Canada’s Streamlined Engines – Wonders of World Engineering

https://www.wondersofworldengineering.com/canadian-streamlined-engines.html

WE are living in a day of changing locomotive fashions. Because of the competition of travel in the air and on the roads, the incessant demand is for speed, speed, and yet more speed on rails. So far as it concerns locomotive power, this demand is affecting not only the interior of the steam locomotive, but also its exterior. For it is realized – as it has already been realized in the design of aeroplanes and of racing motor cars – that in the higher ranges of speed, the influence of air resistance on the moving vehicle is considerable. Maximum speeds can still be increased’ if proper attention is paid to streamlining.

Steam locomotive externals are rapidly changing in this way, and the engine that forms the main subject of this chapter – No.6400 of the Canadian National Railways – is a typical example of progress in modern locomotive design. From the early days of railways the locomotive in Great Britain has always been thought of as something more than a mere piece of machinery. Trouble has been taken by locomotive engineers to develop a graceful outline and to conceal the working parts as much as possible.

Distinctive colours have been used by different railways for their engines, and these well-kept liveries have had some publicity value. What is more, this “cleaned-up” exterior, as the Americans have described it, is proving of value from the streamlining point of view. American locomotives, on the other hand, as well as those on the mainland of Europe, have kept a large proportion of their “works” outside. One of the advantages of having the “works” outside as much as possible is increased accessibility. Only in recent years has there been a definite move on the North American continent towards the improvement of locomotive externals.

This move has coincided with the demand for railway speeds higher than ever previously known. For continuous running speeds of 80 miles an hour or so, and maximum speeds up to 90 and even 100 miles an hour, fully streamlined locomotive exteriors have become necessary. It is the streamlined casing which makes the outline of No. 6400 and her four sisters differ entirely from that of other engines on the Canadian National system.

It has been ascertained from experiments in wind tunnels that complete streamlining cuts down air resistance by 40 to 45 per cent at high speed and that the power output necessary for a completely streamlined locomotive, when all resistances are taken into account, is less by 10 per cent at 80 miles an hour and by 12½ per cent at 110 miles an hour than that required for a non-streamlined engine of the same type. The streamlining of No. 6400 of the Canadian National Railways, however, is only partial.

Considerable advances in speed are being made on North American railways, and in these advances the two great railways of Canada – the Canadian National and the Canadian Pacific – may well claim to have taken a lead. In recent years, however, they have been outstripped in the race by various railways in the United States. The enormous size of the modern American locomotive, and the reasons for it, must now be explained, for No. 6400 of the Canadian National Railways, and others of her class, are – at the time of writing – the largest and heaviest streamlined engines so far built. This monster machine, in full running trim with tender, weighs 296 tons, compared with the 166 tons of one of the London and North Eastern Railway’s Silver Link streamlined engines with tender. No. 6400 is carried on sixteen wheels and her tender on twelve, as compared with Silver Link’s twelve wheels and eight-wheeled tender. Yet the track gauge of 4 ft 8½-in on which the two engines run is identical.

One reason for this difference in weight and size is that railway pioneers in America were not handicapped as were those in Great Britain, who had to carry their lines through valuable land. In America more space could be spared for the tracks, and level crossings, in many instances, took the place of bridges. These conditions permitted the development, on a more ample scale, of the rolling stock. Thus the American locomotive designer can plan an engine extending up to 16 feet above track level, compared with the 13 feet or so which is possible on a British railway.

The American engine may also be proportionately wider, but must still clear tunnels, bridges and the various other structures that are closely adjacent to the line. In view of the limited dimensions to which railway locomotives must be built, because of these loading gauge restrictions, this extra space has a remarkable influence on locomotive development.

But it needs more than the mere fact of an ample constructional space to justify the building of locomotives of such enormous size. This justification is found in the weight of modern American rolling stock. Partly because of the haphazard methods of railway operation in the early days of North American railways, leading to frequent and disastrous accidents, the travelling public demanded that coaches should be built entirely of steel, to give them a better chance of survival without telescoping in the event of collision or derailment.

