Passing Cam 4

Discussion in 'General Discussion' started by inversnecky, Jan 23, 2022.

  1. inversnecky

    inversnecky Well-Known Member

    Joined:
    Dec 26, 2020
    Messages:
    2,252
    Likes Received:
    843
    A quick query about the train passing cam view accessed via the 4 key.

    It alternates between an overhead POV, and a lineside one, but is there anyway to select one over the other? It used to be about four of each before they swapped, but I was trying to get a lineside view earlier, and gave up after about a dozen tries, as they were all overhead. The propensity of the overhead POVs suggesting that it's obviously not a random option selected each time.

    I realise I could '8' and move to my desired location, but I am curious to know the answer to the above,
     
  2. torfmeister

    torfmeister Guest

    There's no way. I found it's more likely to be at trackside when there's a curve.
     
  3. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,218
    Likes Received:
    3,175
    Seems to depend who makes the route.
    A German route Freiburg - Basel Bad has a lot of cameras set at low track level angles with a few set in the track :o
    Screenshot_Freiburg-Basel_47.78904-7.58633_14-03-43.jpg
    Screenshot_Freiburg-Basel_47.89250-7.65853_14-25-14.jpg
    These appeared when selecting option 4

    In Trainz you had the option of placing the cameras where you wanted
    I placed some in fields so you got a nice view of a train going past

    Why can we not do this in TS20xx?
     
  4. DIFFLOCK

    DIFFLOCK Active Member

    Joined:
    Jan 27, 2021
    Messages:
    276
    Likes Received:
    107
    I wonder...Maybe because the developers thought that using the free camera, positioning it as desired and then watching the train go by was judged to be good enough?? I don't know, just pondering out loud, Peter.
     
  5. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,218
    Likes Received:
    3,175
    The problem is, as inversnecky said, sometimes you only have a roof view of the train - not much of a lineside shot
     
    • Like Like x 1
  6. torfmeister

    torfmeister Guest

    The code for this is a relict from Microsoft Train Simulator. Exact same behaviour (even same keys), as Kuju ported much of their MSTS code to Rail Simulator. The only cam they changed is the coupling view (6), originally the cam simulated you being on the steps.

    You can make some adjustments if you wish

    Look here RailWorks\Assets\Kuju\RailSimulatorCore\Cameras\TrackSideCamera001.xml

    <StepAhead d:type="sFloat32">200.000000</StepAhead>
    <NearCameraOffset d:type="sFloat32">7.000000</NearCameraOffset>
    <FarCameraOffset d:type="sFloat32">15.000000</FarCameraOffset>
    <UnderCarriageCameraHeight d:type="sFloat32">5.000000</UnderCarriageCameraHeight>
    <OverCarriageCameraHeight d:type="sFloat32">10.000000</OverCarriageCameraHeight>

    Note that for changes to take effect you must Serz.exe (or delete the .bin) it and probably restart TS.
     
    Last edited by a moderator: Jan 25, 2022
  7. inversnecky

    inversnecky Well-Known Member

    Joined:
    Dec 26, 2020
    Messages:
    2,252
    Likes Received:
    843
    Torf, from my unknowledgable reading of that section of the xml file, it seems to give coordinates for viewpoints for both types of view, but doesn't divulge how and when each is selected?
     
  8. torfmeister

    torfmeister Guest

    Like I posted before, there is no way. It seems to be hardcoded. Just thought I'd throw that in though for testing the effects of playing with these parameters.
     
  9. inversnecky

    inversnecky Well-Known Member

    Joined:
    Dec 26, 2020
    Messages:
    2,252
    Likes Received:
    843
    Thanks, so the hardcoding is something you can't or are not allowed to access? Sorry, I don't know any of this!
     
  10. torfmeister

    torfmeister Guest

    No. I would need Railworks.exe's source code.;)

    I really admire John Carmack's attitude. He released the source to all his ground breaking game engine's just a few years after release (Doom, Quake, etc.). If DTG did that we'd have Vulkan/DX12 ports which would get the most out of the game while DTG could still sell DLC.

    Of course that would mean people could disable the DRM system that protects the encrypted 3D model BLOBs in the GeoPcDx files in conjunction with the _.sbn files and Steam. That's why they won't do that, understandably.
     
    Last edited by a moderator: Jan 25, 2022
    • Helpful Helpful x 1
  11. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,218
    Likes Received:
    3,175
    From what I have read the game would not work on DX12 which is why it is not being used
    And I believe it would break a number of add-ons
     
  12. torfmeister

    torfmeister Guest

    The current Railworks.exe does not support DX12, yes. What I was talking about if people had access to the source code they could change it and recompile it to work with any graphics API. The core simulation code would stay the same and be compatible, but the rendering code would be completely rewritten. This has been done for many old games (just google "Source Port"). This is possible for any program.
     
    Last edited by a moderator: Jan 26, 2022
  13. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,218
    Likes Received:
    3,175
    So if it is possible why has DTG not tried it?
    Or have they tried it and there was a problem?
     
  14. torfmeister

    torfmeister Guest

    Because it is a lot of work. More than fixing DLC. And their main product is TSW2. And TS2022 is selling. Why bother?

    That's why those source ports are usually made by the community where it's about real enthusiasm and not about commerce.
     
    Last edited by a moderator: Jan 27, 2022

Share This Page