Search found 643 matches

by Sgt_DeBones
05 Feb 2023, 18:57
Forum: General
Topic: Regarding my last post
Replies: 14
Views: 2256

Re: Regarding my last post

Yes, so suggesting cosmetic add-ons is the equivalent of arguing with a brick wall. Suggestions must be about how to actually improve the sim like coding rework.
by Sgt_DeBones
25 Jan 2023, 18:42
Forum: General
Topic: Beta 3.17
Replies: 265
Views: 57396

Re: Beta 3.17

Also, trying to refrain from multi-posting. Treat it like a professional outreach forum, not like Discord.
by Sgt_DeBones
23 Jan 2023, 18:39
Forum: General
Topic: Beta 3.17
Replies: 265
Views: 57396

Re: Beta 3.17

When it's ready. :roll:
by Sgt_DeBones
14 Jan 2023, 00:31
Forum: General
Topic: Amsterdam S1/S2 & S3/M4
Replies: 165
Views: 34439

Re: Amsterdam S1/S2 & S3/M4

Sjoerd wrote: 13 Jan 2023, 21:18 Okay... I've changed my mind... partly.
"Kekw" :lol:
by Sgt_DeBones
12 Jan 2023, 23:38
Forum: General
Topic: Coding Samples
Replies: 2
Views: 850

Re: Coding Samples

Which is exactly what I was eluding to. This method would allow multiple different sounds of a single unit while making them feel more lively and realistic. You'll have one file simulating the sound of traction motors while another simulates the sound of the engines running. AC traction motors on me...
by Sgt_DeBones
10 Jan 2023, 20:10
Forum: General
Topic: Coding Samples
Replies: 2
Views: 850

Coding Samples

local soundeffectsutil = require "soundeffectsutil" function data() return { tracks = { { name = "vehicle/es44ac/6fullminutesofgevo12idle.wav", refDist = 25.0 }, { name = "vehicle/es44ac/gevo_733_edit.wav", refDist = 25.0 }, { name = "vehicle/es44ac/gevo12_notchso...
by Sgt_DeBones
10 Jan 2023, 19:49
Forum: General
Topic: pink line city of thames?
Replies: 18
Views: 3648

Re: plans for a pink line for city of thames?

Simple suggestions like how to improve coding and functions are fine. Like how I suggested a doppler effect for sounds and some strings that could make traffic signals cycling work. Map building is just cosmetic demands, not developing a function for the game. That's why it's frowned upon when deman...
by Sgt_DeBones
10 Jan 2023, 19:40
Forum: General
Topic: Amsterdam S1/S2 & S3/M4
Replies: 165
Views: 34439

Re: Amsterdam S1/S2 & S3/M4

Sandwich the realistic stock between your repaints guys. ;)
by Sgt_DeBones
03 Jan 2023, 09:43
Forum: General
Topic: Amsterdam S1/S2 & S3/M4
Replies: 165
Views: 34439

Re: Amsterdam S1/S2 & S3/M4

Update on the S3/M4: It's driveable, but doesn't have a pantograph yet (so only 3rd rail right now). Also there is no interior (except the walls) yet. The side doors to the driver cabin are animated, and the destination display and external/internal lights are functional. Now I'm really interested 👀
by Sgt_DeBones
29 Dec 2022, 02:02
Forum: General
Topic: Amsterdam M5
Replies: 178
Views: 44641

Re: Amsterdam M5

Honestly, I can see a potential rework with how sounds work. We could use the same method that Transport Fever 2 uses, which are multiple really small loop sound effect samples playing at different speed phases for a single vic while retaining the same frequency adjustment function already in game. ...