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[RC1] commands/needsengine misbehavior? #787

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only-a-ptr opened this Issue Feb 21, 2016 · 6 comments

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only-a-ptr commented Feb 21, 2016

Reported on forum: http://www.rigsofrods.com/threads/120909-Test-build-Version-0-4-6-RC1?p=1392023&viewfull=1#post1392023

Even if a prop has needengine in commands2 set to 0, it will still give that prop a pump sound. Look at Graysonk95's Thomas HDX. When you open the signs, there should be no sound (as it was in 0.4.0.7-0.4.5.1), but in RC1, there is. And I've checked, needengine is set to 0.

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AnotherFoxGuy Feb 21, 2016

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I don't think that is a bug because the needengine flag is only for that the command works without an engine.
From the wikipage http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Commands2

value of "true" means that the command only works with a running engine. "False" means engine is not needed.

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AnotherFoxGuy commented Feb 21, 2016

I don't think that is a bug because the needengine flag is only for that the command works without an engine.
From the wikipage http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Commands2

value of "true" means that the command only works with a running engine. "False" means engine is not needed.

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Maybe not, but I'm interested to know whether there's a difference from 0.4.5.1.
I'd prefer the sounds behavior not to change, even if it was inaccurate in previous versions

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only-a-ptr commented Feb 21, 2016

Maybe not, but I'm interested to know whether there's a difference from 0.4.5.1.
I'd prefer the sounds behavior not to change, even if it was inaccurate in previous versions

@only-a-ptr only-a-ptr changed the title from [RC1] prop/needsengine misbehavior? to [RC1] commands/needsengine misbehavior? Feb 22, 2016

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ulteq Feb 22, 2016

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Observations from @graysonk95, version 0.4.0.6:

36, 87, 1.1, 1.1, 1, 2.41, 1, 2, ipf, Command_1 0,0, smooth smooth 1 0
36, 86, 1.1, 1.1, 1, 2.41, 1, 2, ipf, Command_2 0,0, smooth smooth 1 1
36, 85, 1.1, 1.1, 1, 2.42, 1, 2, ipf, Command_3 0,0, smooth smooth 0 1
  • Command_1 operates normally with sound, however, when the engine is off the command doesn't move and the sound never stops.
  • Command_2 only operates when the engine is on and there is no sound.
  • Command_3 operates without the engine, but has no sound.

My own observations, version 0.4.0.6:

Whether or not the sound is played depends on affectEngine and the current command value. At the moment only those commands who actually request power from the engine play a sound.

As suggested by @fidoj, we could add a new optional parameter playsSound that overrides the default behavior.

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ulteq commented Feb 22, 2016

Observations from @graysonk95, version 0.4.0.6:

36, 87, 1.1, 1.1, 1, 2.41, 1, 2, ipf, Command_1 0,0, smooth smooth 1 0
36, 86, 1.1, 1.1, 1, 2.41, 1, 2, ipf, Command_2 0,0, smooth smooth 1 1
36, 85, 1.1, 1.1, 1, 2.42, 1, 2, ipf, Command_3 0,0, smooth smooth 0 1
  • Command_1 operates normally with sound, however, when the engine is off the command doesn't move and the sound never stops.
  • Command_2 only operates when the engine is on and there is no sound.
  • Command_3 operates without the engine, but has no sound.

My own observations, version 0.4.0.6:

Whether or not the sound is played depends on affectEngine and the current command value. At the moment only those commands who actually request power from the engine play a sound.

As suggested by @fidoj, we could add a new optional parameter playsSound that overrides the default behavior.

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As suggested by @fidoj, we could add a new optional parameter playsSound that overrides the default behavior.

Agreed with minor modification: Let's add a new option letter "s" into the existing options string.

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only-a-ptr commented Feb 22, 2016

As suggested by @fidoj, we could add a new optional parameter playsSound that overrides the default behavior.

Agreed with minor modification: Let's add a new option letter "s" into the existing options string.

@only-a-ptr only-a-ptr assigned only-a-ptr and ulteq and unassigned only-a-ptr Feb 22, 2016

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Let's add a new option letter "s" into the existing options string.

Let's make a new github issue for it and postpone it to > 0.4.6

-> #791

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ulteq commented Feb 22, 2016

Let's add a new option letter "s" into the existing options string.

Let's make a new github issue for it and postpone it to > 0.4.6

-> #791

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graysonk95 Feb 22, 2016

Likewise, could we also get a mute flag?

I would like to add a (working) high idle switch, but in order to do so, the high idle command beam must rev up the engine but not play the pump sound.
(A high idle switch is simulated through the use of a painfully slow command beam).

Voulk's high idle on his Thomas pack utilizes a command to rev up the engine, but he uses no pump sound at all, so his commands are effectively muted.
I use a pump sound on my HDX, so I have no way to do this without the high idle command hissing.

graysonk95 commented Feb 22, 2016

Likewise, could we also get a mute flag?

I would like to add a (working) high idle switch, but in order to do so, the high idle command beam must rev up the engine but not play the pump sound.
(A high idle switch is simulated through the use of a painfully slow command beam).

Voulk's high idle on his Thomas pack utilizes a command to rev up the engine, but he uses no pump sound at all, so his commands are effectively muted.
I use a pump sound on my HDX, so I have no way to do this without the high idle command hissing.

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