ORTS Wish List 2013-06
#21
Posted 30 June 2013 - 10:11 AM
Another one is an adaptive contrast - our eyes are adapted to the most bright point - this can be simulated by the enviromental brightness computation. The transition between daylight and a tunnel (and back) should be more real, as well as the headlight brightness could be different at night and at a daylight.
Matej
#22
Posted 30 June 2013 - 11:37 AM
#23
Posted 30 June 2013 - 02:15 PM
Matej Pacha, on 30 June 2013 - 10:11 AM, said:
We should fix the mipmap bug first, as that should help considerably with signals equipped for it. A more general solution for OR-specific content would be defining lights as real lights and having the game engine make them more visible.
#24
Posted 30 June 2013 - 07:51 PM
Matej Pacha, on 30 June 2013 - 10:11 AM, said:
Another one is an adaptive contrast - our eyes are adapted to the most bright point - this can be simulated by the enviromental brightness computation. The transition between daylight and a tunnel (and back) should be more real, as well as the headlight brightness could be different at night and at a daylight.
Matej
From memory the first version of Train Simulator had the zoom feature, One hit on the up arrow key and the display zoomed in to around half the angular view, was great for signals, a quick hit in the up arrow and then another brought it back to normal.
Another thing Train Simlulator did was to double the size of the signal light/arm beyond around 1000 metres distance so it was easier to see.
A point I will put here is that all train sim's seem to make the mistake of displaying the signal light at a relatively low brightness, If you look directly at the light of any coloured light signal its dazzling in its brightness even of a sunny day. The new signals they installed on the Seymour Albury line when it was redone recently can be seen at 5 to 6000 metres NO problems, as long as one is directly in the signals siting line.
Lindsay
#25
Posted 01 July 2013 - 06:15 AM
James Ross, on 30 June 2013 - 02:15 PM, said:
Wouldn't real signal lights cause performance problem? I think the technique that is used in railworks would be enough. Bigger signal light glow planes with glow texture, that is faint in close mipmaps, but brighter ad distant mipmaps, with that signal lights are visible from 2 km
See this texture with mipmaps
http://f.cl.ly/items/0I222w0Q3a0p0H1l2N3r/glow_green_nm.png
#26
Posted 01 July 2013 - 06:25 AM
#27
Posted 01 July 2013 - 12:35 PM
copperpen, on 01 July 2013 - 06:25 AM, said:
Collimating lens and mirror systems have been around nearly as long as colour light signals (note not semaphore), Colour light signals came in two varietys, standard and search light. The search light signals were designed to be able to be seen at around 2000 metres with the sun BEHIND them thus can be seen at great distances at other times (Note, this HAS to be allowed for when the signal is installed). In the Melbourne (Autralia) metro rail system search lights were installed (in the 1920's) in a lot of locations on the East West lines (mainly the Ringwood line) as the line went into the rising/setting sun. It seems the newer LED signal lights are only availble in one version.
Lindsay
#28
Posted 01 July 2013 - 11:11 PM
This is on the BNSF Front Range Sub, at a siding, so it's a three color over three color signal.
In reality, the ONLY signal that you have to do anything immediately at is STOP, and you should know that's coming well in advance. The rest merely tell you the condition of the NEXT signal. By reading the signals correctly, you SHOULD know what to expect the next signal to be, and be able to comply with it even if you don't see it until you're a meter away from it.
I can elaborate on that if necessary...
Robert
#29
Posted 02 July 2013 - 01:06 AM
So they already know where every signal is, even if its obscured.
cheers
#30
Posted 02 July 2013 - 03:19 AM