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Contents

1. B EFORE YOU BEGIN . . . . . . . . . . . . . . . . 8


INTRODUCTION TO TRAINZ: A NEW ERA. . . . . . . . . . 9
COMMON TERMS USED IN THIS MANUAL. . . . . . . . .10
GLOSSARY. . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
GETTING STARTED. . . . . . . . . . . . . . . . . . . . . . . .13
 INSTALLATION. . . . . . . . . . . . . . . . . . . . . . . . . . 13
 ADJUST YOUR SETTINGS. . . . . . . . . . . . . . . . . . . . 13
 PLANET AURAN REGISTRATION. . . . . . . . . . . . . . . . 14
 CONTENT COMPATIBILITY. . . . . . . . . . . . . . . . . . . 15
 IMPORTING OLDER CONTENT . . . . . . . . . . . . . . . . 15
WHAT’S NEW IN T:ANE?. . . . . . . . . . . . . . . . . . . . 16
 E2 GRAPHICS ENGINE . . . . . . . . . . . . . . . . . . . . . 16
2  TEST TRACK PHYSICS. . . . . . . . . . . . . . . . . . . . . . 17
 PROCEDURAL JUNCTIONS. . . . . . . . . . . . . . . . . . . 17
 TRAIN MOTION . . . . . . . . . . . . . . . . . . . . . . . . . 18
 SUPERELEVATION. . . . . . . . . . . . . . . . . . . . . . . . 19
 ENVIRONMENT COLLISIONS . . . . . . . . . . . . . . . . . 20
 INTERLOCKING TOWERS. . . . . . . . . . . . . . . . . . . . 21

2. M ENU OVERVIEW . . . . . . . . . . . . . . . . 22
TRAINZ: A NEW ERA LAUNCHER. . . . . . . . . . . . . . . 23
 START TRAINZ. . . . . . . . . . . . . . . . . . . . . . . . . . 23
 MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . 23
 VISIT TEST TRACK. . . . . . . . . . . . . . . . . . . . . . . . 23
 SETTINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
 MANAGE CONTENT . . . . . . . . . . . . . . . . . . . . . . 24
 PURCHASE CONTENT. . . . . . . . . . . . . . . . . . . . . . 24
 LAUNCHER MENU BAR. . . . . . . . . . . . . . . . . . . . . 24
 SETTINGS MENU IN DETAIL. . . . . . . . . . . . . . . . . . 26
TUTORIALS MENU. . . . . . . . . . . . . . . . . . . . . . . .28
ROUTES MENU. . . . . . . . . . . . . . . . . . . . . . . . . .30

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 OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
 DEFINITIONS. . . . . . . . . . . . . . . . . . . . . . . . . . 30
 ROUTES LISTING . . . . . . . . . . . . . . . . . . . . . . . . 31
 ACHIEVEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . 37
SESSIONS MENU . . . . . . . . . . . . . . . . . . . . . .38
 OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
 SESSION LISTING . . . . . . . . . . . . . . . . . . . . . . . . 39
 SAVED SESSIONS. . . . . . . . . . . . . . . . . . . . . . . . 40
 MULTIPLAYER GAME LISTING. . . . . . . . . . . . . . . . . 40
 RANKS, STARS AND DIFFICULTY. . . . . . . . . . . . . . . . 41
 EXIT GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

3. D RIVING AND OPERATIONS. . . . . . . . . . .42


 CHOOSING YOUR OPERATIONAL MODE
 . . . . . . . . . . 43
 EASY MODE. . . . . . . . . . . . . . . . . . . . . . . . . . . 43
3
 REALISTIC MODE . . . . . . . . . . . . . . . . . . . . . . . . 44
 COMMAND MODE . . . . . . . . . . . . . . . . . . . . . . . 44
 SWITCHING YARD. . . . . . . . . . . . . . . . . . . . . . . . 45
 FREIGHT RUN . . . . . . . . . . . . . . . . . . . . . . . . . . 45
 PASSENGER SERVICE. . . . . . . . . . . . . . . . . . . . . . 45
 IN-CAB VIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . 46
 TRACKING VIEW . . . . . . . . . . . . . . . . . . . . . . . . 46
 TRAIN ENTHUSIAST VIEW. . . . . . . . . . . . . . . . . . . 47
 THROUGH-TRAFFIC (PORTALS) . . . . . . . . . . . . . . . . 48
 MULTIPLAYER MODE. . . . . . . . . . . . . . . . . . . . . . 48
 OTHER MODES . . . . . . . . . . . . . . . . . . . . . . . . . 49
DRIVER MENU BAR. . . . . . . . . . . . . . . . . . . . . . . 49
 PAUSE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
 CAMERA VIEWS. . . . . . . . . . . . . . . . . . . . . . . . . 50
 USER RULES MENU. . . . . . . . . . . . . . . . . . . . . . . 53
 ITRAINZ CHAT . . . . . . . . . . . . . . . . . . . . . . . . . . 54
 HELP MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
DRIVER MAIN MENU . . . . . . . . . . . . . . . . . . . . . .56
 SAVE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . 56

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 FIND OBJECT . . . . . . . . . . . . . . . . . . . . . . . . . . 57
 EXIT DRIVER . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
QUICKDRIVE . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
 INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . 58
 CONTROL TYPE. . . . . . . . . . . . . . . . . . . . . . . . . 58
 TRAINS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
 NEW TRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
 DRIVERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
 COMMANDS. . . . . . . . . . . . . . . . . . . . . . . . . . . 62
OPERATING YOUR RAILROAD. . . . . . . . . . . . . . . . .63
 BASIC LOCO CONTROLS. . . . . . . . . . . . . . . . . . . . 63
 DRIVER COMMANDS . . . . . . . . . . . . . . . . . . . . . 66
 PLAYER INSTRUCTIONS . . . . . . . . . . . . . . . . . . . . 67
 SWITCHING JUNCTIONS . . . . . . . . . . . . . . . . . . . . 70
 TURNTABLES AND TRANSFER TABLES . . . . . . . . . . . . 72
4
 COUPLING & DECOUPLING . . . . . . . . . . . . . . . . . . 73
 PASSENGER STATIONS . . . . . . . . . . . . . . . . . . . . . 73
 INTERACTIVE INDUSTRIES. . . . . . . . . . . . . . . . . . . 73
 WAYBILLS – WHO NEEDS WHAT . . . . . . . . . . . . . . . 74
 COMMODITIES. . . . . . . . . . . . . . . . . . . . . . . . . 74
 UNDERSTANDING SIGNALS . . . . . . . . . . . . . . . . . . 75
 UNDERSTANDING AI DRIVERS . . . . . . . . . . . . . . . . 79
MULTIPLAYER. . . . . . . . . . . . . . . . . . . . . . . . . . .82
 JOINING A SESSION. . . . . . . . . . . . . . . . . . . . . . . 82
 CHAT DURING A SESSION . . . . . . . . . . . . . . . . . . . 83
 GAMEPLAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
 HOSTING A SESSION . . . . . . . . . . . . . . . . . . . . . . 84
DRIVING IN CAB MODE - DIESEL/ELECTRIC. . . . . . . . .85
 INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . 85
IN-CAB CONTROLS. . . . . . . . . . . . . . . . . . . . . . . .86
 MOVING FORWARD: EASY AS 1-2-3 . . . . . . . . . . . . . 87
 REVERSER. . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
 THROTTLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
 MANAGING THE THROTTLE. . . . . . . . . . . . . . . . . . 89

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 TRAIN SLACK. . . . . . . . . . . . . . . . . . . . . . . . . . . 91
 WHEELSLIP . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
 SANDING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
 BRAKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
 INDEPENDENT BRAKE. . . . . . . . . . . . . . . . . . . . . 93
 INDEPENDENT BRAKE BAIL . . . . . . . . . . . . . . . . . . 94
 TRAIN BRAKE . . . . . . . . . . . . . . . . . . . . . . . . . . 95
TRAIN BRAKE OPERATION. . . . . . . . . . . . . . . . . . . 97

 EMERGENCY BRAKE . . . . . . . . . . . . . . . . . . . . . 100
 DYNAMIC BRAKE. . . . . . . . . . . . . . . . . . . . . . . 100
 DYNAMIC BRAKE OPERATION. . . . . . . . . . . . . . . . 101
DRIVING IN CAB MODE - STEAM. . . . . . . . . . . . . . 102
 INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . 102
 PREPARING TO MOVE . . . . . . . . . . . . . . . . . . . . 103
 MOVING FORWARD . . . . . . . . . . . . . . . . . . . . . 104
 BRAKES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
5
 BOILER PRESSURE . . . . . . . . . . . . . . . . . . . . . . 104
 ADDING COAL. . . . . . . . . . . . . . . . . . . . . . . . . 105
 FIRE DRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . 106
 WATER LEVELS . . . . . . . . . . . . . . . . . . . . . . . . 106
 SAFETY VALVES. . . . . . . . . . . . . . . . . . . . . . . . 108
 TENDER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
 ADDITIONAL DRIVING GUIDELINES . . . . . . . . . . . . 110

