OR Steam Exhaust New Changes
#92
Posted 01 August 2014 - 07:46 PM
copperpen, on 01 August 2014 - 07:09 AM, said:
Smoke stack and cylinder cocks are different in visual terms, and there are also pressure relieving valves on later engines which emit a small puff of steam at the end of each stroke. Steam from these cocks and valves should only be white, not dark or grey like the stack.
Stack output is affected by a number of things, main ones are steam pressure at exit from cylinders, diameter of the exhaust and speed of the engine. In most cases at speed the exhaust is carried well clear of the engine by the escape velocity, but in engines with a large diameter exhaust it is a much softer exit and steam clings more, hence things like deflectors to divert airflow to lift the steam. Far as steam chest pressure values go it is quite possible that the two different forms of working could use similar values, but the main factor affecting how the steam/smoke behaves is the speed, vertical from the stack and horizontal from the train movement.
I might add something else to consider along with these comments, and Dave's idea of possibly using multiple smoke .ace's ... The more I've thought about this, the more I think there are two basic relationships that need to be accounted for.
From a soot (or color) perspective, there are two aspects - the darkness of the color, and also the density. These are both directly effected by the ratio of air being drawn through the firebox relative to the amount of fuel present. High fire mass relative to the air being drawn through the firebox will produce smoke from the stack which is both dense and dark - very sooty. On the other hand, a lower fire mass and higher air volume should produce a nearly clear stack exhaust - low density (more transparency) and lighter color (but not white) from less soot.
Now, overlaid on this is the relationship between the engine and the ambient air temperature. Summer weather really shouldn't produce much if any "white steam" coming from the stack, as the steam in the exhaust doesn't condense much if at all before it disperses in the atmosphere. In the winter though, there will be a white, condensed steam component to the exhaust. In times of high soot, this condensed steam will tend to be obscured by the darkness and density of the soot being emitted. in low soot fire conditions (higher air to fuel mass ratios) the white color will remain more prominent. The volume will vary of course with the volume of steam being exhausted from the cylinders.
To help visualize what I've described above I created a simple graphic.... The blue in the "summer" graphic depicts sky showing through the exhaust, while the whiter color in the right side represents opaque condensed steam in the exhaust. I regret I don't have any equations to share which would help in modeling this behavior...
#93
Posted 01 August 2014 - 08:14 PM
Brandon
#94
Posted 01 August 2014 - 09:41 PM
IIRC one of the trials produced little black balls like you report so I'm pretty sure you'll have a reasonable chance of getting something quite a bit better.
#95
Posted 02 August 2014 - 02:36 AM
Anyway, for diesels the problem is easily corrected giving the exhaust stack a slightly bigger diameter (balls won´t shoot up into the sky as high anymore, keeping them closer together and giving the plume a more continuous look) and increasing the min and max smoke rates. This applies to diesels, but probably steamer smoke parameters in the ENG file are a bit different. I´ll try to find out a little more, but I already once had little success.
Cheers, Markus
#96
Posted 02 August 2014 - 02:50 AM
In the effects section of the ENG, find the the StackFX section and try slightly increasing the last value given in there (0.2 to 0.3 is a good point to start with in diesels). This should reduce the height of the plume a little and thus give better continuity as the smoke balls get closer together.
Also, try fiddling with the following two lines, which are used to define the number of smoke balls released under certain conditions (the parameter names are self-explanatory, actually).
SteamSmokeUnitsPerPoundOfFuel( value )
SteamMaxSmokeUnitsReleaseRate( value )
Tweaking those three parameters I mentioned in this post you should be able to at least get rid of the "single smoke ball" effect. Will be some trial and error, but if I could do it with Diesels, you can do it with Steamers, too :sign_welcome:
Cheers, Markus
#97
Posted 02 August 2014 - 06:37 AM
#98
Posted 02 August 2014 - 06:42 AM
Would you mind sharing your findings on steamer smoke with me, so that once I get around to it, I might include an auto-fixer into my DPU program?
Cheers, Markus
#99
Posted 02 August 2014 - 05:05 PM
#100
Posted 02 August 2014 - 07:07 PM
Thanks Brandon
Here is a shot of the 261 as it would have looked in the 1950s pulling a period freight!
#101
Posted 02 August 2014 - 07:38 PM
#102
Posted 03 August 2014 - 03:02 AM
If you observe the MSTS auto fireman and the fire mass, you will see that it goes up and down, but when the firemass reaches a certain level, shovelling stops. Then as the firemass reaches the lower point, shovelling starts again. This is much closer to real world firing than OR currently achieves and is the driver of the changing smoke/steam colour from the stack.
As OR currently does not actually model air temperature it is not possible to have clear or slightly hazy exhaust as you would see on a hot summer day with a puff of smoke as the coal hits the fire.
All we can do at the moment is aim for a more realistic exhaust behaviour.
PS, don't even mention oil firing, it is not in the code.
#103
Posted 03 August 2014 - 03:04 AM
Cheers and thanks,
Bazza.
#104
Posted 03 August 2014 - 05:45 AM
Brandon
#105
Posted 03 August 2014 - 12:20 PM
Found it, was in this exact same thread: http://www.elvastowe...post__p__157583
Cheers, Markus

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