Open Rails Version 0.6.2 is now available!

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  • OTTODAD
    1
    • Feb 2001
    • 32344
    • England
    • General

    #16
    Originally posted by longiron
    1. Train brake sounds: They should play until fully charged + 1 trigger. Would you let us know what ENG this is not happening?
    It is the hissing sound which does not stop after the brakes have been released to 0 (Zero), which takes a very long time on this and other locos.

    Also showing in this video is the panto not staying up on this and other locos and the passenger cars doors do not stay open:

    https://www.otto-wipfel.co.uk/video/...train-test.wmv

    Alt-Enter to view full-screen and you may have to turn up the volume on your speakers to hear the sounds better, FRAPS not being very good at recording and playing them back.

    Here is the TRAINS folder with the consist, ready to roll:

    https://www.otto-wipfel.co.uk/orts/o...er-consist.zip

    Hope that helps you find what the problems are.

    O t t o

    Comment

    • lindsayts
      Senior Member
      • May 2010
      • 194

      #17
      I have only used this version now for around half an hour but I am most impressed.
      Semaphore signals now animate OK and the light is in the correct position.
      Adelaide hills and SE route now loads OK.
      Initial imprseesion is the physics (certainly on a DMU) is an improvement but had uncontolable wheel slip on the BHPB Yandi branch route on the Yandi to the coast activity (33,000 ton iron ore train) Also on trying to exit this activity windows virtually locked up. Keyboard could still contol the caps lock and numeral lock lights but no mouse or anything else. On reset OR log showed nothing. Possibly OR does not like trains 212 vehicles on length.
      With the F6 function a great improvement but on my Samsung 305T (2560x1600) the font used (letters orange foreground with white highlights) to obtrusive. In one case blocking out the signalling.

      I found the DMU's drove VERY well and have so far found this release a great improvement. Will carry one more testing.

      A minor question, on the iron ore lines in Australias north west the trains use "locotrol" (I think) that is all the locos in the consist are contoled from a single loco, even the machines remote frrom the control loco. All locos participate in the braking that is the brake line is contoled from all. Which means the air is released from the brake line and the line is recharged from multiple locos along the length of the train. This allows the braking to be somewhat more controled for a train of these lengths (the consist of 2 dash nines, 104 hoppers 2 more dash nines and another 104 hoppers being around 2250 metres in lenght with a weight of 33,000 tons). Would it be possible for OR to acheive this kind of control of the locos? Note the longest train used up there was over 5000 metres long and used something like 9 locos placed through out the lenght of the train. Now THAT would be something to simulate.

      Well done OR people, this is one person certainly looking forward to the future

      Lindsay

      Comment

      • kox
        Senior Member
        • May 2010
        • 329

        #18
        Now the updater process using the most cpu time, and that limiting the fps. In older versions it was the opposite of the current. Do the updater process really should use so much cpu, is this normal? Game performances are traditionally limited by render process and not the updater.

        And i see OpenAL output DirectSound3d or something. Do you wrap openal to directsound? Why?
        Last edited by kox; 07-31-2011, 19:05.
        sigpic

        Comment

        • longiron
          1000 Post Veteran and Moderator

          • Jan 2007
          • 1453
          • Just south of NYC

          #19
          Originally posted by lindsayts
          Initial imprseesion is the physics (certainly on a DMU) is an improvement but had uncontolable wheel slip on the BHPB Yandi branch route on the Yandi to the coast activity (33,000 ton iron ore train)
          We test on this route and it just needs a lighter touch on the throttle. You must wait until the BC is "0" for all cars before running the throttle up to Notch 7 (75%). A little sanding until you're over 25 -30 kph might be needed.

          Originally posted by lindsayts
          Also on trying to exit this activity windows virtually locked up. Keyboard could still contol the caps lock and numeral lock lights but no mouse or anything else.
          I found what you mean - will look into the problem. It may be part of the new sound system implementation.

          Originally posted by lindsayts
          With the F6 function a great improvement but on my Samsung 305T (2560x1600) the font used (letters orange foreground with white highlights) to obtrusive. In one case blocking out the signalling.
          We'll look into making the typeface smaller for the F6 call outs

          Originally posted by lindsayts
          A minor question, on the iron ore lines in Australias north west the trains use "locotrol" (I think) that is all the locos in the consist are contoled from a single loco, even the machines remote frrom the control loco. All locos participate in the braking that is the brake line is contoled from all. Which means the air is released from the brake line and the line is recharged from multiple locos along the length of the train. This allows the braking to be somewhat more controled for a train of these lengths (the consist of 2 dash nines, 104 hoppers 2 more dash nines and another 104 hoppers being around 2250 metres in lenght with a weight of 33,000 tons). Would it be possible for OR to acheive this kind of control of the locos? Note the longest train used up there was over 5000 metres long and used something like 9 locos placed through out the lenght of the train. Now THAT would be something to simulate.
          Lindsay
          Everything is possible given some time :>)
          Chris
          "True rail fans have two favorite railroads. The B&O and one other."

