Disclaimer: If youre happy with blowing horns without purpose this thread isnt for you.
Ok, I was thinking about something that gets brought up on occasion and shot down on every occasion and thats horns and their purpose inside of a simulator.
I started thinking about some ideas that were thrown around that blowing a horn, or not can result in a crash. Not important to the majority as this isnt a crash simulator, great, gotcha. I was read James Ross comments on derailments and that when you derail you may just get a message and a mark against you. Great. Thats not totally where Im going btw.
My idea which hasnt been patented yet, goes like this. The cars in the game react to your horn, so if you blow at a distance they will start to slow down, if you do no more blowing they will likely assume you are still far away (like real life) and continue going over the tracks. Maybe you just came up on a crossing and suddenly apply the horn, cars slow down but maybe not in time? Immanent striking of a vehicle is triggered and right at the crossing before striking anything, you get a popup and if you continue on you will have to recharge your brakes and maybe time will be forwarded to simulate an accident that has passed.
I think this way gives the horn a purpose just like real life. Motorist are reactionary upon you blowing your horn. YOu could blow your horn a 1/4 mile away and watch the cars slow over the crossing and as you approach watch them start to pick back up speed unless you keep blowing your horn, just like real life.
I can imagine crossings with less traffic would be less likely to have an accident as busy ones. Thats just based off spawning of vehicles alone. Cars within a certain radius will most likely come to a stop if close enough and based on how much warning and time to stop theyve had.
Not a very hard thing to implement I imagine in theory. Not impossible Im saying. Cars already spawn to go over crossings, some crossings more than others. Cars already react to a crossing barrier already, so you tie into that and make it have a if statement that checks for a horn and reacts to, or lack of a horn and the car continues on.
This would no doubt make us more vigilant behind the throttle. Why not. You cant use the crash simulator reference. There are no crashes simulated. Thanks.
P.S Yes, I know Im the guy that said our opinions arent heard, but I was written a nice message in private and spoke a little off the cuff and overstated my opinions a bit. Im sorry if that offended anyone but Id like to keep this thread on what its about.
P.P.S I understand as well resources can be better spent but this would use as little or as much resources as you want. Games compute much more than listening for a horn.
if (TrainHornIsImplmentedReastically)
{
As Real As It Gets
}
else
{
Not very real!
}
Ok, I was thinking about something that gets brought up on occasion and shot down on every occasion and thats horns and their purpose inside of a simulator.
I started thinking about some ideas that were thrown around that blowing a horn, or not can result in a crash. Not important to the majority as this isnt a crash simulator, great, gotcha. I was read James Ross comments on derailments and that when you derail you may just get a message and a mark against you. Great. Thats not totally where Im going btw.
My idea which hasnt been patented yet, goes like this. The cars in the game react to your horn, so if you blow at a distance they will start to slow down, if you do no more blowing they will likely assume you are still far away (like real life) and continue going over the tracks. Maybe you just came up on a crossing and suddenly apply the horn, cars slow down but maybe not in time? Immanent striking of a vehicle is triggered and right at the crossing before striking anything, you get a popup and if you continue on you will have to recharge your brakes and maybe time will be forwarded to simulate an accident that has passed.
I think this way gives the horn a purpose just like real life. Motorist are reactionary upon you blowing your horn. YOu could blow your horn a 1/4 mile away and watch the cars slow over the crossing and as you approach watch them start to pick back up speed unless you keep blowing your horn, just like real life.
I can imagine crossings with less traffic would be less likely to have an accident as busy ones. Thats just based off spawning of vehicles alone. Cars within a certain radius will most likely come to a stop if close enough and based on how much warning and time to stop theyve had.
Not a very hard thing to implement I imagine in theory. Not impossible Im saying. Cars already spawn to go over crossings, some crossings more than others. Cars already react to a crossing barrier already, so you tie into that and make it have a if statement that checks for a horn and reacts to, or lack of a horn and the car continues on.
This would no doubt make us more vigilant behind the throttle. Why not. You cant use the crash simulator reference. There are no crashes simulated. Thanks.
P.S Yes, I know Im the guy that said our opinions arent heard, but I was written a nice message in private and spoke a little off the cuff and overstated my opinions a bit. Im sorry if that offended anyone but Id like to keep this thread on what its about.
P.P.S I understand as well resources can be better spent but this would use as little or as much resources as you want. Games compute much more than listening for a horn.
if (TrainHornIsImplmentedReastically)
{
As Real As It Gets
}
else
{
Not very real!
}







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