To Goku and the OR Team--it's time for an Activity Editor
#71
Posted 19 September 2017 - 12:14 PM
When AE is done, we can think about an extra features.
#72
Posted 19 September 2017 - 12:33 PM
#74
Posted 19 September 2017 - 06:45 PM
Goku is right to focus on the basics first. But man, I like that idea to create features to automatically make activities. Even if it only got halfway and then things had to be cleaned up by hand, it would still be worth it.
There are several elements that could be automated -- or set to use some kind of template.
- static consists on sidings. Would love to see randomizer based on a database of car types or tags in the wag files or a search something - kind of like skyline computing's activity generator
- AI traffic (would it just randomly pick consists or maybe there would be a way to tag consists and it would pick certain tags.
- Random cars in consists
- weather, time, etc
There are several elements that could be automated -- or set to use some kind of template.
- static consists on sidings. Would love to see randomizer based on a database of car types or tags in the wag files or a search something - kind of like skyline computing's activity generator
- AI traffic (would it just randomly pick consists or maybe there would be a way to tag consists and it would pick certain tags.
- Random cars in consists
- weather, time, etc
#75
Posted 19 September 2017 - 09:54 PM
I have always wondered if OR would support two (or more, but let's start with two) players paths (and separate players service for each). That would open up activities for all sorts of creative ideas.
For instance: #1 player assembles train in yard - with yard trf and using auto mode (or combo of auto & manual mode), player #2 takes assembled train out to mainline...finishes activity in auto mode with mainline AI traffic.
We currently have to ability to switch trains, but only between player and other loose consists or AI traffic that have locos with cabviews. Why not switch between two different players - each with its own player path?
I do agree with the basics first principle. But's it's fun to speculate.
For instance: #1 player assembles train in yard - with yard trf and using auto mode (or combo of auto & manual mode), player #2 takes assembled train out to mainline...finishes activity in auto mode with mainline AI traffic.
We currently have to ability to switch trains, but only between player and other loose consists or AI traffic that have locos with cabviews. Why not switch between two different players - each with its own player path?
I do agree with the basics first principle. But's it's fun to speculate.
#76
Posted 20 September 2017 - 01:10 AM
But AI Traffic is like other players. There is no difference between player service and traffic service in activity file (except the thing that traffic timetable is stored in another file, so you can easily use it again)
#78
Posted 20 September 2017 - 05:25 AM
To clarify: The loose consists including locations need to be saved along with any existing AI services and the player service location. This would allow you to more easily create the next part of a multi part activity that would start at the where the previous one left off. This would include loose consists that are "created" by any switching activities. The end time of the previous activity would be the start time on the next activity.
This "next" activity could then be easily edited by the activity creator.
It's the equivalent of a saved activity only it can be edited.
This "next" activity could then be easily edited by the activity creator.
It's the equivalent of a saved activity only it can be edited.
#79
Posted 20 September 2017 - 07:13 AM
conductorchris, on 19 September 2017 - 06:45 PM, said:
Goku is right to focus on the basics first. But man, I like that idea to create features to automatically make activities. Even if it only got halfway and then things had to be cleaned up by hand, it would still be worth it.
There are several elements that could be automated -- or set to use some kind of template.
- static consists on sidings. Would love to see randomizer based on a database of car types or tags in the wag files or a search something - kind of like skyline computing's activity generator
- AI traffic (would it just randomly pick consists or maybe there would be a way to tag consists and it would pick certain tags.
- Random cars in consists
- weather, time, etc
There are several elements that could be automated -- or set to use some kind of template.
- static consists on sidings. Would love to see randomizer based on a database of car types or tags in the wag files or a search something - kind of like skyline computing's activity generator
- AI traffic (would it just randomly pick consists or maybe there would be a way to tag consists and it would pick certain tags.
- Random cars in consists
- weather, time, etc
Great ideas, Chris!
#80
Posted 20 September 2017 - 10:03 AM
Goku, on 20 September 2017 - 01:10 AM, said:
But AI Traffic is like other players. There is no difference between player service and traffic service in activity file (except the thing that traffic timetable is stored in another file, so you can easily use it again)
Sorry, but there is a HUGE difference between the player service and traffic service. The player service is the ONLY service that can be run in auto mode, anything else in OR ( accessed using the train list window) has to be run in manual mode.