Things OpenBVE can't do.
2 posters
Page 1 of 1
Things OpenBVE can't do.
Elsewhere, one of the current un-official development team ( Given that the the Western Region has always done it's own thing ) stated that they would be interested in knowing what the sim can't currently do.
This was my llist of observations:
* Fully Randomised platform allocation is not yet supported, let alone probablistic modelling for certain simulation relisim elements such as passenger loading, track quality, weather etc..
* No current support , for external signalling/instrumentation support, (The Toronto users had to implement a custom solution to enable a semi-multiplayer mode for some activities they were undertaking in relation to a TTC route)
* Placing ,multiple objects in a non track parallel line is a pain, There isn't an 'avenue' function, that would for example make it very easy to place lines of trees without having to implement them as puesdo walls or tracks.
* There are some limitations in the physics model for really narrow gauges and tight curves. I haven't seen anyone modelling 'beachfront' miniature lines yet so this may not be a major concern.
* "Spirals" are not supported, meaning that some rather clever coding has to be undertaken.
* Although less relevant to 'rail' routes, It's not possible with the current version of the sim to easily do fixed angle turns. I found this when wanting to use the simulation for building a 'virtual' dark ride/ghost train.
* There's no easy way to script (even with animated events) certain things that are not necessarily train related. Such as
If global time > 6:00 pm and raining , turn on station lights in locations x,y,z....
If global time > 6:00 pm and global time < 7:00pm shift ambient light conditions from daylight into a deep red sunset and Early Evening violet, provided that Fog%< 10 ...
Getting the simulation to do 'ambient color temperature' or localised lighting effects may beyond the current engine though.
On the other hand previous "experimental" routes for the BVE/Open BVE simulation have included
* 1 Japanese Roller Coaster.
* 2 'science fiction' routes
* Sanford Mace's experiments with various Monorails/ Martian People Movers and Waterway routes.
If the 'un-official' developers would be willing to consider creating a "park-rides" branch, initially to develop support for less than 600m guage railways, it would be appreciated.
This was my llist of observations:
* Fully Randomised platform allocation is not yet supported, let alone probablistic modelling for certain simulation relisim elements such as passenger loading, track quality, weather etc..
* No current support , for external signalling/instrumentation support, (The Toronto users had to implement a custom solution to enable a semi-multiplayer mode for some activities they were undertaking in relation to a TTC route)
* Placing ,multiple objects in a non track parallel line is a pain, There isn't an 'avenue' function, that would for example make it very easy to place lines of trees without having to implement them as puesdo walls or tracks.
* There are some limitations in the physics model for really narrow gauges and tight curves. I haven't seen anyone modelling 'beachfront' miniature lines yet so this may not be a major concern.
* "Spirals" are not supported, meaning that some rather clever coding has to be undertaken.
* Although less relevant to 'rail' routes, It's not possible with the current version of the sim to easily do fixed angle turns. I found this when wanting to use the simulation for building a 'virtual' dark ride/ghost train.
* There's no easy way to script (even with animated events) certain things that are not necessarily train related. Such as
If global time > 6:00 pm and raining , turn on station lights in locations x,y,z....
If global time > 6:00 pm and global time < 7:00pm shift ambient light conditions from daylight into a deep red sunset and Early Evening violet, provided that Fog%< 10 ...
Getting the simulation to do 'ambient color temperature' or localised lighting effects may beyond the current engine though.
On the other hand previous "experimental" routes for the BVE/Open BVE simulation have included
* 1 Japanese Roller Coaster.
* 2 'science fiction' routes
* Sanford Mace's experiments with various Monorails/ Martian People Movers and Waterway routes.
If the 'un-official' developers would be willing to consider creating a "park-rides" branch, initially to develop support for less than 600m guage railways, it would be appreciated.
alex_farlie- Posts : 105
Join date : 2011-08-27
Re: Things OpenBVE can't do.
The only major drawback I can think of is the inability to run routes in the reverse direction, though I can appreciate how difficult it would be to "reverse" them.
Similar topics
» A few new things...
» do you wish you could have done things differently?
» Camera angles in OpenBVE, possible future optimise options for OpenBVE?
» openBVE 1.4.5 + new openBVE mirror site
» openBVE 1.2 vs. openBVE 1.4 comparison
» do you wish you could have done things differently?
» Camera angles in OpenBVE, possible future optimise options for OpenBVE?
» openBVE 1.4.5 + new openBVE mirror site
» openBVE 1.2 vs. openBVE 1.4 comparison
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|