Elvas Tower: Pantograph flash - Elvas Tower

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Pantograph flash Rate Topic: -----

#1 User is offline   Brace_2011 

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Posted 16 April 2019 - 11:57 PM

I have recently been messing with electric traction, and I believe I have found a problem with defining the lights section in a wag/eng file to generate a flash at the top of a pantograph or the foot of a third rail pickup.

In MSTS using the following azimuth parameters Azimuth ( 0 -180 180 ) gives rise to a light that can be seen from any camera angle. For example, the following is an extract from a wag.* file that generates a pantograph flash on a carriage:

States ( 10
State (
Duration ( 0.1 )
LightColour ( 8000ccff )
Position ( 0.0 5.5 -7.3 )
Azimuth ( 0 -180 180 )
Transition ( 0 )
Radius ( 1.25 )
)
State (
Duration ( 0.1 )
LightColour ( 00000000 )
Position ( 0.0 5.5 -7.3 )
Azimuth ( 0 -180 180 )
Transition ( 0 )
Radius ( 1 )
)

State (
Duration ( 0.1 )
LightColour ( 8000ccff )
Position ( 0.0 5.5 -7.3 )
Azimuth ( 0 -180 180 )
Transition ( 0 )
Radius ( 1.25 )
)
State (
Duration ( 0.075 )
LightColour ( 00000000 )
Position ( 0.0 5.5 -7.3 )
Azimuth ( 0 -180 180 )
Transition ( 0 )
Radius ( 1 )
)


The appearance in game is exactly what is required, and the flash is nicely visible from every camera angle.

However, the same azimuth parameters in OR do not give the desired result. It seems to me that in game the flash is only fully visible from one angle, defined by the second azimuth parameter - and is completely invisible when the camera is directly opposite the angle defined by that parameter. OR appears to be ignoring the other two parameters.

I have looked in the manual, and it only says that OR lights replicate those in MSTSBin. Is this a bug? Can it be solved, or should I be looking for a workaround?

Does anyone have any thoughts?

Martin

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