Max Sander Speed Bug
#1
Posted 06 June 2023 - 11:11 AM
When maximum sanding speed is set to 15mph, OR will indicate sander is blocked at approx. 5mph. However, force hud indicates wheel slip at approx 31%. Using keyboard to shut sander off force hud then indicates wheel slip at around 50%.
#2
Posted 06 June 2023 - 07:31 PM
I managed to assemble a pretty clean solution to this, the changed code takes up a lot less space to do the same thing (but with better handling of the max sanding speed, of course). Unfortunately, it looks like making the sand blocker disable the sanding sound is more involved than just editing a few functions in one file, so that will have to wait for another time.
For now, I am going back to my .eng and .wag file editing hole. There are features I want to add to the code, but I'm trying to avoid further scope creep on my engine/wagon physics until after I am ready to release that to the public. I may still contribute some "5-minute" bug fixes (this fix took me all evening) before then.
#3
Posted 06 June 2023 - 07:44 PM
pschlik, on 06 June 2023 - 07:31 PM, said:
http://www.elvastower.com/forums/public/style_emoticons/default/lol.gif Amazing how those "5 minute" fixes stretch into hours...anyway, much appreciated...we'll see what happens, thanks for your effort. I'm learning a little about the code by reading your explanation ( in the other thread ) along with examining the code example. Yep, sound is something else, from all I've read in other threads.
Regards, Gerry
#4
Posted 07 June 2023 - 05:47 AM
#5
Posted 07 June 2023 - 07:21 AM
#6
Posted 07 June 2023 - 07:33 AM
So I ask the same thing why it's in OR? MSTSs parameter didn't realy seem to do anything, thank goodness.
#7
Posted 07 June 2023 - 08:30 AM
At higher speeds, automatic sanding during wheel slip (not implemented in OR) and lead axle sanding (not implemented in OR either) can still be used, so you aren't entirely out of options. A moving train, particularly a heavy American thing, will clean the rails as it moves along (again, not in OR), which means the lead locomotive has the worst adhesion and thus it's more useful to sand the lead unit than any other unit. The sand the lead unit puts down will also help the adhesion of other units behind it, so throwing down more sand on those units wouldn't do much.
Of course, without any of those features, I just don't set a speed limit on sanding so I can pretend I have lead axle sanding at any speed. Workarounds like that aren't great, there's definitely room for improvement...
- Changes in track conditions along length of train (big change, probably beyond me for the moment)
- Automatic local sanding based on wheel slip % (small change, I have some ideas for this)
- Manual local sanding by either adding new lead axle sand control or reworking current control to apply to lead only (medium change, adding new controls is a bit involved, also useless without changing track conditions)
- Change sand sound and sand indicator light to only work if sand is actually applied (medium change, would probably need to be reworked to accommodate automatic sanding anyway)
#8
Posted 07 June 2023 - 02:17 PM
One more OR contributors.
No matter, 6 or more trials, most important - enjoyment with result, Your personal enjoyment.
#9
Posted 07 June 2023 - 08:53 PM
Quote
...and using the OR unstable version with the new code added the sanding operates as expected...also the sound cuts off correctly.
#10
Posted 07 June 2023 - 09:15 PM
#11
Posted 07 June 2023 - 10:44 PM
comment( infinite sanding time )
MaxSandingTime( -1 )
I wonder if OR parses this line...if so would be good to have OR ignore this and provide a prototypical amount of sand available for use. More coding?
So I suppose for now substituting a definite speed limit after which sanding ceases because in reality it is ineffective is the best solution we presently have.
#12
Posted 07 June 2023 - 11:22 PM
Sorry, I likely misunderstood, but I see two different things, mentioned in last post by Gerry, having nothing common with each other.
1. Is sanding efficiency's fading with speed growth: now it looks like sanding "cutoff" in greater speeds, than specified.
2. Is defining sand deposits on given unit (including possibility to infinite them)
So, why should them be tied in game? Why forgive player's carelessness, if he just turns sanding on and wastes it all?
On real locomotives driving practice it's proven much time back: impulse sanding is overall more efficient, than continious.
(And there can be automatized function for impulse sanding application on more modern locomotives) I don't know, have US locomotives automatic sanding cutoff with speeds, higher, than predefined, though.
Also, railroad instructions order to stop sanding, while passing switches, as it will damage switch gear with thin sand, being spread around.
And one more: modern stock do have EP sanding definitely, so it can be activated (deactivated, I think, too) by some safety systems in addition to driver's control.
More frequent case - emergency stop knob, which cuts power, opens brake pipe and applies sand, plus sounds horn. In some models, crew member can pull-out emergency system triggering ring and jump off locomotive, or run away to diesel room with it on finger - as a proof, that all measures were used to stop the train.
#13
Posted 08 June 2023 - 05:27 AM
#15
Posted 08 June 2023 - 06:26 AM
pschlik, on 08 June 2023 - 05:27 AM, said:
So you can confirm that the ORTS parameter is currently coded --- applies directly to the condition that Darwin brought up, that's a nice surprise!
Edit: Did a quick search of the threads and found two other times the parameter is mention ( although not specifcally in connection to sanding )
Post #36 and Post #18
These two posts ( if I'm reading them correctly ) show the parameter to be used in the eng section of the engine file.