PDA

View Full Version : Fixing the Sun And Moon In Rail Simulator


t1metraveller
08-27-2008, 04:25 PM
Out of box, several factors concerning the sun and moon are not prototypical.

**The Problems

1. Sky Traversal is Opposite from Normal

If a route is in the northern hemisphere, the sun and moon traverse the sky in the north instead of the south. Routes in the southern hemisphere are okay, because the sun and moon traverse the sky in the north where they should (yes, I know this is not true in certain seasons for latitudes between the equator and 23.5 degrees).

2. Shadow Length is too Short

Sun shadows are way too long for any given time of day. Shadows at high noon are as long as they would be at 3 or 4PM. This also limits the overall lighting at the noon hour since the sun is not as high above the horizon as it should be.

3. A Minor "Nit" Problem with Sunrise/Sunset Times

The TimeOfDay file (there is only one) is set up for Spring (SEASON_SPRING), I presume as a compromise for all seasons. Sunrise is at 0600 and sunset is at 2000 (8PM). In the Spring and the Autumn, as we know, there are equal lengths of daylight and darkness, 12 hours of light and 12 hours of darkness (yes, true only at the exact moment of Spring and Autumn). 0600-2000 are more like summer hours of sunrise/sunset.

**The Fixes are Easy

Within the TimeOfDay file (RailSimulatorCore\TimeOfDay\Default.bin) tweaks can be made to fix these problems. You can either do it by creating a new blueprint (the preferred way) or tweaking the TimeOfDay file itself.

Sunrise/sunset times are easy to change. I have left sunrise the same (0600), but changed sunset to 1800 so we have equal times of sunlight and darkness to match the Spring season of the default TimeOfDay file.

To change the sun's and moon's sky traversal and have them travel across the southern sky instead of the northern, (again, only for routes in the northern hemisphere), make the azimuth values negative for both instead of positive.

In real life, the height of the sun above the horizon is dependent on your latitude of course. I run the Barstow-San Bernardino route almost exclusively, so I worked out the sun height to give approximately correct length shadows for Spring at that route's latitude (34 degrees north). A new azimuth value of -0.5000 is approximately correct. Make the moon the same if you like, as the moon and the sun travel in roughly the same ecliptic (the moon is 5 degrees higher at times). Noon sun now produces shorter shadows and a stark, more overhead light, more indicative of the route's latitude and desert area. I like its look. I had lived in this area of the country for years in the past and I find the new look more natural.

If you run a different route, say at latitudes of 40 degrees north, try setting the azimuth to something like -0.6000. For 50 degrees north, perhaps -0.7000. Experiment with shadow lengths at high noon. Check the shadow lengths on utility poles at that time. Be sure you have an equal period of daylight hours centered on 12 noon for the shadows to be shortest at noon. Remember, northern latitudes are negative azimuth numbers, and southern latitudes are positive azimuth numbers.

**Other Seasons

Of course the sun climbs higher in the noon sky in the summer and lower in the winter. The rise and set times vary as well, earlier and later. You can make a time of day file for each season if you want. Each season is specified for your route in the Routes.xml file. If you make a separate TimeOfDay file for each season, be sure each file has the correct season designation name within.

Like this:

<Season d:type="cDeltaString">SEASON_SPRING</Season>
<Season d:type="cDeltaString">SEASON_SUMMER</Season>
<Season d:type="cDeltaString">SEASON_AUTUMN</Season>
<Season d:type="cDeltaString">SEASON_WINTER</Season>

The changes for Barstow-San Bernardino:

Changes for the SUN:

<InfoSun>
<sSkyBodyInfo>
<RiseTime>
<sTimeOfDay>
<_iHour d:type="sInt32">6</_iHour>
<_iMinute d:type="sInt32">0</_iMinute>
<_iSeconds d:type="sInt32">0</_iSeconds>
</sTimeOfDay>
</RiseTime>
<SetTime>
<sTimeOfDay>
<_iHour d:type="sInt32">18</_iHour>
<_iMinute d:type="sInt32">0</_iMinute>
<_iSeconds d:type="sInt32">0</_iSeconds>
</sTimeOfDay>
</SetTime>
<AzimuthAngle d:type="sFloat32" d:alt_encoding="000000000000E0BF" d:precision="string">-0.5000</AzimuthAngle>
</sSkyBodyInfo>
</InfoSun>

