Steam Locos - Sound, Effect and Immersion

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Re: Steam Locos - Sound, Effect and Immersion

Postby Chris Baker » Sat Apr 19, 2014 11:51 am

Im watching this thread with great interest and its great to see people pushing to advance the physics side of steamers. Its my pet hate in the sim so any progress on making things more realistic is great news.

Even though i don't fully understand half of what your talking about yet i want to have a go at loco building myself once my route project is finished and ive honed my modeling skills a bit more.
Although i know its a huge learning curve compared to modeling scenery items ,But i really want to give it a shot. But im not expecting it to be easy.

So i may be tapping you all up for some help in the future :)

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Re: Steam Locos - Sound, Effect and Immersion

Postby cjbarnes5294 » Sat Apr 19, 2014 3:11 pm

I've just seen a nice video on UKTS of AI whistling by Dave Dewhurst, very nicely done. :)

Chris
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Re: Steam Locos - Sound, Effect and Immersion

Postby DominusEdwardius » Sat Apr 19, 2014 9:50 pm

I will also be keeping a keen eye on this thread, see what interesting ideas you can come up with :D
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Re: Steam Locos - Sound, Effect and Immersion

Postby cjbarnes5294 » Sat Apr 19, 2014 10:28 pm

For the benefit of those who don't visit UKTS, here's a link to the thread and video: http://forums.uktrainsim.com/viewtopic. ... 1&t=137357

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Re: Steam Locos - Sound, Effect and Immersion

Postby Crumplezone » Sat Apr 19, 2014 10:36 pm

cjbarnes5294 wrote:For the benefit of those who don't visit UKTS, here's a link to the thread and video: http://forums.uktrainsim.com/viewtopic. ... 1&t=137357

Chris


Well I would certainly say this thread delivers then if Dave has done that in such a short amount of time. :D
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Re: Steam Locos - Sound, Effect and Immersion

Postby DominusEdwardius » Sat Apr 19, 2014 10:42 pm

I think I may have a go at this on Monday, in the words of Mr Clarkson, how hard can it be :D
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Re: Steam Locos - Sound, Effect and Immersion

Postby AndiS » Sun Apr 20, 2014 10:31 am

Maik from VR said there that you can change controller settings of AI trains from scenario scripts, if you know the name of the AI train.
I guess it would look like Call ("Service1:SetControllerValue", .... - but this is just my blind guess.

The other half is well known: You set an event trigger and react to that trigger in the scenario script.
Function OnEvent (event) is called with the name of the event in parameter event, for all I know.
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Re: Steam Locos - Sound, Effect and Immersion

Postby bRAILSFORD » Sat Jul 19, 2014 3:35 pm

Just to resurrect this topic and introduce Myself and where my interests lie and perhaps some food for thought.

My main interests are train physics and especially steam locomotives where my main thoughts on this subject can be found on my web site ( http://anthonybrailsford.com/ ). Being frustrated at commercial simulators attempts at simulating a steam loco I wrote some code to model steam loco physics using readily available data the results of which can be downloaded and tried from the above website. There is comprehensive documentation and I have even attempted to model compound loco operation. I would like to invite users of this forum to give it a try and provide me with some feedback.

My ultimate aim would be to prt this code over to TS2014 with some clever scripting. My thoughts on this are that I would have to use the diesel blueprint in order to allow the script to have direct control over the tractie effort. I was also beginning to think I wouldn't be able to try out my wheelslip algorithm until the recent release of the SR Q1 loco showed some very impressive wheelslip control which appear to give a similar output to those created by my simulation code.

The key question I would like to ask the author of the Q1 (I know he reads these forums) is how do you create an independent (and hence controllable) wheel motion that isn't some how hard coded into the game? I initially I would like to produce a simple stem loco (in modelling terms) or if any one is willing to donate their 3d model for this experiment so that that I can try out my physics in TS2014. With respect to water, coal consumption etc. I tuned the model against a couple of BR standard classes whose results were published in a book from the Rugby testing station and I have been quite pleased with the results.

I think ultimately it would be nice to show a large French compound loco if any developers would risk taking it on - My physics engine results compares favourably with the HP figures quoted from some of Chapelon's Masterpieces.

Please let me know your thoughts.

Anthony B
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