Spot / Point Lights

Discussion of rolling-stock creation & re-painting.

Re: Spot / Point Lights

Unread postby hodderd » Tue Oct 25, 2011 2:29 am

On another forum somone quoted a Canadian rule for headlights illuminating some 200 yards. That makes the RW US lights a little bit shortsighted.
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Re: Spot / Point Lights

Unread postby Machinist » Tue Oct 25, 2011 8:55 am

Just to reinforce what many others have said, the lights should have to be brightner and pointing a bit upper and far away from the locomotive, the angle of headlight object (just check in Scenario Editor, for ex.) is pointing too low and too much very close to the locomotive.

And also, at least with PRR GP7 and new SD40-2, when you see the loco approaching (external or track view) you can see the lights in the rails but not the headlight in engine (looks like headlight is turned off, depending of view's angle).

And finally: Could you add internal gauges lights (like in PRR GP7) to all new SD40-2, and headlights and internal lights to the BNSF's locos?
Last edited by Machinist on Tue Oct 25, 2011 5:50 pm, edited 1 time in total.
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Re: Spot / Point Lights

Unread postby Bananarama » Tue Oct 25, 2011 11:53 am

You guys do realize the headlight parameters can be changed in the spotlight blueprints? I would imagine you could adjust everything to suit.
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Re: Spot / Point Lights

Unread postby Chacal » Tue Oct 25, 2011 1:20 pm

I agree to the two main points so far:
- North American lights are very bright and illuminate far ahead during the night
- however we should not be able to see the illumination on ground and objects in bright sunlight.
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Re: Spot / Point Lights

Unread postby GaryG » Tue Oct 25, 2011 9:21 pm

Hi

To give an idea about a 200 Watt loco headlight, see:

"http://genet.gelighting.com/LightProducts/Dispatcher?REQUEST=COMMERCIALSPECPAGE&PRODUCTCODE=20122&BreadCrumbValues=CATG,_Lamps_Sealed Beam_PAR_PAR56&SearchFieldCode=null"

The beam spread is only nine to ten degrees, very narrow which is why they are so bright when you're in the light beam. The narrow beam spread is the primary reason ditch lights were used, to allow the engineer to see "around the curve" when in territory with many curves. The ditch light on the right was usually pointed a few degrees to the left and the other was pointed a few degrees to the right.

There is also a 350 Watt light for loco use.

Additionally, most locos now use two main lights plus two ditch lights so we have a minimum of 800 Watts of lights for illumination on most North American locos. The beams are probably set for a ten degree vertical spread and perhaps a maximum of 20-25 degree horizontal spread for the bright part of the beams.

I hope this info will assist a bit with the quest for realism.

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Re: Spot / Point Lights

Unread postby Toripony » Tue Oct 25, 2011 11:27 pm

Chacal wrote:I agree to the two main points so far:
- North American lights are very bright and illuminate far ahead during the night
- however we should not be able to see the illumination on ground and objects in bright sunlight.


What he said with the addition that in some situations such as deep mountain shadows in Winter, the headlight does "brighten" the ground and nearby hillside and objects slightly. Using the HSC In Summer free roam scenario for example, the headlight would not light the ground even in the shade of the hill and those trees in that "south-view" Summer situation. However, put that situation on the north side of a hill in the Winter and you would notice a bit of effect from the headlight.

This should serve as the "tipping point" for daytime settings on the GP7. If possible, the old GP7 (and GP9) light beam should be slightly yellowish while the newest SD70Ace beam should be pure white light.
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Re: Spot / Point Lights

Unread postby RSAdam » Wed Oct 26, 2011 3:54 am

Hi Guys,

Thanks for all the feedback. Some aspects I know we can implement while others I think will be marked as bugs for later improvement.

With regard to setup details, I think you'll find the attached diagram useful.

