Thanks, I'll try and look.
Steam Locomotive Steam Effects Addition of DrainpipeFX
#102
Posted 03 June 2023 - 05:59 PM
Thinking more about CylinderSteamExhaustFX emitters:
Now that the puff timing is pretty much spot-on, how about we attach discrete sound triggers to the CylinderSteamExhaust emitters so that we can have perfect synchronization between steam/smoke and sound?
Now that the puff timing is pretty much spot-on, how about we attach discrete sound triggers to the CylinderSteamExhaust emitters so that we can have perfect synchronization between steam/smoke and sound?
#103
Posted 05 June 2023 - 06:42 PM
steamer_ctn, on 28 May 2023 - 10:30 PM, said:
Does this issue also appear in the latest Unstable version of OR?
It is possible. What I'm seeing with MG 142.1 is that when advanced parameters are set on steam locomotives, is that the smoke from the chimney as the vehicle speeds up, is that the smoke comes out in shreds, and seems to start from further and further back. Without these parameters, the visual behaviour is adequate. I upload an image of my project so that the concept can be understood:
Has anyone experienced anything similar?
#104
Posted 09 June 2023 - 11:14 AM
I've stumbled upon mentioning of SteamBrakeFX in Brake Physics chapter of Manual.
Is it functioning? And if so, IMHO, it has sense to duplicate it in Special Effects chapter, as well as BearingHotboxFX - for provision of complete special effects list in one place.
Is it functioning? And if so, IMHO, it has sense to duplicate it in Special Effects chapter, as well as BearingHotboxFX - for provision of complete special effects list in one place.
#105
Posted 09 June 2023 - 11:59 AM
Hi, yes it is functioning. Yes please put in special effects chapter.
#106
Posted 08 July 2023 - 04:43 AM
Version T1.5.1-495 cylinder exhaust fx still prevents smoke from stack, as soon, as locomotive begins moving.