VRC wrote:Errr, hmmmmm. There are a few rough edges. The cab view was built fairly early on, back when I was worried that the poly count might put a drag on the frame rates. I'm already working on an improved AAR control stand for the next model.
Oh wait! I SEE what you are talking about. The cab camera for that position is set somewhere between 1.1 and 1.25. That gives a wider field of view, but distorts things that are on the edge of the screen.
I thought my Railworks was loading the low resolution textures because of some graphics setting.
The cab is a separate 3D model, but does its poly's add up to the (invisible) engine's count?
Sorry, I should have mentioned I run Railworks with FOV=85 (120%). Mainly because the default SD40-2's have too narrow front windows and look very cramped. With this FOV of 85, I am able to see throught the side window a little, making most standard cabs less claustrofobic. Perhaps I should seat the engineer a half a foot backwards or so.
I'll compare with other engines, like the Reppo GP20, Eyein's SD60 and LordMannu's GP50.
Here is what my cabview is with the engineer seated at 4.9 along the z-axis. (Nifty trick with those animated cab views! Took me awhile to sort it out.)
Screenshot_C&O Alleghany beta5 (Kanawha)_37.74707--80.24328_10-01-20.jpg
Notice how the polished metal parts inside the cab light up under my custom bright headlights of that UP locomotive. Visual occlusion is still a problem with the current game and graphics engine.
I don't think you should worry about my FOV setting, it is a matter of personal preference.
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