PC (mod) Improved Cabviews

Discussion in 'TSW General Discussion' started by Spikee1975, Sep 29, 2023.

  1. Rob39

    Rob39 Well-Known Member

    Joined:
    Oct 14, 2018
    Messages:
    1,908
    Likes Received:
    2,061
    Hello Spikee. Ive been wanting to adjust the lights on the locos (to stop them lighting up the ballast), starting with BPO. Ive made a pak file containing your changes with my light adjustments for the 45,47, Pacer etc. If youre interested in adding them I'll post a file on Discord for you to check.
     

    Attached Files:

  2. Spikee1975

    Spikee1975 Guest

    Hi Rob.

    Shouldn't the High Intensity headlight of PBO's Class 47 illuminate the tracks (the markers should definitely not)?

    And first thought is, might be better if you include my camera than the other way round - I can't and won't claim any sort of "copyright" on some simple coordinate changes :)

    Only make sure your mod will always be loaded on top of mine by naming it accordingly, then everyone can choose to use it or not I'd say.

    Cheers!
     
  3. Rob39

    Rob39 Well-Known Member

    Joined:
    Oct 14, 2018
    Messages:
    1,908
    Likes Received:
    2,061
    From what Ive seen. The lamps point forward and dont spread onto the track, this is especially apparent in tsw where the light shines even in bright sunshine. I havent reduced any light intensity, only narrowed the cone. I’ll release the BR locos that affect BPO. Your changes are in the file too.
     
    • Like Like x 1
  4. Spikee1975

    Spikee1975 Guest

    That's the best way.

    I've already had people wish I'd upload camera mods per vehicle, so each player can decide which ones to choose. Of course I won't upload 90 separate mods and have people's DLC folder cluttered with files.

    So for user customizability, it's best to keep our mods separate.

    Cheers!
     
  5. 21c164fightercommand

    21c164fightercommand Well-Known Member

    Joined:
    Nov 6, 2021
    Messages:
    880
    Likes Received:
    862
    Like your mods so far, differences are subtle but noticeable.
    You cannot bring the 'virtual head' positions out into a table of variables in a custom section of some .ini file?
    This way the player can customise his cab view a little depending on FoV settings which different from 16:9 monitors.
     
  6. Spikee1975

    Spikee1975 Guest

    There's no way at the moment.

    These are not global variables, but specific blueprint structures (arbitrarily named), and there simply is not a UE command known to me that can load or save them.

    Sort of:
    SET plugins\dlc\BRO_DB_BR110\Content\View\RVV_DB_BR110base[DriverCameraF\X]=10

    It would need the help of Foobian to implement a loader for these, I contacted him, but not sure if it is possible at all.

    I had this idea and suggested this (separate cabcam.ini per vehicle, like in ETS2), but it was dismissed by JD in the roadmap stream, saying they were not interested in fiddling with "X Y Zee stuff"...
     
  7. Spikee1975

    Spikee1975 Guest

    Update v1.29

    Clinchfield: F7 cam moved 5 cm forward to move past the whistle chord obstructing speedometer visibility, SD40 adjusted to match other SD/GP cabviews. (Be sure to move the wiper on the SD40 to the right side where it should be :))

    Also moved the camera in the Cajon F7 forward accordingly.

    CRR_F7new.png
    2023-12-02 20_55_29-Train Sim World 4®.png
     
    Last edited by a moderator: Dec 2, 2023
    • Like Like x 4
    • Helpful Helpful x 2
  8. Spikee1975

    Spikee1975 Guest

    Update v1.30

    The BRO DB BR 425's taillights (which were a high radius spotlight incorrectly) don't cast a lightcone anymore.

    Additionally the intensity, cone size and rotation of the Marker lights has been adjusted (it was overbright). High Beams left as they are.

    Note: These adjustments are my taste. I do not have original reference. I feel like they are realistic though, as marker lights only should not be that intense as they are by default.

    TAIL / MARKER / HIGH BEAMS
    425new2.png
    425new3.png
    425new4.png
     
    • Like Like x 2
  9. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    Is this included in your cabcam modpack or is this the seperate mod, published by a guy named Roman on trainsimcommunity? I got yours and his installed, but if the fix is included in your modpack as well its unnecessary for me to have the other fix installed.
     