This process of strengthening has gone on steadily with the building of vehicles of greater weight and size, and to-day the cars composing a modern North American express are from 70 to 80 feet long, are carried on two six-wheeled bogies, and weigh 75, 80 or even 85 tons apiece. Compared with this, a British twelve-wheeled dining or sleeping car weighs at most 43 to 46 tons, and an ordinary main-line corridor coach from 30 to 35 tons.

An important express in Canada may load up to twelve, thirteen, or fourteen heavy steel cars, and occasionally even more, with a total weight behind the engine tender of 1,000 to 1,200 tons, whereas in Great Britain express trains weighing as much as 600 tons are rare. Because of the length of many North American journeys, the proportion of sleeping-car accommodation in the long-distance trains is high. This helps to increase the proportion of the “tare” or empty weight of the stock to the number of passengers that it carries. Thus the tractive power of a modern express locomotive in Canada must be considerable and the proportions of No. 6400 are thereby explained.

The arrangement of the wheels which carry this streamlined giant first needs consideration. At the leading end of No. 6400 is a four-wheeled track, or bogie, pivoted under the centre of the engine smokebox, to enable the engine to traverse smoothly and easily the curves in the track. Of such immense size is the firebox, that the rear end of the engine also requires a four-wheeled bogie for its support. Between the two bogies are the four pairs of coupled wheels.

So that the power developed in the cylinders may be taken up at the rails, and not dissipated by slipping, it is essential that there shall be adequate adhesion, or grip. Six wheels or three coupled axles are more common in passenger service, but the weight borne by three axles would not provide adequate adhesion in so large and powerful a locomotive as No. 6400. Her four pairs of coupled wheels carry as much as 105½ tons of the engine’s weight, or an average of nearly 26½ tons on each pair. The second pair of coupled wheels from the leading end are the driving wheels proper ; the coupled wheels are 6 ft 5-in in diameter. Roller bearings are provided to all axle-boxes.

Rckoning from the chimney end, with the four wheels of the leading bogie first, then the eight coupled wheels and finally the four wheels of the trailing bogie, we have an engine of the 4-8-4 wheel arrangement. The nearest approach to this in Great Britain is the Cock o’ the North class of the London and North Eastern Railway, having the 2-8-2 wheel arrangement and similarly using eight coupled driving wheels.

Mechanical Stoking

These provide adequate adhesion for the extremely heavy gradients round the East Coast from Edinburgh to Aberdeen, but single pairs of wheels front and rear, with liberty for limited radial movement, are used instead of the two bogies. Compared with 4-8-4 No. 6400 of the Canadian National Railways, which weighs 170 tons without tender, Cock o’ the North of the London and North Eastern Railway weighs but 107 tons.

American and Canadian locomotive engineers are not generally in favour of the British plan of dividing up the cylinder power of modern locomotives into three or four units in place of two. One advantage of three-cylinder or four-cylinder propulsion is that the engine is better “balanced”, especially when running at high speed; against this division must be set the matter of greater complication of working parts and higher constructional cost. In Great Britain the division of cylinder volume into three or four units has been partly necessary because, with the limited space in which to build, two cylinders of sufficient size could not be mounted outside the engine frames in the clearance available.

No such limitation besets the Canadian locomotive designer, and No. 6400 is equipped with two exceptionally large cylinders with a diameter of 24-in, and a piston travel, or “stroke”, of 30-in. The motion operating the piston-valves is of the Baker-Pilliod type, arranged so that the steam supply to the cylinders can be cut off, when the engine is well under way, early in the stroke. The higher working pressure offers a correspondingly increased capacity for expansion.

