WIshes for Steam Locomotive advancement
#11
Posted 17 January 2021 - 10:02 AM
First of all, exhaust velocity, whilst standing still this is produced by the draft through the fire. Faster and stronger with the blower running. Slower but still with velocity with no blower, rather like the old domestic coal fire. Next, when moving velocity and thus height are controlled by the pressure leaving the cylinders and exiting the stack, minus any back pressure generated in the system. In some locomotives because of the exhaust design this results in a high towering smoke effect and in others a much lower softer exhaust is produced when working.
Smoke/steam colour difference is a result of firing the locomotive, add fuel and you get smoke mixed with the steam as volatiles are burnt off. Observe any locomotive where hand firing is done and you will see this. OIl burners and coal stoker fed alternatives are different in how the stack emission looks. At present all OR steam locomotives are using an approximation of a non-stop mechanical stoker,
Steam emissions from other sources on a locomotive require something different than the current application of the same ace file as the exhaust to be anywhere close to convincing in look.
#12
Posted 17 January 2021 - 10:26 AM
Brandon
#13
Posted 17 January 2021 - 12:51 PM
In UK vacuum brake ejectors exhausted up the chimney so would have the same effect as the blower - on some older British locos the blower and the small ejector were one and the same.
Although much of the input for smoke is there - OR does not currently model the effect of secondary air (through firebox doors) so this would need to be added in later, when manual firing is further developed.
#14
Posted 17 January 2021 - 01:24 PM
I just got done talking to a friend of mine who used to be a programmer and is also a major railfan. We were talking about how to incorporate the puffing aspect of the smoke into the simulator. I believe this can already be done with a little bit of tweaking of the source files. The process of what we came up with is to interrogate the blasting of the smoke to the placement of where the rods are every quarter turn.
The smoke output would still be controlled by the throttle as it is at the moment and then further advancements would be made at a later date. I believe we also would need 2 different smoke outputs in order for this to work. One for the steam and another for the smoke.
The smoke color would still be controlled by the way it is being fired and advancement in the stoker/non stoker needs to be done as well along with blower and other valuables that would be put into play.
Let me know what you guys think of this idea and if it would be possible to implement this into the coding.
Brandon
#15
Posted 17 January 2021 - 07:04 PM
scottb613, on 17 January 2021 - 07:09 AM, said:
scottb613, on 17 January 2021 - 06:33 AM, said:
As has been pointed out different injector systems inject different temperature water into the boiler. Typically water temperature and water injection rates vary with injector size, and steam pressure. Getting accurate information for each of the different feed system types has been a challenge to date. I managed to get some data from a manufacturers leaflet, so the current OR version is modeled on this injector. Part of the challenge is that each facet of the locomotive requires a certain degree of specialization.
As Scott has pointed out, I try to ensure that all my physic code additions are based upon a solid physics base (good data and test results) to ensure that the accuracy of the OR steam physics is as close as possible to reality.
ATSF3751, on 17 January 2021 - 06:41 AM, said:
It would be necessary to find a developer with an interest and expertise in visual presentation of objects.
#16
Posted 18 January 2021 - 03:34 AM
Brandon
https://codepen.io/S...xxxx/pen/YWJpwx
#17
Posted 18 January 2021 - 04:04 AM
scottb613, on 17 January 2021 - 09:18 AM, said:
- Steam Locomotive Wheel Slip Animation Needs to be Retarded to Behave More Prototypical.
- Steam Locomotive Per Axle Wheel Radius (many steam locomotives have different sized wheel on different trucks - sometimes on the same truck).
- Feedwater System Physics.
- AI Train Automatic Cylinder Cock Operation (say anytime slower than 15 MPH?).
- Cylinder Cocks for Articulated Locomotives.
- Improved Injector Physics.
- More Light Switches to Accommodate Class Lights.
- Booster Trucks.
- Rod Animation on Tenders for Booster Trucks (haven't tested - maybe it works already?).
- Fire Modeling Physics.
- Ability to Define Each Headout Initial Position/Direction in ENG File.
I have to add realistic coal and water consumption; the current system is just undescribeabably bad. As well as individual wheel diameters for each axle, something for the engine section.
#18
Posted 18 January 2021 - 06:35 AM
I feel we need more people willing to work on steam locomotives for OR! I am willing to help out any way I can and even learn the coding process if i am able to figure it out so I can help more.
Brandon
#19
Posted 18 January 2021 - 07:13 AM
#20
Posted 18 January 2021 - 08:32 AM
I also feel the factor of Adhesion is not set up correctly either. Here in the US most steam locomotive stats tell you what the Adhesion is but there is no place to put it in the Eng file.
I have many friends and connections with guys who work on mainline and tourist steam locomotives here in the US that I am sure many of them would help me out with questions regarding specific things.
It would be great if we could assemble a team just for steam locomotives for Open Rails so Peter doesn't feel like he is doing this all by himself.
Brandon