Posted 12 April 2020 - 07:17 AM
#59
Posted 12 April 2020 - 11:06 AM
ebnertra000, on 12 April 2020 - 07:17 AM, said:
With the new Functions of Rob, there would be a solution:
http://www.elvastowe...ode-signalling/
see: additional signalscript functions
if (!enabled || block_state() !=# BLOCK_CLEAR || !route_set()) { state = SIGASP_STOP; if ( Check_Timing_Trigger( 5 )) { draw_state = 0; } else { draw_state = this_sig_lvar( 0 ); } } else { state = SIGASP_CLEAR_2; draw_state = 1; store_lvar( 0, draw_state ); Activate_Timing_Trigger(); }
store_lvar is storing the drawstate of the cleared signal ( because mor complex signals have more than one clear_states)
in the STOP-Case the signal is switching immediatly to State = SIGASP_STOP
but it will show after changing to STOP for 5 seconds the "old" draw_state.
Regards
EugenR
Edit:
A better solution would be, if Rob Röterdink could realize a new Function as
Train_is_passing the_Signal
This Function should change to true, when the !=# block_state is changing to true and the train is passing the signal.
together with store_lvar ( 0, draw_state ) the Signal could show the Clear draw_state until this Function change to false.
Regards
EugenR
#60
Posted 14 April 2021 - 09:52 PM
Since one of the last current versions a suitable "animated.clocks-or" file is created by asking the user via dialog box while the route starts. I have some questions about it:
• Are OR files of this type (Json) written directly to the Routes folder instead to the Openrails subfolder of the route?
• Will STF files like the "carspawn.dat" or "turntables.dat" in the Openrails folder be handled in the same way in the future?
• Is the current dialog box really necessary to ask the user to confirme the creating of the "animated.clocks-or" file ? (The "animated.clocks-or" could always be generated if a "clocks.dat" exists, isn't it.)
• Will the "Clocks.dat" (and other STF files) possibly no longer be recognized by future versions?
• I am certainly not up to date with the status quo on the subject of Json files and Open Rails. Is there a thread about it?