Steam is generated in the giant boiler of No. 6400 at the high figure of 275 lb per square inch. Hitherto the highest pressure in British locomotives (with the exception of the experimental No. 10000 of the LNER, which carried a water tube boiler of special design) has been 250 lb per square inch, as in the LNER streamlined Pacifics of the Silver Link type, the LMS Pacifics and Royal Scots and the GWR Kings. At the rear end the boiler barrel of No. 6400 is 7 ft 2-in in diameter; at the front end it tapers to
6 ft 6-in.

The firegrate has an area of 74 square feet, and it would be beyond the power of any fireman to feed it by hand. Mechanical firing is therefore provided, the coal being brought forward by a worm and screw gear from the tender on to the firegrate, at a speed which the fireman can regulate according to the demand for steam. Inside the firebox two “thermic syphons” provide for rapid, circulation, and assist the process of steam-raising. After generation the steam is superheated, as is the practice on all modern locomotives. The object is to prevent cylinder condensation at the end of the stroke.

Coupled to No. 6400 is a tender which fittingly matches this enormous machine. Carried on twelve wheels, it accommodates 11,700 gallons of water and 20 tons of coal, and has a little over twice the capacity of the eight-wheeled tenders fitted to the Pacific locomotives of the LNER, which were the largest in Great Britain early in 1937. As the photograph above reveals, No. 6400’s tender consists chiefly of a large barrel-shaped water-tank, on top of which is placed, at the leading end, the hopper containing the coal. The driver’s cab and the tender front are connected in such a way that the crew is completely enclosed – a provision greatly appreciated when the engine is travelling at full speed through the intense cold of a Canadian winter. One novel feature of the tender is a “track sprinkler”, whereby a fine spray of water can be directed on to the track at places where it is dusty, so that the dust may be kept down and prevented from entering the carriages.

The total length of engine and tender falls short of 100 feet by only a narrow margin – the figure is 94 ft 8-in. By the ordinary tractive force calculation the maximum tractive effort that No. 6400 can exert, at 85 per cent of the working pressure (the customary allowance), is 52,450 lb, or nearly 23½ tons – a mighty pull indeed. The general arrangement of the streamlining of No. 6400 was decided after exhaustive tests had been made with models in a wind tunnel at Ottawa. The casing is really “semi-streamlined”, for the cylinders, motion and wheels have been left uncovered to permit of easier access for examination and repairs.

The front appearance of No. 6400 differs completely from that of most other Canadian or American locomotives. The usual circular smokebox front, carried on a saddle, is concealed by a rounded nose. This is extended downwards almost to rail level by an apron which takes the place of the ordinary cowcatcher, or lattice arrangement of steel bars, designed to clear the track of obstructions.

Recessed into the nose is the powerful electric headlight such as is carried by all North American locomotives; inside it is the small turbo-generator which supplies current for this headlamp and other lamps carried on the engine, and also for the air-brake compressors. When it is necessary to couple the chimney end of No. 6400 to a train, or to attach a pilot locomotive, a coupler appears from behind a door in the lower part of the nose, where normally it lies out of action.

Another lengthy casing extends along the top of the boiler from the chimney end right back to the cab, and is the chief contribution to the unusual appearance of the locomotive. Built into this are the chimney, dome, sand-boxes and safety valves, which are usually mounted above the top of the boiler.

If certain special precautions had not been taken, especially when the engine was being worked at high speed on a short cut-off, the exhaust steam from the chimney would drift along the top of this streamlined casing and obscure the front windows of the driver’s cab. Special louvres have, therefore, been formed in the rounded nose, and through these a strong current of air is forced when the engine is travelling fast. This draught is carried upwards in such a way that it catches the exhaust emerging from the chimney and lifts it high above the cab.

Further provision for the driver’s unobstructed view ahead is made by the fitting of a revolving disk of high-grade glass which forms part of the front window of the cab on the driving side, and this ensures a clear view in all weather conditions. Rain and snow are thrown off through centrifugal force.

Certain safety regulations did not permit the concealment of the whistle behind the streamlined casing, and it is therefore mounted in a prominent position abreast of the hidden chimney. The hooter of No. 6400 is operated not by steam, but by compressed air from the brake reservoir.

