ErickC, on 21 February 2021 - 05:27 PM, said:
I did a quick little test with this, and it just gets weirder and weirder. It seems to me that the sim is using the brake shoe friction at zero speed as the "maximum" brake shoe friction (even if that is not actually the maximum value of brake shoe friction!), and thus the friction that leads to the value of MaxBrakeForce. Any brake shoe friction lower than the level at 0 mph will lead to correspondingly lower brake force, but any brake shoe friction higher than the value at 0 mph this will just be ignored.
For example, a hypothetical (and completely unrealistic) situation where the max brake force is 50,000 pounds with 50% brake shoe friction at 0 mph, 25% brake shoe friction at 50 mph, then 100% brake shoe friction at 100 mph...would lead to a brake force of 50,000 pounds at 0 mph, 25,000 pounds at 50 mph, and 50,000 pounds again at 100 mph. Even though 100 mph is set to have twice the brake shoe friction as 0 mph, the sim truncates the brake shoe friction to the value at 0 mph.
A better solution would be for the MaxBrakeForce to correspond to the brake force at 100% brake shoe friction, such that at 0 mph the brake force would be 25,000 pounds, then 12,500 pounds at 50 mph, and the full 50,000 pounds at 100 mph.
Yet I don't anticipate that will be changed as changing it would break the brakes on a lot of content that's already released. I've already set up my spreadsheet for braking performance to account for the (questionable) assumptions OR is making, and "fixing" this would require a recalculation of everything I've done so far, or accepting that the brakes would become twice as strong as I intend them to be. Of course, there's always the option to add an "ORTSMaxBrakeShoeForce" option that works the expected way, but we really need to stop adding ORTS___ stuff to .eng and .wag files, and instead just make new Open Rails specific file formats.