Changes for the MOON:

<InfoMoon>
<sSkyBodyInfo>
<RiseTime>
<sTimeOfDay>
<_iHour d:type="sInt32">18</_iHour>
<_iMinute d:type="sInt32">0</_iMinute>
<_iSeconds d:type="sInt32">0</_iSeconds>
</sTimeOfDay>
</RiseTime>
<SetTime>
<sTimeOfDay>
<_iHour d:type="sInt32">6</_iHour>
<_iMinute d:type="sInt32">0</_iMinute>
<_iSeconds d:type="sInt32">0</_iSeconds>
</sTimeOfDay>
</SetTime>
<AzimuthAngle d:type="sFloat32" d:alt_encoding="000000000000E0BF" d:precision="string">-0.5000</AzimuthAngle>
</sSkyBodyInfo>
</InfoMoon>

Old sun at noon. Long shadows, darker, lower angle light.
http://img388.imageshack.us/img388/4066/old1fp0.th.jpg (http://img388.imageshack.us/my.php?image=old1fp0.jpg)

Old sun at noon. Long shadows, darker, lower angle light.
http://img84.imageshack.us/img84/4706/old2at2.th.jpg (http://img84.imageshack.us/my.php?image=old2at2.jpg)

New sun at noon. Shorter shadows, brighter, more direct overhead light.
http://img221.imageshack.us/img221/8332/new1ld1.th.jpg (http://img221.imageshack.us/my.php?image=new1ld1.jpg)

New sun at noon. Shorter shadows, brighter, more direct overhead light.
http://img84.imageshack.us/img84/7241/new2rg0.th.jpg (http://img84.imageshack.us/my.php?image=new2rg0.jpg)

Basherz
08-27-2008, 06:21 PM
Very informative, and thank you Bill. Noted. :)

Christoff
08-28-2008, 11:05 AM
Thank you. That is very well done. But I have a question on Azimuth. In your example it is not set negative is it? And how do you read those values, are they hex or what?

Pete

t1metraveller
08-28-2008, 01:24 PM
Thank you. That is very well done. But I have a question on Azimuth. In your example it is not set negative is it? And how do you read those values, are they hex or what?

Pete

Hi Pete,

Pay no attention to the hex values. They will self correct once you modify the decimal value. Scroll to the right in those code boxes and you will see "-0.5000".

Bill

krausyao
08-28-2008, 01:36 PM
This seems to be similar to the problem with Microsoft Train Simulator relating to sunrise and sunset. For each of the four seasons the time of sunrise and sunset is set in an environment file. That means there can only be four different values, one for each of the four seasons.

In Rail Simulator can you choose the day of the year for an activity? It would not be difficult to calculate actual sunrise and sunset time given latitude and longitude. Has Rail Simulator fixed the problem that Train Simulator has where the sun always crosses the zenith instead of how it actually moves?

http://www.srrb.noaa.gov/highlights/sunrise/sunrise.html

t1metraveller
08-28-2008, 02:02 PM
This seems to be similar to the problem with Microsoft Train Simulator relating to sunrise and sunset. For each of the four seasons the time of sunrise and sunset is set in an environment file. That means there can only be four different values, one for each of the four seasons.

There can be up to four seasonal "TimeOfDay" files in Rail Simulator too, Spring, Summer, Autumn, Winter. However, each route can have its own unique set of four, including unique weather conditions.

In Rail Simulator can you choose the day of the year for an activity?

Yes, however, it is mainly a cosmetic value. Every scenario you create has a season associated with it, and they don't all have to be the same.[/QUOTE]

It would not be difficult to calculate actual sunrise and sunset time given latitude and longitude. Has Rail Simulator fixed the problem that Train Simulator has where the sun always crosses the zenith instead of how it actually moves?

The height of the sun at noon is defined by the azimuth value you assign to it in the TimeOfDay file. It does not cross the zenith.

Bill

Shonner
08-29-2008, 05:15 AM
Finally. Someone who gets it.