Regards
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Re: Spot / Point Lights

Unread postby micaelcorleone » Wed Oct 26, 2011 4:46 am

Chacal wrote:I agree to the two main points so far:
- North American lights are very bright and illuminate far ahead during the night
- however we should not be able to see the illumination on ground and objects in bright sunlight.

I agree, too.

I think that you can perfectly see the effect of turned up headlights at night in this video at minute 1:10 : http://www.youtube.com/watch?v=Y2rEg4mZTzE

RSAdam wrote:With the Donner Pass providing a full line up of locomotives, from switchers to road and Class 1 types, its a good time to roll any feedback into these and then look to retro grade any of the existing locomotives.

SD40T-2 (Tunnel Motor):
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This pic (from 1993) shows a tunnel motor after the headlight modifications of the early 90s.
Note that there's a rotating warning light at the cab's roof.

This was the original headlight configuration (pic from 1981):
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Dash 9-44CW:
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Note the special side window configuration that differs from the BNSF version.

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Note the rear location of the loco's number.
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Re: Spot / Point Lights

Unread postby SAR704 » Wed Oct 26, 2011 8:22 am

I'd like the see the headlights of the locomotive light up the tops of the rails more than they do. One day, when RW is capable of supporting track where the rails are crooked and all over the place, it would be really nice to able to emphasise this in screenshots. Some of the most memorable nostalgia associated with railroading has the spotlight on the sometimes appalling condition of the track that the trains of yesteryear ran on. I can name plenty of examples here in Australia.

Certain surfaces appear to attract light. It would seem that the top of the rail is one of them, except this would more likely be due to the fact that it is an isolated shiny surface. Unfortunately, I don't think there is a shader that tells RW that a surface is meant to be lit up more than another, under the Loft shader prefix which is required for getting track to display in the program. It would be ideal for the program to be able to distinguish this in any lighting situation. I imagine that in most situations, the existing lighting system would be ok. However, with steel or metal or other surfaces which react to light more than others, special shaders may be necessary.
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Re: Spot / Point Lights

Unread postby gtw5812 » Wed Oct 26, 2011 8:47 am

RS Adam,

Here a few few shots that I have taken at work. I hope they help. Lights project about 1/2 to 3/4 mile down the track on bright. In the dim position, about 300-500 feet. You can see the distance in the yard shot. The cars to the left are 86ft Autoparts Boxcars, and the trach length that they are in is about 4000 feet. I hope this helps. As a side note, I hope that I have not just provided more..."FPS killer" information :D

R/
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Re: Spot / Point Lights

Unread postby arizonachris » Wed Oct 26, 2011 9:44 am

Wow, Galen, great perspective from an engineer's point of view! Didn't realize they were really that bright! Nice info! !!*ok*!!
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Re: Spot / Point Lights

Unread postby gtw5812 » Wed Oct 26, 2011 1:27 pm

Here are a few more...both day and night. I have thousands!!

Hope you enjoy!

R/
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Re: Spot / Point Lights

Unread postby simer4 » Wed Oct 26, 2011 4:53 pm

gtw5812 wrote:RS Adam,

As a side note, I hope that I have not just provided more..."FPS killer" information :D

R/
Galen

Regarding this; I have turned off the shadow casting ability of all engines by modifying the light configs inside the paints "Lights" folder:

...Kuju\RailSimulatorUS\RailVehicles\Diesel\SD40-2\Default\Lights

I then edit this line:

<CastShadow d:type="bool">1</CastShadow>

To this:

<CastShadow d:type="bool">0</CastShadow>

After this adjustment, I now have no impact on frame rates from the lights being turned on.
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Re: Spot / Point Lights

Unread postby RSAdam » Wed Oct 26, 2011 5:15 pm

Thanks Galen, those are some great shots.

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Re: Spot / Point Lights

Unread postby gtw5812 » Wed Oct 26, 2011 6:51 pm

RSAdam wrote:Thanks Galen, those are some great shots.

Regards



No problem Mr. Adam, let me know if you need anything else.

R/
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