Elvas Tower: Diesel smoke modeling - Elvas Tower

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Diesel smoke modeling Are there any laws (have to be)? Rate Topic: -----

#1 User is offline   Weter 

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Posted 13 November 2020 - 10:51 PM

The smoke appearance, referred for diesels, designed at MSTS era seems to me looking inadequate, when running ORTS, so I began tuning work.
But the behavior of *.eng-file settings is still unclear for me, and even long-time experiments not always bring the desired result (more correctly-it was never achived completely).
I have read about interferention of settings from the original (MSTS diesel smoke effect) and include (OpenRails diesel engine block) *.eng-files for diesel-smoke definition.
As well, massive smoke emission sauces my notebook to freeze.
This way, I see the continuation of this theme at "adding to Manual" and "graphic issues" topics, but all questions need to be formulated first.

I want to know, does someone learn how it works, or maybe the programmer will explain to me, how exactly was this mechanism implemented.
It's interesting too, did someone interest in this question and did someone achieve desired results, makind the diesel smoke appearance more close to prototype?

#2 User is offline   Wolf 

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Posted 14 November 2020 - 10:21 AM

View PostWeter, on 13 November 2020 - 10:51 PM, said:

The smoke appearance, referred for diesels, designed at MSTS era seems to me looking inadequate, when running ORTS, so I began tuning work.
But the behavior of *.ehg-file settings is still unclear for me, and even long-time experiments not always bring the desired result (more correctly-it was never archived completely).
I have read about interferention of settings from the origimal(MSTS) and include(OpenRails) *.end-files for diesel-smoke definition.
As well, massive smoke emission sauces my notebook to freeze.
This way, I see the continuation of this theme at "adding to Manual" and "graphic issues" topics, but all questions need to be formulated first.

I want to know, does someone learn how it works, or maybe the programmer will explain to me, how exactly was this mechanism implemented.
It's interesting too, did someone interest in this question and did someone achieve desired results, makind the diesel smoke appearance more close to prototype?

Hello, i also had the same problem (excess smoke that freezes the pc), so i entered into the .eng of the engine and modify this:

DieselSmokeEffectInitialMagnitude( 1 )
DieselSmokeEffectMaxMagnitude( 2.5 )
DieselSmokeEffectInitialSmokeRate( 1 )
DieselSmokeEffectMaxSmokeRate( 3 )

I decreased the values, doing that, the smoke will decrease and the performance will improve, also givin a more realistic aspect, that is what i can see, after the changes.

#3 User is offline   Weter 

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Posted 14 November 2020 - 11:37 AM

So did I (in some cases I decreased that figures to 0,5), but note: every diesel produces smoke in different ways:
2-stroke, 4 stroke, having supressor or no, how many cylinders and crankshaft's speed, condition (old/new)

#4 User is offline   Weter 

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Posted 15 November 2020 - 01:29 AM

The unprototipic thing (I just tune-up the smoke behavior during notching-up the diesel)
is thar the "pressure" of the exhaust gases is growing-up excessively alongwith smoke quantity, wich causes the increase of jet height, but IRL the pressure even drops slightly that time because unefficient fuel combustion.
Attached Image: ыь1.jpg
So the question: is it possible to control the height separately, or wich parameter refers the height and how it does that?

The engine on image dOes have an acoustic supressor, so the pulsation of a jet is smoothed, but many engines have no that device and the jet could be high...

#5 User is offline   Weter 

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Posted 15 November 2020 - 01:48 AM

The next question: when notching-down, the smoke turns white, but more prototipic would be, if it turn more transparent.
Is it possible to change and does it have sence, relative to other world diesels?

#6 User is offline   Lamplighter 

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Posted 15 November 2020 - 05:45 AM

It works. It is necessary to use the correct parameters, their values and a different smoke texture (diesel smoke.ace) than the standard one.

https://youtu.be/xTWrqIeHx1w

Diesel smoke is dirty gray (not black, greasy). As the rotation speed increases - it darkens and thickens. As the speed of rotation decreases - it is brighter.

#7 User is offline   Weter 

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Posted 15 November 2020 - 05:48 AM

The next question is about units, used for smoke behavior expression: are them just relative?
I use texture by 3D trains, but it's white
Do you mean, THAT's a problem?

#8 User is offline   Lamplighter 

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Posted 15 November 2020 - 06:38 AM

I proceed as follows:
1. I define a diesel engine using the ORTSDieselEngines block
2. I do not use DieselSmokeEffectxxxxxxxx parameters. This is a remnant of MSTS and OR has better options to set up the engine.

The locomotive in the video has smoke set as follows:

Comment ( "Agregat" )
ORTSDieselEngines ( 2
Diesel (
IdleRPM ( 650 )
MaxRPM ( 1400 )
StartingRPM ( 435 )
StartingConfirmRPM ( 715 )
ChangeUpRPMpS ( 100 )
ChangeDownRPMpS ( 75 )
RateOfChangeUpRPMpSS ( 10 )
RateOfChangeDownRPMpSS ( 10 )
MaximalPower ( 478kW )
IdleExhaust ( 4 )
MaxExhaust ( 11 )
ExhaustDynamics ( 1.2 )
ExhaustDynamicsDown ( 0.5 )
ExhaustColor ( 00999792 )
ExhaustTransientColor ( FF5B5851 )

DieselPowerTab (
0 0
650 0
740 100380
840 176860
930 237805
1120 347745
1210 395545
...


and to ../GLOBAL/TEXTURES/dieselsmoke.ace
from this thread: http://www.elvastowe...post__p__227235
(After all, the same problem is being solved here)

#9 User is offline   Weter 

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Posted 15 November 2020 - 06:54 AM

Thank You.
So You do not suggest to use MSTS and ORTS settings simultaneously?
it's likely, that groups of settings are interfere
I use this at the moment:
	DieselSmokeEffectInitialMagnitude( 0.8 )
	DieselSmokeEffectMaxMagnitude( 2.9 )
	DieselSmokeEffectInitialSmokeRate( 1 )
	DieselSmokeEffectMaxSmokeRate( 3 )
Comment (
)
	ORTSDieselEngines ( 1
		Diesel (
			IdleRPM ( 350 )
			MaxRPM ( 1000 )
			StartingRPM ( 200 )
			StartingConfirmRPM ( 470 )
			ChangeUpRPMpS ( 50 )
			ChangeDownRPMpS ( 30 )
			RateOfChangeUpRPMpSS ( 5 )
			RateOfChangeDownRPMpSS ( 5 )
			MaximalPower ( 4000hp )

			IdleExhaust ( 0.6 )
			MaxExhaust ( 6 )
			ExhaustDynamics ( 2.6 )
			ExhaustDynamicsDown ( 1.1 )

Comment(
			ExhaustTransientColorDown ( 00808080 )
			ExhaustColor ( 00202530 )
)

			ExhaustColor ( 008899aa )
			ExhaustTransientColor ( ff000000 )


#10 User is offline   Lamplighter 

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Posted 15 November 2020 - 07:18 AM

In general, I recommend get away from MSTS and not compromising.
The ORTSDieselEngines block is well described in the OR manual (chapter 8.2)
One small hook (actually two): Detailed motor parameters are required and there may be a problem with the MSTS activity editor (many activity creators still prefer it ...)

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