  10. Spikee1975

    Spikee1975 Guest

    It's my own fix and is included in the Camera mod v1.30.
     
    • Like Like x 1
  11. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    Dope, thanks :)
     
    • Like Like x 1
  12. Spikee1975

    Spikee1975 Guest

    And the white marker lights have also been dimmed down, upload should be approved soon.
     
    • Like Like x 1
  13. Spikee1975

    Spikee1975 Guest

    Just a note, as I've received some false bug reports.

    This does NOT affect the NRM (Hauptstrecke Rhein-Ruhr) BR 425, which is supposed to be running on ToDv3 routes (TSW2020/TSW2). If you are using this on a TSW3/4 route, it will display the "nuclear" lights.

    Be sure to select the appropriate BRO 425. Unfortunately, the Spawn menu does not reveal which one you're selecting. But you can check by just playing a BRO timetable service (I do hope the NRM 425 doesn't sub in here) or scenario.
     
    Last edited by a moderator: Dec 6, 2023
    • Like Like x 1
  14. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    Spikee1975 whenever you get the chance, would you be able to update the mod? As it breaks the MML HST wipers as of todays patch. Thanks :)
     
  15. OldVern

    OldVern Well-Known Member

    Joined:
    Nov 2, 2020
    Messages:
    17,234
    Likes Received:
    34,842
    Can confirm the MML HST windscreen now looks like frosted glass, even in dry sunny conditions, with the mod installed.
     
    • Like Like x 1
  16. Jeannot41

    Jeannot41 Well-Known Member

    Joined:
    Jan 20, 2018
    Messages:
    534
    Likes Received:
    586
    The other locomotive too. By that the HST.
    This affects the entire journey.
     
  17. Spikee1975

    Spikee1975 Guest

    Just got home, update is incoming. I'll need to redo the mod based on the new files, so hang in there.

    Edit: Update v1.31 now uploaded (may take a while to appear due to manual approval by tsc)
     
    Last edited by a moderator: Dec 11, 2023
    • Like Like x 5
  18. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    Just got home from work, thanks man!
    [​IMG]
     
    • Like Like x 2
  19. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    First of all, thanks to you I can finally enjoy the BRO 425 now. Other question though; while I really like the new light cone for the normal headlights, do you think you could turn down the highbeams too? Maybe give it a similar shape as the normal headlights but instead going further up front and brighter? I think the high beams as of now aren't really realistic as they basically make everything to the side of you day-bright as well.
    But besides that I really like it, the normal headlights feel very realistic to me in regards to how far up ahead they shine and the birghtness.
    And thank god the red taillights are corrected now!
     
  20. Spikee1975

    Spikee1975 Guest

    Thanks Colin, I take it you're a real driver?

    I have not touched the HighBeams as I never use them, and according to many RL drivers they are hardly ever used (maybe in foggy conditions and when driving on sight after a Zs7).

    Was a bit of a hassle because after many rounds of reediting and restarting the game I've found that the "Intensity" parameter is completely ignored under TOD4. (Light definitions are totally different in TOD4. I can only work with the existing parameters cone phi, theta, angle, colour and distance, as the blueprint itself is still a TOD3 spotlight)

    But I'll adjust them (the cones are facing outward, I don't know why DTG did that, maybe they just put that value in the wrong field, facing downward would be more appropriate I guess.)

    Given how far the lamps are mounted inside the lamp holders, they really shouldn't light up an area with such a big angle to the side, yeah.
     
    Last edited by a moderator: Dec 14, 2023
  21. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    While I work for the Deutsche Bahn I am indeed not a driver but have had the pleasure of few cab ride alongs in a 425 and maybe even more than that :P

    That might explain at least one of the reasons why the whole TOD4/3 lighting stuff ingame gone so wrong xD
    And the blueprint being a TOD3 spotlight is probably due to the BRO 425 being based on the RRO one I guess.