4. WORLD BUILDING WITH SURVEYOR. . . . . 112


INTRODUCTION TO SURVEYOR. . . . . . . . . . . . . . . 113
SURVEYOR MENU BAR . . . . . . . . . . . . . . . . . . . . 117
 QUICKDRIVE . . . . . . . . . . . . . . . . . . . . . . . . . 117
 EDIT SESSION RULES . . . . . . . . . . . . . . . . . . . . . 117
 CONTENT SEARCH FILTER . . . . . . . . . . . . . . . . . . 117
 WIREFRAME VIEW . . . . . . . . . . . . . . . . . . . . . . 117
 UNDO AND REDO. . . . . . . . . . . . . . . . . . . . . . . 118
 MAIN MENU. . . . . . . . . . . . . . . . . . . . . . . . . . 121
SURVEYOR TOOL TABS . . . . . . . . . . . . . . . . . . . . 128

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 TOPOLOGY MENU . . . . . . . . . . . . . . . . . . . . . . 128
 ADVANCED TOPOLOGY FUNCTIONS . . . . . . . . . . . . 133
 PAINT MENU . . . . . . . . . . . . . . . . . . . . . . . . . 135
 OBJECTS MENU. . . . . . . . . . . . . . . . . . . . . . . . 137
 SPECIAL OBJECT TYPES . . . . . . . . . . . . . . . . . . . 141
 SPLINE MANAGEMENT TOOLS . . . . . . . . . . . . . . . 143
 ADVANCED SPLINE MANAGEMENT . . . . . . . . . . . . 145
 TRACK MENU . . . . . . . . . . . . . . . . . . . . . . . . . 147
 ADVANCED TRACK MODE . . . . . . . . . . . . . . . . . . 150
 TRACKSIDE OBJECTS . . . . . . . . . . . . . . . . . . . . . 153
 TRACKMARKS AND TRIGGERS . . . . . . . . . . . . . . . 156
 ADVANCED TRIGGER MANAGEMENT . . . . . . . . . . . 160
 TOOLS MENU . . . . . . . . . . . . . . . . . . . . . . . . . 161
 LAYERS MENU . . . . . . . . . . . . . . . . . . . . . . . . 166
 TRAINS MENU . . . . . . . . . . . . . . . . . . . . . . . . 168
6  EDIT ENVIRONMENT TOOLS . . . . . . . . . . . . . . . . 174
CUSTOMISING YOUR SESSION. . . . . . . . . . . . . . . 181
 INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . 181
 MANAGING RULES . . . . . . . . . . . . . . . . . . . . . . 185
 RULE HIERARCHY LISTS . . . . . . . . . . . . . . . . . . . 189
TRAINZSCRIPT. . . . . . . . . . . . . . . . . . . . . . . . . 191

5. M ANAGING CONTENT. . . . . . . . . . . . . 192


CONTENT MANAGER. . . . . . . . . . . . . . . . . . . . . 193
 WHAT IS CONTENT? . . . . . . . . . . . . . . . . . . . . . 193
 INTRODUCTION TO CONTENT MANAGER. . . . . . . . . 194
 SORTING, SEARCHING AND FILTERING . . . . . . . . . . 196
 DISPLAYING CONTENT INFORMATION . . . . . . . . . . 201
 VIEWING CONTENT IN 3D. . . . . . . . . . . . . . . . . . 203
 EDITING & REVERTING CONTENT . . . . . . . . . . . . . 204
 DELETING ASSETS. . . . . . . . . . . . . . . . . . . . . . . 206
 DOWNLOADING & DEPENDENCIES . . . . . . . . . . . . 206
 IMPORTING CONTENT AND CDPS . . . . . . . . . . . . . 208
 EXPORTING CONTENT . . . . . . . . . . . . . . . . . . . . 208

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 UPLOADING CONTENT . . . . . . . . . . . . . . . . . . . 209
 ARCHIVING AND BACKUPS . . . . . . . . . . . . . . . . . 209
 CREATING CONTENT . . . . . . . . . . . . . . . . . . . . . 209
 DEVELOPER TOOLS. . . . . . . . . . . . . . . . . . . . . . 210

6. T EST TRACK . . . . . . . . . . . . . . . . . . . 212


 INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . 213
 MAIN SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . 214
 SETTING UP A TEST TRACK . . . . . . . . . . . . . . . . . 215
 ADDING A TRAIN . . . . . . . . . . . . . . . . . . . . . . . 216
 GRAPHING AND EXPORTING . . . . . . . . . . . . . . . . 217
 EDITING ENGINE FILES. . . . . . . . . . . . . . . . . . . . 219
 CREATING AND EDITING TEST TRACKS . . . . . . . . . . 221

7. B EYOND TRAINZ SOFTWARE . . . . . . . . . 222


 TRAINZ ONLINE. . . . . . . . . . . . . . . . . . . . . . . . 222 7
 GETTING HELP . . . . . . . . . . . . . . . . . . . . . . . . 222
 USING IN-GAME HELP . . . . . . . . . . . . . . . . . . . . 222
 TRAINZ WIKI. . . . . . . . . . . . . . . . . . . . . . . . . . 222
 TRAINZ FORUMS. . . . . . . . . . . . . . . . . . . . . . . 222
 TRAINZ GALLERY. . . . . . . . . . . . . . . . . . . . . . . 223
 TRAINZPORTAL. . . . . . . . . . . . . . . . . . . . . . . . 223
 SIMULATORCENTRAL. . . . . . . . . . . . . . . . . . . . . 223
 TRAINZ ON YOUTUBE . . . . . . . . . . . . . . . . . . . . 223
 TRAINZ ON FACEBOOK. . . . . . . . . . . . . . . . . . . . 223

8. CREDITS. . . . . . . . . . . . . . . . . . . . . 224
N3V GAMES TRAINZ DEVELOPMENT TEAM . . . . . . . 224
TRAINZ CONTENT CREATORS . . . . . . . . . . . . . . . . 225
KICKSTARTER SUPPORTERS. . . . . . . . . . . . . . . . . 226

9. K EYBOARD CONTROLS. . . . . . . . . . . . . 248


DRIVER MODE. . . . . . . . . . . . . . . . . . . . . . . . . 249
SURVEYOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . 252

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1. BEFORE YOU BEGIN

Congratulations! You’ve unwrapped


(or downloaded) your new version
of Trainz: A New Era. This chapter
introduces you to the world of Trainz.

Introduction to Trainz: A New Era 9

8 Common Terms Used In This Manual 10

Glossary 11

Getting Started 13

What’s new in T:ANE? 16

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Introduction to Trainz: A New era
After almost 15 years of continuous development and at least 7
major updates, the world of Trainz began to change in late 2013
with the announcement of a Kickstarter “crowdfunding” campaign.
The community that had helped Trainz become a landmark
simulation since the first release in 2001 were asked to pledge their
support to the campaign to ensure a new era of train simulation
could begin.

With the success of the Kickstarter campaign on December 18, 2013,


the ongoing development of Trainz: A New Era (T:ANE) became a
reality.

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With a totally new graphics engine built for modern hardware, a
range of new features and all the traditional Trainz features from past
editions, T:ANE lays the groundwork for even further improvements
in the years to come.
For existing Trainz fans, T:ANE will feel quite familiar. For newcomers,
it is important to know that Trainz is as much a hobby as it is a game
or train simulation. There are many different aspects of railroad
operations presented and a variety of different ways in which users
can interact with those operations.
This manual is designed to introduce you to the broad range of
functionality and to help you begin to unlock the power of all of
those features. By reading through this manual and following the
advice contained within, you will be well prepared to enjoy many
hours (or perhaps many years) of your Trainz hobby.

10
Common Terms Used In This Manual
Click or Click-LMB or use the Left Mouse Button (LMB).
Double-Click clicking the LMB twice.
use the Right Mouse Button
Click RMB or (RMB).
hold the cursor over an object or
Mouse-over
menu item.
click and hold the LMB then drag
LMB-Drag
the mouse.
press the key described to carry
Hotkey
out the action.
click on the first menu option, then
Menu > Sub-Menu select or click on the next menu
option or button.

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Glossary
AI Drivers The Artificial Intelligence Drivers that
drive non-human controlled trains in
Trainz.
Bogie The structure including wheels, axles and
suspension that support a traincar body.
Cab Mode The realistic mode controls used for
driving locos in Trainz.
Chair A support that fixes the rail to the sleeper.
Coupler Mechanism for coupling together two
traincars.
Consist One or more traincars that are coupled
together. 11
CM Content Manager.
DCC Mode The easy mode controls used for driving
locos in Trainz.
DLC Downloadable Content.
DLS Trainz Download Station.
Frog The crossing point of two rails in a Switch
Guard Rail The mechanism used in a Switch opposite
the “Frog” to help keep the train wheels
on the track.
HUD Heads up Display. See page 87
Kuid Unique identifier for Trainz assets.
Junction Allows trains to pass from one track to
another. Also called a Turnout or Switch.
Loco Locomotive. The engine that powers a
train.

