How is the Smoke?
#151
Posted 16 February 2014 - 02:49 AM
SteamSmokeUnitsPerPoundOfFuel
(Steam locomotives only). The number of smoke/steam units produced per pound of fuel. The higher this is the more smoke will be created by adding coal. Typical values between 3 and 8.
SteamMaxSmokeUnitsReleaseRate
(Steam locomotives only). The maximum number of smoke units that will be released at once. The maximum release rate per second. Values between 1 and 8
The lines in the Effects section work the same as for diesels.
#152
Posted 18 February 2014 - 12:43 PM
elvasleis, on 13 February 2014 - 08:01 PM, said:
I think the steam-smoke is looking good.
As for the diesel have a look at Chris's jet train.
It looks like the end of the Earth is occurring. :blush:
Regards Geoff.
IDK anymore when and where I´ve already mentioned it (or if I have already done so :rotfl: ), so instead of pointing there, I´ll repeat it ;)
Some of the more uncommon (in reality - like gas turbine powered trains) locomotives produced for MSTS need weird settings to produce good-looking exhaust. In ORTS, however, these are lee good-looking then MSTS, pitifully. There are two ways to cope with this (not counting the way of accepting it as it is):
You might have the utility I wrote take care of it, which I don NOT recommend for such "oddities" (smoke effects-wise) like gas turbine trains.
Manually fiddle with the data in the lines that start with "DieselSmoke" (they are pretty much self-explaining by their name).
Hope this helps a little.
Cheers, Markus
#153
Posted 18 February 2014 - 05:00 PM
#154
Posted 22 February 2014 - 09:15 AM
Now, my (repeated) pleading: Can the problem of full-throttle smoking from loose consist diesels PLEASE be moved up the priority list for a fix? Completely removing the loose consist diesel smoke as a temporary fix would be preferable to the current situation. That said, thank you so much to the developers for all of the continuing work on OR. It does just get better and better.
#155
Posted 22 February 2014 - 11:05 AM
Can anyone help me with the duel stack smoke effect ?
#157
Posted 24 February 2014 - 07:34 AM
apostle282, on 22 February 2014 - 11:05 AM, said:
Can anyone help me with the duel stack smoke effect ?
First look for a different smokemain.ace. Second the effects lines are what you need, in particular Stack. You will see three lines of data. Line one is the position, line two is the direction and line three is the diameter. The smaller line three is, the smaller the initial effect anf the higher the effect will go. Fourth, use a reasonably up to date version of OR. Fifth, for dual stack you need two Stack sets in the Effects section of the eng file with the position set up so one is behind the other.
However, if you are referring to the seemingly dual stack effect visible, that is due to the new particle physics and can be masked by using a better smokemain.ace. there are several about to try.
#158
Posted 24 February 2014 - 07:49 AM
#159
Posted 24 February 2014 - 07:59 AM
copperpen, on 24 February 2014 - 07:34 AM, said:
The new partial physics does not cause multiple streams of smoke to be emitted as shown in the picture. However, the steam 'chuff' code, if it is still enabled, might do.
#160
Posted 24 February 2014 - 08:11 AM
Robert