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I want use Japanese Steam locomotive's Bypass-cock. |
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One more after. |
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Additionally, Steam Chamber Air Valve unit also wish to implementation. I don't know about the another countly's locomotive(I think that this is using only about Japan only.) 蒸気機関車メカニズム図鑑 Steam Locomotive mechanism pictorial book |
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Will see what I can do, but bear in mind this is still going to be relatively simplistic simulation. https://advanced-steam.org/5at/technical-terms/steam-loco-definitions/bypass-valves/ FWIW, bypass / snifting valves (UK term) were never especially common here, now that i know exactly what you're talking about from the diagram. Normal practice here would be to coast with a tiny bit of regulator, which also helps with overcoming the rolling resistance of the train & keeps things lubricated. (everything is lubricated via atomised oil in the steam) They tended to be used more widely in countries who used steam traction much later, with the associated superheated, higher boiler pressures etc. The second (air chamber valve) would appear to be a more automatic variant on the same basic idea. Probably what we'd call a drifting valve. Not quite clear why both were required on the same loco, but shall see where things go. |
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I already know that overseas, as you said, it is closer to mid and the regulation valve is slightly opened to make it run close to this. At Japanese railway museum at Saitama Prefecture, change from order to lottery. |
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I don't think there's anything interesting about copying BVEC_ATS steam locomotive wheel linkage animation, but an interesting start. Idea Demonstration The height difference between the piston and the wheel radius can change the acceleration characteristics and the timing of the sound trigger, whether the animation is used or not is irrelevant. Ideally everything in the wheelbar set is synchronised, while multiple wheelbar sets like two bogies with Speedometer variables may have angular deviations after a certain number of miles. According to the presentation, linkage indices 0, 1 and 2 belong to wheel linkage group index 0, linkage indices 3, 4 and 5 belong to wheel linkage group index 1, and so on. If you customise them, let's say in a wheel linkage group with two connecting rods, think about its index. If possible, I would like to refine the customisation to a custom radius for each wheel, a custom stroke for each linkage and a custom piston height. However, I have abbreviated the presentation. (= n =) |
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Mention of the custom wheel radius of each wheel brings to mind a geared steam locomotive with piston that rotate faster than the walking wheels. Regardless of the reduction ratio, it is synchronised in the wheel linkage set, as it is the gear-drive rod that transmits the power. Think of a rack and pinion steam locomotive, which might have two sets of wheel linkage sets. Unlike articulated steam locomotives, there is always a wheel rod set that drives the running gear. The pistons in this wheel rod set were designed to rotate faster for torque than the "equal speed" wheel rod set responsible for the travel of the rails. |
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That's a very good point, although I'll note this is still a heavy WIP and experimental playground at the minute :) As far as I'm aware I'm the only person to actually use the valve gear animation (the D51 uses a more 'conventional' frame based approach), and adding too many available variables may confuse matters, especially as this requires manual model parts and positioning. |
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The variables I'm considering are just custom things linked via indexes, similar to the indexes in the Extensions.cfg file... I think I understand the confusion caused by the index docking... I am considering the same steam locomotive with all the animation objects used in the XML carriage file, which has nothing to do with the locomotive's carriage position in the train. |
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The reason I chose frame-based on the D51 is because it didn't animate in 3D when the driving wheel slipped. |
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Speaking of wheels synchronised across vehicles, how about adding [carIndex] after the variables for wheels and linkages? The concept of a wheel and rod set is a bit confusing, I would like to approximate the composition of multiple steam locomotives in the traction model, where the final traction is a composite of the traction of multiple virtual steam locomotives. When any one set of wheels slips it does not interfere with the other wheels that are pulling properly. This is not only true for the animation. Then just to talk about the "compound expansion steam locomotive", without seeking to implement it. If you let the train plugin control any virtual steam locomotive alone. |
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This is the start of implementing a new steam traction model.
Some basic ideas pulled from the BVEC_ATS / OS_ATS implementation, but this is intended to run solely within the main game.
Not yet implemented into the main simulation, doesn't build properly, untested at the minute....
Aimed for features:
Exhaust and live steam injectors.Cutoff, including ineffective range.Fire size / area.Blowoff.Basic valve gear and stroke.Blowers.TODO:
Percentage based power / reverser handles.New XML properties (WIP, names may change):
SteamEngine - The base node to setup the traction model
Boiler - Contains boiler related properties
Firebox - Contains firebox related properties
CylinderChest - Contains cylinder chest related properties
ValveGear - Contains valve gear related properties
Crank - A crank position for use in animation, with the following properties:
Pivot - A pivot position for use in animation, with the following properties:
Tender - Contains tender related properties