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Points A set of points is yet another term for
Switch. The points (or blades) are the
animated part of a Switch.
Overlap Distance The distance beyond a signal allowed for
the train to stop in should it pass a signal
showing a stop aspect.
Rolling Stock A non-powered traincar.
Route The part of the “world” that you explore.
Also called Map or Layout.
Session The “interactive” component of a Route
that generally contains trains, instructions
and other variable elements.
Sleepers The support structure for the steel rails of
the railroad track. Also called Ties.
12
Switch Allows trains to pass from one track to
another. Also called a Turnout or Junction.
TAD Trainz Asset Database.
T:ANE Trainz: A New Era.
Ties The support structure for the steel rails of
the railroad track. Also called sleepers.
Train A series of connected traincars. Also
called a Consist.
Traincar Any vehicle that travels on tracks including
locos, freight wagons or passenger cars.
Trainz Generally used to refer to the whole
franchise encompassing all the various
version of Trainz released since 2001.
Turnout Allows trains to pass from one track to
another. Also called a Switch or Junction.

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GETTING STARTED
To get the most out of your Trainz experience, it’s advisable to do
some basic preparation. Make sure your PC has up to date graphics
drivers, clean your mouse and keyboard, grab the beverage of
your choice, adjust your chair, and get ready for a rail journey of a
lifetime. Welcome to the world of Trainz!

INSTALLATION
Before installing, ensure that you have sufficient disk space (at least
20GB) and that you have no other programs running.

DVD VERSION
Insert the DVD into your DVD drive. If you have auto run enabled,
the installer will start automatically. Otherwise browse the contents
of the DVD and double-click on the Setup.exe file found in the root
13
directory.
The Install Wizard will guide you through the installation process
where you will need to enter your Product Key found on the inside
of your DVD case.

DIGITAL VERSION
You do not require a Product Key to install the Digital Version.
Authentication is processed by the store where you purchased
T:ANE. i.e. Simulator Central Store, Steam Store or Apple Store.

ADJUST YOUR SET TINGS


To get the most from your Trainz experience, it helps to set your
computer up to take best advantage of the high resolution graphics.
Click the Settings button in the Launcher to open the configuration
screen, then customize the various settings for your hardware and
chosen visual preferences.

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PLANET AURAN REGISTRATION
To gain access to the Trainz Download Station as well as the quality
Downloadable Content (DLC) items available in game, go to
Settings > Internet Tab to register your Planet Auran account. There
are currently well over 250,000 items on the Download Station,
and more being added every day.
If you do not already have an account, click Join Planet Auran to
create your profile. If you have the DVD version, you should also
register your Product Key on Planet Auran to provide access to
the DLS. If you have the digital version of T:ANE, your store login
provides your authorisation access.

14

You must be connected to the internet to register with Planet


Auran and to download content

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CONTENT COMPATIBILITY
Our aim is to maintain compatibility across all versions of T:ANE, no
matter where you purchased your copy. This means a route created
on a Mac can be shared with users of the PC version and vice versa.
Similarly, a Simulator Central version of Trainz will be compatible
with the Steam Store or Mac Store version when playing multiplayer.
For backwards compatibility, content created in older versions of
Trainz (i.e. primarily Trainz Simulator 2009, 2010, 12, Trainz Mac 1
and 2) “should” work in T:ANE, although some modifications may
be required.
We recommend that older content is imported from the DLS rather
than your local build since this is generally the latest version of the
content.
Older content won’t necessarily look identical or work as
expected due to changes in how T:ANE handles certain materials, 15
or new functionality that breaks previous work-arounds.

IMPORTING OLDER CONTENT


We strongly suggest you become familiar with T:ANE before
attempting to import content created in previous versions.

More details can be found in the Content Manager section in


Chapter 5.

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What’s new in T:ANE?
Thanks to the wonderful support of our Kickstarter backers, T:ANE
introduces our new custom-built “E2” engine and includes a range
of new features never seen before in Trainz. There have also been
numerous enhancements to many existing systems. New key
features provided are:

E2 GRAPHICS ENGINE

16

The most noticeable change for existing users is the new graphics
engine that powers T:ANE.
In addition to the graphics systems such as full world shadows and
per-pixel lighting, the new engine delivers multi-threaded processing
to take advantage of modern hardware.

BACK TO CONTENTS
TEST TRACK PHYSICS

17
Test Track is a set of tools designed to allow users to identify,
measure and analyse a wide variety of previously “under-the-hood”
physics calculations.
Users can also edit the engine files to modify train performance.
Discover more about Test Track in Chapter 6.

PROCEDURAL JUNCTIONS

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“Procedural” track is based upon component pieces such as rails,
blades, check rails, sleepers and chairs which are then shown on
screen. When laying track in Surveyor, you will see all components
adjusting in real-time as you move the diverging rail.
Existing spline track can be automatically updated to the new track
system simply by using the “Replace Asset” feature in Surveyor.
Existing fixed track segments will not be affected, and “old track” is
still supported.

TRAIN MOTION

18

Several new “motion” effects have been implemented to simulate


the effects of train suspension based upon track conditions. Trains
will pitch and roll as they travel over bumps and on curves.
The track condition can be set to increase or decrease these effects,
and individual “bump” assets can be placed directly onto the track
to provide additional pitch or roll at specific points.

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SUPERELEVATION

19

Superelevation is special track designed primarily for highspeed


trains so they tilt into a corner to avoid excessive sideways force
upon the track.
Track can be designated as “Superelevated” and adjustments made
to the degree of tilt in Surveyor.

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ENVIRONMENT COLLISIONS

20

Particle effects such as rain and smoke now collide with specified
objects and the terrain.
Rain will no longer penetrate tunnels, and smoke will move around
solid objects. In addition, other collision physics systems have been
enhanced by utilizing “Physx” libraries.
These will be further enhanced over time to improve derailment
physics.

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INTERLOCKING TOWERS

21

These towers provide centralised path setting and signal control,


improving both safety and through-put of trains across controlled
areas.
Towers provide a single point of decision-making with the tower
having exclusive control over a linked set of junctions.
The tower forcibly prevents junctions being changed when the
track is occupied and also prevents conflicting paths from being
set.
This feature will be delivered in a free update after the initial
release of T:ANE.

BACK TO CONTENTS

2. MENU OVERVIEW

Trainz offers a variety of ways to access


the tools and content contained in
the program. This chapter helps you
find what you are looking for.

Trainz: A New Era Launcher 23

22 Tutorials Menu 28

Routes Menu 30

Sessions Menu 38

BACK TO CONTENTS
TRAINZ: A NEW ERA Launcher
Once you have successfully installed T:ANE, double-
click on the T:ANE icon on your Desktop or at N3V
Games > on the Start menu to access the Trainz
Launcher menu.
The Trainz Launcher menu provides access to each of the various
T:ANE modules:

START TRAINZ
This launches the main Trainz: A New Era module. The first time
you click Start Trainz, you are taken to the Tutorials Menu. Once
you have completed or chosen to skip the Tutorials, Start Trainz will
take you to the main Routes menu.

23

MULTIPLAYER
The Multiplayer menu lists all the active multiplayer games
currently available. Select an active game to join from the list
provided.

VISIT TEST TRACK


This will launch the Test Track physics testings and editing module.
See Chapter 6 for more details.

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SET TINGS
Customize your settings for Trainz, including your Planet Auran
settings, Display Settings and Advanced Graphics features.

MANAGE CONTENT
This starts the Content Manager module, a utility designed to
help you manage your installed Trainz content and to download
additional content.
Go to Manage Content Section Chapter 5 for a more detailed
description of this module.

PURCHASE CONTENT
This option displays all available “DLC” (Downloadable Content)
available. This content can be purchased, downloaded and
installed seamlessly without leaving the game.
24
LAUNCHER MENU BAR

At the top of the Launcher is the Menu Bar. This provides access to
window controls, documentation and developer settings.

FILE MENU
Show Launch Window
Opens a new window
BACK TO CONTENTS
New Content Window
Opens a new Manage Content window

Close Window
Closes the window - also available by clicking the X on the top right
of the window

View Online Documentation


Opens a browser displaying the Trainz Online community portal
where you can access the Trainz Wiki, Community Forums and links
to all the latest Trainz related news.

View PDF Manual


Opens up the .PDF version of the Trainz manual (i.e. what you are
reading now). The Adobe® Reader® application must be installed for
you to view the digital manual.
25
Visit Test track
A set of graphical tools to monitor and analyze every aspect of
train physics being simulated in T:ANE.

Import Content Files and Folders


Use these options to import .cdp files and content folders into
Content Manager.

Download Purchased Items


Click Download Purchased Items, then click Start Trainz. A new
Asset Download window will open (after 10-15 seconds) showing
any purchased content that requires downloading. You must have
your Planet Auran details entered under Settings > Internet to
provide access to your content.

Quit
To close the T:ANE Launcher click the X button on the top right of
the window.

BACK TO CONTENTS
DEVELOPER MENU
This menu provides a range of technical tools related to content and
T:ANE developer operations.
The menu is explained in more detail under the Content
Manager Section in Chapter 5.

