mbm_OR, on 11 October 2019 - 01:38 PM, said:
The current HUD window data is displayed using a layered window.
Your suggestion is to display the basic HUD data using a window such as the Track Monitor or Next Station.
This idea seems to be reasonable and useful.
Yes, this seems like a good improvement, although I am not sure how the extended HUD pages should fit in.
wacampbell, on 11 October 2019 - 04:12 PM, said:
I know my opinion won't be popular, but I think the supplemental F5 pages should all be removed. They were added to help program debugging of the brakes and other physics systems and should have been disabled in the distributed versions.
I would like to ensure that people driving trains do not need to use any of the extended HUD pages, but I think removing them for everyone is too much.
Possibly removing them from the Stable Version, but keeping them in the Testing and Unstable Versions would work, but that probably still forces many content creators into using a less stable version unnecessarily.
wacampbell, on 11 October 2019 - 04:12 PM, said:
My main reason for removal is to improve realism. The information on these supplemental screens are not available to real train drivers and should not be available to train drivers in the sim either. As for using the F5 screens for operations like uncoupling, or setting hand brakes, again, a real train driver cannot do this remotely from a screen. In the real world, someone has to be sent out to the car to uncouple it or do the other operations. A more realistic way to simulate this maybe using the free camera to travel to that car and then click on the coupler, or the handbrake wheel. Its just a better user interface.
I would like to redesign all the in-game screens to make it possible to have a real world-like experience, with very limited information, and would also support adding walking around to couple/uncouple cars.
I also believe there's a lot we can do between that "real world" operation and playing it as a game.
Genma Saotome, on 18 October 2019 - 11:20 AM, said:
Could text in a windows window, ideally send via a html portal, be done in its own thread? IOW, can one thread do a read-only on the memory of another?
Yes, I believe the existing prototype for this was already running in its own thread. We might need to work on the way it pulls data out of the simulation into that thread, but in principal it's possible.
mbm_OR, on 19 October 2019 - 01:30 AM, said:
The improvements should always be welcome, but without forgetting those users who prefer easy things.
That is why, it has been added a checkbox option "[] Standard basic HUD window" (Option/Video) to allow the user choices between "Standard" or "Abbreviated" for the "Basic HUD window" version.
I would like to
strongly recommend that we:
- Do not introduce any new abbreviations or acronyms that are not common knowledge (even to not-very train people)
- Do not introduce any new options, except during testing of the feature
steamer_ctn, on 19 October 2019 - 12:57 PM, said:
In order to maintain the concept of having minimal information displayed on the screen, I believe that, as I proposed in the HUD purposes above, only information relating to the driving of the train should appear in the "Train Driving HUD". Multiple Player information is more related to game operation and therefore should be located elsewhere.
It would make sense to have a review of all the in-game windows soon, as I fear they're in significant need of reorganisation. For the purposes of this particular change, unless there is an obvious place to shove the multiplayer messages, I am okay to keep them in their current place.
steamer_ctn, on 19 October 2019 - 12:57 PM, said:
Also would it be possible to size the window based upon the information needing to be displayed?
The window can call "SizeTo(width, height)" on itself and it'll change size, but it'd need to be careful not to change frequently. Variable number of lines but fixed width would probably work.
scottb613, on 21 October 2019 - 06:46 AM, said:
First off - we can't thank Mauricio enough for working with us... I really like his decision to add a setting to select the "Full Text HUD" or the "Abbreviated HUD" in the settings - should keep everyone happy...
I am very happy to see everyone working together on this change, but I'd rather not have the abbreviated version. To me, it adds nothing (there's no issue with space or alignment), and means we have
another option for users.
scottb613, on 21 October 2019 - 06:46 AM, said:
The highlighted label (magenta) - indicates the control has just been moved by the operator and should stay magenta for a similar time period that Control Confirmations remain visible - with the end goal of removing Control Confirmations entirely... This should work on all displayed control labels (REVR, REGL, CCOK, SAND, BTRN, BENG) in example...
The (cyan) brake text - differentiates between the actual control position and the values you are using to gauge how much breaking effort you need to apply... Just to help you see what you need - quickly...
I really like this idea of highlighting things!
eolesen, on 21 October 2019 - 11:00 PM, said:
Why not make the HUD something with its own config file that you can turn on/off or re-order as you see fit?
You can already see dozens of opinions here on what's needed and what isn't, which means some degree of the user base will not be happy with any change.
The system variables are already there, so isn't it just a matter of what's being exposed?
It's probably not as easy as you think. :)
I would always recommend attempting to get the balance right to start with, otherwise it becomes too easy to think "the user can just change this if it's not right" and not get the defaults right.