Hey,
Deine Bahnhofs Ideen gefallen mir sehr gut.
Hast du schon mal überlegt ob du einen kreuzbahnhof machst?
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Hey,
Deine Bahnhofs Ideen gefallen mir sehr gut.
Hast du schon mal überlegt ob du einen kreuzbahnhof machst?
Was genau meinst du damit? Eventuell Bilder einfügen?
Ich dachte ob du einen Bahnhof bauen könntest bei dem die Anschlüsse (Norden, Osten, Süden, Westen) alle vorhanden sind, so wie auf den Bildern in den links.
Links:
https://www.google.de/search?q=osnabrücker+hauptbahnhof&prmd=mniv&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjhmrzasazYAhVIZVAKHWIcAOYQ_AUICygD&biw=1024&bih=666#imgrc=k9qELpBYmpAcPM:
https://www.google.de/search?q=osnabrücker+hauptbahnhof&prmd=mniv&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjjipiEsqzYAhXOblAKHVZdAxcQ_AUICygD&biw=1024&bih=666#imgrc=qbzekzDp48mlDM:
https://www.google.de/search?q=osnabrück+hbf+bahnhofsplan&prmd=minv&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiNpN_kr6zYAhUSmbQKHZyVARgQ_AUICigC&biw=1024&bih=666#imgrc=Xi4p4dcF1bF0eM:&isa=y
Also besteht schon die Möglichkeit, einen oberirdisch und einen unterirdisch um sich kreuzen zu lassen
2 oberirdische gibt es bislang (noch) nicht
Richtig,
Ich glaube Tom hat den oberirdisch und unterirdischen Bahnhof mal gemacht.
Und ich hätte gerne einen Bahnhof der sich überkreuzt aber mit den Ebenen die beide oberirdisch sind.
Hättest du daran Interesse es mal zu versuchen?
Nein, der war auch von Enzojz
As I was mentioned in this thread, about station parts and my script:
My station scripts isn't limited or has any size constraint. You can build your own layout, you know, with holes in it as example. Any settings you do in the ui is transformed to a basic rectangle ascii layout.
Think of the platform and rail parts like lego blocks.
First Step:
UI -> Ascii Layout
Second Step Builder:
Coordinates -> Transform Object -> Real Coordinates -> Store connectors/Rail paths
Third Step, Connector:
For all connectors create a passenger edge.
Connect platforms to rail edges.
However there is currently no way to change the radius between platforms.
Technical you would need a new transformation object.
The transform object is a bit special, it's not a simple transformation matrix, but can linear alter the slope and the curve. (I guess I could actually make the origin of the curve changeable)
My station code rotates the station platform parts and resize them, so they work better. (The resize happens relative to the passenger edges)
Bigger stations can create problems (because there is a hard limit of path length calculation) (Somewhere UG did mention this).
@Enzojz: I am interested in your algorithm So you have triangles and rotate and resize them? I guess you create the passenger edges separate
What about @Randomx7 tunnel entry?
It's a station entry so customized
@Enzojz: I am interested in your algorithm So you have triangles and rotate and resize them? I guess you create the passenger edges separate
To have perfect curved transformations, you need ability to transform a rectangle to a trapezoid, which is out to the scope of affinity matrix used in the game (you need to introduce sin and cos of an angle as a variable in the matrix), so my way it back to the fundamental of 3D, use triangulated (projection in Z) models to composite the platforms, since with affinite matrix you can transform any triangle as you want. The rest thing is almost all about using linear algebra to get the matrix for each piece of triangulated model(this can still be simplified by a series of hypotheses such as the type of triangle as input so that some simple triangle functions can work in place of linear algebra, and this simplified method is what I have used in elevated station to get the sharp angle in the roof)
for the moment I have these lengths: 50, 80, 100, 160, 200, 240, 320, 400, 480, 500, 550, 850, 1050, 1750
Ok,
would you be so friendly as to make a 140m station.
or is it possible to do it with a 20m distance in between steps
Not much progress during the vacation, I added a slope entry to the platform.
Ok,would you be so friendly as to make a 140m station.
Added.
Now we have 40, 60, 80, 100, 140, 160, 200, 240, 320, 400, 480, 500, 550, 850, 1050, 1750
Do you have an idea about the performance impact of the triangle transformation method, compared to a classical model? I also used this method for the streams mod. I was afraid, that the management overhead for the many models would affect the display rate...
Do you have an idea about the performance impact of the triangle transformation method, compared to a classical model? I also used this method for the streams mod. I was afraid, that the management overhead for the many models would affect the display rate...
I can't see impact on number of mdl objects in the scene, since they isn't actually more triangles that others (maybe only 1.5x), but the impact of performance to get these matrices are huge, especially when I need to deal with slope (simplified calculations for flat cases)
I tried to shorten the calculation by working with 3x3 matrices internally, which can be solved even faster when using Cramers algorithm. I think with 4x4 matrices the decomposition takes almost 4 times as long.
I tried to shorten the calculation by working with 3x3 matrices internally, which can be solved even faster when using Cramers algorithm. I think with 4x4 matrices the decomposition takes almost 4 times as long.
Yes, almost 4 times longer to get the det(m) of 4th order, for flat cases I use 3x3 matrices.
3x3 should also work for most spatial transformations, where you can calculate the translation seperately. You probably know it, but in case your triangular models coordinates are linear dependent, you can just invert the affine matrix calculation and the resulting 3x3 matrix.
you can just invert the affine matrix calculation and the resulting 3x3 matrix.
that's just what I do actually
I didn't read your code yet, sorry. I'm pretty sure you know that kind of math much better than me
Not easy these decoration work, it may become very ugly..
and idea for the second case?