Now things look like the real California.

nikos1
08-29-2008, 06:17 PM
Thats pretty impressive, now i can recreate the dreaded mid afternoon high sun us photographers hate haha. i saw your shots of the BNSF GP38-2 in another thread and the lighting looks spot on. Here in Georgia i get far too much experience with this type of light but its interesting that you actually managed to create it in game, i didnt think it was possible.
Are these changes route specific or the same for every route, here in Georgia the sun is way up in the sky by 11AM but in england the good morning light lasts a good bit longer.
I will have to try experimenting with this, your work looks quite promising, and gives a much more realistic look to the sim.

t1metraveller
08-29-2008, 06:48 PM
Thats pretty impressive, now i can recreate the dreaded mid afternoon high sun us photographers hate haha. i saw your shots of the BNSF GP38-2 in another thread and the lighting looks spot on. Here in Georgia i get far too much experience with this type of light but its interesting that you actually managed to create it in game, i didnt think it was possible.
Are these changes route specific or the same for every route, here in Georgia the sun is way up in the sky by 11AM but in england the good morning light lasts a good bit longer.
I will have to try experimenting with this, your work looks quite promising, and gives a much more realistic look to the sim.

Hi nikos1,

Thanks. Yes, the changes are route specific, but better than that they can be season-specific too. To make them season-specific, the trick is to have four different TimeOfDay files instead of one default one, as exists today. Why they might appear the same for every route now is that Kuju set up only one TimeOfDay file and pointed all the routes to it. And it was tailored more to European lighting and sun anyway.

Another good change for the weather and American sunny skies is to get rid of that much too cloudy wispy1_nm.TgPcDx and wispy1_nmc.TgPcDx sky files and replace them with something more with a clear skies look than the default one. They are found in the RailSimulatorCore\Environment\DefaultSky\textures folder. I am currently using the Tom Boswell graphics here in Cajon.

The TimeOfDay file also sets all the ambient lighting conditions, and these may be brightened up some also if you wish.

Good luck and have fun.

Bill

tomkat41
08-29-2008, 08:13 PM
Thats pretty impressive, now i can recreate the dreaded mid afternoon high sun us photographers hate haha. i saw your shots of the BNSF GP38-2 in another thread and the lighting looks spot on. Here in Georgia i get far too much experience with this type of light but its interesting that you actually managed to create it in game, i didnt think it was possible.
Are these changes route specific or the same for every route, here in Georgia the sun is way up in the sky by 11AM but in england the good morning light lasts a good bit longer.
I will have to try experimenting with this, your work looks quite promising, and gives a much more realistic look to the sim.

Hi Nikos,

Good luck. I'm doing all of the four seasons with some improved Blue skies. I'm done
with the Spring and Summer I got side tracked with the gp38 engine trying to get the
flanged sound to work and I did get it to work, now I'm starting on Fall and Winter.
When Editing the file in the timeofday, scroll down just a bit to you see this line:
"<TimeScaler d:type="sInt32">1</TimeScaler>" and set it to 60 then do a little editing
then run Railsim press "F3" and watch the clock, the 60 will allow the day to go faster
so you can see your progress. A setting of 60 will allow a 12 hour day to go by in
12 minutes and a 24 hour day in 24 minutes. The minutes are counting in seconds.
You can set it higher if you want but 60 is much smoother. I've been working on these
seasons since Monday morning.

tomkat41
08-29-2008, 08:15 PM
Hi nikos1,

Thanks. Yes, the changes are route specific, but better than that they can be season-specific too. To make them season-specific, the trick is to have four different TimeOfDay files instead of one default one, as exists today. Why they might appear the same for every route now is that Kuju set up only one TimeOfDay file and pointed all the routes to it. And it was tailored more to European lighting and sun anyway.

Another good change for the weather and American sunny skies is to get rid of that much too cloudy wispy1_nm.TgPcDx and wispy1_nmc.TgPcDx sky files and replace them with something more with a clear skies look than the default one. They are found in the RailSimulatorCore\Environment\DefaultSky\textures folder. I am currently using the Tom Boswell graphics here in Cajon.

The TimeOfDay file also sets all the ambient lighting conditions, and these may be brightened up some also if you wish.

Good luck and have fun.

Bill

Hi Bill,
Are you talking about the Partly Cloudy Skies?

t1metraveller
08-30-2008, 09:46 AM
Hi Bill,
Are you talking about the Partly Cloudy Skies?

