Vodhin
Official Ride Modeler TPB3D
  
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Joined: Jul 2007
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RE: Von Roll Skyway System
I am here. (wow, that's some kind of Zen thing, isn't it?) I haven't quit, but I have not had much time for modeling- or rather, for digging around to learn what must be done to make these work: The GDD tells us what "can" (as in what we want to be able to do) but doen not have any information as to what we modelers need to include in the models, in the way of joints, bones, or other 'mechanicals' needed to make the ride actually interface with the rest of the game.
In other words, do we need to include specific, predefined joints, bones, or armatures in the model components in order for the game to activate the model or are we making our models independent of the rest of the game? The former assumes that the game can control actions/animations in the ride, while the later might exclude cross ride compatibility and means that the models animate only as designed by it's creator. I assume that we're aiming for the former statement.
I'd get back into modeling if I had more information on how we're supposed to make these things work
******
Now for some critism/suggestions:
Quote:1.2.2.3.2.6 Arial Tram
call it the propper industry standard term: "Aerial Ropeway"
Quote:The Arial tram can be either a loop or an end to end track.
One way loop (Ski lift style, cars return empty), round trip loop (skyway, ride either direction), and switchback (Tram, like Roosevelt Island).
Quote:The terminal point can be either a station or a turntable The player can select the vehicle as a gondola (squared, round bucket with roof, or bubble), a ski lift chair (single, double, triple or quadruple seat) or a large aerial tramway.
Track and grip should determine car type and stations: you should not be able to put a large Aerial Tram on a ski lift cable.
Large Aerial Tram designs should also require a completely different terminal design and track as compared to small trams and skilift/gondola type rides. Large Aerial Trams should also be able to syncronize each station (as in real life, typically one haul rope loop moves both trams), or individually (each Tram can travel when ever it is ready to do so).
There are 3 basic terminal designs used for Ropeways, determined by how a bail (car) is attached to the cable. There is the fixed grip for endless loop and switchback loop designs, detachable grip used for endless loop gondolas and high speed chairlifts, and the trolley truck used in Aerial Trams (The bail hangs from a truck that rides on a pair of fixed cable 'tracks' with a third haul rope to pull the truck).
Not mentioned but should be an option: the player should be able to choose left side/clockwise or right side/counter-clockwise travel over the cable.
So, I propose these types with these rules:
Chairlift, Fixed Grip: a continuous endless loop.
- Riders load/unload while ride is in motion
- Bails must be designed to load/unload in motion (e.g. no doors)
- Length of ride divided by speed of cable should equal a load wait of 5-6 seconds (by number of bails)
- Can be one way or round trip
- Load/unload can happen at same time (each side of bullwheel)
- Detachable Grip/enclosed bails not allowed
- Can have one-way lines of travel, but must loop back to first terminal
- Haul Rope is Track
Chairlift, Detachable Grip: a countinuous endless loop
- Riders load/unload while ride is in motion
- Bails must be able to load in motion, but a slow speed
- Length of ride divided by speed of cable should equal a load wait of 5-6 seconds (by number of bails)
- Can be one way or round trip
- Load/unload can happen at same time (each side of bullwheel)
- Terminal speed is 1/3 of ride speed
- Can have special station pieces for cable interchange
- Bails move through station via automatic mechanism
- Fixed Grip bails not allowed
- Can have one-way lines of travel, but must loop back to first terminal
- Haul Rope is Track
Gondola: a countinuous endless loop
- Riders can load/unload while bail is in motion
- Bails can load/unload at slow speed or stopped
- Bails can have doors
- Length of ride divided by speed of cable should equal a load wait of 5-6 seconds (by number of chairs)
- Can be one way or round trip
- Load/unload can happen at same time (each side of bullwheel)
- Terminal speed is 1/3 of ride speed
- Can have special station pieces for cable interchange
- Can have storage rails
- Ride popularity decrease moves extra bails onto storage (visual clue)
- Terminal design could allow for either attendant or automated movement of bails
- Fixed Grip bails not allowed
- Can have one-way lines of travel, but must loop back to first terminal
- Haul Rope is Track
Aerial Tram, Small Fixed Grip: a switchback endless loop
- Riders load/unload while ride is stopped
- One Bail (small Tram) per travel direction
- Bail does not pass bullwheel
- Should be one way trip, riders can ride either direction
- Load/unload must happen at same time at each terminal
- Both bails travel in sync (they're on the same haul rope)
- Detachable Grip/Open-air (e.g. chairlift) bails not allowed
- Haul Rope is track
Aerial Tram, Large Trolley Grip: a switchback ropeway
- Riders load/unload while ride is stopped
- One Bail (Large Tram) per travel direction
- Bail does not pass bullwheel
- Should be one way trip, riders can ride either direction
- Load/unload can happen at different times at each terminal
- Both bails can travel in sync (they're don't have to be on the same haul rope)
- Detachable Grip/Open-air (e.g. chairlift)/small Tram bails not allowed (only ones that have trolleys)
- Haul Rope is additional to track (See here)
Obviously, terminal design will be tied into the type of Ropeway the player is building, with a few cross-overs: a chairlift terminals can be used for a Small Switchback Tram ride, and Gondola bails can ride in any Detachable station. Terminal designs ultimately determine how a bail travels through it, moved by an attendant or automated, and wether it comes to a stop or travels slowly for loading/unloading.