SET TINGS MENU IN DETAIL


Select the Settings from the T:ANE Launcher to customize various
elements to maximize your enjoyment.

26
1 2 3 4 5

BACK TO CONTENTS
General
1 Under this tab you will find a dialogue for adding your Product
Key (if required) and selecting your desired language.

Install
2 Details the Trainz: A New Era Installation Path.
Performance
3 The performance Tab provides a range of options to adjust
performance in T:ANE. For example, the Draw Distance slider
can increase your viewing range to many kilometers, but doing so
may affect performance.
We encourage you to experiment with various settings until you
strike the right balance. Increasing screen resolution will improve
the visual quality but may begin to push your hardware beyond its
capabilities. Of course, the better your hardware, the better T:ANE 27
will perform.

Internet
4 The Internet Tab is where you can register for Planet Auran,
identify your online status and current First Class Ticket status.
Planet Auran is an ever growing online community that is free for all
Trainz users to join. As a Planet Auran member, there is an incredible
wealth of additional information and content available to further
expand your enjoyment of T:ANE.
Highlights include:

Access to the Trainz Download Station with hundreds of thousands


of free downloadable locos, freight and passenger cars, scenery
items, routes, sessions and more.
Online forums (message boards) where you can ask questions,
learn from others and share your enjoyment of Trainz.
Interactive online features such as iTrainz Chat; iPortal and
Multiplayer.

BACK TO CONTENTS
5 If you haven’t already joined, click on the “Join Planet Auran”
button to register. This will launch a browser with the Planet
Auran registration page that will guide you through the registration
process.

Tutorials MENU

28

When you first start T:ANE you will be taken to the Tutorials Menu.
You can complete these in order or choose to skip the Tutorials and
re-access them from Menu Bar > File > Tutorials at any time.
T:ANE includes 10 Tutorials, each focused on a different aspect of
train operation in the Driver system.

BACK TO CONTENTS
The Tutorials in order are:

Tutorial 1 Easy Mode Controls.


Tutorial 2 Junctions.
Tutorial 3 Switching.
Tutorial 4 Industry.
Tutorial 5 Signals.
Tutorial 6 Objectives.
Tutorial 7 Realistic Mode.
Tutorial 8 Train Brake.
Tutorial 9 Dynamic Brake.
Tutorial 10 Steam.
We have also included a link to “Tutorials on the Web” which will
provide assistance in using the Surveyor and Test Track tools. In 29
addition, the ? icon can be used to open a link to the Trainz Wiki
which provides the latest, most up to date information on each
aspect of Trainz.
To get started, select the first tutorial and click on Play Tutorial
button on the bottom right corner of the screen.
Follow the on screen instructions which explain the in-game
functions such as cameras, driving controls and more. You are free
to play these Tutorials as often as you like until you are ready to
move on to the next Tutorial.
Once you have completed Tutorial 1, carry on through the list to
discover more about controlling your trains and operating various
aspects of your railroad.
You receive a Tick for each completed Tutorial and you can also track
your progress via the Achievements menu.

BACK TO CONTENTS
Routes Menu

30

OVERVIEW
Click Start Trainz to open the Routes Menu. This is the central hub
where you can access all the Routes and from there, all the related
Sessions. It is important to understand these two terms before
continuing.

DEFINITIONS
Route Routes contain the ‘world’ components including
items such as terrain, terrain textures, buildings,
track, trees, roads, cars, people and trackside
objects. Generally these are things that do not
change in the world.
Session Sessions contain the ‘variable’ aspects that can
change between one driving Session and another.
This includes items such as locos, rolling stock,
time of day, weather and player instructions.

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Saved Session A Session you have previously begun playing,
and saved part way through.

All the Routes and Sessions available are created using the
very same tools available to you in T:ANE.

ROUTES LISTING
There are a number of Routes and Sessions included by default, and
of course you can also choose to create your own Routes or Sessions
from scratch. It is also possible to create new Sessions using existing
Routes, but you cannot edit the “Route” component of any of the
built-in Routes.

Route and Session Color Codes:


Light Blue = Installed Content 31
Green = Payware DLC
Yellow = Ready to be installed

Click on a Route in the list to select it and view a description of the


Route in the information pane along with a screenshot of the route.
You can sort the list by clicking on the arrow buttons at the top of the
listing. Click again to re-sort in the opposite direction. If the Route is
Editable, an Edit Route option will be presented at the bottom of the
screen. Built-in and DLC routes are not editable.
Click on the ‘View Sessions’ button to list the available Sessions
for this Route, along with any saved Sessions or active multiplayer
games currently running on this Route.
Information about the Session difficulty, the number of Stars you
have earned and your current Rank are shown in the top right.

BACK TO CONTENTS
ROUTES MAIN MENU
The Main Menu is found on the Menu Bar in the top-left corner of
the screen.

32

OPTIONS
This is where you can tweak the settings for a variety of systems
including graphics, controls and sound. Each of the Options Sub-
menus are outlined below.

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General Settings

Use General Setting to change when assets are downloaded and


determine which additional “content developer” information is 33
displayed on your screen.

Video Settings

Use these settings to adjust the look and performance of Trainz.

BACK TO CONTENTS
It is important to understand that T:ANE is an open-ended software
program that allows users to add practically unlimited objects into
a scene. Your computer hardware will determine how well high
density scenes are displayed, and what frame rates you can achieve.
It is up to you to find a combination of video settings that suit each
individual Route and your desired level of performance.
You can also adjust other global settings such as your screen
resolution, or turning shadows on or off under Settings on the
Trainz Launcher.
Available Video Settings:

Maximum Sets how far into the distance the terrain is


Draw drawn. Higher values will increase the work your
Distance computer will have to do and lower the game
performance.
34 Scenery Adjust the visual quality of scenery objects based
Detail upon the Level of Detail (for objects that take
advantage of this feature).
Tree Detail Adjust the level of detail distance for Speedtrees.
Texture Adjust the detail level of textures throughout the
Detail game. Higher values use more RAM and reduce
game performance.
Anisotropy Lower values result in a smoother framerate but
sometimes blurry scene. Higher values improve
the crispness of distant objects and objects that
are on an angle to the observer.
Good Controls the density of the distance fog effect
Weather Fog during fine weather conditions.
Bad Controls the density of the distance fog effect
Weather Fog during rainy or snowy conditions.
Gamma Adjust the depth of blacks and whites, lowering
the gamma will make the simulator appear darker,
increasing will make it lighter.

BACK TO CONTENTS
Enable in Some Driver Sessions may include video content
game video incompatible with your installed video drivers or
video codecs. If you find you are having difficulty
with in-game video you can use this option
to temporarily disable any videos from being
displayed.

Interface Settings

35

This menu is used to adjust how T:ANE responds to various keys


and mouse movements. Available settings include:

Compass Adjust the Compass Speed slider to the left to


Speed slow down mouse navigation. Adjust the slider to
the right to travel more quickly over areas of your
Route.
Compass Toggle between default settings and using cursor
Movement keys for moving the compass and mouse to move
the camera.
Camera Select Panning and the map slides left or right
Behaviour when you navigate around the terrain. Set to
Rotation, the map will rotate slightly as you
navigate.

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Limit Set to Off and only the graphics relevant to the
Contextual current Tool Tab are displayed (e.g. Track spline
Information points won’t display whilst the Texture tab is
open).
Spline Point Set to Off turns the white spline point markers
Rotation from spinning to static.
Default to Tick this option to keep the last asset you were
Last Used using as selected in each Surveyor tab.
Assets
Randomly This setting is handy when you are placing forests
Rotate New but you may want to deselect when laying rows
Objects of houses.
Automatic When a junction or “turnout” is created, Surveyor
Junction automatically adds a default switch lever.
Placement
36 Fixed track Set to On ensures that as you lay track, its height
vertex is constrained to the gradient between two spline
height points. The spline points are also “fixed” at that
height so that when you adjust the terrain height,
the track doesn’t move. You can then use the
track laying tools to edit the spline points to your
satisfaction.
Spline This controls the amount of detail visible in spline
Editing objects whilst they are being moved around.
Detail Improve performance when moving splines by
setting this option to Simple. This displays a white
line rather than the 3D spline details whilst moving
splines.
Auto-save Adjust this slider to increase or decrease the
interval time span between auto-saves while working in
Surveyor.

Sound Settings
Adjust the sound volume, the menu sounds and whether the 3D
sound effects are used.

BACK TO CONTENTS
Control Settings

Customize the various hotkeys used throughout T:ANE. Filter


controls to include only Surveyor, Driver or Other, then select the
menu, tool or function you want to change. Enter the new hotkey 37
then click the checkmark to confirm your changes.
If a key is already used, it will highlight in red. Change your
selection to another key.

ACHIEVEMENTS

This lets you check your progress towards earning Trainz


Achievements which are awarded when you complete Sessions that
are configured for Achievements.

BACK TO CONTENTS
Sessions Menu

38

OVERVIEW
Access the Sessions Menu by first selecting a Route from the Routes
Menu then clicking “View Session”.
Routes and Sessions are defined previously in the Routes
Menu section.

