johnrossetti wrote: ↑Tue Jul 27, 2021 2:25 am
I think you misunderstood me and I'm not quiet sure what you are circling ?
Sorry John, I didn't explain things very well.
The circled track is the first tile from SWE as the route heads towards Salisbury, once merged into PDL using the supplied origins. (the rest of PDL removed--the idea was to see if a Waterloo to Exeter route could be produced from the pair of routes)
Woking does indeed live at those coordinates on both routes, but in PDE it's tile +1 +8 whilst SWE has it on tile -30 -22.
When a route is built the game sets the tile numbering relative to the origin point. You can change that "reported" origin in the RouteProperties.xml file, which means any scenarios produced starting at the origin will use those coordinates regardless of where those coordinates translate to as the tile number.
Code: Select all
<Origin>
<sGeoPosition>
<Lat d:type="sFloat64" d:precision="string" d:alt_encoding="9C33A2B437C04940">51.5017</Lat>
<Long d:type="sFloat64" d:precision="string" d:alt_encoding="2332ACE28DCCBBBF">-0.10859</Long>
</sGeoPosition>
</Origin>
(for SWE)
Create a new scenario starting at the route origin on PDL and it opens at Guildford. Tile 0 0* . which is what you'd expect as the origin of a graph---the intersection of the 2 axes.
Do the same on SWE and you start at Waterloo, once again tile 0 0* but a fair distance from Woking.
SWE's coordinates translated over to PDL also open at Waterloo, it's just that the tile numbers are out 30 tiles one way, 15 the other (approx.)
(* Tile numbers can be 1 0 or -1 0 or 0 +1 or 0-1 depending on how (it seems) the game feels at that moment.... suffice to say it's close enough to 0 0 for the purpose of this quick testing)
The bottom line is that the origin coordinates are only half of the picture---which tile those coordinates refer to also has a big influence.