They show as black circles while the others are fine.
TrabantDeLuxe wrote:I had hoped noone would notice.
They're too small as well. I'm greatly annoyed now.
TrabantDeLuxe wrote:Nah, there are some issues with the exact shape. I've got to be 100% fair here and say that there's more of these issues with the model. The boiler for instance, is a good inch too wide. The entire model is, last time I checked, a couple of inches short. However, this being intended as a freeware model, I genuinely ask myself whether I'm obliged to anyone to go and correct these issues. And besides, source material is difficult to obtain, and sometimes contradictory. It's the painting versus technical drawing story.
AndiS wrote:I only ever really explored MaxForce. It controls the acceleration of AI trains precisely, together with the total train mass, and you can measure that using a signal object. However, Kariban states that it has no effect on the player train, which sounds very plausible given all the CSV files that want to have a say, too. However, I would not transfer things that are said about Diesels (like there) to steamers without checking.
Source: http://forums.uktrainsim.com/viewtopic. ... 1#p1458631
I found the unit of MaxForce to be klbf at some point in 2011 or so.
1 klbf = 1000 * 0.373 * 9.81 N = 3.66 KN. (Or so I guess.)
Now the sad thing is that I cannot remember all about to change to and from KN. I only remember reporting to RSDL which of their engines used which unit in their blueprints.
Assuming that Kariban is right (and he always was when I could check facts myself), than it only concerns AI which explains why it was low on the priority list for fixes.
When I read the Developer Documentation in 2007, it became obvious that its writer did not have close contact with the creator of the physics logic, to put it mildly. Things like the funny part on air drag are left unexplained through all the years.
I assume that most engine scripters bypass most of the built-in physics by computing tractive effort themselves and setting that via the script. I am not sure that can be done, but something like that will take place. I always stuck with signals as far as scripting is concerned and I gave up deciphering the built-in physics when this ugly bug showed that made wheel slip depend on the initial consist configuration or something.
For the boiler performance, I computed the steam producing surface and multiplied that by some figure for steam production per area that I found suitable - back in the days when I played with MSTS physics.
Of course, this fails for superheating. So leaving that aside, you count heating pipes, take their length in the boiler and their diametre (don't ask which diametre) and multiply that and Pi. Then you estimate the water-covered surface of the firebox and add that. Some sources add some factor for the firebox as it is more efficient in heating the water, but I would leave that aside.
In post WW II Germany the standard maximum for hourly steam production per square metre was 57 kg/m²h, with 70 kg/m²h for engines reconstructed in the 60ies in the East.
A source form 1898 gives these average values:
Mountain engine 34 – 39 kg/m²h
Freight train engine 39 – 47 kg/m²h
Passenger train engine 54 – 58 kg/m²h
Express train engine 58 – 65 kg/m²h
For earlier engines, even less should be assumed as this figure defines the material strain and material was not as enduring in the old days. Of course, all these are maximum figures. Also draft management was not as good back then which reduces specific steam production, too.
Of course, this is a bit simpler than what you find in period journals. If you want a translation from Die Locomotie, just give me the link.
The nice thing is that you don't need to worry about the coal quality at all. The simulation just talks about steam produced and coal consumed, putting a black box around the energy that hides in one kg coal and how that changes the water temperature.
One value for "good" burning capacity before WW II is 450 kg/m²h. The 1898 source quotes 300 – 500, average 400 kg/m²h. So all you need is estimate the grate area with a number in this range.
Now if you ask me where to enter that in the blueprint, I must pass. Despite wild will in 2006 to become a steam guru of Rail Simulator once it was released, the state in which it was released and all the other twists of fate left me without a single engine that was tuned by me. I wonder if that will change for the UE4 incarnation, without much anticipation either way.
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