BACK TO CONTENTS
SESSION LISTING
T:ANE comes with a range of built-in “Driver Sessions”, each related
to a specific Route. The different style of Sessions available include:

Use the Quickdrive Tool to set up your


Quick Drive
own custom Session.
A free-form Session that begins with a
Free Drive range of trains and rolling stock already
placed on the track.
Generally a “drive from A to B” type
Simple Session session with instructions to suit all levels
of experience.
A more difficult Session aimed at more
Complex Session
experienced users.
A sand-box session with overall objectives 39
Multiplayer Session
set by the Multiplayer Host.
Select a Session in the list to view a description of the Session in the
information panel.
The relative difficulty and expected duration of a Session is listed
above the screenshot, along with any Stars you have earned
previously when attempting that Session.
If a Session is Editable, an Edit Session option will be presented at
the bottom of the screen. Built-in and DLC routes are not editable,
while the Create Session option is available for all Routes.
Click “Drive Session” to begin driving, or “Create Session” to open
the Route in Surveyor and begin creating a new Session.
Prior to attempting any of the driving Sessions, we recommend
you start with the Tutorials. Once you are confident and looking for
more of a challenge, progress on to the built-in Sessions.

BACK TO CONTENTS
SAVED SESSIONS
Any previously saved Sessions show in the list with the time you
saved them (or if renamed, the name you saved them with). Click
on a Saved Session to see details about the Session such as when it
was saved, and how long the Session had run for. Saving a Session
is a good way to save your progress on a long drive so that you can
pick up again tomorrow where you left off today.

MULTIPLAYER GAME LISTING


If there are any Multiplayer games running on the Route you have
chosen, they will appear in the Sessions listing (and also on the
Multiplayer Menu).
Click on a multiplayer game to view details of the game in the
information pane including the number of current players and the
host’s game description. Click the ‘Join Game’ button to join the
40 multiplayer game.
See Multiplayer page 82 for more information on Multiplayer
Sessions.

BACK TO CONTENTS
RANKS, STARS AND DIFFICULTY
T:ANE introduces the concept of player progression to Trainz. To
increase your Rank, you need to earn Stars. These are earned by
completing specific Sessions. Each Session has a scoring system built-
in with 5 Stars being awarded for completing a Session perfectly,
and 0 or 1 Stars awarded for a lesser performance.

41

There is no compulsory element involved with increasing your Rank


so viewing this feature is completely optional.

EXIT GAME
Main Menu > Exit Game, will exit T:ANE.

BACK TO CONTENTS

3. DRIVING AND OPERATIONS

Whatever your interest in trains,


T:ANE offers a huge variety of different
ways to “operate” your railroad.

Choosing Your Operational Mode 43

Driver Menu Bar 49

Driver Main Menu 56


42

Quickdrive 58

Operating Your Railroad 63

Multiplayer 82

Driving in Cab Mode - Diesel/Electric 85

Driving in Cab Mode - Steam 102

BACK TO CONTENTS
CHOOSING YOUR OPERATIONAL MODE

Trainz is more than just a train driving simulation. It is aimed at a
broad audience with many different aspects of railroad operations
offered. Experiment with the different options available and change
your mode at any time.

EASY MODE
The most common mode is the Easy Mode driving controls. A rotary
dial provides simple speed controls to make the selected train go
faster or slower. Loco power, train weight and track gradient still
have an effect on acceleration and speed, but this mode is not a full
physics simulation.

43

BACK TO CONTENTS
REALISTIC MODE
For the more advanced user, the “Realistic Mode” controls offer
a real-world physics simulation with power and braking curves
accurately modelled. Users can operate trains like a real train driver
using throttle notches, different types of brakes, and for steam locos
even operate the firebox and maintain water levels to generate the
required steam output.

COMMAND MODE
Rather than controlling an individual train, multiple trains can be
“programmed” to follow specific paths or sets of rules by issuing
orders or “Driver Commands”. The commands can be made on
the fly in Driver or set up and saved in a Session in Surveyor. With
multiple trains on the tracks, your railroad really comes to life.

44

BACK TO CONTENTS
SWITCHING YARD
Users can operate junctions manually by changing the direction of
the switches. It is therefore possible to carry out complex railyard
switching maneuvers by setting out cars for collection and sorting,
driving trains and controlling the junctions manually. Junctions are
often locked by the session author (or AI passing traffic) allowing
users to concentrate on driving not switching.
Use portals for generating new rolling stock and taking your
made-up consists “off map”.

FREIGHT RUN
In addition to driving along the tracks, trains can also interact with
trackside industries to load and unload. These special industries
have been set-up to produce and receive various commodities and
can include animations showing the actual loading and unloading
operations. 45

Interactive assets generate Waybills which require the movements


of Commodities from one location to another. This system also
provides the opportunity for scored Sessions where a player is
tasked to reach a certain goal.
See Interactive Industries page 73 for more information.

PASSENGER SERVICE
Just like interactive industries, passenger stations can also be set up
for the pick-up and set-down of passengers. Driver schedules can be
created for the user to follow, and AI drivers can be set up to provide
traffic on the route that will make every journey different from the
day before - just like in real life.

BACK TO CONTENTS
IN-CAB VIEW

46

For many people, the view from the cab is the only real choice of
perspective. Taking position in the driver’s seat, you experience the
same limited view of the track as a real driver. Your focus is on the
in-cab dials and the track, signals, speedboards and switches ahead.

TRACKING VIEW
While T:ANE does not provide an actual helicopter simulation,
it provides the next best thing with the External Camera (Chase
or Tracking View). This view attaches your camera to any loco or
traincar and provides a “helicopter view” following the train as it
travels along the tracks. This delivers a totally different perspective
from the in-cab camera where you see only what the Driver would
see.

BACK TO CONTENTS
TRAIN ENTHUSIAST VIEW
There are two other, “more relaxing” options to explore the worlds
provided. When combined with Driver Commands, it is possible to
simply sit back and watch from two different perspectives:

Passenger View
For some people, the joy of Trainz (and trains in general) is all about
taking a seat and watching the world go by. Click on any passenger
vehicle with internal support and press 1 to jump inside. Move your
camera using LMB-drag to look around and mousewheel to zoom
in and out.

47

Trackside View
For other train fans, the thrill of “trains” is about setting up trackside
and watching the traffic roll by. In T:ANE, “lineside” or “trackside”
cameras can be placed anywhere in the world using the Camera
Tools in Surveyor. Cameras are set to either remain Static or to
Tracking, to pan and follow the train. These cameras are perfect for
the trainspotter.

BACK TO CONTENTS
See Tracking Cameras page 163 to discover how to create your
own Trackside Sessions.

THROUGH-TRAFFIC (PORTALS)
Whilst most driving or operating is within the boundaries of the 3D
world contained in a single “Route”, by using “portals” and “iPortals”
it is possible to transfer trains in and out of the Route, and even
from one person to another.
For more information http://online.ts2009.com/mediaWiki/index.php/
HowTo/Configure_an_iPortal

48

MULTIPLAYER MODE
Another option is to participate in Multiplayer sessions with
other players from around the world. The only requirements are
an Internet connection, a Planet Auran account and an active
multiplayer account. Each player must also have the same version
of the Route and Session installed, and therefore MP ssessions are
limited to built-in or Download Station routes only.
BACK TO CONTENTS
OTHER MODES
Trainz offers so much flexibility that users often find additional
ways to use the software that were never even contemplated. One
example is using Trainz to create boat simulations or car traffic that
operates on “tracks”. Use your skill and imagination to discover new
uses for Trainz.

driver Menu Bar

49

This section covers the icons on theInsMenu


Print Bar
Pause to the right of the
F5 F6 F7 F8 F9 F10 F11 F12 Screen Break
Main Menu drop-down list.
5 6PAUSE
7 8 9 0 - +
Backspace

Home Num
/
End
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T Y Pause
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button.
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Click the Pause button ;again to suspend the current Session
Up
and
7 8
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click again to restart at any time.
Enter +
Page

, .
Down

V B N M / + 4 5
If you plan to pause for more than aShift
few minutes, consider using the
Save Session option instead.
Space + Alt + Ctrl + 1 2

0 Ins D
BACK TO CONTENTS
CAMERA VIEWS
The current camera mode is shown on the Menu Bar. Click on the
icon to expand the menu allowing you to choose from one of 5
camera modes.