    Yeah. I'd guesstimate they have a similar cone itself to the normal beams but definitely do light up further ahead with a more bright intensity. I'd say the intensity itself is okay, but its the shape (=cone) of the lightbeam.
    Thanks for your hassle with improving all of this :)
     
  22. Spikee1975

    Spikee1975 Guest

    I've rode it a few times to Stuttgart airport. Parked my car in Leinfelden-Echterdingen because the parking fares at the airport are just ridiculous (I think it's all in the hands of APCOA).

    If you have some money left, buy a parking lot. Best investment. A friend of my brother's bought one in Munich. He's a made man.
     
    Last edited by a moderator: Dec 14, 2023
  23. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    Lol.
    Anyways, as a little correction for the high beams: my friend, who is a driver, says they're marginally better than the normal ones and with some units there ain't even a difference. I think a nice compromise would be making them a little brighter than the normal beams and maybe shines them 10m more ahead and 1m more to each side.
     
    • Like Like x 1
  24. Spikee1975

    Spikee1975 Guest

    Thanks.

    I will also remove the light cone from the top marker. Reason is it blinds you in the slightest fog as you are looking right through that cone, and I don't think it should act as a headlight - only as a Zg1 signal.
     
    Last edited by a moderator: Dec 14, 2023
  25. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922
    Totally true. Also noticeable when turning on the high beams that the top light doesn't change at all. As it should.
     
  26. Spikee1975

    Spikee1975 Guest

    I have just uploaded v1.32, which concludes the work on the BRO BR425.

    - Top marker light cone removed (Unrealistic)
    - tweaked Marker lights cone
    - adjusted High Beams cone and distance (thanks colinL for input)

    Enjoy!

    Taillights
    425new1.png
    Marker Lights
    425new2.png
    High Beams
    425new3.png
     
  27. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    12,645
    Likes Received:
    19,354
    Since you have become a light guru, is there anything you can do about US headlights? They are uniformly too dim (in some cases a complete joke).

    § 229.125 Headlights and auxiliary lights.
    (a) Each lead locomotive used in road service shall illuminate its headlight while the locomotive is in use. When illuminated, the headlight shall produce a peak intensity of at least 200,000 candela and produce at least 3,000 candela at an angle of 7.5 degrees and at least 400 candela at an angle of 20 degrees from the centerline of the locomotive when the light is aimed parallel to the tracks. If a locomotive or locomotive consist in road service is regularly required to run backward for any portion of its trip other than to pick up a detached portion of its train or to make terminal movements, it shall also have on its rear a headlight that meets the intensity requirements above. Each headlight shall be aimed to illuminate a person at least 800 feet ahead and in front of the headlight.​
     
  28. Spikee1975

    Spikee1975 Guest

    The problem lies in TOD3. If I make them appear properly at night time, they'll be too bright in daytime (Same as TSC - see my HSC ES44AC light fix. It's good at night but too bright at day). There is no solution other than to leave them off at daytime, and only turn them on for external screenshots. (Interestingly, in Run 8 which uses a non-HDR system like TOD3, it works. Lights will be bright at night and become invisible in daylight. You can also adjust the intensity via a menu slider.)

    2023-12-15 20_43_32-Run 8 Train Simulator III.png 2023-12-15 20_44_03-Run 8 Train Simulator III.png 2023-12-15 20_44_29-Run 8 Train Simulator III.png

    I will check a TOD4 loco, for example the ES44C4 on Cajon Pass and make some experiments.
     
    Last edited by a moderator: Dec 15, 2023
    • Like Like x 1
  29. solicitr

    solicitr Well-Known Member

    Joined:
    Jun 20, 2020
    Messages:
    12,645
    Likes Received:
    19,354
    You could make use of the "medium" and "bright" settings. Not strictly accurate to RL, but at least both day and night would be covered.
     
  30. Spikee1975

    Spikee1975 Guest

    Problem is every loco is set up differently (few standards, many devs). Some have ditchlight controls tied to Bright settings...

    Don't underestimate this, especially not having documentation on all TOD4 light parameters available.
    But, TOD4 already has the advantage of daylight being more intense than light sources.

    I won't mess with old TOD3 stock anymore.