          Comment

          • longiron
            1000 Post Veteran and Moderator

            • Jan 2007
            • 1453
            • Just south of NYC

            #20
            Originally posted by kox
            And i see OpenAL output DirectSound3d or something. Do you wrap openal to directsound? Why?
            Because we believe, at the present time, it's the best way of handling things for a train sim.
            Chris
            "True rail fans have two favorite railroads. The B&O and one other."

            Comment

            • longiron
              1000 Post Veteran and Moderator

              • Jan 2007
              • 1453
              • Just south of NYC

              #21
              Originally posted by lindsayts
              I have only used this version now for around half an hour but I am most impressed.
              Initial imprseesion is the physics (certainly on a DMU) is an improvement but had uncontolable wheel slip on the BHPB Yandi branch route on the Yandi to the coast activity (33,000 ton iron ore train) Lindsay
              From our diesel-electric physics designer:

              Please understand that the adhesion is now your main opponent. The adhesion model is more realistic than the original MSTS. Unfortunately, you have limited tools to play with adhesion so you should be much more cautious when applying the throttle. At this moment in ORTS we have only simple power/force model so the tractive force is generated immediately you press the throttle key - very fast response of throttle controller - what causes higher wheelslip sensitivity. In future, there will be some kind of delay (digital filter) to smooth throttle changes. On the other hand, if you want to use some common technique to eliminate the wheelslip you should focus on sanding and pull-down-throttle technique. Using loco brake has no such an effect because of long brake controller response. And, some of third-party models don't have brakes configured correctly - see the loco brake valve pressure.

              OR_Adhesion.jpg

              The adhesion model consists of slip characteristics (shaped by actual train speed and actual adhesion conditions) and the axle dynamic model. At this time only "one big" axle is computed with all the mass concentrated in it. The adhesion limit (the top of the slip characteristics) is given by well-known Curtius-Kniffler formula, thus the limit lowers with higher speed and the shape of the characteristics is more flat.

              There are two levels of warnings. One is called "wheelslip warning" and appears when 70% of the actual slip characteristics' maximum is reached. Second is called "wheelslip error" and appears when the wheelslip is higher than the maximal creep. This feature gives you more information than in real world where a wheel speed difference is checked only (and all axles can slip). When operating on good adhesion conditions (clear weather) you should not operate on "wheelslip warning" and above. The slip characteristics is sharp shaped and the wheelslip developes very quickly. On bad adhesion conditions (rain, snow) you may operate somewhere between "wheelslip warning" and "wheelslip error" but you should be very careful with throttle. Finally, when wheelslip developes quickly and the locomotive has no brakes set up well, pull down the throttle and apply train brakes. When the train stops the wheelslip is reset.

              The new adhesion model is a new challenge for ORTS fans. I hope that you will enjoy it well.
              Chris
              "True rail fans have two favorite railroads. The B&O and one other."

              Comment

              • Train-a-Mania
                1500 Post Veteran
                • Jun 2008
                • 1830
                • General

                #22
                Chris, is there a way that adhesion can be tweaked for articulated locomotives? The problem I encountered was that the rear drivers had absolutely no adhesion.
                Nick - Creator of the Virtual Railroading Review Show
                sigpic

                Comment

                • longiron
                  1000 Post Veteran and Moderator

                  • Jan 2007
                  • 1453
                  • Just south of NYC

                  #23
                  Originally posted by Train-a-Mania
                  Chris, is there a way that adhesion can be tweaked for articulated locomotives? The problem I encountered was that the rear drivers had absolutely no adhesion.
                  Since I don't have access to that payware model, I'm guessing they used the "antislip ()" for the rear drivers. OR has not implemented this kind of adhesion over ride parameter. What you're going to have to do is balance weight and power (50/50) between the front and rear ENG files.
                  Chris
                  "True rail fans have two favorite railroads. The B&O and one other."

                  Comment

                  • kox
                    Senior Member
                    • May 2010
                    • 329

                    #24
                    Originally posted by longiron
                    Because we believe, at the present time, it's the best way of handling things for a train sim.
                    But why? I mean what's the point of writing audio code in openal then wrapping to the obsolete DS while other games use native openal since years, so there are no problems without audio drivers.
                    sigpic

                    Comment

                    • lindsayts
                      Senior Member
                      • May 2010
                      • 194

                      #25
                      Thank you for the replies longiron it is much apreciated.

                      I have been doing a good bit if driving of a couple (actually three) steam locos (note) and have found this release to be very good with good range or power availible including being able to "push" them realisticly. Also the water consumption is around about correct. In one case 11 pounds per BHP per hour for highspeed cruising and 16 pounds per BHP per hour slogging up a grade at 60 percent cuttoff. The first figure being around the range a superheated radial valve gear loco in good condition will use at speed.

