Realtime weather in OR
#31
Posted 07 November 2013 - 04:24 PM
Edward K.
#32
Posted 07 November 2013 - 07:10 PM
Further studies have been conducted on the theory of whether or not a tree falling in the forest actually produces noise, or only silent sound waves. This time the study involved human participation and possible scenarios. The study was inconclusive. Basically, the study pondered this scenario:
"If a man speaks in a forest, and there is no woman to hear him, is he still wrong?"
#33
Posted 07 November 2013 - 11:02 PM
#34
Posted 08 November 2013 - 12:36 AM
#35
Posted 08 November 2013 - 08:30 AM
Csantucci, on 08 November 2013 - 12:36 AM, said:
A key change is fine for player fiddling... how about something formal for Activities? If the game checked every, oh, 10 minutes, and we added an weather file for each activity, we'd have something. Something along these lines:
ORWeather ( NbrOfChanges ( 7 ) ChangeWeather ( ChangeWeatherEvent ( 1 ) WeatherTime ( 13:50 ) CloudCoverChangeRate ( +2 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 2 ) WeatherTime ( 14:30 ) RainChangeRate ( +2 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 3 ) WeatherTime ( 14:50 ) RainChangeRate ( +10 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 4 ) WeatherTime ( 16:10 ) RainChangeRate ( -5 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 5 ) WeatherTime ( 16:20 ) CloudCoverChangeRate ( -5 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 6 ) WeatherTime ( 16:30 ) RainChangeRate ( -1 ) #value is change per minute on a scale of 0-100 ) ChangeWeather ( ChangeWeatherEvent ( 7 ) WeatherTime ( 16:40 ) CloudCoverChangeRate ( -1 ) #value is change per minute on a scale of 0-100 ) )
#36
Posted 08 November 2013 - 10:42 AM
Would be cool to have something like that for OpR too. :)
Cheers, Markus
#37
Posted 08 November 2013 - 12:00 PM
Genma Saotome, on 08 November 2013 - 08:30 AM, said:
I'm not sure we'd add that to pure MSTS routes, but for OR content we should certainly have weather timelines. :)
#38
Posted 08 November 2013 - 01:03 PM
Maybe the volume of the rain can be turned down a bit.
#39
Posted 08 November 2013 - 03:42 PM
James Ross, on 08 November 2013 - 12:00 PM, said:
We could do [ActivityName].weather and if it is there, use it and if not it's unchanging.
As an alternative idea (replace... or supplement), instead of WeatherTime() we could have WeatherTimeRel() and WeatherTimeAbs() where the former is a period of time relative to the activity start and the later is fixed to a specific time of day.
It might also make more sense to do [ CloudCover | Rain | Snow ]TargetAmt() and [ CloudCover | Rain | Snow ]TargetTime()as a means whereby the Activity Designer can indicate "get me to this value". The same result can be obtained the way I wrote it earlier but this way would have the game to calculate the rate of change and I think that might be more understandable to anyone reading the data.
WRT adhesion, perhaps we do the change between dry and wet according to some arbitrary threshold of rate and then wait some fixed unit of time to represent the accumulation of moisture on the railhead. Something like once a precipitation rate rises above 10 wait this amount of time before changing Adhesion(): Delay( 30 - PrecipitationRate ( value )). Once could also change Adhesion() incrementally. Something similar going the other way to represent drying out.
#40
Posted 08 November 2013 - 07:44 PM