    Edit: Just browsing through the ES44AC blueprints... The only variable that's interesting here for me is "Attenuation" (whereas on the 423 it was maxdistance, not present here...) Will change that and play around...

    It uses four external spotlights (plus steplights), Headlight F, Headlight B, Ditchlight R and L.

    The 425 was easy in a way that it has separate lightsources for the high beams.

    I just increased attenuation to 500 metres, but I fail to see a difference. This is more complex.....probably the needed structs are not present in the blueprint and must be added.

    While TSC blueprints are standardized, in TSW they're not. They can contain any variable the dev puts in there, and omit others. And every lightsource I check is set up differently... :(
     
    Last edited by a moderator: Dec 15, 2023
    • Helpful Helpful x 1
  31. Spikee1975

    Spikee1975 Guest

    ... which doesn't mean I'm giving up. ;)
     
    • Like Like x 1
  32. colinL

    colinL Well-Known Member

    Joined:
    Nov 5, 2020
    Messages:
    589
    Likes Received:
    922

    Looks great, glad to have helped :)
     
  33. Spikee1975

    Spikee1975 Guest

    I will implement more light fixes. One thing that bugs me is the Class 66, which will make driving in volumetric (and thus realistic) fog a pain.

    The top marker has a light cone with a 65 degree outer radius and a 60 metres attenuation radius. I doubt this is realistic, as the driver's view will be obstructed looking through that cone. I will keep the Intensity, but put attenuation down to 100 (1 metre).

    Docs on UE4.26 spotlights
    https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/LightTypes/Spot/

    Issue:
    2023-12-19 03_48_37-Train Sim World 4®.png
    2023-12-19 03_49_20-Train Sim World 4®.png

    Better
    2023-12-19 04_51_50-Train Sim World 4®.png 2023-12-19 04_51_28-Train Sim World 4®.png

    Will include this in the next update (when DTG releases Winter Core Pt2). If you have other mods affecting the Class 66, just put them on top by renaming them.

    I've only modded TOD4 locos (SEH_DB_Class66 [actually the RHTT], SEH_EWS_Class66, PBD_DB_Class66 and SHG_CL-P_Class66_EWS)
     
    Last edited by a moderator: Dec 19, 2023
    • Like Like x 3
  34. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    Spikee1975 would you be able to fix the passenger lighting on the 700 please? It seems that Jetwashes fix doesn't work anymore and the lights have gone nuclear again lol.
     
  35. Spikee1975

    Spikee1975 Guest

    I think JetWash will take care of that.... my mod takes care of what you see from the cab primarily.
     
    • Like Like x 2
  36. JetWash

    JetWash Well-Known Member

    Joined:
    Mar 6, 2021
    Messages:
    3,083
    Likes Received:
    11,538
    Hi BeastyBill88

    It's fixed, and after a nifty bit of collab with Laika is now compatible with his UK Orange PIS mod. This is now a requirement of the mod.

    Class 700 - Natural Saloon Lighting | TSW4 Compatible - Train Sim Community

    ps I don't know what the hell DTG have done with the lighting or the passenger set up on this unit. It wasn't great in TSW3, but in TSW4 the passengers, even with no mods installed, do not react to the carriage light and have very clearly not been set up incorrectly. JT got this spot on in their first DLC so go figure. Point is, the dark colourless passengers are nothing to do with the mod :|

    IMG_2023.12.19-12.06.57.jpg

    Spikee1975 Sorry for hijacking the thread. As you were.
     
    Last edited: Dec 19, 2023
    • Like Like x 3
  37. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    Thank you once again for fixing this, sorry for asking Spike to try and fix it, I wasn't sure if you'd have time to do it or not. That's great that you've fixed it and it works with Laika's mod now. Ah I didn't think the cremated passengers was the mod as it even did it without it installed like you said. Boggles my mind how there is so much inconsistency when it comes to dlc from DTG and 3rd parties.
     
    • Like Like x 1
  38. Spikee1975

    Spikee1975 Guest

    JetWash BeastyBill88

    Everythings cool folks. Nothing to apologize for here. This is all valuable input, helpful for everyone.
     
    • Like Like x 2
  39. Spikee1975

    Spikee1975 Guest

    Hello.