To such an extent is the publicity value of a smart locomotive now realized in Canada and the United States that cheerful colour schemes have become a standard feature of locomotive finish in North America. No. 6400 is no exception to this new rule. The front of the locomotive is painted black, but the long, narrow panel or “apron” of the running board, extending the whole length of the engine, is finished in the standard green shade of Canadian National passenger cars, with gold stripes above and below. These gold stripes begin at the front of the nose and sweep round to the running-board apron in graceful curves which accentuate the streamline effect.

In the middle of the apron, immediately above the driving wheels and in the middle of the nose below the recessed headlamp, appears the number “6400” in bronze figures on a red background. The numbers, on raised plates on either side of the upper part of the smokebox, correspond in a way to motor-car number-plates, and are illuminated at night from within.

The cab sides and the tender also are painted green, and on the side of the coal hopper on the tender appears the Canadian National “trade mark” – a rectangular panel, set at an angle, with the words “Canadian National” in gold on a red background. Above the running board, the “jacket” of the engine, including the outer covering of the boiler and the streamlined casing above, is of specially planished steel which needs no paint, but is rubbed with an oiled cloth to retain its natural bluish-grey colouring.

A 533-Miles Working

Five engines of this class are in service, and their principal task is to operate the fast and heavy passenger services between Montreal, Toronto and the United States border at Sarnia. This is a through locomotive working of 533 miles, and in Great Britain would be equivalent to running a locomotive unchanged with the “Flying Scotsman”, the “Aberdonian” or the “Royal Highlander” for the entire journey between King’s Cross or Euston and Aberdeen. At present the longest British locomotive workings are those of the LMS between Euston and Glasgow, a distance of 401½ miles.

It is in connexion with these lengthy Canadian through workings that the large size of No. 6400’s firegrate is of such value. Despite the fact that North American fuel is inferior in calorific value to the fuel used in Great Britain, it is possible, with the help of mechanical appliances for “shaking up” the grate while the engine is running, and so getting rid of ash and preventing the coal from clinkering, to keep a good, clean fire for an indefinite distance. The mechanical firing ensures also that no undue strain is imposed on the fireman. One engine-crew does not work the engine throughout this 533-miles run, but crews are changed at the important divisional locomotive points, while the engine herself uncomplainingly carries on.

The Canadian National tracks do not come to an end at the border station of Sarnia. The Grand Trunk Railway which, after its absorption by the Canadian National, provided the greater part of the Canadian National tracks in the Eastern States of Canada, also penetrated well into the United States. Thus to-day the Canadian National tracks extend almost as far as the great Middle West city of Chicago.

The “International Limited” and the “Inter-City Limited” expresses of the Canadian National Railways connect Montreal and Toronto directly with Detroit and Chicago. Beyond Sarnia the trains are taken over by other large 4-8-4 express locomotives somewhat similar in design to No. 6400.

COWBOY BEBOP – Controversies

https://www.rfblues.com/Omake/Controversies/

So did our favorite bounty hunters meet their ends in Session #11? What was that… thing?!

When Spike tried to identify the monster he found, a healthy bacteria called Bifidobacterium turned up, a near mirror image of the mysterious substance.

According to Alicia, a vigilant fan who studies organic chemistry, most organic substances are arranged asymmetrically. Since the the digestion of food involves complicated chemical reactions between food and asymmetrical substances in the body, there are notable differences in taste, smell and digestibility of mirrored substances most of the time. The Bebop may have encountered the opposite of bifidobacterium, which may be fatal after all. Bifidobacterium controls intestinal pH levels. The opposite of bifidobacterium would probably cause excess acid buildup.

Are Julius from Session #12 and Julius from The Movie the same person?

Though they share certain… eccentricities, whether or not the Julius from the Callisto migrated to Mars is up for debate. Though a similar character makes a brief appearance in another series.