                      Note, Two of the locos are payware even then one of the problems I have found with a lot of steamers is quiet incorrectly setup eng files. It is quite apparent that a lot of people have seriously underestimated the power these machines can put out at high speeds. A figure of 50 to 60 BHP per square ft of grate area being reasonable at 60 to 80 MPH AND be able to get good availibilty (ie not spend a lot of time in the shops say fixing leaking tubes).

                      Lindsay

                      Comment

                      • longiron
                        1000 Post Veteran and Moderator

                        • Jan 2007
                        • 1453
                        • Just south of NYC

                        #26
                        Originally posted by kox
                        But why? I mean what's the point of writing audio code in openal then wrapping to the obsolete DS while other games use native openal since years, so there are no problems without audio drivers.
                        Why don't you join the OR dev team? You can have a lot of influence on the implementation. However, you will have to convince your programming peers of the efficacy of your proposed solution.
                        Chris
                        "True rail fans have two favorite railroads. The B&O and one other."

                        Comment

                        • kox
                          Senior Member
                          • May 2010
                          • 329

                          #27
                          Originally posted by longiron
                          Why don't you join the OR dev team? You can have a lot of influence on the implementation. However, you will have to convince your programming peers of the efficacy of your proposed solution.
                          I don't want influence, i'm just curious about why something should used wrapped, if it can be used natively? Why it's good that you implement sound in openal, but you wrap it to directsound? Why not just native openal, or why don't you written the sound code for directsound?
                          Now i can't join to dev team, maybe later, now i'm just prying on the technical details of OR.

                          BTW i've looked the source code and i saw the implemented things for electric series wound motors, and it's awesome it simulates the actual internal physics of an electric motor by taking into account everything that counts :O

                          Now i tried a dash 9 in marias pass. There were 2 locomotives in the consist, but in the F5 viev only the driven loco showed motive force, both in throttling, and dynamic brakeing.
                          Last edited by kox; 08-02-2011, 18:56.
                          sigpic

                          Comment

                          • apco25
                            1500 Post Veteran
                            • Jan 2008
                            • 1827
                            • Home is the Chicago suburbs

                            #28
                            The wheel slip and wheel slip warning is giving me fits. I've tried a wide variety of consists and I'm getting the following odd behavior. Sanding has no effect. I get almost instant wheel slip or wheel slip warning no matter how much HP per ton I have. AMP meter swings wildly, jerking from no load to load. Wheels spin at the slightest touch of the throttle. Consist jerks back and forth in the #4 view same as the amp meter. MPH indicators move and up down wildly even under no power. I get wheel slip indictations standing still.

                            I am seeing values in the F5 screan swing wildly from negative to positive numbers, such as friction and force. There is no smooth application of power.

                            Over all FPS has decreased signifcantly from 40-70 FPS to 20 or less now.

                            What's going on with this version?
                            Last edited by apco25; 08-07-2011, 14:43.
                            sigpicJust say NO to Fictional Railroad Foaming...

                            Comment

                            • longiron
                              1000 Post Veteran and Moderator

                              • Jan 2007
                              • 1453
                              • Just south of NYC

                              #29
                              Originally posted by kox
                              Now i tried a dash 9 in marias pass. There were 2 locomotives in the consist, but in the F5 viev only the driven loco showed motive force, both in throttling, and dynamic brakeing.
                              OR does NOT display every car in the HUD with longer consists.
                              Chris
                              "True rail fans have two favorite railroads. The B&O and one other."

                              Comment

                              • longiron
                                1000 Post Veteran and Moderator

                                • Jan 2007
                                • 1453
                                • Just south of NYC

                                #30
                                Originally posted by apco25
                                The wheel slip and wheel slip warning is giving me fits. I've tried a wide variety of consists and I'm getting the following odd behavior. Sanding has no effect. I get almost instant wheel slip or wheel slip warning no matter how much HP per ton I have. AMP meter swings wildly, jerking from no load to load. Wheels spin at the slightest touch of the throttle. Consist jerks back and forth in the #4 view same as the amp meter. MPH indicators move and up down wildly even under no power. I get wheel slip indictations standing still.

                                I am seeing values in the F5 screan swing wildly from negative to positive numbers, such as friction and force. There is no smooth application of power.

                                Over all FPS has decreased signifcantly from 40-70 FPS to 20 or less now.

                                What's going on with this version?
                                Please make sure your brakes are released fully. We've had a number of reports like this, and the train brakes were still not fully released making the locomotive slip.

                                Regarding FPS, would you let us know your system specs. Internal testing shows less virtually no difference on our team's systems.
                                Chris
                                "True rail fans have two favorite railroads. The B&O and one other."

                                Comment

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