Hi Tom,

Well, I think so. What I mean is that RS seems to use the wispy1 textures for clear weather. I don't see any sky graphic of just purely blue skies, so it's tough to get all of the clouds out of the sky this way. Any suggestions?

Bill

tomkat41
08-30-2008, 08:56 PM
Hi Tom,

Well, I think so. What I mean is that RS seems to use the wispy1 textures for clear weather. I don't see any sky graphic of just purely blue skies, so it's tough to get all of the clouds out of the sky this way. Any suggestions?

Bill

Hi Bill,

Could you post a screen shot of the partly cloudy skies?
Could you also tell me what the dates are on these files?

"wispy1_nm.TgPcDx"
"wispy1_nmc.TgPcDx"

I remember sending out the the PartlyCloudy.bin file but I don't remember sending
out the two wispy1 files, I may have sent them but don't remember.

t1metraveller
08-31-2008, 01:16 PM
Hi Bill,

Could you post a screen shot of the partly cloudy skies?
Could you also tell me what the dates are on these files?

"wispy1_nm.TgPcDx"
"wispy1_nmc.TgPcDx"

I remember sending out the the PartlyCloudy.bin file but I don't remember sending
out the two wispy1 files, I may have sent them but don't remember.

Here are the dates, Tom.

"wispy1_nm.TgPcDx" 01-13-2008
"wispy1_nmc.TgPcDx" 01-16-2008

I'll get you some screens. Having some Internet uploading problems right now.

Bill

t1metraveller
08-31-2008, 01:22 PM
Clear. Not total blue skies, as the wispy always remains.

http://forums.flightsim.com/vbts/attachment.php?attachmentid=6318&stc=1&d=1220199578

Overcast

http://forums.flightsim.com/vbts/attachment.php?attachmentid=6319&stc=1&d=1220199625

Bill

tdwolf
08-31-2008, 02:22 PM
fixing sun and moon

I am new to editing the bin files

and i would like to know what you did to show the sun shadows

I tried to follow what you said but got bogged down

you said creating new blueprint

help

tomkat41
08-31-2008, 02:47 PM
Hi Bill,

They are the files, I couldn't remember but I guess I did.

Here is what I have in my "Clear.bin" file:


<WeatherTypeClear>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0F40" d:precision="string">3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="00000080B0E10140" d:precision="string">2.2352</WindSpeed>
<PrecipitationType d:type="cDeltaString"></PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eFalse</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="00000080029AC83F" d:precision="string">0.1922</Red>
<Green d:type="sFloat32" d:alt_encoding="00000080029AC83F" d:precision="string">0.1922</Green>
<Blue d:type="sFloat32" d:alt_encoding="00000080029AC83F" d:precision="string">0.1922</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000709740" d:precision="string">1500.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="0000000000000040" d:precision="string">2.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudClear</CloudType>
</cWeatherType>
</WeatherTypeClear>
<WeatherTypeOvercast>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0F40" d:precision="string">3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="0000000000001840" d:precision="string">6.0000</WindSpeed>
<PrecipitationType d:type="cDeltaString"></PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eTrue</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000806891D13F" d:precision="string">0.2745</Red>
<Green d:type="sFloat32" d:alt_encoding="000000806891D13F" d:precision="string">0.2745</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000806891D13F" d:precision="string">0.2745</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000709740" d:precision="string">1500.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudClear</CloudType>
</cWeatherType>
</WeatherTypeOvercast>
<WeatherTypeRain>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0F40" d:precision="string">3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8.0000</WindSpeed>
<PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eTrue</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Red>
<Green d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000709740" d:precision="string">1500.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudClear</CloudType>
</cWeatherType>
</WeatherTypeRain>
<WeatherTypeStorm>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0F40" d:precision="string">3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5.0000</WindSpeed>
<PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eTrue</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Red>
<Green d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000E08540" d:precision="string">700.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudClear</CloudType>
</cWeatherType>
</WeatherTypeStorm>



And at the very bottom:


<WeatherEvent>
<cWeatherEvent d:id="15364808">
<Type d:type="cDeltaString">eWeatherTypeClear</Type>
<Time d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Time>
</cWeatherEvent>
<cWeatherEvent d:id="16412008">
<Type d:type="cDeltaString">eWeatherTypeClear</Type>
<Time d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5000</Time>
</cWeatherEvent>
</WeatherEvent>


