Some questions
Posted: Sat May 13, 2006 5:53 pm
Many questions from a route developer about tools/features for development:
(1) Will terrain projection be using the Goode Inverse Homolosine projection as does MSTS (a skewed quadrilateral), the now commonly seen Universal Transverse Mercator used by USAPhotoMaps and GoogleMaps (a real square), either of those (by user choice), or something else?
(2) Will the distance of visibility be fixed as it was in MSTS (at 2000m) or will it vary depending on the size of the object -- for instance a large steel bridge is visible at a distance far greater than 2km while a small house vanishes at a lesser distance. Also a consideration for distant mountains.
(3) On seasons and precipitation: IMO one of the great flaws in MSTS was the failure to seperate terrain textures for seasons from terrain textures for precipitation; will the new sim have 4 seasons, each having 3 precipitation types (i.e., sun, rain, snow)? Essential for those locations where you get seasonal rains but never snow.
(4) On water: IMO another big failure in MSTS was making water textures global to the route. Ocean and pond water do not look the same. Water should be just another terrtex assignable to an area. Will the new Sim offer greter flexibility in this regard?
(5) Terrain Sculpting: Will there be a variety of shapes available for editing terrain (e.g., circles, spheres/cones, rods, etc.)?
(6) Object placement is Cad work by another name; will there be normal cad functions like snap-to, place-parallel, place-perpendicular, etc?
(7) MSTS grade specification is an ergonomic crime. Will the UI allow keystroke entry of digits for grade? OH, FWIW, the default grade should be the same as the section snapped-to, not level as grade changes are always relative to the preceeding section.
(8) Distant mountains in MSTS worked well except for one situation: where the foreground was both flat and extended further than 2km (e.g., looking across a large lake or bay). The DM display would then greatly shorten the forergound. Will the new sim accomodate this situation in some way to keep those hills as far away as they actually are?
(9) Rail barge/ferry is conceptually alike to a train moving under it's own power...just slower and tied to another object. Might the new sim allow for this feature?
(10) Lastly, IMO a train is a train is a train -- they're all operating under the same basic rules. Allowing the player to move from one to another (or to a static location like a tower) would greatly increase the diverse experience of playing the game. It also, architecturally speaking, lays out the logic for multiple players. Is anything like this under consideration?
(1) Will terrain projection be using the Goode Inverse Homolosine projection as does MSTS (a skewed quadrilateral), the now commonly seen Universal Transverse Mercator used by USAPhotoMaps and GoogleMaps (a real square), either of those (by user choice), or something else?
(2) Will the distance of visibility be fixed as it was in MSTS (at 2000m) or will it vary depending on the size of the object -- for instance a large steel bridge is visible at a distance far greater than 2km while a small house vanishes at a lesser distance. Also a consideration for distant mountains.
(3) On seasons and precipitation: IMO one of the great flaws in MSTS was the failure to seperate terrain textures for seasons from terrain textures for precipitation; will the new sim have 4 seasons, each having 3 precipitation types (i.e., sun, rain, snow)? Essential for those locations where you get seasonal rains but never snow.
(4) On water: IMO another big failure in MSTS was making water textures global to the route. Ocean and pond water do not look the same. Water should be just another terrtex assignable to an area. Will the new Sim offer greter flexibility in this regard?
(5) Terrain Sculpting: Will there be a variety of shapes available for editing terrain (e.g., circles, spheres/cones, rods, etc.)?
(6) Object placement is Cad work by another name; will there be normal cad functions like snap-to, place-parallel, place-perpendicular, etc?
(7) MSTS grade specification is an ergonomic crime. Will the UI allow keystroke entry of digits for grade? OH, FWIW, the default grade should be the same as the section snapped-to, not level as grade changes are always relative to the preceeding section.
(8) Distant mountains in MSTS worked well except for one situation: where the foreground was both flat and extended further than 2km (e.g., looking across a large lake or bay). The DM display would then greatly shorten the forergound. Will the new sim accomodate this situation in some way to keep those hills as far away as they actually are?
(9) Rail barge/ferry is conceptually alike to a train moving under it's own power...just slower and tied to another object. Might the new sim allow for this feature?
(10) Lastly, IMO a train is a train is a train -- they're all operating under the same basic rules. Allowing the player to move from one to another (or to a static location like a tower) would greatly increase the diverse experience of playing the game. It also, architecturally speaking, lays out the logic for multiple players. Is anything like this under consideration?