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#8 |
Живу я тут просто...
Регистрация: 11.04.2007
Адрес: Moscow, SVAO
Сообщений: 674
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Обратимся к Абакусовскому туториалу по маршрутостроению. Вот что там сказано про тайлы:
"Especially for a fictional route, draw a route map on paper with a square grid: show each tile (which is 2.048km x 2.048km in size)" По-скольку, МСТС имеет в своей основе Флайтсимовский движок, то отображение тайлов в игре имеет такой вид: 1,5км + 2км + 1,5км, то есть, просчет объектов ведется не только на своем тайле, но и на дистанции примерно в полтора километра от предыдущего и последующего. Теперь, что касается объектовых лимитов на тайл: "[NEW SINCE V1.106] There is also a limitation on the number of objects that you can place on any one tile: you can place at most about 1800 objects on one tile. The RE shows the number of objects on a tile in the bottom right corner of the Placement tool. Here are other hints of approaching trouble: as you get near this limit, you will find that it takes longer to enter a nearly full tile when you fly around from tile to tile in the RE (the pause is due to the large number of objects needed on that tile); also saving may take noticeably more time. If you exceed this limit, very serious corruption of your route's files may occur. TIP: To reduce the number of objects on a tile, use forests rather than many single trees, since a forest is a single object." А вот тут, вообще про лимиты игры: "1.3 MSTS limitations MSTS has severe limitations on the way routes can be put together. For instance, you cannot make a closed circuit (like a model railroad that allows running round and round forever): if you do, MSTS will freeze up. Loops and wyes can create similar problems. What matters is the "organization" (or "connectivity") of your route, not the length or curvature or orientation of tracks: the order in which switches occur is the only important consideration here. The exact rules for correctly setting up loops and wyes are not yet well established, so a trialand- error approach is needed to deal with them. A few guidelines are the following (see section 3.4.4 for more details): - loops cause more trouble than wyes do: I have replaced fatal loops by wyes without problem; - you should not make activities go through loops or wyes; they simply will not work; - in Explore Route mode, switches leading into loops are usually frozen (although a train passing the other way appears to switch them automatically!); you can't choose which way to turn. If you plan to include loops and wyes or any other tracks that are not simply point-to-point, first try out your layout in simplified form on bare flat terrain. For that purpose, make a simple flat route that includes all the right and left switches, loops, and wyes, in the proper order, but with a minimum of straight and curved tracks. You can make tracks cross each other on the same level, instead of building overpasses: MSTS accepts these. Next test this route with simple activities, and fix it as needed until it works, before making the real route. To do this, follow the |
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![]() Что это? |