OR Steam Exhaust New Changes
#42
Posted 24 September 2013 - 10:17 AM
#43
Posted 24 September 2013 - 10:24 AM
_o_OOOO_oo-Kanawha, on 24 September 2013 - 10:17 AM, said:
I have 5.7.2001 on my smokemain.ace. This is from v1773, after I committed a fix for the steam usage, that the particle emitter depends on...
Robert
#44
Posted 24 September 2013 - 10:37 AM
So if I understand correctly, the fluffy balls from the smokemain.ace now act like particles in your implementation?
#45
Posted 24 September 2013 - 10:56 AM
_o_OOOO_oo-Kanawha, on 24 September 2013 - 10:37 AM, said:
So if I understand correctly, the fluffy balls from the smokemain.ace now act like particles in your implementation?
Not particles exactly, but yes, they're double sided quads. They have a certain random effect to them, so that they rotate and some of them go slightly off-center. It wasn't visible because the old particle effect didn't set both parameters required, and used the default for one of them. So, there was only a small amount of change. Meaning there were WAY too many particles, and they overlapped each other to the point none of them were visible.
The current implementation varies both the number of particles and the height of the plume, along with variable color from 1,1,1 all the way to 256, 256, 256 based on a mixture of the smoke color and the steam color (pure white). Although there's another slight tweak I want to add, to make the color more "centered". I'm still thinking about how that's going to work...
I agree, the locomotives definitely respond better, although it's hard not to "jackrabbit" on starting, since, like helicopters, steam has a slight lapse in response after control movement.
Another slight tweak I intend, no steam even when the throttle and cutoff are open if there's no motion forward or reverse. Definitely need to fix that, I think? If an exhaust port is open in one of the four chambers, there has to be a certain amount of steam on both the cylinder cocks and the stack, correct?
Robert
#46
Posted 24 September 2013 - 12:05 PM
Real locomotives have a blower, that is usually on when standing still to provide draft and to keep the flames from leaping out through the firehole if the firedoor is opened. So some light grey exhaust could be OK to simulate that when there is no separate blower control in manual firing mode.
Real locomotives's cylinder cocks only emit steam if the throttle is cracked open just a little. At least I have my steam locomotives in Railworks configured that way.
The plume's top is rather abrupt and bobs a little with small throttle settings, but until a proper decay or dissolve of the 'particles' can be provided, there is little to be done about this.
So far this is looking OK. Full steam ahead, Sir!
#47
Posted 24 September 2013 - 12:15 PM
#48
Posted 25 September 2013 - 05:39 AM
Another thing many engines had was some form of cyclone front end or other device to pulverize coal embers by centrifugal force. These imparted a swirl to the exhaust, something that would be very hard to duplicate in the sim!
Steve
#49
Posted 25 September 2013 - 07:29 AM
#50
Posted 25 September 2013 - 12:35 PM
Also, there's an error that I know needs fixed. I need to adjust the mixture, so, if for instance, the plume is 30% steam and 70% smoke, the color will be 30% steam color and 70% smoke color. It basically does that, but not precisely, it's an approximation, and it tends to lean a bit much towards steam color.
BTW, the plume color is dynamic, it can be anything from white to any color of grey to black, or anything in between.
I'm glad everyone likes it!
Thanks so much for the compliments!
Robert