    Just had the EDN update incoming, with changes in the RVV files as a checksum test showed. I have updated the 385 cab cam accordingly to avoid incompatibilities.

    This update will also include correct 112/143 camera, verified by browsing a lot of imagery and videos. Default was too high.

    Also, a secondary camera (sacrificing the lights panel closeup view), has been added to the Isle of Wight 483, slightly moved left and down so you can have the speedo in your view.

    143new.png
    483new.png
     
    Last edited by a moderator: Jan 15, 2024
    • Like Like x 2
  40. Spikee1975

    Spikee1975 Guest

    Due to the welcomed WSR update, my CabCam mod needs to be updated too (Class 33, 47 and 52 affected).

    Update is already done (haven't even played the new WSR, instantly unpacked files and applied mod :D )

    2024-02-01 13_42_39-Train Sim World 4®.png
    2024-02-01 14_00_37-Train Sim World 4®.png
    2024-02-01 14_01_33-Train Sim World 4®.png
    It's already uploaded, should be approved soon by the tsc mods :)
     
    Last edited by a moderator: Feb 1, 2024
    • Like Like x 2
    • Helpful Helpful x 2
  41. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    • Like Like x 1
  42. Spikee1975

    Spikee1975 Guest

    Thanks Bill!

    Update is available now.
     
    Last edited by a moderator: Feb 1, 2024
    • Like Like x 2
    • Helpful Helpful x 1
  43. Fawx

    Fawx Well-Known Member

    Joined:
    Jul 2, 2023
    Messages:
    1,929
    Likes Received:
    4,417
    I know it's not possible for you to make individual versions of your mods, but how exactly do you go about creating them? Is it with the unofficial editor? I'd like to just have the AVL Cab car height adjusted.
     
  44. Spikee1975

    Spikee1975 Guest

    The mod contains 90+ cab mods, I'm not willing to release each one on its own. All have been improved, don't know why you wouldn't want to use them all (of course it's personal preference, but the only solution is an official menu / keybind to alter your position).

    But, there's a simple solution. Only enable the mod when playing an ALV session. :) (Use the mod manager available on tsc or just rename it from pak. to .bak or .INACTIVE for example).

    I'm not using the clunky editor, first it's taking way too long, secondly I've not tested if everything works as it should using a cloned version of the asset. I'm directly modifying the original files using a GitHub tool called UAssetGUI, making sure everything stays at it is and only my changed values are applied.

    So if you want custom version of mods, you'll have to get into modding yourself, and share the workload :)

    Btw nice to see TrainPlanet Demo let you move freely in the cab using the arrow keys. It seems they are monitoring the TSW forums to see what players are missing in the sim.... like the free driver position and a working EBuLa. The timetable HUD is apparantly inspired by SimRail's, and the track monitor by TSC.

    The additional brake force HUD for each car is also interesting, likely inspired by Run8.
     
    Last edited by a moderator: Feb 5, 2024
    • Like Like x 2
  45. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    Spikee1975 When you get a chance I think the GWE HST will need updating as it has the new rain effects according to the pate notes. Can't confirm if it is iced over or not until I can download the update lol.
     
  46. Spikee1975

    Spikee1975 Guest

    Be sure I'll update it as soon as the patch arrives.
     
    • Like Like x 2
  47. BeastyBill88

    BeastyBill88 Well-Known Member

    Joined:
    Apr 3, 2022
    Messages:
    632
    Likes Received:
    1,615
    [​IMG]
     
  48. Spikee1975

    Spikee1975 Guest

    Waiting for the update.... patiently...
    [​IMG]
     
    • Like Like x 2
  49. Myron

    Myron Well-Known Member

    Joined:
    Jun 24, 2023
    Messages:
    3,005
    Likes Received:
    2,827
    any way to give the ICE 3 more realistic high beams? like, actual high beams, not just increasing the brightness of the normal light cone like it does in TSW right now.
     
  50. Spikee1975

    Spikee1975 Guest

    Afraid no. Need to have realistic data on this, besides they're hardly ever used in reality as you'd blind everyone around you. We're not in the US desert ;)
     

Share This Page