PC [app] - Tsw Route Annotations

Discussion in 'TSW General Discussion' started by Winzarten, Aug 8, 2025.

  1. Winzarten

    Winzarten Well-Known Member

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    These are the most fun weather patterns, and also the weather patterns that are really hard to artificially script. You cannot beat mother nature when it comes to variety and complexity of weather.

    GWE annotations don't come with the app, but need to be imported (as they are done by Glendathu). So double check that you actually have them.
    https://www.trainsimcommunity.com/m.../i7015-annotations-for-gwe-paddington-reading

    More straightforward access to 3rd party annotations is something I should, finally, get to :)

    I've also noticed it.. It happens when the weather service is temporarily not available, then the app fallbacks to an 'empty' weather.. where everything is 0... The weather code icon also dissapears in such situations. In next update this should be improved, and the app should preserve the current weather in such cases. Previously the app just spammed the service until a valid weather was returned, which wasn't the best approach :D
     
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  2. Train Sim Society

    Train Sim Society Well-Known Member

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    Yay, love hearing that's getting fixed - great work! :D

    While we're on the topic of smoothing things out, I have to say, what you did with cloudiness is fantastic. Having it transition slowly between updates and capping how much it can change within a given window has seemed to work perfectly from my experience.

    Any chance the same approach could be applied to fog (with a settings toggle as well)? Right now, I still notice it in certain situations - one update it's completely clear, the next it's the densest fog imaginable. Within that weather update, the lighter transitions are hard to spot, but once the values get high, the jumps are big enough that you can actually see the fog rolling in in chunks. If fog had a maximum change-per-update cap like the clouds do, I think it'd smooth that out nicely. :)
     
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  3. Winzarten

    Winzarten Well-Known Member

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    Fog is already scaled by speed (distance traveled between updates to be more precise), and how low the visibility currently is (the lower the visibility, the lower the per-update change, to avoid what you're referring to).

    But I might give the player the option to lower (or increase) the rate of change in the settings. I might also clamp the maximum speed the scalling uses, so even if you're travelling i.e. 120mph, the fog changes will still be restricted to the same parameters as i.e. at 80mph... limiting the max rate of change. :)
     
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