Who sent Faye the beta tape and deck in Session #18?

One theory suggests the tape, a time capsule, became a historical artifact, randomly sent to various people in the Solar System. Yet another theory suggests an ex-boyfriend sent it to repent for past crimes. An old classmate may have sent it as well, hoping to find her after her disappearance.

Flashback sequences in Session #5 and Session #13 briefly show one shot of a Red Eye vile and spray in Julia’s apartment. Who was using it?

The popular vote goes to Vicious. Thanks to Michael Wayne for sending in this one.

Did Bull know Spike’s fate since Session #1?

“You will meet a woman… the woman will hunt you… and then death.” Bull may have been referring to Spike’s final encounter with Julia.

Is Spike really dead?

Even though he managed to survive gunshot wounds and a dramatic fall from a cathedral window, the relentless attacks of a psychopathic killing machine and a highly-trained Titan War veteran with a deathwish among other near-death encounters, Spike believed he was “already dead” since Julia disappeared three years ago. His days on the “Bebop” were his purgatory where he lived aimlessly as if in a dream. In Session #26, when Faye asks him why he chooses to die, he tells her that he intends to find out if he is alive. In the end, he finds out that he was “dead” all along.

COWBOY BEBOP – Did You Notice?

https://www.rfblues.com/Omake/Notice/

THE TWO EDWARDS

An early pitch for the show featured two children onboard the ship, a boy and a girl. In the end, the two designs merged. The original male design makes a cameo appearance in Session #5.

THE MAN IN THE PICTURE

A picture in Annie’s shop in Session #5 shows Annie with the two most important men in her life. One of them is Mao Yenrai but who is the other man in the picture? In a recent interview with director Shinichiro Watanabe, the man was revealed to be Annie’s late husband.

PUNCH/ALFRED

Alfred, the familiar man picking up his mother at the spaceport in Session #25 is none other than Punch from Big Shot!

MUSASHI STRIKES AGAIN

In Session #22, Andy traded his old fashioned six-shooter for a samurai sword and changed his name to Musashi before he rode off into the sunset. In The Movie, he makes a cameo appearance.

MOCACHU

This elusive creature is Mocachu. The little critter appears in Session #20 and Session #22 and may have possibly appeared in other sessions. The little monster even makes an appearance in The Movie. Thanks to Big Big Truck for pointing this one out.

BRUCE LEE BILLBOARDS

It seems Bruce Lee is still quite popular in the year 2071.

PRODUCT PLACEMENT

Product placement in Cowboy Bebop!

i can’t stop thinking about ICO…

I can’t stop thinking about ICO… even 20 years after its release, it’s still truly unique. It’s a game that defied all my expectations, probably shown best by how it somehow made me love escort mission style gameplay. Leading Yorda through the mysterious and massive labyrinthian castle gave me all the time and space needed to prod my curiosity and make my mind wonder about it’s enigmatic world. There’s just something about all the elements of ICO’s design that really sticks with you long after you finish playing the game…

Moscow – Kirov Street (1983)

https://rutube.ru/video/e1fc64ab491893f71ac07c67f9739834/

Myasnitskaya Street (in the 16th-17th centuries – Frolovskaya Street and Evplovskaya Street, in 1918-1935 – Pervomaiskaya Street, in 1935-1990 – Kirov Street) – a street in the Central Administrative District of Moscow (Basmanny and Krasnoselsky districts). It runs from Lubyanskaya Square to Sadovaya-Spasskaya Street. The numbering of houses is carried out from Lubyanka Square. On December 14, 1935, by a resolution of the Moscow City Council, the street was renamed Kirov Street in memory of a prominent figure in the Communist Party, Sergei Mironovich Kirov, on the basis that the body of the murdered Kirov was transported along Myasnitskaya Street for burial on Red Square.

