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Steam Locomotive Steam Effects Addition of DrainpipeFX Rate Topic: -----

#31 User is offline   steamer_ctn 

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Posted 27 February 2016 - 02:46 PM

View Postzaza, on 27 February 2016 - 02:45 AM, said:

Very nice features! I think it is a very good start to be perfect ;) Thanks

Thanks for the feedback.

View Postzaza, on 27 February 2016 - 02:45 AM, said:

Only one comment: I think CylinderFxs should be variable by the state of the regulator (or by the amount/pressure of steam in the cylinders). I mean if the regulator is closed, the amount of the steam is very low in the cylinders, then if I pull the steam regulator the pressure is grown in the cylinders, more steam will exit.

I am currently working on a further patch to add some additional enhancements, so I will give this some thought.

View Postzaza, on 27 February 2016 - 02:45 AM, said:

I've just updated my loc's script, so if you have time you can check it: Click please :)

If it appears to work for you then it is probably ok. If you have any specific problems then let me know.


#32 User is offline   NF1-800 

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Posted 29 February 2016 - 03:50 PM

Glad to find out someone is working on such feature.
You have got my full attention on this part!
I want to thank you and the whole OR team for the huge effort to bring us simmers the joy along the tracks. :)
Romania salutes you!

#33 User is offline   steamer_ctn 

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Posted 29 February 2016 - 09:49 PM

An updated version of steam effects has been loaded to #3456

Steam Effects information will be added to the manual shortly.

A working model is available, as well as more detailed information.

#34 User is offline   farrmp 

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Posted 01 March 2016 - 11:25 AM

Peter,
Am I correct that the Injector Affects available in Patch_#3 are not yet in the Current #3456 Build?
Paul

#35 User is offline   steamer_ctn 

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Posted 01 March 2016 - 01:00 PM

View Postfarrmp, on 01 March 2016 - 11:25 AM, said:

Am I correct that the Injector Affects available in Patch_#3 are not yet in the Current #3456 Build?

#3456 has injectors included.

#36 User is offline   wellsburg 

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Posted 01 March 2016 - 01:33 PM

Hi,

Here are some examples of Peter's excellent work on steam locomotive steam effects. The GeneratorFX in addition to generator exhausts, can be used for packing leaks, drain pipe leaks.

Attached Image: 1.jpg

Attached Image: 2.jpg

Attached Image: 3.jpg

Attached Image: 4.jpg

Mike

#37 User is offline   Hobo 

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Posted 01 March 2016 - 01:48 PM

I notice that with the X3456 upgrade the stack color doesn't change as it used to with different loads . It would go from gray to almost white as the load decreased before but it now stays dark .
Am I correct ?

#38 User is offline   Kazareh 

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Posted 01 March 2016 - 06:31 PM

Added some Cylinder Effect code to the PRR T1. https://www.youtube....eature=youtu.be

#39 User is offline   steamer_ctn 

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Posted 01 March 2016 - 09:30 PM

View PostHobo, on 01 March 2016 - 01:48 PM, said:

I notice that with the X3456 upgrade the stack color doesn't change as it used to with different loads . It would go from gray to almost white as the load decreased before but it now stays dark .
Am I correct ?

Thanks for noticing that.

Error corrected in #3457.

For clarity, smoke colour changes predominantly with speed, and not the load.

This simulates the increased airflow through the fire as the locomotive moves with the damper open.

Typically black smoke occurs when the fire is not burning well. White smoke indicates that the fire is getting sufficient fuel, oxygen and heat.

#40 User is offline   copperpen 

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Posted 02 March 2016 - 02:31 AM

View Poststeamer_ctn, on 01 March 2016 - 09:30 PM, said:

Typically black smoke occurs when the fire is not burning well. White smoke indicates that the fire is getting sufficient fuel, oxygen and heat.


The stack emission colour is something that has bothered ne for a long while now. As you say, dark when not burning well, but this is happening when the throttle is first opened to start moving. Unless we are modelling some shoddy firemans work everytime this should not be happening. MSTS had it much better looking. White unless the fireman was actually adding fuel, then it darkened a bit and gradually cleared again which is correct for a normally burning fire. I would like to see white all the time until the auto-fireman works properly in the same way as MSTS, "little and often". The old LMS rule was to fire 10 scoops about every 2 minutes.

