Concept Phase Oct09-May12

P1SIM is a commercial game under development featuring traffic, logistics, city building and more.
LocoMH
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by LocoMH » 30 Apr 2012 15:40

smallfly wrote:
Drury wrote:Yeah, both plane and bus light cones should be longer definitely - like 4-5 times longer.
long (real) light cones are associated with many visual problems. thus i have to stick to small cones. for example think about light cones in road curves which overlap trees, buildings, other vehicles etc. or light cones that hit terrain slopes shortly before the vehicle reaches the slope.
Yeah, I kinda thought something like that. It's great the way it looks, too, nothing to worry about, anyways.

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Pilot » 30 Apr 2012 15:40

Drury wrote:
A321Pilot wrote:
Leanden wrote:On a separate note, your runway lacks blast pads...
Not All Runways have Blast Pads though :wink:
However, all logistics simulators should feature them.
Then Shouldn't they have Displaced Thresholds as well (the Arrows).

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 01 May 2012 10:14

- Taxiway and runway widened
- Blast pads added

I read something about displaced thresholds and they are only needed when the first part of a runway is not suitable for landings (due to bad ground conditions or noise regulations). Both won't be a problem in P1SIM. And also because I do not really like the look of the displaced thresholds (they do not fit to the clean style of P1SIM) I will not implement them.
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by LocoMH » 01 May 2012 11:14

Does the runway have a width of 11 (9 without borders) fields now?

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 01 May 2012 11:28

LocoMH wrote:Does the runway have a width of 11 (9 without borders) fields now?
9 complete. see picture
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Pilot » 01 May 2012 15:46

smallfly wrote:I read something about displaced thresholds and they are only needed when the first part of a runway is not suitable for landings (due to bad ground conditions or noise regulations). Both won't be a problem in P1SIM. And also because I do not really like the look of the displaced thresholds (they do not fit to the clean style of P1SIM) I will not implement them.
It was just a suggestion, however, if it looks ugly, then fine by me if you leave it out, :lol: . Also, most Runways have displaced thresholds now, because the planes have hammered the ground under them so much.

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 01 May 2012 15:53

A321Pilot wrote:Also, most Runways have displaced thresholds now, because the planes have hammered the ground under them so much.
P1SIM runways will be very stable ;)
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Leanden » 01 May 2012 16:12

Tbh i think it looks strange having the guide line join the runway in front of the threshold rather than at it, might it be worth doing a mock up of both and getting a vote on which looks better?
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 01 May 2012 16:18

Leanden wrote:Tbh i think it looks strange having the guide line join the runway in front of the threshold rather than at it, might it be worth doing a mock up of both and getting a vote on which looks better?
so you want me to move the "|||| 27 ||||" a bit downwards so that the yellow guide lines curve ends shortly above the 27?
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Leanden » 02 May 2012 16:00

smallfly wrote:so you want me to move the "|||| 27 ||||" a bit downwards so that the yellow guide lines curve ends shortly above the 27?
Indeed :)
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 03 May 2012 17:38

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Pilot » 03 May 2012 18:28

That looks Awesome. :D Well done Mate.

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Leanden » 03 May 2012 19:39

Now that looks much better :)
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 05 May 2012 09:59

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 05 May 2012 10:02

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by FooBar » 05 May 2012 11:38

smallfly wrote:
tileset_f_32x32_v2 (more tracks)_preview.png
If you remove the lower right bit and move the lower left somewhat to the right, you have two eyes and a mouth :mrgreen:

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 05 May 2012 11:54

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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Drury » 05 May 2012 12:04

Why don't you use one sprite that spins around it's centre? That'd be smoother.
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by smallfly » 05 May 2012 12:06

Drury wrote:Why don't you use one sprite that spins around it's centre? That'd be smoother.
For performance reasons. If the CPU has to turn thousands of vehicles it has no time left for really necessary operations.
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Re: P1SIM - New 2D Isometric Transport Simulation

Post by Drury » 05 May 2012 12:08

Sounds fair enough.

Besides, wouldn't really work in isometric version.
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