The Legend of Heroes: Trails in the Sky review

https://www.gamesradar.com/the-legend-of-heroes-trails-in-the-sky-review/

If you’re one of the many who are frustrated with the stubborn reluctance of Japanese role-playing games to let go of their needlessly convoluted combat systems. If you’re embarrassed by their cheesy, melodramatic stories and disheartened by their clichéd and often creepy character design, The Legend of Heroes: Trails in the Sky will take you back to a simpler time of RPGs and remind you that the genre you once loved has not left you behind.

Though the Legend of Heroes franchise has been around for decades, Trails in the Sky is the start of a trilogy unrelated to the other titles. Taking place in a heavily forested nation enjoying the fruits of a technological revolution, the story follows a brother and sister who go from running errands in their local town to unwittingly discovering a treacherous scheme that threatens their entire kingdom. The setting may sound like old territory for some JRPG players, but it’s the story’s graceful flow through this vibrant world that makes your progression through the game feel pleasantly familiar rather than just old or boring.

Our two main characters, Estelle and Joshua, begin their story by becoming members of a guild of freelance warriors organized to protect and serve the cities and villages of the kingdom. As junior members of this guild, all your adventures – whether main story or divergent side quest – are conveniently recorded in a notebook that can be instantly referenced in case you’re ever distracted by a colorful town square and can’t quite remember why you went there in the first place.

As you confront enemies you’ll also encounter another of Trails’ exceptional aspects: its combat system. The combat’s flexibility for accommodating both drawn-out, strategic maneuvers or fast, rushed-through combat keeps it from ever feeling rote and makes the grinding (seldom needed, unless you really want to kick the crap out of your opponents) immensely more tolerable. Speeding through a monster encounter can be as simple as holding down X to perform basic attacks, zipping past the battle results, and quickly proceeding on to your destination. When it is time bust out the big moves a comprehensive skill and magic system can be customized and implemented to deal out huge damage and clobber your enemies.

Monsters appear on roads and trails as you travel about the lands and dungeons. Run into the monster from behind and you can get an advantage in the beginning of combat. Defeating enemies yields small crystals that you can then synthesize in towns and equip to your characters for magic and status upgrades. As you collect hundreds of varying crystals your opportunity for synthesizing new magics to equip and character abilities to unlock expands. You can also collect ingredients from monsters that contribute to a huge library of cooking recipes to discover and exploit.

The player-friendly nature of this JRPG continues with the option to save at any time and its ability to restart any battle you lost without penalty. Admittedly, it does make running from battles when things take a wrong turn somewhat pointless, but it’s hard to argue with getting a retry button than a boot to the start menu and all your unsaved progress lost. Don’t get us wrong though – this game doesn’t rock because it’s a pushover – its battles can be quite challenging.

Trails’ characters, richly populated towns, and interesting back story are expertly expressed through the characters and their journey. The characters may seem more than verbose or overly talkative at times, spending more than a few moments conducting small talk when you just wish they would get to the meat-and-potatoes of the conversation, but it succeeds in portraying them as enjoyable, believable characters with their own distinct behavior. Also, if you decide you just don’t give a damn about the story, holding down the Circle button can turn an eight-minute bout of exposition into a 15-second scene with a handy objective update added to your quest notebook.

If we had to drag out a gripe about Trails, we might mention the minor blurriness of some of the art, the way some inconsequential conversations between characters can feel too long, or the way monsters tend to appear along your path too suddenly. But these are easily negligible issues.

If you’ll pardon the references, Trails possesses the old-anime style and basic battle mechanics of a Grandia or Lunar and mixes in the modern, flexible, hassle-free, yet deep execution of a battle system like Persona 4. Just when we thought the PSP (and, arguably, what we once knew as a JRPG) was slowly walking out the door, Trails provides a pleasant bastion of everything that drew so many to this genre long ago. Amusing characters, a rich setting and great mechanics all smoothly coalesce to create a surprising and thoroughly enjoyable tale, prompting us to speculate that our little PSPs are far from retirement. We’re ready for part 2.