Originally posted by Samuel Lee:If I did not recall wrongly, the NSL are in the midest of implementing new rails / viaducts right? Maybe u guys want to use The Soon version as seen in EWL or with some enhancements that the EWL currently dont have. Well --- after that, probably I will be freed from the project and hence i got time for my BVE, and I can do final checking of sectors beyond Bugis and merge them together.
Oh yes, after that I still have to do NEL (Which now still have not contributed a single thing, I am sorry about it) and following that, I suppose u guys should be ready for the next NSL release, and I hope that by then CGL V0.9 or even V1.0 is also ready, so that I can see which version is the best for a particular object and use it.
Ok, BVESG_common make sense, but, AFAIK, some objects in EWL / NSL cannot be used in NEL and I believe that CCL do connect to NEL (Go Vivocity yourself to see it, or wait for me ..... if it is possible).
Yep, I agree that we should use Soon's rails, because it comes with the third rail and guide rail on the left or right. What we need to do now is to make it curvy. For our next NSL release, I am not sure about the date, but I have heard that Joey and Flip are currently doing station objects at JUR and BSH stations respectively. Check with either, please.
Originally posted by FSJZ:Yep, I agree that we should use Soon's rails, because it comes with the third rail and guide rail on the left or right. What we need to do now is to make it curvy. For our next NSL release, I am not sure about the date, but I have heard that Joey and Flip are currently doing station objects at JUR and BSH stations respectively. Check with either, please.
But the main issue is CGL also got their 3rd rail, and I suppose they got the curve tracks as well. But the texture is not too realistic in my opinion. (Oh yes, certain sectors later need to use different one, like the Expo's track and one in Pioneer is the same, and a track in Clementi is same as Pasir Ris / Woodlands and Bishan.
Originally posted by Samuel Lee:But the main issue is CGL also got their 3rd rail, and I suppose they got the curve tracks as well. But the texture is not too realistic in my opinion. (Oh yes, certain sectors later need to use different one, like the Expo's track and one in Pioneer is the same, and a track in Clementi is same as Pasir Ris / Woodlands and Bishan.
Can do. Just a suggestion: In the tunnels, why not try fading in and out rails and fog at the end of the tunnel?
Originally posted by FSJZ:Can do. Just a suggestion: In the tunnels, why not try fading in and out rails and fog at the end of the tunnel?
Lazy, I think the tunnel in Bedok - Kembangan already got somehow of it. No --- I dont understand why fog it if it is not a rainy day.
Originally posted by Samuel Lee:Lazy, I think the tunnel in Bedok - Kembangan already got somehow of it. No --- I dont understand why fog it if it is not a rainy day.
I mean the fog will make the end of the tunnel very bright, having the impression that the train is exiting the tunnel from the TO's point of view and then it will dim back to normal brightness. You should be able to see it on most highly detailed routes like the Northern Line (London). It is quite nice actually. I guess all this will be done at a very late stage?
Originally posted by FSJZ:I mean the fog will make the end of the tunnel very bright, having the impression that the train is exiting the tunnel from the TO's point of view and then it will dim back to normal brightness. You should be able to see it on most highly detailed routes like the Northern Line (London). It is quite nice actually. I guess all this will be done at a very late stage?
Can be considered, even though I am not sure in real life is this the case.
Originally posted by Samuel Lee:Can be considered, even though I am not sure in real life is this the case.
In real life, because the tunnel is very dark and the TO is suited to the darkness, when the TO sees something very bright, like an exit from the tunnel in this instance, he is temporarily blinded, but then his eyes adjust to the brightness and everything goes back to normal. However, in OpenBVE, there isn't such a function but the fog recreates it quite well. Get what I mean?
Originally posted by FSJZ:In real life, because the tunnel is very dark and the TO is suited to the darkness, when the TO sees something very bright, like an exit from the tunnel in this instance, he is temporarily blinded, but then his eyes adjust to the brightness and everything goes back to normal. However, in OpenBVE, there isn't such a function but the fog recreates it quite well. Get what I mean?
Oh I see, I got the idea le. There is a brightness command that I may try, but right now, due to some gaps etc, whenever the train reaches the tunnel will immediately turn to at night (Background black colour) and only about a few hundreds meters prior the exit if tunnel then change back to blue sky background.
Originally posted by Samuel Lee:Oh I see, I got the idea le. There is a brightness command that I may try, but right now, due to some gaps etc, whenever the train reaches the tunnel will immediately turn to at night (Background black colour) and only about a few hundreds meters prior the exit if tunnel then change back to blue sky background.
Good idea, it will help you solve the gaps problem in the tunnel. Why not change the ground also? Like index another image of dark rocks and change the ground image to that one in the tunnel, make it more realistic.
Originally posted by FSJZ:What thing on the right? You mean the VARIS?
I think he meant the blue and white stop indicator in 'Arcade' mode.
Originally posted by c751bLoVuR:
I think I got it, possibly the EWL chooses to be very accurate, and all of the stop point just too bad that are not in terms of 25m, so it might be the case?
Originally posted by The Soon:
I think he meant the blue and white stop indicator in 'Arcade' mode.
