Elvas Tower: Does the view distance control activation of car spawners? - Elvas Tower

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Does the view distance control activation of car spawners? Rate Topic: -----

#1 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,350
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 03 September 2020 - 05:39 PM

Just curious about what criteria is being used to determine whether a car spawner should be activated... up to 2000m? Up to near terrain view distance? Everywhere?

Any part of the car spawner length or are both ends needed in-view" to activate?

#2 User is offline   YoRyan 

  • Conductor
  • Group: Status: Active Member
  • Posts: 391
  • Joined: 19-February 20
  • Gender:Male
  • Location:California, United States
  • Simulator:Open Rails/unstable
  • Country:

Posted 03 September 2020 - 10:26 PM

As soon as the world tile is loaded, all car spawners become active and begin to produce vehicles. View distance is not a factor.

#3 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,350
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 04 September 2020 - 11:49 AM

:sign_thanks:

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.

#4 User is offline   Hannes44 

  • Fireman
  • Group: Status: Active Member
  • Posts: 161
  • Joined: 10-October 17
  • Gender:Male
  • Location:Select State/Province
  • Simulator:Open Rails
  • Country:

Posted 04 September 2020 - 01:09 PM

What about timetables without activity files?

#5 User is offline   YoRyan 

  • Conductor
  • Group: Status: Active Member
  • Posts: 391
  • Joined: 19-February 20
  • Gender:Male
  • Location:California, United States
  • Simulator:Open Rails/unstable
  • Country:

Posted 04 September 2020 - 06:19 PM

 Genma Saotome, on 04 September 2020 - 11:49 AM, said:

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.

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 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,350
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 04 September 2020 - 08:48 PM

 YoRyan, on 04 September 2020 - 06:19 PM, 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.)


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):
Attached Image: K10 - Ontario St Siding.jpg

Those two spurs that run out horizontally have 4-6 story buildings on both sides... the space between them is about 14ft.

#7 User is offline   YoRyan 

  • Conductor
  • Group: Status: Active Member
  • Posts: 391
  • Joined: 19-February 20
  • Gender:Male
  • Location:California, United States
  • Simulator:Open Rails/unstable
  • Country:

Posted 04 September 2020 - 09:45 PM

Still too much work. No activity designer is going to be bothered to turn off car spawners by hand. The simulator should be able to manage its resources automatically.

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 User is offline   Csantucci 

  • Member, Board of Directors
  • Group: Status: Elite Member
  • Posts: 7,000
  • Joined: 31-December 11
  • Gender:Male
  • Country:

Posted 04 September 2020 - 09:46 PM

 YoRyan, on 04 September 2020 - 06:19 PM, 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.)

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 User is offline   YoRyan 

  • Conductor
  • Group: Status: Active Member
  • Posts: 391
  • Joined: 19-February 20
  • Gender:Male
  • Location:California, United States
  • Simulator:Open Rails/unstable
  • Country:

Posted 04 September 2020 - 10:16 PM

It's more of a one-off mechanic. Specifically, I'm thinking of the Tehachapi Pass II route, which features a police car that paces your train during one of the activities.

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 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,350
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 05 September 2020 - 12:01 PM

If there was such a thing as an "append" world file tied to an activity I'd be moving both siding names are car spawners into it.

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users