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True for crossing. But we need diagonal roads for certain terrain situations like the one shown in the attached image.robo wrote:I think diagonal tracks are indispensable for railroadtracks, but not really necessary for roads. Theoretically you can build all kind of crossings in locomotion just with the wide curve element.
By that argument, 45 degrees is also not sufficient, you need all angles (it is easy to construct a landscape that fails for 90 and 45 degrees, but works for eg 20 degrees). In other words, stopping at 90 degrees is just as arbitrary as stopping at 45 degrees (although there is a diminishing profit of adding extra angles).smallfly wrote:... But we need diagonal roads for certain terrain situations like the one shown in the attached image.
exactly. and having 45 degree steps is a good trade-off between many angles and less complexityAlberth wrote:although there is a diminishing profit of adding extra angles
With bezier curves you could draw an unlimited amount of differently looking road curves. The needed graphics couldn't be simple 2D graphics which are placed as they are, but 3D technologies like polygons filled with road textures would be required => complicated to code.LocoMH wrote:Looking good, but wouldn't it be possible to also draw the roads ingame using bezier curves?
Since P1SIM loads its sprites from 1024x1024 unencrypted PNG images, it is very easy to generate new sprite sets, containing localized roads, tracks, vehicles...SkeedR wrote:My only qualm, one that many games seem to suffer from, is that curves here in the UK at least don't have solid lines. Can this be rectified?
First of all: You really seem to like trolleybusesClaudeS wrote:(...) implement trolleybus (...) depend of the road AND the wire (...)
Ow, yeah, I really like Trolleybussmallfly wrote:First of all: You really seem to like trolleybuses
Ok, I will made it now, but quickly, if you have a road of, per example, 2 lanes, when you create the road, you will need connect the four dots in a cross for enable the vehicles to change lanes, or the vehicle made it by itself, automatically?smallfly wrote:Please provide some explaining pictures that clearly show how the trolleybuses should move relative to wires and roads.
I imagine something like this.smallfly wrote:Please provide some explaining pictures that clearly show how the trolleybuses should move relative to wires and roads.
As far as I know, you are referring to an outdated type of trolley switches, where the vehicle has to turn in order to "activate" the switch. If trolleys find its way into P1SIM, only modern switches will be used. I talk about those, which can be triggered using infrared technology or something similiar. Thus the complicated route of your vehicle will not be needed. The trolleys will always drive below the catenary - or if they want/need to - on a neighbored lane.ClaudeS wrote:I imagine something like this.smallfly wrote:Please provide some explaining pictures that clearly show how the trolleybuses should move relative to wires and roads.
It also serve to old trams, that needs Trolleypoles, new trams use pantograph, probably the alghoritm will be different.
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