Cab Interior View


Esc F1 F2 F3 F4 F5 F6 F7 F8 F9
50EscToEsc
go into Cab View, click on a locomotive then click on “Cab
F1 F4F1 F2
F2 F5 F3
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CV M VB BN N
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+ BCtrl
+ switch Ctrl
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between the cabs.
Advanced User: You can edit the InscabPrintcamera
Pause positions by
F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break
opening the appropriate “Interior” config file.
F5 F6F7 Ins Print Pause
4 5 6 F87 F9 8 F109 F11
0 F12
- + Screen Break Esc F1 F2 F3 F4
Backspace

Chase View Home Num


/
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5R 6 T 7Y Chase
8U 9 O -Pthe +camera menu list (or
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follow the train from the external /
camera. Use + Drag to Up rotate
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V B N M + + Ctrl
AltShift + + Z 4 X5
1 6
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0 Ins 3
BACK TO CONTENTS
.
Print Print
Pause Pause
F7
F8 F8
F9 F9 F10
F10 F11 F11
F12 F12 Ins Ins
Screen Screen
Break Break

78 89 the
90 -+ + keys (on the Home
0- and BackspaceBackspace
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/
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End
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78
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45 left.56
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in
focus by: Clicking on the Consist icons in the 2D Map View.
+ +
+ Alt
Space
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0 Ins 0 Ins
. .
Del Del
The HUD or keyboard controls will affect the train in focus (unless
the Session creator has prevented control). 0 Ins0 Ins
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F
Lineside View
~ (or
Click on Lineside View 1 press
2 3 )4 5
to change 6your7view8to the
9 0
pre-placed camera nearest to your selected train.
Q W E R T Y U I O P
If there are no cameras within visual range of the tracked object, the
A until
view reverts back to Chase View S theD train
F comes
G J
Hwithin K
range 51 ;
L
of a camera. Z X C V B N M . ,
Refer to Tools Tab pg 161 for information on placing your own Space
cameras.
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11
Free Roaming View
Select Free Roaming ~ View 1 (or 2 press
3 4 ).5This 6 mode7 operates
8 9the 0 -
same as
F9 F10 F11 F12 navigating Ins in Surveyor.
Print
Screen Q
Pause
Break
W E R T Y U I O P
Click in the 3D
Print world
Pause to move to that location. Click and drag
F10
9 F11 F12 Ins
J ;
0 - +the center
Screen Break
A screen
S to D move F forward.
G H Click K andL
Backspace
just above of the
-
,
Home Num
/ *
End

0O -drag
P + higherBackspace
up the / screen to move forward faster.
Z X Page C
Lock
V B N M .
/
Use the cursor
Home Delete
End
keys to rotate or change elevation. Up
Num
Lock /
7 *
8Zoom- + out
9 in and
K P L ;

using the mousewheel
Enter +
(or
Delete Page Page
).
Space +

; . , + 7 8 9
Up Down

ML ‘
/ Enter Shift
+ +
Zoom out all the way to “satellite”
Page
altitude at which
6
point the view
4 5

.Space
Down

transitions into
/ + AltShift+ a Map
Ctrl
+ + View with label 4 5
controls
1 6
for
2 various
3 objects
Enter

in the scene. .
Space + Alt + Ctrl + 1 2
0 Ins 3 Enter
Del

0 Ins 0
.
Ins
Del

0 Ins
BACK TO CONTENTS
Print Pause
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

52 /
Q W E R T Y U I O P

MapAView
S D F G H J K L ;
‘ Enter +

Z theXMapCViewV menu
Click on N M to display
B item, . a /2D (top-down)
Shift + ,
map view. This view provides an overview of the overall track layout,
Space + Alt + Ctrl +
where your trains are on the tracks and checking turnout directions
and signal states.
Map View shows the position, length, and name of each Consist, the
direction set for each turnout and named assets for assets such as
turnouts, industries and stations.
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
The map follows the movement of the currently selected Consist
which shows as green.
~ 1 2All other 3 Consists
4 5 show
6 as7 gray.8 Click9 on one
0 - +
of the gray Consists to centre the Map view on that Consist.
Q W E R T Y U I O P
Click on a point on the map to re-centre the map view to a new
location and removingAfocusS on D F G train.
your selected H J K L ;

Exit Map View by choosing
Z another
X Ccamera
V mode
B (or M ).
N , . /

Space + Alt

BACK TO CONTENTS
USER RULES MENU
This menu provides access to the QuickDrive Tool.
See QuickDrive page 58 for more details.

ADDITIONAL TOOLS MENU


The tools menu provides access
to many functions that are useful
when driving in a Session:

Toggle Session Instructions


Click on this to toggle the Session
instructions on or off.

Show Commodity Picker


Displays the commodity picker.
See Operating your Railroad 53
page 63 for more information.

Show Waybills
Shows available waybills from
participating industries on the
Route. See Operating your
Railroad page 63 for more information.

Toggle Schedule Information


Displays the schedule (if applicable to the Session).

Show Message Window


Displays system messages about the movements of trains
throughout the Route.

hide Junction Overlays


Toggles visibility of junction names and direction arrows. Use
mouseover to view junctions when toggled off.

Switch Between Imperial/Metric Units


Toggles between Imperial and Metric speed/brake pressure units.
BACK TO CONTENTS
Dim Headlight
Changes the headlight between full, dim and off.

Bright Headlight
Changes the headlight to a bright state or if already bright, turns
headlights off.

sound horn
Activate or deactivates the locomotive horn or whistle.

ring bell
Activate or deactivates the locomotive bell.

Reverse Train Facing


This toggles the direction that the train considers forwards.

54 Enable Decouple Mode


Displays a red icon over each of the available couplers.

ITRAINZ CHAT

BACK TO CONTENTS
To chat with other Trainz fans, click on the iTrainz Chat icon in the
top right of the menu bar across the top of the screen.
This opens the Chat Buddy List. Click on #trainz to open the general
Trainz chat channel. Begin typing and press the Enter key to ‘publish’
your words for others to see.
You can create your own chat channels, add Buddies and also ignore
users. Ignore will stop you from seeing any comments from that
person but they will still be able to see your comments.
This icon changes color to show that you are online, or if there
is a message waiting.
Requires a Planet Auran username and password entered in
the main options screen accessed from the Launcher.

55
HELP MODE
Click on the ? then select “Get
Help On”. Now click on any tool
or menu and you will be taken
to the appropriate Trainz Wiki
page. (Requires an active Internet
connection).

BACK TO CONTENTS
Driver Main Menu
The Driver Main Menu is found
on the top left of the Menu Bar.
The Options, Account Details and
Achievements sub-menus are also
accessible from the Routes Menu
and within the Surveyor Mode. In
Print
Driver, you have three additional
Pause
F8 F9 F10 F11 F12 Ins Screen choices explained below.
Break

8 9 0 - +
Backspace

Esc F1/ F2 F3
Home
F4
End

F5 F6
Num
F7
Lock /F8 *
F9
-
F10 F11
U I O P Page
Delete Up
7 8 9 +
J K L ;
‘~ 1
Enter 2+ 3 4 5Page 6 7 8 9 0 -

, .GAME
Down

N M SAVE / Q +W
Shift E R T Y 4 U 5 I 6 O P
56
Click Save +Game
Space Alt (or
+ CtrlA + S ) to D save
F theG current
1
H 2J
state 3of the
K L
Enter ;
Session including train location, train control settings and speed,
Z X C V B 0 InsN MDel
junction directions, and the state of each industry. The
.
Saved Session
. / ,
will then appear in the list in the “Sessions” menu. 0Select
Ins the Saved
Space +
Session to reload and pick up again from where you left off.

Note: Certain “Rules” may not save the current “state” of every
session element and therefore restarting the Saved Session may not
work exactly as anticipated in all cases.
BACK TO CONTENTS
FIND OBJECT

Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

Home

Q E R T Y U I O
Esc
P F1 F2 F3/ F4 F5 F6 F
W
Delete

A S D F G H J K L~ ;1
‘2 3
Enter 4+ 5 6

Z X C V B N M
To locate a specific named item on the map such as a junction,
, . /
Q E +R
W Shift T Y

station, loco or interactive industry, click


SpaceFind
+ Object
A +orS CtrlD + F . G
Alt 57 H
Selecting an item from the list will move the camera position to that
Z X C V B
position on the Route.
Choose from the drop down list to filter items of a certain type only.
Click on the item to move the camera to that location, then click on
the Checkmark to exit the Find Object menu.

EXIT DRIVER
Prin
EscClick
F1 Exit
F2 Driver
F3 toF4quitF5theF6
current
F7 Session
F8 F9andF10go back to the
F11 F12 Ins Scre
Routes or Sessions Main Menu or Surveyor Module, depending on
~ 1you loaded
where 2 3 the 4Session
5 from.
6 7 8 9 0 - +
Backspace

/
You will Q W R
E with
be presented T option
the Y I
Uto save O Session
the P before
exiting.
A S D F ; G H J K L ‘ Enter +

Z X C V B N M , . / Shift +

Space + Alt + Ctrl +

BACK TO CONTENTS
Print Pause
F5 F6
QuickDrive
F7 F8 F9 F10 F11 F12 Ins Screen Break

5 6INTRODUCTION
7 8 9 0 - +
Backspace

Home Num
/ *
End
/ Lock
T Y U
QuickDrive O P mode that provides a configurable
Iis a Session Pageset of
Delete
without using Surveyor. 7 8 9
Up
options to
J create aLcustomised Session
F G H K ;
‘ Enter +
Page

, . /
The QuickDrive Rule can be accessed from within “Driver” from the Down

V B N M Shift + 4 5 6
User Tools on the Menu Bar, or while in Surveyor by clicking on the
QuickDrive icon on the Menu
Space + AltBar+Esc
( CtrlF1+ F2 ).F3 F4 F5 F6 1 F72 F3
Each Route also has a “QuickDrive” session by default with0 Ins a
~ 1 2 3 4 5 6 7
selection of route-specific locos and rolling stock already placed for
D

your convenience. Q W E R T 0 Y Ins U

A S D F G H J
QuickDrive can be accessed at any time
Z during
X C a V
DriverB N
Session which has the rule enabled.
58
CONTROL TYPE
Switch between Easy and Realistic control methods by clicking on
the appropriate image.