Oh, I see. In the file it has a 1.5 metre tolerance for overrun and underrun. But if you feel that it is too short for you, you can 1) Drive slower into the station 2) Change the length in the .csv file
To do that, open it up using notepad and then change the code in bold:
265
.Limit 60;0;
.sta EW1 Pasir Ris;12.0000;12.0020;1;1;0;1;;15;50;ewl\announce\departing.wav;0,
.freeobj 0;101
409.58
.stop 0;1.5;1.5
413.16
.Limit 80;0;
to this:
265
.Limit 60;0;
.sta EW1 Pasir Ris;12.0000;12.0020;1;1;0;1;;15;50;ewl\announce\departing.wav;0,
.freeobj 0;101
409.58
.stop 0;3;3
413.16
.Limit 80;0;
Or any other lengths you want (like 5 or even 10m which is highly unlikely in real life). Do this for every station and this should solve your problem.
Originally posted by FSJZ:Oh, I see. In the file it has a 1.5 metre tolerance for overrun and underrun. But if you feel that it is too short for you, you can 1) Drive slower into the station 2) Change the length in the .csv file
To do that, open it up using notepad and then change the code in bold:
265
.Limit 60;0;
.sta EW1 Pasir Ris;12.0000;12.0020;1;1;0;1;;15;50;ewl\announce\departing.wav;0,
.freeobj 0;101
409.58
.stop 0;1.5;1.5
413.16
.Limit 80;0;to this:
265
.Limit 60;0;
.sta EW1 Pasir Ris;12.0000;12.0020;1;1;0;1;;15;50;ewl\announce\departing.wav;0,
.freeobj 0;101
409.58
.stop 0;3;3
413.16
.Limit 80;0;Or any other lengths you want (like 5 or even 10m which is highly unlikely in real life). Do this for every station and this should solve your problem.
Oh, by the way, 1.5m is meant to be realism. In fact Singapore trains are designed to have 1.5m of tolerance only.
In EWL, realism comes first.
Originally posted by Samuel Lee:I think I got it, possibly the EWL chooses to be very accurate, and all of the stop point just too bad that are not in terms of 25m, so it might be the case?
Not really, I found out that the tolerance for the EWL route is 1.5 metres. So if any person comes into the station very fast, then the train would overrun by a lot. Also, because the doors in those underground stations are not really aligned with the stopping point, so the person might mistake it. I believe all this would be solved in the next release because this version is only a pre-release one.
Originally posted by Samuel Lee:Oh, by the way, 1.5m is meant to be realism. In fact Singapore trains are designed to have 1.5m of tolerance only.
In EWL, realism comes first.
I know that actual train drivers stop very accurately (like only 10cm overrun). But there are signs placed on the track to give a precise stopping point. Like when the line aligns with the window, then the train should stop there or something like that.
NOTE: Only change the stopping distances I showed just now at your discretion. It may reduce the realism of the route.
Those who not understand, picture here:
^^ The -- scroll too fast when I move abit P1.
Originally posted by c751bLoVuR:Those who not understand, picture here:
^^ The -- scroll too fast when I move abit P1.
Change the code I showed you earlier to like 5m. Use at your own discretion. Will reduce the realism of the route.
Originally posted by FSJZ:Not really, I found out that the tolerance for the EWL route is 1.5 metres. So if any person comes into the station very fast, then the train would overrun by a lot. Also, because the doors in those underground stations are not really aligned with the stopping point, so the person might mistake it. I believe all this would be solved in the next release because this version is only a pre-release one.
Erm, not aligned? Care to explain what does that mean. Visually it is perfect when it is on CSP (Correct Stopping Point)
Also, the tolerance in BVE EWL is 1.5m, which matches the one in real life. By the way, there is NO signboards to show the correct stop point unless one uses Exterior view.
Originally posted by Samuel Lee:
Also, the tolerance in BVE EWL is 1.5m, which matches the one in real life. By the way, there is NO signboards to show the correct stop point unless one uses Exterior view.
I mean in real life, there are signboards lying on the floor, one with a line on it and another one with a number on it with a cross. This are the ones the TO uses to stop the train.
Originally posted by Samuel Lee:Erm, not aligned? Care to explain what does that mean. Visually it is perfect when it is on CSP (Correct Stopping Point)
Sorry I think I see wrongly
Originally posted by FSJZ:I mean in real life, there are signboards lying on the floor, one with a line on it and another one with a number on it with a cross. This are the ones the TO uses to stop the train.
Yes, but as I said, unless you use exterior view, using interior view will not help as the thing is blocked by the panel.
Yes, some people have less powerful computer and doing so makes it lag more. So in conclusion, that is not done.
Originally posted by c751bLoVuR:Those who not understand, picture here:
^^ The -- scroll too fast when I move abit P1.
If you think it's really a hassle to have it scroll very fast, use the "expert" settings. It'll be more of a freedom for you if you choose expert.
Originally posted by The Soon:
I think he meant the blue and white stop indicator in 'Arcade' mode.
Also appears in Normal mode.
Latest updates: I have completed on extending the PSD / station length in all the EWL underground stations, except CTH and RFP (For EB and WB)