Elvas Tower: Roles - Elvas Tower

Jump to content

Posting Rules

All new threads will be started by members of the Open Rails team, Staff, and/or Admins. Existing threads started in other forums may get moved here when it makes sense to do so.

Once a thread is started any member may post replies to it.
  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Roles Rate Topic: -----

#11 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,360
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 01 December 2013 - 07:05 PM

Continuing...

The GUI for invoking a change in the current Camera set should be as small and unobtrusive as possible. In thinking about how to do that I believe the best answer is to rely on a toggle effect where some visual change occurs to signify the current state after being clicked upon. That gives a much smaller GUI than if OFF and ON text was present. With that in mind, a simple list would suffice and allowing for the GUI to be presented in either horizontal or vertical orientation should allow each use to have the display set per their own tastes. Examples:

Attached Image: GUI01.jpg
The above shows the list when Roles are defined. As you can see in either orientation there is one that looks different than the others... that's the current state.

Alternatively, this one:
Attached Image: Gui02.jpg
could be used when no roles are desired and the player just wants to take advantage of camera sets.

As I see it the difference between the two is Roles can have a command Gui; perhaps the distinction isn't actually necessary tho... a matter for further thought.


WRT color, whatever looks right. For instance, a dark background using Yellow letters to signify the current state:
Attached Image: Gui03.jpg

#12 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,360
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 01 December 2013 - 07:24 PM

If there is a perceived need to create GUI for the individual cameras in a camera set, the same approach could be used. This example (in vertical orientation):
Attached Image: Gui04.jpg
provides for 10 cameras in the set, all tracking, following the suggestions in the image titled "Tracking Cameras" in post #1, above.

#13 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,360
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 01 December 2013 - 08:22 PM

More, this time looking at a Command Gui.

Looking thru the list of typical commands a player will issue it seems that a very large number fall into an on/off category... the player changes state from one condition to the only alternative and later, back again. First thought on what this might look like as a command in a GUI offers complete clarity in function, but does require extra space:
Attached Image: Gui05.jpg

OTOH, given that there are only two possible values the use of color can signify which state is active... in this case the the before and after appearance:
Attached Image: Gui06.jpg

So long as a well understood convention is followed, such as white text = off and yellow text = on (or any other combination that makes sense), players will quickly understand and the need for the larger command area as shown above can be dismissed.


A second type of command is present that is harder to address... call it a Range Category: A situation where the player can move up or down a scale of values. Using the throttle as an example, taking into account all possible information gives this:
Attached Image: Gui07.jpg

Adjusting to use color to signify state gives this example:
Attached Image: Gui08.jpg

Further thinking leads to the realization we have two different commands at play here -- the position of the reverser and of the throttle, which gives this possibility:
Attached Image: Gui09.jpg

Taking that into account and applying color leads to this suggestion:
Attached Image: Gui10.jpg
What's new here is the the Up and Dn buttons are not a type Toggle... just click on the one you want as many times as you want and the result should be shown.



None of the colors or presentations should be taken as the final word on the subject... but simply to show how to approach designing the solution of stringing together commands in a GUI.

#14 User is offline   rdamurphy 

  • Open Rails Developer
  • Group: Private - Open Rails Developer
  • Posts: 1,199
  • Joined: 04-May 06
  • Gender:Male
  • Location:Thornton, CO
  • Simulator:MSTS - OR
  • Country:

Posted 02 December 2013 - 12:09 AM

There was at least one iteration of Flight Simulator where you could run it in a window, then right-click, and create new windows with different views. They could then be moved to other locations on the monitor outside the main window, or even onto other monitors. As I recall, the concept was ahead of it's time, and most PC's of the time didn't have the horsepower to use it effectively.

Might not be such a bad idea now, with the systems now available to us...

Robert

#15 User is offline   James Ross 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 5,492
  • Joined: 30-June 10
  • Gender:Not Telling
  • Simulator:Open Rails
  • Country:

Posted 02 December 2013 - 12:49 AM

View Postrdamurphy, on 02 December 2013 - 12:09 AM, said:

There was at least one iteration of Flight Simulator where you could run it in a window, then right-click, and create new windows with different views. They could then be moved to other locations on the monitor outside the main window, or even onto other monitors. As I recall, the concept was ahead of it's time, and most PC's of the time didn't have the horsepower to use it effectively.


It exists in FSX (version 10) at least, which I've played quite a lot over the years. Rest assured, the concepts in it are not being forgotten. :rotfl:

#16 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,360
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 02 December 2013 - 12:44 PM

View Postrdamurphy, on 02 December 2013 - 12:09 AM, said:

There was at least one iteration of Flight Simulator where you could run it in a window, then right-click, and create new windows with different views. They could then be moved to other locations on the monitor outside the main window, or even onto other monitors. As I recall, the concept was ahead of it's time, and most PC's of the time didn't have the horsepower to use it effectively.

Might not be such a bad idea now, with the systems now available to us...

Robert


I agree in full. Being able to shove a number of GUI windows over to a second monitor... opening up your work order text so you can see what you are supposed to do... a hyperlinked help screen so if you want/need to use the keyboard it's easy to check... heck, with new routes and activity functions perhaps even a pop up picture that shows you an image of the path thru multiple turnouts to the proper customer spot or even a route familiarization guide -- here's where the grade changes, there is the signal you need to be careful about, etc. ,etc)..

Many possibilities.

  • 2 Pages +
  • 1
  • 2
  • 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