BACK TO CONTENTS
ENVIRONMENT
Here you can change the weather type, time & date, game rate and
derailment realism.

59

- more info in Edit Enviroment Tools page 174

BACK TO CONTENTS
TRAINS

60

Click on “Trains” to view a list of trains or “consists” on the Route.


You can then:

Clone Place another instance of the same


consist.
Delete Requests confirmation before deleting the
consist.
Driver Assign a driver from the list to the consist.

BACK TO CONTENTS
NEW TRAIN

61

Click on “New Train” to display the consist management options.


Click on the consist of your choice then click on the track to place
the train.
You can also reverse or delete the consist you have placed.

BACK TO CONTENTS
DRIVERS

62 Here you can appoint various drivers for the Session by clicking in
the box beside each driver.
COMMANDS

Use this menu to select the commands you would like to be available
for AI Drivers in the Session.

BACK TO CONTENTS
OPERATING YOUR RAILROAD
This section explains how to use the various controls required to
drive trains and operate your railroad.

BASIC LOCO CONTROLS


Most sessions (and Quickdrive) provide a choice of Easy or Realistic
Controls.
In Easy Mode, a simple rotary dial speed controller is available in the
bottom right panel of the HUD. This dial controls the movement of
the currently selected train.

63

+Drag the dial clockwise to move the train forward. Dragging


the dial so the arrow points vertically upwards will cause the train to
slow down and stop. Dragging the dial anti-clockwise from vertical
will move the train in reverse.
Click on a position of the dial will move the dial instantly to that
location.

Even using the Easy Mode controls, trains can take a long time
to speed up and slow down. A heavy train will take much longer to
stop than a light train.

BACK TO CONTENTS
Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

1 F2 2 F3 3 F4 4 F5 5 F6 6 F7 7 F8 8 F9 9F10 0F11 -F12 +


Backspace
Ins Print Pause
Screen Break Home
Hotkeys: Print/Pause
QF1 W F2 E F3 R F4 T F5 U
F7 F8 Y
I
F6 O P
F9 F10 F11 F12Backspace Ins Screen Break
2 3 4 5 6 7 -
8 Tap9S to 0quickly + Delete
; set the dial to “Stop” Home En
A S D
Stop
Q 1W 2 E 3R 4 T 5Y
F G J
6H
K
7 Iand8bring L - /
O 9Pthe 0current consist
U
Enter

+ to a halt. +
Backspace

Z X C V N M B / , . Shift / + Delete
Ho
Pa
U
E F R G T
A Q S W DForward J UTapH Y
KW L O
I to ; Pthe control
move

Enterclockwise.
+ De
Pa
Space
Tap X Kto move,
+ the +control
L / ; Alt .
Ctrl
‘ + +
Enter anti-
Do

C D V F B G NH M J
Z A X SReverse Shift +
Z X C V B
clockwise.
,
N MSpace + . Alt /
+ Ctrl Shift
+ +
Space + Alt + Ctrl +
Whilst in Driver, you can use either your mouse or Hotkeys
to drive and the controls are active whenever you have a train
selected. Free Roaming Camera will lose focus of your train.

In addition to the movement controls, the Loco Control HUD


provides a number of other train controls:
64

Decouple

BACK TO CONTENTS
Decouple
To decouple traincars, click the Coupler button to display a
series of red icons which appear at each coupler location
in the 3D world. Click on the red coupler icon where you want to
make a break in the train.
Print Pause
F8 F9 F10 F11 F12
Pantographs
Ins Screen Break

8 9 0Click-on the + Pantograph button on the right of the throttle to


Backspace

raise and lower/them or press Home the End keyNum on the


Lock / keypad. * -If
UF7 I F8the OF9locomotive
PF10 F11 has F12 multiple Ins Print Pause
pantographs
Screen Break Pagesubsequent key/button
Delete
presses will
; raise them individually
Up
or together before 7 8
cycling 9 back +
J
7
K Esc L F1
8to all9down.0 F2- ‘
F3
+ F4 + F5 F6 F7 Page
EnterBackspace
F8 F9 F10 F11 F12 Ins

, .
Down

N M / Shift / +
Home End
4 Lock5 / 6 *
Num
-Backspac
I ~ O 1Train
U Reverse P 2 Facing 3 4 5 6 7 8 Page 9 0 - +
Delete
Space + Alt + Ctrl + Up
1 72 83 9Enter +/
H J K If L Q ;locomotive
your W
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 ‘
E Enter has
R two T cabs,
+ Y or U twoPage I control O desks
F12
P Ins inPrintthePause
. Screen toBreak
, .
same cab, you can click on the Reverse Train 0 Ins 4 button
Facing
Down

N M
1 change
2 3 to the
A / S
4 other 5
D ShiftF + G
cab.
6 This
7 can 8 also
H
9 be0 done
J K
- from +
;5Del 6
L Backspace
Cab Interior ‘ 65Enter

View onlySpaceusing + Z AltX + Ctrl C .+ V B N M 0 1 / 2 / 3 Enter , . Ins


Shift
Ho

Q W E R T Y U I O P
Bell 0 Ins + Alt
Space . CtrlDe
Del +
A S
F1 F2 F3 ToF4activate
D
F5 or
F G
F6 deactivate
H
F7 F8 the
J K
F9 locomotive
L
F10 F11 bell,
;

F12 clickInsonIns
Print +
Enter
the Pause
bell
, .
Screen Break
0
Z button
X Cor press V B . N M / Shift +
1 2 3 4 5 6 7 8 9 0 - +
Backspace

Ditchlights Space + Alt + Ctrl + Home


/
Q W E R T Y U I O P
To activate
Ins Print
or Pause
deactivate the flasher for the ditchlights, click Delete
F10 F11 F12

Screen Break
2 F3 A F4 S on D the
F5 Fditchlights
F6 F7
G F8 H button,F9J F10 or
K press F11L F12 ; . Ins Print
Screen
Pause
EnterBreak+

, .
Print Pause
F5 F6
- XF7 +5 CF86 VF97 BF108 N F11 F12 Ins Screen Break
0 ZLights
Backspace

2 3 4 9 M End 0 - Num + / Backspace Shift +


/
Home
Lock / * - Home End
O 5P 6 To 7 activate
8 9the headlights,
0 - +clickSpace on the+ Light / button. The + lights
Backspace

E R T Y U I DeleteO UpP Alt + Ctrl


W Page
Home Num Page
Lock Up /
End
will cycle through off, dim and /bright 7 settings.
8 9 You + can also

Delete
RL T ; Y U Enter I +O P
, .
S control
D F theGheadlightsH J usingK Page ;

LDown, which will switchDelete Enter +the lights
Page
Up
on Page
7 Down8
Z
F
X
and/ off.
G
C
H
V
JShiftK + L will
B N M
; change between
,‘ .Enter4 + dim
/
5 and 6 bright.
Shift + Down Page

CSpaceV Horn
+ BAlt N + Ctrl M + , . / Shift1 + 2
Space + Alt + Ctrl +
3 Enter 4 5

To operate theSpace horn or + whistle,


Alt + click Ctrl0on + the Horn
Ins
. button to the1 2
Del
right of the throttle control on the HUD. For long blasts of the
0 Ins 0 Ins
BACK TO CONTENTS
0 Ins
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

Hom
/
Q W E R T Y U I O P
Delet

Ahorn,S simply
D hold
F the
G J down
H key K longer
L ; or click
on ‘ +
+ Hold
Enter

C V B N M
the same duration each time.
. / Shift + ,
the Horn button. Some horns may have a set length, and will play for
Z X

Your locomotive may not be fittedSpace + Alt


with some + Ctrl
of these +
options.
In Realistic Mode the controls include Reverser, Throttle and a
selection of brakes specific to the particular loco you are driving.

66
The Cab Mode HUD also offers a similar range of additional controls
such as coupler, lights and horn, but adds a new control for the
Sander.

Sander
This is used to gain extra traction when wheelslip is occuring.

Detailed instructions for Realistic Mode are provided in


Driving In Cab Mode page 85 and page 100.

DRIVER COMMANDS
1 In addition to trains being driven by direct control, each train
can be controlled by an “Artificial Intelligence” (AI) Driver. This is
achieved by issuing “Driver Commands” via the Command Interface.
2 To issue a Command, choose a Driver then click on the double
blue arrow icon on the Command Display.
3 Choose a command from the list and the Command icon is
BACK TO CONTENTS
added to the display. Repeat this process to issue multiple orders.

