OR Steam Exhaust New Changes
#51
Posted 25 September 2013 - 10:56 PM
Does AI's smokestacks behave the same by default?
I think it is best to have active steam engines always have some exhaust, wether throttle is open or not. A completely clean stack doesn't look right to me.
Or one should add a small whisp of steam here and there, like at the pop valves, live steam injector, turbogenerator or compressor exhaust to indicate the engine is 'live'?
In RailWorks I always add small steam emitters at above locations and try to link them to the cab controls, also the stoker engine, so they come on and off when the appliance is actuated either manually or by the auto-fireman.
#52
Posted 26 September 2013 - 08:33 AM
#53
Posted 26 September 2013 - 10:37 AM
Yours, Markus
#54
Posted 26 September 2013 - 11:32 AM
Walter Conklin, on 26 September 2013 - 11:27 AM, said:
I understand that the smoke and steam effects in OR are a work-in-progress. Just curious - What would it take to get the steam locomotive smoke in OR to appear at times like the smoke shown below?
I think we'd need more behaviour in the particles; at the moment they have a pretty straight path with linear expansion and rotation IIRC.
#55
Posted 26 September 2013 - 12:02 PM
Makes me wonder about the relationships between the force that moves the exhaust, the speed of the locomotive, and the speed and direction of the wind.
Consider with any steam locomotive, standing still with no measurable wind, we should see the exhaust go straight up. Change that to having wind a x speed moving at right angles to the locomotive (still not moving) and we might see the plume of exhaust moving in some manner in the direction the wind is blowing. Once the locomotive starts to move we have two directional forces at play -- the wind from the right angle and the speed of the locomotive... two forces, perhaps in a simple ratio to each other (e.g., if locomotive and wind speeds are identical but at right angles to each other, the plume of exhaust might move at a 45d angle away from the direction of both forces).
Second thought is WRT to the height of the exhaust plume. Obviously an exhaust force that is greater will throw the exhaust higher into the air than one that is less. Do we have any data for this force? If we do, what ratio is seen between that force, some reasonable "runoff" thru distance, and the locomotive moving forward in still air? IOW is there a reasonable way to calculate when the vertical throw of the exhaust will begin to bend and then bloom when the force of locomotive motion exceeds that of the exhaust movement?
#56
Posted 26 September 2013 - 12:33 PM
However, I learned the hard way with the diesel exhaust that trying to change those parameters to make it look good on one locomotive may make it look horrible on others...
Height of the plume does change with throttle and cutoff changes, simulating the upward force, or it should?
Also, OR doesn't simulate wind. If it did, it could be programmed, but as is, there's really nothing that would work because hard coding it would cause weird effects as you changed direction, etc.
Robert
#57
Posted 26 September 2013 - 04:34 PM
There should be a puffing effect.
Smoke is blasted up into the air like a cannon, and that adds a lot to the look of smoke.
So, little puff, big puff, etc...
Stack smoke is never a stream, unless it's a steam turbine.
#58
Posted 26 September 2013 - 04:40 PM
#59
Posted 26 September 2013 - 11:34 PM
James Ross, on 26 September 2013 - 11:32 AM, said:
Agreed. There is some randomness in the particle generator, but not in the direction or size of the particles.
I spent some time watching the MSTS smoke, and it even does flips! I'd love to see what they're doing, but I did notice that the smoke effects repeat - more like an animation, where OR effects are far more random.
Robert
#60
Posted 27 September 2013 - 03:19 AM