Ran out of room over 10,000 characters.

tomkat41
08-31-2008, 02:48 PM
This is what I have for the "PartlyCloudy.Bin" file



<WeatherTypeClear>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0FC0" d:precision="string">-3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="000000E02D90F83F" d:precision="string">1.5352</WindSpeed>
<PrecipitationType d:type="cDeltaString"></PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eFalse</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000A08026E63F" d:precision="string">0.6922</Red>
<Green d:type="sFloat32" d:alt_encoding="000000A08026E63F" d:precision="string">0.6922</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000A08026E63F" d:precision="string">0.6922</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="000000000058BB40" d:precision="string">7000.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="0000000000000040" d:precision="string">2.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudOvercast</CloudType>
</cWeatherType>
</WeatherTypeClear>
<WeatherTypeOvercast>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0FC0" d:precision="string">-3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="000000E02D90F83F" d:precision="string">1.5352</WindSpeed>
<PrecipitationType d:type="cDeltaString"></PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eFalse</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000008195E53F" d:precision="string">0.6745</Red>
<Green d:type="sFloat32" d:alt_encoding="000000E04D62E23F" d:precision="string">0.5745</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000008195E53F" d:precision="string">0.6745</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000403333C33F" d:precision="string">0.1500</BlendInTime>
<CloudType d:type="cDeltaString">eCloudOvercast</CloudType>
</cWeatherType>
</WeatherTypeOvercast>
<WeatherTypeRain>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0FC0" d:precision="string">-3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="000000E02D90F83F" d:precision="string">1.5352</WindSpeed>
<PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eFalse</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Red>
<Green d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000407F40" d:precision="string">500.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000709740" d:precision="string">1500.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudOvercast</CloudType>
</cWeatherType>
</WeatherTypeRain>
<WeatherTypeStorm>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="000000007F6A0FC0" d:precision="string">-3.9270</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="000000E02D90F83F" d:precision="string">1.5352</WindSpeed>
<PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eFalse</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Red>
<Green d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000204850D03F" d:precision="string">0.2549</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000E08540" d:precision="string">700.0000</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</BlendInTime>
<CloudType d:type="cDeltaString">eCloudOvercast</CloudType>
</cWeatherType>
</WeatherTypeStorm>


And at the very bottom:


<WeatherEvent>
<cWeatherEvent d:id="15364808">
<Type d:type="cDeltaString">eWeatherTypeClear</Type>
<Time d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Time>
</cWeatherEvent>
<cWeatherEvent d:id="16412008">
<Type d:type="cDeltaString">eWeatherTypeClear</Type>
<Time d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Time>
</cWeatherEvent>
</WeatherEvent>



In the PartlyCloudy code, I modified the cloud direction from east/west to west/east
and I slowed the wind down so the clouds move a little slower.

t1metraveller
08-31-2008, 02:55 PM
fixing sun and moon

I am new to editing the bin files

and i would like to know what you did to show the sun shadows

I tried to follow what you said but got bogged down

you said creating new blueprint

help

Hi tdwolf,

Actually, I fixed mine by editing the .bin files. One could do it by creating a new blueprint, though I haven't gotten into that myself.

The sun changes are made to the Default.bin file in the RailSimulatorCore\TimeOfDay folder.

Change the AzimuthAngle line for the sun to the value -0.5000. Change the one for the moon to the same value too.
Change the SetTime line for the sun to 1800.

Resave the file, delete the .pak blueprint and restart Rail Simulator to see the changes.

Hope this helps.

Bill

t1metraveller
08-31-2008, 02:58 PM
Hi Bill,

They are the files, I couldn't remember but I guess I did.

Here is what I have in my "Clear.bin" file:

Thanks Tom, I'll make the changes!

Bill

tdwolf
08-31-2008, 03:26 PM
t1metraveller


thanks it worked

looks a lot better

tdwolf
09-01-2008, 09:11 AM
old

tdwolf
09-01-2008, 09:23 AM
new

t1metraveller
09-01-2008, 10:27 AM
Nice, tdwolf. The scene is brighter too.

Bill

tdwolf
09-01-2008, 10:53 AM
i am using fraps

small program but packs a punch

screen and viedo capture

reg ver

i downloaded for free

tdwolf
09-01-2008, 11:14 AM
this one has been modified