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,
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 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?
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.
The problem is, as inversnecky said, sometimes you only have a roof view of the train - not much of a lineside shot
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.
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?
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.
Thanks, so the hardcoding is something you can't or are not allowed to access? Sorry, I don't know any of this!
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.
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
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.
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.