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Automatic merge of T1.5.1-757-gef6c1a8c8 and 17 pull requests
- Pull request #570 at 3539862: Experimental glTF 2.0 support with PBR lighting
- Pull request #839 at d00beb9: First phase of https://blueprints.launchpad.net/or/+spec/additional-cruise-control-parameters
- Pull request #874 at f8dbeab: Dynamic brake controller refactoring
- Pull request #875 at 43bf33e: Bug fix for https://bugs.launchpad.net/or/+bug/2036346 Player train switching doesn't work with 3D cabs
- Pull request #876 at f92de76: docs: add source for documents previously on website to source Documentation folder
- Pull request #882 at a055bca: Blueprint/train car operations UI window
- Pull request #885 at c81447b: feat: Add notifications to Menu
- Pull request #886 at 1b88d7a: Scene viewer extension to TrackViewer
- Pull request #888 at b20b888: docs: Document player application model
- Pull request #892 at 1f5ba4c: Signal Function OPP_SIG_ID_TRAINPATH
- Pull request #893 at bf8876b: Signal errors
- Pull request #894 at 5ff1e73: Correct Decrease Colour
- Pull request #896 at 5866028: First implementation of https://blueprints.launchpad.net/or/+spec/specific-sounds-for-ai-trains
- Pull request #897 at 0a9d939: feat: Improved system information collection
- Pull request #898 at e271395: Extra line with all the arguments for debugging purposes in logfile
- Pull request #899 at 28638b2: Duplex steam engines - Booster Engine addition
- Pull request #900 at 42ea7ad: DMI updates
CurrentSuperheatTempF = SuperheatTempLbpHtoDegF[pS.TopH(CylinderSteamUsageLBpS)] * SuperheatTempRatio; // Calculate current superheat temp
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CurrentSuperheatTempF = MathHelper.Clamp(CurrentSuperheatTempF, 0.0f, MaxSuperheatRefTempF); // make sure that superheat temp does not exceed max superheat temp or drop below zero
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float CylinderCondensationSpeedFactor = 1.0f - 0.00214f * pS.TopM(DrvWheelRevRpS); // This provides a speed related factor which reduces the amount of superheating required to overcome
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// initial condensation, ie allows for condensation reduction as more steam goes through the cylinder as speed increases and the cylinder gets hotter
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CylinderCondensationSpeedFactor = MathHelper.Clamp(CylinderCondensationSpeedFactor, 0.25f, 1.0f); // make sure that speed factor does not go out of bounds
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float DifferenceSuperheatTeampF = CurrentSuperheatTempF - (SuperheatTempLimitXtoDegF[cutoff] * CylinderCondensationSpeedFactor); // reduce superheat temp due to cylinder condensation
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SuperheatVolumeRatio = 1.0f + (0.0015f * DifferenceSuperheatTeampF); // Based on formula Vsup = Vsat ( 1 + 0.0015 Tsup) - Tsup temperature at superheated level
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// look ahead to see what impact superheat will have on cylinder usage
// SuperheaterSteamUsageFactor = 1.0f; // Steam input to cylinder, but loses effectiveness. In saturated mode steam usage should not be reduced
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}
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SuperheaterSteamUsageFactor = MathHelper.Clamp(SuperheaterSteamUsageFactor, 0.60f, SuperheaterSteamUsageFactor); // ensure factor does not go below 0.6, as this represents base steam consumption by the cylinders.
CurrentSuperheatTempF = SuperheatTempLbpHtoDegF[pS.TopH(CylinderSteamUsageLBpS)] * SuperheatTempRatio; // Calculate current superheat temp
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CurrentSuperheatTempF = MathHelper.Clamp(CurrentSuperheatTempF, 0.0f, MaxSuperheatRefTempF); // make sure that superheat temp does not exceed max superheat temp or drop below zero
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float CylinderCondensationSpeedFactor = 1.0f - 0.00214f * pS.TopM(DrvWheelRevRpS); // This provides a speed related factor which reduces the amount of superheating required to overcome
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// initial condensation, ie allows for condensation reduction as more steam goes through the cylinder as speed increases and the cylinder gets hotter
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CylinderCondensationSpeedFactor = MathHelper.Clamp(CylinderCondensationSpeedFactor, 0.25f, 1.0f); // make sure that speed factor does not go out of bounds
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float DifferenceSuperheatTeampF = CurrentSuperheatTempF - (SuperheatTempLimitXtoDegF[cutoff] * CylinderCondensationSpeedFactor); // reduce superheat temp due to cylinder condensation
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SuperheatVolumeRatio = 1.0f + (0.0015f * DifferenceSuperheatTeampF); // Based on formula Vsup = Vsat ( 1 + 0.0015 Tsup) - Tsup temperature at superheated level
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// look ahead to see what impact superheat will have on cylinder usage
// SuperheaterSteamUsageFactor = 1.0f; // Steam input to cylinder, but loses effectiveness. In saturated mode steam usage should not be reduced
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}
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SuperheaterSteamUsageFactor = MathHelper.Clamp(SuperheaterSteamUsageFactor, 0.60f, SuperheaterSteamUsageFactor); // ensure factor does not go below 0.6, as this represents base steam consumption by the cylinders.
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// mean pressure during stroke = ((absolute mean pressure + (clearance + cylstroke)) - (initial pressure + clearance)) / cylstroke
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// Mean effective pressure = cylinderpressure - backpressure
CylCockPressReduceFactor = ((CylinderSteamUsageLBpS / SuperheaterSteamUsageFactor) / ((CylinderSteamUsageLBpS / SuperheaterSteamUsageFactor) + CylCockSteamUsageLBpS)); // For superheated locomotives temp convert back to a saturated comparison for calculation of steam cock reduction factor.
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CylCockPressReduceFactor = ((SteamEngines[numberofengine].CylinderSteamUsageLBpS / SuperheaterSteamUsageFactor) / ((SteamEngines[numberofengine].CylinderSteamUsageLBpS / SuperheaterSteamUsageFactor) + SteamEngines[numberofengine].CylCockSteamUsageLBpS)); // For superheated locomotives temp convert back to a saturated comparison for calculation of steam cock reduction factor.
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