Quote:Track types include end piece, straight, horizontal curved and vertical slopes. The end piece is a turntable which lets the cars move in a semicircle to return to the station. Vertical slopes allow the cable (track) to change vertical angle. Horizontal curves allow the track to change horizontal angle by an amount specified by the player. A horizontal curve and vertical slope can be combined into a single track segment. Turntables, horizontal curves and vertical slopes each require a support post. Straight pieces span the distance between those special pieces. Support posts are auto generated if the span is greater than ten tiles. The player can choose to place support posts manually.
There are very few Ropeways with horizontal direction changes because of the physics involved and safety issues. I have ridden two: one is a mid-station, detachable type (the old Killington Gondola - Current Mid Station), where the bail enters a terminal and actually switches on to a different cable, and an in-between station with two 8 degree turns (Killington South Ridge Tripple) which - even at a moderately slow speed) scared the bejeebes out of you as you were flung from side of the chair to the other. I can design "safe" and believable horizontal turn elements for all types of Ropeways, and they won't be the unrealistic types found in RCT games.
Vertical/height angle variations might seem easier, but they are not- read on:
Quote:Manually and auto generated posts are flagged internally so that the game can remove an auto generated post if a manually placed post makes it unnecessary.
What is the "Flagged Internally" bit? Do I need to include special bones/joints/code of some sort? If the towers auto adjust in height, should I use bones to group verticies togerther to keep parts from distorting? How is the texture used for the tower handled? is it repeated or distorted? Are actual model sections added/removed to change the tower? what about lattice towers? They widen at the base as they get taller, usually requiring more cross pieces or longer cross pieces- I've built these types of towers with alpha textures: the texture must match the tower's shape or you face serious distortion. Do we just drop lattice style towers?
Vertical Angle changes: There are some real world rules, too, that should apply to towers and terminals, in order for our ropeway simulations to look right. When a cable goes from flat to vertical, the sheaves (pulleys) are almost allways on top of the cable- Compression sheaves. That means the tower/terminal needs to have some modifier to raise the height of the sheave train (pulley group) enough to be on top of the rope, and the sheaves would need to rotate in the opposite direction. The modifier might be nothing more than a spacer added to the sheave train when compression is needed.
Also, the real world calculation is one sheave for each 1.5 degree of maximum change. In the US and other countries, the moden Ropeway must have a minimum 3 degree negative cord angle at loaded weight on a level span (ropeway systems are designed to 'give more slack' as the load increases- we don't need to worry about that). That formula creates a minimum of 2 sheaves on each side (forward/back, not left/right) of a tower.
What that means is that we should have a way to add sheaves to a sheave train as the angle of vertical change increases, and perhaps have a way to group additional towers together should the number of sheaves increase beyond a limit "per tower". The more sheaves, by the way, will mean greater lateral distances between the tower section and the cable connection. These suggestions might seem over the top, but in actuality you will want it or face steep angles that look absurd, not to mention trouble when you want to make a lift that goes up a hillside and not have the cable either drag on the ground or ride above the towers.
Alternately, chairlift (Fixed and Detachable) and gondolas could be "Build in each direction" - instead of building sections that have both travel directions on a tower, it could be that you place a terminal, build out to the next terminal, then build your way back to the first (adding any other station pieces in-between). Something like this: Click Here. Building a standard ride (both directions on the same tower) would be easy, too: just click a "auto return" button once the end terminal is reached. It would build the return cable up to the pervious terminal station. Repeat as needed.
Quote:Each station has engine noise for ride. This is only found at station.
I don't think I've ever been on a Ropeway with motors at both ends. Typically there is a Drive terminal (with motor, and hence, motor noise) and a Return terminal, generally as silent as the towers.
Quote:Additional ride noises occur when the car is on the cable (whizzing noise, very slight) or where the cable the car is attached to passes over a tower support and the bogey wheels that move the ride along (thump thump noise, slight).
Not really. No need for car noises at all. Towers should have a basic noise and a secondary noise: the basic noise is a repeating hollow hum with slight squeaky/sticky rubber noise that is from the sheaves (the pulleys) that support the cable. The scrondary noise is the thump when a grip passes over/under each sheave (it's actually the sound of haul rope slapping back down into the rubber boot of the sheave after the grip passes over). There should be one thump for each sheave. So towers and stations only need sound, and you'll hear as you pass them.
Quote:881.2.2.3.2.6 Aerial Tram - Propose Change ...
"I drank what?!"
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