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Copy file name to clipboardExpand all lines: Source/Orts.Simulation/Simulation/RollingStocks/MSTSSteamLocomotive.cs
+36-14Lines changed: 36 additions & 14 deletions
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@@ -294,9 +294,11 @@ public class MSTSSteamLocomotive : MSTSLocomotive
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SmoothedData FuelRateOil = new SmoothedData(3); // Oil Stoker is more responsive and only takes x seconds to fully react to changing needs.
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SmoothedData FuelRateStoker = new SmoothedData(15); // Stoker is more responsive and only takes x seconds to fully react to changing needs.
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SmoothedData FuelRateCoal = new SmoothedData(45); // Automatic fireman takes x seconds to fully react to changing needs for coal firing.
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SmoothedData CoalBurnRateSmoothKGpS = new SmoothedData(150); // Changes in BurnRate take x seconds to fully react to changing needs - models increase and decrease in heat.
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SmoothedData OilBurnRateSmoothKGpS = new SmoothedData(6); // Changes in Oil BurnRate take x seconds to fully react to changing needs - models increase and decrease in heat. Oil faster then steam
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SmoothedData OilBurnRateReductionSmoothKGpS = new SmoothedData(0.25f); // When in reduction we would expect the heat to drop off rapidly for an oil fire
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SmoothedData BurnRateCoalSmoothKGpS = new SmoothedData(150); // Changes in BurnRate take x seconds to fully react to changing needs - models increase and decrease in heat.
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SmoothedData BurnRateOilSmoothKGpS = new SmoothedData(6); // Changes in Oil BurnRate take x seconds to fully react to changing needs - models increase and decrease in heat. Oil faster then steam
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SmoothedData BurnRateWoodSmoothKGpS = new SmoothedData(20); // Changes in Wood BurnRate take x seconds to fully react to changing needs - models increase and decrease in heat.
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SmoothedData BurnRateOilReductionSmoothKGpS = new SmoothedData(0.25f); // When in reduction we would expect the heat to drop off rapidly for an oil fire
FuelBurnRateSmoothedKGpS = MathHelper.Clamp(FuelBurnRateSmoothedKGpS, 0.0f, MaxFuelBurnGrateKGpS); // clamp burnrate to max fuel that can be burnt within grate limit
if (!StokerIsMechanical && IsPlayerTrain) // Don't display message if stoker in operation
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is getting low. Your fireman will shovel faster, but don't wear him out."));
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if (SteamLocomotiveFuelType == SteamLocomotiveFuelTypes.Wood)
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is getting low. Your fireman will add fuel faster, but don't wear him out."));
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}
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else
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is getting low. Your fireman will shovel faster, but don't wear him out."));
if (!StokerIsMechanical && IsPlayerTrain) // Don't display message if stoker in operation
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is back within limits. Your fireman will shovel as per normal."));
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if (SteamLocomotiveFuelType == SteamLocomotiveFuelTypes.Wood)
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is back within limits. Your fireman will add fuel as normal."));
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}
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else
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{
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Simulator.Confirmer.Message(ConfirmLevel.Warning, Simulator.Catalog.GetString("FireMass is back within limits. Your fireman will shovel as per normal."));
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