#VehicleSnap visual test (Factorio mod)

1 messages · Page 1 of 1 (latest)

teal forge
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Interesting! What about having the arrow not move, and its distance from the car is proportional to the car's speed?

tepid marlin
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hmm

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The arrow is very far away when you rotate in high speed, the arrow's next position moves large distances

austere cedar
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have it behave like the show-train-braking-distance debug visualization?
at least approximately? tho that might also be a bit far away

tepid marlin
teal forge
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can you smoothly transition the arrow as the car turns?

tepid marlin
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i detect the moment that snapping angle changes and i change anim = 0

sinful current
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personally I don't really like that it moves away from the car, that's a lot of visual noise for a mod that's supposed to be "invisible"

hard barn
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yeah no the repetitive movement is hella distracting

sinful current
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if it was a static position with a looping animation I feel like that would be great

hard barn
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i would be more than happy with two tiny arrows
one indicating the current direction and one indicating the snapping direction

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like a fifth of the length/width shown

austere cedar
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true heading and closest snapped heading yeah

hard barn
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and a fifth of the distance to the vehicle

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they need not be nearly so large

tepid marlin
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I have to ask if anyone has experience in the rendering's time_to_live property, as i currently have it at 2 game ticks, would it be more efficient to make it last forever and instead move it?

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If it's set to 1 tick it will not show at all

hard barn
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i feel like it probably would but idk

tepid marlin
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I hope that doesn't cause garbage collection or something

hard barn
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but yeah no if you want it to be unobtrusive it has to be WAY more minimalist than it is now

sinful current
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probably because it decreases the lifetime before rendering and it's 0 before it gets a chance

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I would set the rendering target to the vehicle that way you don't have to move the position, and there's no one frame delay

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then make it last forever and destroy when needed

hard barn
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i think in this case small and ugly and simple is better than big and pretty and complicated

flint vector
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So is this meant to better show what you're driving toward in order to help prevent collisions? If so, it might be a worth having the car's collision edges visualized in the direction of travel. Like a set of tire tracks leading into the future.

tepid marlin
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yeah i guess also indicating also that vehiclesnap is in operation, that there is a difference to normal driving

austere cedar
hard barn
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i feel like the main thing i am interested in is seeing the difference between my current angle and the nearest snap angle

austere cedar
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do vehicles have controller support in that they can turn slower than max speed?

sinful current
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I think it would be interesting if when you're steering and it's enabled, the arrow is just showing you the direction it will snap to, and when it fades in to 100% opacity, that's when it snaps and the arrow is gone

hard barn
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i care relatively little about stuff like whether i will run into things. i have eyes for that

tepid marlin
hard barn
teal forge
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color anything you're going to collide with red

hard barn
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current version produces a lot of extraneous visual stimulus

sinful current
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everyone here has collectively scope creeped for them

hard barn
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two small arrows could provide more information with less non-information

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but like bare minimum make the arrow smaller and stop moving it

sinful current
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I can already see which direction I'm driving by looking at the car, an arrow telling me that isn't going to provide more information

teal forge
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it does show the direction slightly more clearly

tepid marlin
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I am currently testing with the "move further by driving speed" method, it doesn't need to move much, maybe only car's diameter

hard barn
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also two arrows makes the difference between the two vectors more explicit

austere cedar
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thanks for that embed discord

tepid marlin
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they have almost no animation anymore

austere cedar
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which one is which tho? xD

tepid marlin
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thin is current angle

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and it moves back/further with speed

austere cedar
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hide the snapping angle while you are snapped?