Does the view distance control activation of car spawners?
#1
Posted 03 September 2020 - 05:39 PM
Any part of the car spawner length or are both ends needed in-view" to activate?
#2
Posted 03 September 2020 - 10:26 PM
#3
Posted 04 September 2020 - 11:49 AM
A thought: It might make a LOT of sense to move the spawning initiator to Activity files. For example any car spawners along a branch line might not be needed in any circumstance outside of an activity for that branch line. The same is true for any sort of industrial switching where it makes sense to have a few cars go by the factory when you are working it but in no other circumstances.
Look at how AI trains are handled -- always in an activity file. Are AI cars that different from AI trains?
The change could be best understood as a performance improvement rather than an ordinary feature.
#5
Posted 04 September 2020 - 06:19 PM
Genma Saotome, on 04 September 2020 - 11:49 AM, said:
How so? It'd be a massive burden on the activity designer to have to program events to turn every car spawner on and off. Better to use an automatic mechanism like draw distance - assuming testing shows there is performance to be gained in the first place, of course.
(But I have seen route designers add invisible tracks to run "road vehicles" as AI trains. It might be worth designing a dedicated mechanism for such cases.)
#6
Posted 04 September 2020 - 08:48 PM
YoRyan, on 04 September 2020 - 06:19 PM, said:
(But I have seen route designers add invisible tracks to run "road vehicles" as AI trains. It might be worth designing a dedicated mechanism for such cases.)
No need to drop the activation by world file loading. What I was speaking to was a tile by tile list of car spawners, some set to turn on, some to stay off. The default could be to turn on. To save resources the activity designer could mark those he didn't need to be turned off. The same idea is needed for sprite text tied to sidings and spurs. Why bother naming those 5 spots over there if you are not going to work more than one? This is not so much of a resource issue as it is to make clear to the player which few location(s) out of the many present he will work.
Here is in one of my my complex situations (real, not imaginary):
Those two spurs that run out horizontally have 4-6 story buildings on both sides... the space between them is about 14ft.
#7
Posted 04 September 2020 - 09:45 PM
As for siding markers, we already have an "automatic" mode that only displays markers for sidings relevant to the current activity. Unfortunately, it's not documented... you have to press Shift+F6 until you cycle to it.
#8
Posted 04 September 2020 - 09:46 PM
YoRyan, on 04 September 2020 - 06:19 PM, said:
(But I have seen route designers add invisible tracks to run "road vehicles" as AI trains. It might be worth designing a dedicated mechanism for such cases.)
This could have been the case to run specific vehicles different from the ones used in the standard car spawners
. This is no more needed with the multiple car spawner lists feature.
#9
Posted 04 September 2020 - 10:16 PM
More generally, it would be nice if activities could modify the scenery. Not just by adding and changing car spawners, but also adding objects, like maintenance vehicles and track hazards.
Related feature: Frequency-based traffic, like a rapid transit line that operates every 5 minutes.
#10
Posted 05 September 2020 - 12:01 PM