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What @Averrnor gave to you is really interesting. Generally speaking (some approximations are done here!) electric locomotives of this type have a big rehostat, which is basically a variable resistor. You turn the power controller one notch and you connect the rehostat to the electric motors with the highest resistance available. In this way you have a small voltage across the motors and so the torque generated is small. You can accelerate smootly without burning the motors or the circuits. Now to increase the speed you need more power. Turning the power controller reduces the resistance value step by step, increasing the voltage across motors and so increasing the power and the torque generated. At this point you are still slow (around 40 km/h with EU07) and you can do something that in some way is similar to "shifting up" in cars. You change the electrical combination of the motors. Up until now motors were connect in series. If you connect them in parallel, with the same voltage as before, you get higher values of current. This translate into more power, more torque, thus more speed. This is called Series to parallel transition. Again the rehostat is fully inserted and you reduce the resistance step by step until you reach the end with full voltage across motors connected in parallel. Some locomotives (such as ET22) have more combinations of motors. This locomotive has 6 motors (if I am not wrong) so series S is all 6 motors in series, series-parallel SR is two branches of three motors each, and parallel R is three branches of two motors each. Just to let you know, there is a locomotive in Italy (E656) which has 4 combinations (series S with 1x12 motors, series-parallel SP 2x6, parallel P 3x4, super parallel PP 4x3). There is also another controller, which is the shunt regulator. It permits to gain some more speed. The functioning is a bit more technical. I will try to explain it in a simple way. When the rotor of an electric motor rotates, it generates a "back electric motive force" (or bemf, basically a voltage) which is opposite compared to the voltage you apply to the motor to make it turn. The faster the rotating speed, the higher the bemf generated. Imagine you take a motor. You apply a certain voltage to it. In the exact moment you apply the voltage, the current is maximum (an electric motor standing still is like a short circuit) and so the torque is maximum. The rotor starts to spin. As the speed increases, the back electric motive force increases more and more, balancing the voltage you are applying and reducing the torque available to the rotor. The motor will reach a mechanical equilibrium speed (the torque generate is equal to the friction torque) called "base speed". If you want to increase the speed you can increase the voltage (not possible in electric locomotives), or reduce the bemf. To reduce the bemf you reduce the number of windings electrically connected to the motor. If you have less winding connected to the motor, the magnetic flux has less wires in which the bemf can be generated. In other words, the value of the bemf is lower and so the motor increases the rotating speed. As side note, this is not magic. You are not generating power from the air. From zero speed to base speed the motor is in a region called "constant torque" region. The power increases to it's maximum value at base speed. Beyond this point the motor enters a region called "constant power". The torque decreases as the speed increases. For locomotives this is sufficient and so you gain some more speed. But you will notice that whith the shunt regulator the locomotive is not as powerful as when you use the main power control.
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Shame on this game and it's developers.
sTuPid.rar replied to NadaCAT's topic in General Discussion [Singleplayer]
Incredible job. Amazing. This is really cool! I would love to have something similar but I don't have a 3d printer 😥 (yet 😉) -
Just thinking about this problem this evening while driving the pendolino. I am taking others trains I know as reference (like ETR500) and, in my opinion, that is the maximum current you can draw from the overhead line. In the reality, the train logic limits the current to that value set on the display. The result of course is that, the higher the speed, the lower the traction force you have available. However I think there is a bug in the game. If you set the traction lever to some value (example 150 kN of force) you will see that as the speed increase the current will increase too and, as soon as it reaches the imposed limits (1200 A for example), the traction force start decreasing. But, if you move the traction lever forward, then you increase the traction force again but you go well beyond the current limits imposed. So it seams that the current limit is correctly followed only if the traction lever is not touched. If I am not wrong, in reality you should see the green indicator decreasing as the speed increases, but the red arrow should stay in the same position because it has the meaning of indicating the traction force selected. I would like to open a bug issue (if not done before) but I would have some confirmations before doing it.
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Shame on this game and it's developers.
sTuPid.rar replied to NadaCAT's topic in General Discussion [Singleplayer]
To some extent I get your point. What I just want to say is that it seems to me that they are trying to do things right. During a development process lot of things can change (and some are even outside of your control) and so the path will change lot of times. I will always prefer slower development rather than millions of dlcs or updates with zero content or quality. I am sure that most of the things promised will arrive in the near future. We just need to be patient and collaborative, in order to shape a better product all together. I see a quality in the product that is already higher than most of train simulators out there. Locomotives are well implemented and driving/dispatching is really fun. To be honest before this simulator I wore out Maszyna (probably more that 1000 hours during years) because i see in that simulator the passion of people developing it. And the same thing is what I see here. I may be wrong, but this is just my opinion. -
Shame on this game and it's developers.
sTuPid.rar replied to NadaCAT's topic in General Discussion [Singleplayer]
Come on. Lot of games are sh*t, costing 60+ euros. We have a simulator with multiplayer for 24 euros, and you are complaning about a save button. Lot of top tier simulator don't have one (Maszyna, Zusi, TD2 for example). It has bugs, yes, but it's a quite new product with lot of revolutionary concepts for a train simulator. I think that at the end people will always find a way to complain about something. We as human being can't just be satisfied of something...- 24 replies
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