Noticed this in one of the splash screens that keeps popping up (the one with the DB 232 passing the train on fire) and now had it happen to me passing a Voyager at Birmingham International. Diesel fumes from the exhaust are showing up as a sort of chlorine green colour. Running 64 bit (not DX12). i something amiss with my settings that I need to change to fix this. No mods or graphic enhancers installed. If it's any clue, running Fife Circle the other evening, crossing the Forth Bridge the water and distant scenery all seemed to be covered with a blue haze.
That's an unwanted feature of the weather blueprints used on the route. If you swap them for those from a different route the blue haze/cast goes.
I've noticed it on Cajon Pass recently, too. So it's not loco specific, it's a weather and sky thing. I do have the Sky and Weather pack installed, but worth noting Cajon does not use it, hence why I noticed the green smoke for the first time. I thought it might be related to the BN train I was driving (green body).
I suspect it's an asset thing, to some extent. Thanks to Cyclone's hint I checked my SW1500 run. Shot: 2022-06-17 From the very same scenario, the SD40-2 has gray smoke: However, from a different angle, the SW1500 is less pronounced. On the OP, I suspect there are (head)lights involved, and as you can tell from the shadows, the Sherman scenario was also in the morning. There have been some core changes trying to bring out colors, so this may be a side effect, really. If you analyse my SW shot, you can see that it's really contrasted against the sky, because right above the exhaust pipe, against the buildings it's simply gray yet. In fact, I took a "green" from the pic and checked its color: I checked an aggressive green, which was 144, 148, 151. I remember this phenomenon coming up often, our brains perceive colors relatively, not absolutely. One last thing, it also reminds me of the morning foggy sky effects which sometimes turn some aggressive color. Which tends to go away if you look at certain angles, so I think it's actually caused by the sun. (Happens in real life.) By the way, in the OP, the smoke is high RG and medium B (9:5). You can easily check with Paint. So it is actually yellow. Probably too sensitive to lights (reflective).
Yes that was the 232 picture and glad it’s not just me going mad then. Got to say it seems to be across several routes so did something change in the recent core updates to bring this about? It never used to be a problem before. Not sure who at DTG we need to tag on the TSC side of things to get this looked at.
OldVern The fume texture blends with the background as it's semitransparent. Don't like green, use RSBinTool to extract the fume texture and change the colour to your liking using any image processor capable of opening .dds images. EDIT: Smoke texture is pure b/w alpha. Colours are defined in the exhaust EmitterBlueprints. There is an amount of randomness concerning the defined MidColour, so feel free to experiment and make subtle changes. Always surprised how many options DTG/Kuju have implemented to customise pretty much everything... The vR BR 232 exhaust has a midcolour with a slightly raised green component (actually is a mix of five different exhaust blueprints.) Remember these are multiplied/blended with the sky background colour. Depending on combustion, weather and lighting conditions, fumes can actually show a blue/green tint. This is caused by Copper Oxide or traces of it during the combustion process (which is not a good sign for Diesel engines, but in this game we can pollute the environment and thrash the locos as we like )
Only have basic chemistry school knowledge plus Wikipedia , glad Greta's not yet discovered TSC. Better?
Much! Cough, cough, blargh, cough. On a side note, anyone else got missing clag (or exhaust smoke of any description) whilst using a combo of AP HST's, MJW Enhancement and GST's cab Enhancement? I have none at all Not even a clean fresh install of EVERYTHING helped.
Not looked for that, but TSC can have trouble when too much stock with complex scripting is involved in scenarios - it can't even handle two different input mappers when changing cabs/locos. For example for the Class 700 I'm only swapping the player loco for the AP version and keep the AI using default stock.