Two complaints, one cause underneath them.
The brake and squeal sounds came out in shreds as a train got going. Both are
shaped from UnitBrakeForce and Vel, and both of those are results of a physics
step. An update arrives ten times a second; in the twenty-odd frames between
them the local physics carries on computing its own speed and its own brake
force for a train it has no business simulating, they fall away, and the next
update snaps them back. rsBrake pitches on Vel and rsPisk gains on the brake
force ratio, so what the ear got was that sawtooth.
So the physics outputs of somebody else's train are now put back after every
local step, not only on the frame an update lands: speed, brake force, wheel
and engine revolutions, engine power, wheelslip, sand, and the running flags of
the converter and the compressors, which the local physics kept switching off
because the conditions it evaluates are not the ones the owner is evaluating.
The relays are the same problem wearing a different hat. MainCtrlActualPos - the
notch the resistors are actually on, as opposed to the one the handle is at -
was being stepped by the local automatic notching, off its own guesses, so the
clicks either fired at the wrong moment or never fired at all. It travels now,
together with ScndCtrlActualPos and StLinFlag, which stops the local notching
inventing anything, and every relay heard here is one that operated over there.
The brake unit keeps a sound bitfield of its own, and that is where the
accelerator and the cylinder venting live. Reading it clears it, so watching it
had to be done without consuming it: TBrake grows PeekSoundFlag(), and only the
flags that have just come up count as an event - the vehicle only clears them
when it has an accelerator sound to play, so a bit that stays lit is one event,
not one per frame. RaiseSoundFlag() hands them to the far end.
Snapshot version 5.
A bystander heard nothing of somebody else's converter, compressors, brake air
or relays. Two different reasons for that, and they need two different answers.
The devices whose sound runs for as long as they do - the converter, the main
compressor, the pantograph compressor, the releaser - are outputs of a physics
that a peer only half runs for a vehicle it does not own. Their running flags
travel now, alongside the permits that were already going.
The clicks and hisses are a harder case: MoverParameters::SoundFlag is raised
and wiped inside a single frame, so sampling it when an update happens to be
put together would catch almost none of them. They are collected as the vehicle
finishes with them, just before it clears the field, and the accumulation rides
along with the next update. On arrival they are added to whatever the receiving
peer's own physics produced, and its sound handling plays them once and wipes
the lot, exactly as it does for its own.
When the Autorewident function is enabled, the EP fuse switch will no longer automatically engage or disengage if the player is controlling the train. This would happen for example when approaching a station.
Simplified lamp logic by reducing unnecessary brackets, `if` statements, ternary operators and boolean comparisons.
Added new lamps:
- `i-gear1` - 1st gear in the gearbox is active
- `i-gear2` - 2nd gear in the gearbox is active
- `i-hydrolockup` - The gearbox is locking the engine and wheels together
Additionally, fixed motor overload and differential relay lights not turning off when the battery is turned off.
std::uniform_real/int_distribution has UB when min>max. The old "fancy Random"
used interpolate(a,b,t) which tolerated a>b; the migration to
std::uniform_real_distribution did not, and only one inverted call site was
fixed by hand. Swap the bounds inside Random()/Random(int)/LocalRandom() so
every call site is safe, and reorder the two inverted literal calls in
Driver.cpp (fActionTime buzzer / departure delay) for readability.
The dumb3d->glm / utilities-simplification refactor replaced the old custom
clamp() (which tolerated Lo>Hi, returning the upper bound) with std::clamp,
where inverted bounds are undefined behaviour. Only a few sites were patched
afterwards, by hand, with std::minmax plumbing (incl. a stray `static` inside
a per-axle loop). Others silently produced wrong results in the AI braking /
acceleration path.
Add a safe_clamp() helper (normalizes inverted bounds) and use it ONLY where
Lo<=Hi cannot be proven at compile time (config min/max pairs, sign-dependent
expressions, container underflow). Sites with constant bounds or [0, x>=0]
keep std::clamp. Remove the manual std::minmax workarounds and rewrite the
damaged-track jolt code value-first.
Shift isn't used as that would affect joystick controls and we
probably should discourage the user from roaming around in external
cam mode too much, so they won't forget that they're not in regular
free fly out of the cab.
Update Init(...) parameters to glm::dvec3, change LookAt to glm::dvec3 and adjust Camera.cpp to remove redundant glm::dvec3 casts (lookAt call and vector subtraction). These changes improve precision for camera lookAt vector in world coordinates above 4 digits
- The `TMoverParameters::derail()` function has been renamed to `::Derail()`, with a capital D.
- All derail events now use that function.
- Simplified and unified the logic behind different derail types.
- The `dtrack_freerail` track type is now slightly increasing the chance of derailing on a tight curve, as it was the intention.
- A new `DerailReason` enum has been created which holds all derail types.
- The `DerailReason` field in the `TMoverParameters` class has been removed.
- This was a transient field which is not necessary anymore.
- The logging functionality as such has been moved from `DynObj.cpp` to `Mover.cpp`.
- The warning signal is no longer going to be played for an obnoxiously long amount of time by AI drivers when driving vehicles with a manual warning signal switch, most notably EN57.
- A new `moveDepartureWarned` driving flag has been created to accomodate this behavior.
- Added the action time counter and the missing driving flags to the Vehicle AI section.
- Add engine_max_temp and engine_is_hot fields to heat_data structure
- Add EngineMaxTemperature field extraction from .fiz files
- Add engine overheat check comparing Ts with engine_max_temp
- Add four new overheat lamp indicators:
- i-oil_overheat
- i-water_overheat
- i-wateraux_overheat
- i-engine_overheat
- Add lamp update logic to turn on/off based on is_hot flags
- Add lamp initialization in clear_cab_controls()
This implements issue #77 - overheat lamps for diesel engines.
The lamps will turn on when:
- Oil temperature exceeds OilMaxTemperature
- Water temperature exceeds WaterMaxTemperature
- Auxiliary water temperature exceeds WaterAuxMaxTemperature
- Engine temperature exceeds EngineMaxTemperature
Each check includes 8-degree hysteresis to prevent rapid on/off cycling.