#41 User is offline   midneguy 

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Posted 02 March 2016 - 03:48 PM

View Postcopperpen, on 02 March 2016 - 02:31 AM, said:

The stack emission colour is something that has bothered ne for a long while now. As you say, dark when not burning well, but this is happening when the throttle is first opened to start moving. Unless we are modelling some shoddy firemans work everytime this should not be happening. MSTS had it much better looking. White unless the fireman was actually adding fuel, then it darkened a bit and gradually cleared again which is correct for a normally burning fire. I would like to see white all the time until the auto-fireman works properly in the same way as MSTS, "little and often". The old LMS rule was to fire 10 scoops about every 2 minutes.


If the discussion is drifting back toward this topic, I'd refer again to my post #92 in the OR steam exhaust discussion thread as a general reference for soot color and density vs. weather conditions, and the overall relation of the fire mass vs. the amount of air being drawn through the firebox (dependent on engine load):

http://www.elvastowe...st/page__st__90

Note that the behaviors I described are not dependent on speed either - it's all about the fuel to air ratio of combustion in the firebox, and a little with the cooling effect on the fire when new coal is thrown on. If there is a speed relation, it would merely be that as you're moving faster you're spreading the amount of soot particles produced over a longer area and throughout more air - making it appear lighter or thinner than it would when moving slowly for the same fire condition.

Also note that the smoke shouldn't be white as a general rule like it is in the sim now, unless we want to tie the smoke appearance to cooler weather such as in winter when more condensation takes place. Again, referring back to my post I linked to, if the fire is burning efficiently (at or near the ideal fuel to air ratio) in non-winter conditions, the soot produced is still black - however it will be highly transparent and appear more like a haze than billowing clouds.

The little and often rule is definitely the way to go, since doing so keeps the fire from varying too far from the ideal mass for a given load on the engine which will result in a fairly consistent appearance of the smoke without wild swings from a clear stack to billowing clouds of black ;)

#42 User is offline   copperpen 

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Posted 03 March 2016 - 05:33 AM

To be quite honest, I am not bothered about the amount of air being drawn through the fire etc, all I am interested in is a more real looking exhaust effect tied to a proper firing method in the code. Most people like to see the white steam of the exhaust so this could be the norm for all seasons, thicker in cold weather, much thinner in warm weather, could even be just a grey haze in summer. The colour should then change when firing takes place probably to a lightish grey for a specified duration which mimics the gasses being burnt off

#43 User is offline   steamer_ctn 

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Posted 03 March 2016 - 02:22 PM

The speed is used as a surrogate means of simulating the amount of air provided to the fire, ie the slower the locomotive goes, the less air coming through the damper into the fire, the faster it goes the more air available.

The challenge with modelling the smoke colour, etc, is tying the colour change to a value that varies in OR in a way that produces the most realistic desired outcome.

So the trick is to develop an algorithm (or formula) based upon the values used by OR (the extended HUD gives a view of most of them).

Studying the extended HUD might give some suggestions about better variables to consider other then speed to tie the smoke colour to.

#44 User is offline   Traindude 

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Posted 10 March 2016 - 07:30 PM

After looking at various piping diagrams from several sources, I have a revelation that may guide the implementation of auxiliary steam FX in OR.

It seems as though very few steam-using auxiliaries have their exhaust piped directly into the air. If it were, say, an air pump, a feedwater pump (exception: the cold centrifugal pump of a Worthington type S/SA system), a stoker engine or a trailing truck/tender booster, chances are the exhaust would be piped either into the feedwater heater (if the engine is so equipped), the smokebox or the exhaust passages of the main cylinder saddle. In other words, the exhaust for these separate devices is not easily recognizable externally. The obvious exception is the dynamo/turbo generator, which by necessity must exhaust its exhaust stem directly into the air.

#45 User is offline   copperpen 

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Posted 11 March 2016 - 07:10 AM

I have seen some steam locomotives that have an exhaust for a pump of some kind, probably air, piped to a location behind the stack.

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