Activity randomizing
#11
Posted 28 October 2017 - 11:51 AM
29/10/17: new pack version available
The weather randomization has been added. The starting weather is randomized, and weather changes in a random way during activity. Season is not changed. The change rate depends from the randomization level selected.
Moreover now waiting point and station departure delays depend also from randomization level selected.
This pack version is considered to be a beta version.
#12
Posted 28 October 2017 - 04:01 PM
Thank you for adding this feature.
How do I get it to work?
#13
Posted 28 October 2017 - 11:48 PM
#14
Posted 29 October 2017 - 01:09 PM
Station stop departure time delay is now generated by a random increase in passenger numbers in platform.
31/10/17: new patch pack available
#15
Posted 29 October 2017 - 08:40 PM
Can we not separate some of the random features? The code change for randomness for all features combined has 3 different levels. I have not tested these features to know what these levels mean. But I think it is pretty clear that random weather should be separate from engine failures etc. Also the severity of changes should have some individual user control, like it is done in flight simulators. Can some of these random features be included for explorer mode?
I really like the random weather change feature! I had some other plans to implement this with another external scripting program, which I might put on hold for now.
Ciao,
Steve
#16
Posted 31 October 2017 - 12:22 AM
As a general rule I don't like multiplying options in the menu. However I agree that weather randomization is different than activity flow randomization, so I think I'll separate them. The severity of changes is under control of the randomization level.
Instead I don't have the intention to spend time on explorer mode.
#17
Posted 31 October 2017 - 01:13 AM
1/11/17: One file was missing in the pack, new release available
#18
Posted 31 October 2017 - 02:11 PM
I've downloaded X3972 from James's site and applied your RandomizedActivities_rev3.zip.
But I cannot see those new settings in the Experimental tab :-(
What am I doing wrong?
Anyway -- many thanks for this new feature!
Regards,
Mirek
#19
Posted 31 October 2017 - 03:01 PM
Csantucci, on 31 October 2017 - 01:13 AM, said:
Carlo,
I will give this a try. Thank you for considering/implementing a separate control for weather changes!
Ciao,
Steve
#21
Posted 01 November 2017 - 12:45 AM
2/11/17: pack removed because new release available
#22
Posted 01 November 2017 - 01:19 AM
Now the weather activity works. This gives OR a further complement in the direction of realistic representation.
avo
#23
Posted 01 November 2017 - 03:44 PM
So, I set both randomization options to the value of 3 and with great interest I expected what would happen.
Testing activities is a rather time-consuming process, thus no conclusions for today.
But I want to send you an error (which I'm not able to repeat - of course! Events now fire randomly). Below is the end of OpenRails.log:
...
SSSSSSSSSSSS$WSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS$W$
Information: Ignored missing animations data in shape c:\program files (x86)\microsoft games\train simulator\routes\whitefish9_rr\shapes\coaltower.s
C
Error: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Orts.Simulation.Physics.Train.SearchBackOfTrain(Int32& iLocoUnpoweredCar)
at Orts.Simulation.Physics.Train.CheckLocoPower(Single elapsedClockSeconds)
at Orts.Simulation.Physics.Train.CheckFailures(Single elapsedClockSeconds)
at Orts.Simulation.Physics.Train.Update(Single elapsedClockSeconds)
at Orts.Simulation.Simulator.Update(Single elapsedClockSeconds)
at Orts.Viewer3D.Viewer.Update(RenderFrame frame, Single elapsedRealTime)
at Orts.Viewer3D.Processes.GameStateViewer3D.Update(RenderFrame frame, Double totalRealSeconds)
at Orts.Viewer3D.Processes.UpdaterProcess.Update()
at Orts.Viewer3D.Processes.UpdaterProcess.DoUpdate()
at Orts.Viewer3D.Processes.UpdaterProcess.UpdaterThread()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Fail:
Information: Game.PopState()
It may say something for you.
I'll do more tests in next days, and I'm looking forward to appreciate this new feature!
Thanks for your work,
Mirek
#24
Posted 02 November 2017 - 12:12 AM
4/11/17: File removed because new version available
#25
Posted 02 November 2017 - 03:33 PM
I did some more quick tests with passenger trains (using rev_5 pack).
Both Act and Weather randomizing seem to work fine for me.
A small proposal to this: "station depart time: the depart time is delayed on 70% of the cases"
Could depart times also be randomly shortnened - at, say, 30% cases? Driving a passenger train with delays *only* seems to me to be somewhat unrealistic...
I'm going to do more tests, this time with huge AI traffic - let's see what happens.
But, in general, the idea of randomization is a great one, and congratulations you had it!
Thanks,
Mirek