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Murakumon

High Speed Rail Project

How far would you need HSR to travel? ( between stations )  

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  1. 1. How far would you need HSR to travel? ( between stations )



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Hrm... quick question... will the tracks be lit at night? Like maybe some small blue lights every 5 or so blocks... just for a coolness effect, and I guess to let the drivers know if anything is in the track.

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    hey, the project is moving along very nicely.. i'll be back at home next week... but im very pleased to see all the comments, and awesome station 3ddz 4.gif

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    Originally posted by: strangiatotheme
    Originally posted by: LP ...and I guess to let the drivers know if anything is in the track.quote>
    I think headlights take care of that.quote>
    BUt the lights could be there to aid cameras which would almost certainly stretch along any such network, so as to pinpoint obstructions before a high speed train gets to them. else the train won't have the time to slow down and stop before it hits the object. that way the cameras either feed to rail control, or to the train. of course there might just be sensors over the tracks, but then wildlife would interfere. but perhaps we're getting into to much realism?

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    the Washington DC subway line that runs down the middle of the Interstate has a fence with Blue lights along it too. Coolness factor is a good thing BTW....

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    I don't think cameras are used to moniter rail, but the idea of placing blue lights sparingly is good4.gif

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    i have to say i like the idea of some lights along the track - it would add a nice touch. you guys are doing a great job - i love it and can't wait to see some more.

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    hmm the project is slowing down... well i just reformatted so i need to reinstall.... still looking for ideas on how to fix the commute time problems

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    Originally posted by: Lord KronosBUt the lights could be there to aid cameras which would almost certainly stretch along any such network, so as to pinpoint obstructions before a high speed train gets to them. else the train won't have the time to slow down and stop before it hits the object. that way the cameras either feed to rail control, or to the train. of course there might just be sensors over the tracks, but then wildlife would interfere. but perhaps we're getting into to much realism?quote>

    Probably getting a bit too realistic, but whatever.  Having, say, blue lights wouldn't be a bad idea (would look pretty neat actually) but if it's an issue of safety than floodlights would be a but more practical IMO.

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    Originally posted by: Murakumon Let's take a quick look at the possibilites of sunken puzzle pieces...

    sunken2xm.png

    I'm thinking something like this, with built in lights and power gantrys

    I want it to have the look of being sunken without actually having to lower the terrian or use more than one tile in width. Naturally it'd include road bridges and tunnel enterances ( etc. ) MAYBE it's possible to do sunken turns...

    road%5Fdualrailroad%2Ejpg

    Kinda like what's going on in zilfondel's underpasses ( i can't find the orginal marrast ones on the stex )quote>

    Did someone call?

    Speaking of rural settings for HSR, besides the usual European ROW which is at ground level, perhaps on a berm or surrounded by them, is this pic of an elevated rural HSR line in Taiwan:

    index_018.jpg

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    i didnt know taiwan's was running yet. thats cool. why is there a train so long it stretches over the horizon?

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    Actually if you look closely there are gaps.  It is not one train but several parked close together.  Why they'd be that close I don't know but the gaps are there.

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    Here in Japan, some long-distance trains (shinkansen included) attach together until they split up later. For the rural puzzle pieces: should there be semi-elevated, ground, or semi-sunken puzzle pieces?

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    Actually, that pic of the Taiwanese rail line is a test track full of trains that they apparently just bought. There's like 10 of them in the photo.

    Moshi (and others): you can't have semi-sunken puzzle pieces, unless there have been significant developments. When Marrast and I worked on the sunken railroad underpasses, that was the big limiting piece - which is why he stopped developing them - is that automata cannot be displayed in the ground. Now, if current puzzle pieces can carve away the surface texture (grass, whatever) and display the pieces of the lot/puzzle piece below it... then you might be able to. But Marrast and I could never come to an agreement whether this was even possible or not.

    I think it might be, but I've never delved into the programming aspects and how lots overlay on top/underneath the ground texture. Judging by the subway to el train lot, it seems like you can, but Marrast didn't want to pursue that avenue - because the other limitation was you couldn't have automata cross over another network. With puzzle pieces, you can.

    So it should all be possible! Woohoo! If you guys need help with texture related stuff, I actually have time now, so I might be able to help.

    Cheerio!

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    I also have a lot of experience with commute times and capacities, so I would be willing to share my NAM capacity settings.

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    zilfondel: I think you're right on the semi-sunken puzzle peices, but it'd be tricky to get all the "moving" pieces correctly working together. Lots of tedious work too once the individual components are figured out. My best guess is that the height of the automata would need to be changed (obvious) and to get the puzzle pieces to "sink" you'd need to make a property value change like smocrie did for his hole digging lots (which was a pretty ingenious discovery on his part (IMO), and the puzzle pieces would need lots of testing with custom LODs to get them to appear correctly in the game (always fun when you're trying to make anything that "hugs" the terrain. Swamper77 is a wiz at this kinda thing and knows way more about it than I do, so you might want to consult him on this idea.

    I sure hope this project doesn't fizzle out. We haven't heard from 3ddz in a few days. I hope he hasn't fallen off the edge of simnation.


    Believe in only what you can prove.

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    dont worrie, still here...

    just have been away from my pc during the weekend. Currently im working on the nightlighting for the station 

    and that takes a lot of time.

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    I think a general RLS epidemic struck the NAM, RHW, and HSR teams-all of our transit modders.

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    Yes, the NAM seems to be... dead right now, which sucks since theres so many finished, half finished, and proposed legitimate projects out there. Anyway, is there going to be another beta release, or are we just shooting straight for the real deal?

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    Its just like real life. projects get proposed but never make it 95% of the time it seems like

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    Originally posted by: Tracker I think a general RLS epidemic struck the NAM, RHW, and HSR teams-all of our transit modders.quote>
     

    I agree im going through some RLS right now and i cant finish my HW signs

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    Thanks Zilfondel for clearing that up4.gif

    Coincidentally (and unfortunately), I will be away from the internet for a month starting today. Good luck with the project everyone!9.gif9.gif9.gif9.gif9.gif

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    NAM isnt Dead... it is very much alive... but it is moving very slow because of the lack of modders or people going on RLS vacations at inoppurtune times.... just wait i little while longer and it will come...

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    Originally posted by: thatmonkeysim NAM isnt Dead... it is very much alive... but it is moving very slow because of the lack of modders or people going on RLS vacations at inoppurtune times.... just wait i little while longer and it will come...quote>
     

    Actually there is quite a bit going on in the NAM right now, it's just under the surface.  But this thread is about the HSR, so we should probably get back on topic. 2.gif

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    I'm a bit confused by this - HSR has never been released, right? Only the developers have been testing portions of it and posting screenshots. Will it be released as a separate package to the NAM, or will it be bundled together?

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    There has been release a alfa version of the mod, a version for testing. It's attached to a post.

    I guess it will be release as a seperat mod at first. Maybe later as part of NAM.


    PCk4tXG.jpg

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    Posted:
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    The only big problem why there is no beta is that the path files for the curves ands splits are missing.

    The rest is nearly finished, just a bunch of small things here and there. For example the station is nearly finished, just some more nightlight tuning needed.

    Some overpass models for highway overpass have to be done and some prop problems but all not so much work left except the path files.

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    Just out of curiosity ... who's doing the pathing ? And ... how about a few pics if you have a chance. I'm sure I'm not the only one who would like to see some previews of coming attractions.29.gif


    Believe in only what you can prove.

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