1 5 2

67

4 To re-order your list, drag and drop an icon between two existing
icons, or click on the “down arrow” to insert a new Command. Drag
an icon off the list to remove it.
5 View a description of each task by moving the mouse over the
Command icons.
TIP: If a Command you require isn’t in your list, click on UserTools
> QuickDrive > Commands on the Menu Bar. Tick the boxes to add
more Commands.
Driver Commands can be also be issued using the “Edit
Session” Rules menu when creating a Session in Surveyor.

PLAYER INSTRUCTIONS
A number of additional in-game options have been provided in T:ANE
to ensure clear instructions and guidance throughout a Session.
Session authors can access the Navigation Point and
Objective tools in the Session Rules Menu.
BACK TO CONTENTS
3 1

68

1 NAVIGATION POINTS
“Navigation Points” (often called Nav Points) are icons visible in
the 3D world. Nav Points are set by the Session Creator and can
be attached to trackmarks, triggers or traincars. The icons provide
a visual cue for the user to follow while in their Driver Session.
Nav Point icons indicate the type of task the user is being asked to
perform and provide the “as the crow flies” distance and direction
to the destination.
Basic Nav Points include:

Proceed Forward Proceed Left.


Proceed Right Stop.
Turnaround Load.
Unload Couple.
Decouple Passenger Stop.

BACK TO CONTENTS
2 OBJECTIVES
Objectives are a bit like “quests” in a role playing game and are
used to inform players of their current tasks. Several Objectives can
appear at one time or they can viewed or displayed sequentially.
Click on the Objective in the top right next to the Speed HUD to
view more detailed instructions. Once each of the listed tasks are
completed, the Objective will disappear.
3 SESSION SCORING
Players can earn “Ranking Points” within a Session for completing
various tasks, or lose points for poor performance such as arriving
late, taking too long, or going the wrong way. All these systems are
controlled by the Session author.
4 RANKED SESSION
A Ranked Session awards Stars based upon how well the Session was
69
completed. Stars are then accumulated and earning more Stars will
increase a player’s Rank. The Current Rank is shown in the Routes
and Session Menu. A Ranked Session also provides a Timer with a
choice of Countdown or Elapsed time, and a “Completion” screen
that shows the number of Stars awarded.

BACK TO CONTENTS
SWITCHING JUNCTIONS

Print Pause
F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

F570 F6 F7 F8 F9 F10 F11 F12 Ins Print Pause


Screen Break
6 7 8 9 0 - +
Backspace

Home Num
/ *
End
5 6 7 8 9 0 Esc - + / F2 Backspace

Y U I O P F1 F3 F4 F5Home
F6End Lock
F7 Num F8 F9 F
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 UpF10 F11 F12/ Delete Page
Lock / Ins *
T Change
Y O ; P of the Turnout by clicking on thePage
U theI direction 7 and 8 9
G H J K L ~ ‘
1Enter 2 + 3 4 5Delete
Page
6 green
Up
7
7
8 9
8 Backspa9
F G redHarrows.
~ J 1 The
K 2 green
, .L 3 arrow
; 4 shows
5 ‘ 6which 7+ track8 the9 train will-follow
0Page +
Down
Enter
B whenN reaching
M /
the turnout. Q +
Shift W E R T Down Y 4U 5 I 6O
V B N M Q W
If you are in theSpace
, .
Cab,
E
+ hold
/
R T Shift Y +U
+ CtrlA +keyS when
Alt the D you
I O P
F click H1
G or use
4
J2 K3
5 / 6

to change theAjunctionSpace D+ Alt


S ahead. F Use+ G CtrlH + J ifKyou are
Z X C V
;
L reversing.
B 0 Ins ‘ 1
N M Del ,
2.Enter3

Z X C V B N M , . / 0 Ins Shift D
Sp
0 Ins
It is always a good idea, and courtesy (especially Space + Alt if in
0 +Ins Ctr
Multiplayer) to change junctions back to the main line.

Junctions overlay can be toggled on/off from the Additional


Tools Menu, see page 53.

BACK TO CONTENTS
~ 1 2 3 4 5 6 7 8 9 0 - +
Q W E R T Y U I O P

A S D F G H J K L ;

You can also change turnouts
Z X in the
C 2DV Map N M which .is /
B View ,
useful for planning your train’s movements well in advance of its
progress. Keep in mind the position of other trains on the Route + Alt
Space

when setting up junctions far away.

71

Click anywhere on the arrows to change the turnout direction.


Changing your camera position may help select the correct angle
when many turnouts are close together.

BACK TO CONTENTS
TURNTABLES AND TRANSFER TABLES

72

Click the curved arrow to rotate the turntable in the required


direction. The turntable will slowly rotate and stop lined up to the
next track segment. Click again to rotate to the next track segment.
Once the table is lined up with the required track, drive the loco
slowly onto the table. Stop in the middle making sure the train is
clear of both ends, then rotate the turntable to the track you want
to depart on. Pull slowly off the turntable to continue on your path.

BACK TO CONTENTS
+ Home

Q E R T Y U I O P
Esc F1 F2/ F3 F4 F5
W
Delete

A S D F G H J K L ;~
‘1 2
Enter 3+ 4 5

Z X C
COUPLING V DECOUPLING
& B N M , . / Q Shift
W +E R T

To activate decouple mode, click on the Decouple


Space + A CtrlS + D
+ Alticon F G
, then move your cursor over the couplers between train cars until
Z X C V
you see a red decouple icon. Click to decouple the consist at this
point. The red coupler icon then opens and a message is displayed
on the screen.
Decoupling creates a new consist and your camera remains focused
on the same car or loco as before the decoupling operation.
To re-couple, ensure that you are operating at speeds below 5mph
(8kph). Experiment with different camera positions to make this
F12
task
Ins easier.
Print Pause
Screen Break
Print Pause
6 F7 F8 F9 F10 F11
PASSENGER F12
STATIONS
Ins Screen Break
+
Backspace

7 Interactive 9 Passenger
Home
Stations Lock“produce”
Num
/ * and-“accept” passengers
End
6 /8 0 - +
Backspace

much like the DeleteInteractive / Industries produce


Home End
andNum accept
Lock / * -
Y I
UCommodities.
Page

O PTo pick up or drop


Up
7 off8 passengers,
9 + 73
‘ Enter +
Page
Delete
you
Page first require
passengers, and7then8 you9
Up
a
+
/
H passenger
J K
Shift stop
must
car
L that ; is capable
Down

of accepting
Enter
4 + 5 6
+ next to the platform of an interactive station. Page

, .
Down

B N M / Shift + 4 5 6
Alt + InsCtrlPrint+ Pause on a passenger 1car to 2 see
3 the Enter current number of
F12 Screen Break
passengers Space
in the+ carAltand + Ctrl +
0 Ins
. the Station to1 see2how3 Enter
on
+ many
Backspace passengers are waiting to be picked Del
up.
0 Ins
.
/
Home End Num
Lock0 /
Ins * - Del
INTERACTIVE INDUSTRIES
Delete Page
0 Ins
industry involves7one 8or more
Up
+ and output queues
9 input
‘ An interactive
Enter + Page
that designate whichDownCommodities are accepted or generated by
+
Shiftindustry
the and the speed at 4which5 6
these queues operate.
Alt + Ctrl + 1
on an industry to bring 2up the
3 Commodity
Enter Levels menu.
0 Ins
.
This display shows the current levels of the input and output queues
and also how long until that queue is empty
Del
or full.
0 Ins industry, stop a compatible
To load or unload at an interactive
vehicle at the loading/unloading position. Some industries allow
moving slowly past the loading/unloading position.

BACK TO CONTENTS
WAYBILLS – WHO NEEDS WHAT

To see which industries require Commodities, click on Additional


74 Tools > Show Waybills. The Waybill list shows a list of Commodities
in the left column. Click on each Commodity Icon to see which
industries require those products for delivery.
Waybills are automatically produced by an industry when that
industry reaches a percentage of capacity of a particular commodity.
Once the full amount required by the Waybill has been delivered,
the Waybill is deleted from your list.
COMMODITIES
You can allocate which commodities are carried by a particular item
of rolling stock. Click on the ‘Show Commodity Picker’ entry on the
‘tools’ menu to bring up the Commodities Menu.
Click on the Commodity icon, then click on an item of rolling stock
and an icon will appear showing that car is now limited to carrying
only that type of Commodity. You can only assign commodities to
vehicles built for carrying that type of commodity.
To stop any commodity being loaded or unloaded, use the “Stop”
icon. To allow the default load only, use the “Default” icon.

BACK TO CONTENTS
UNDERSTANDING SIGNALS
Both human and AI drivers must obey all signals in Trainz (although
human drivers may choose to ignore the signals at risk of an accident
with oncoming traffic).
Trainz signalling is currently a basic block signalling system, but
there is a large amount of flexibility built in to allow customized
signal systems that reproduce many of the different types found
around the world. Many signal systems convey similar information
in very different visual ways. Color light signals, semaphore signals
and position light signals have different ways of showing these
aspects.
Typical indications are as follows:

Line Clear (Green)


The next signal is either green or yellow. Green means
75
it is safe to proceed at line speed.

Caution (Yellow)
The next signal is red. Yellow means proceed with
caution but be prepared to stop at the next signal.

Stop (Red)
The block is occupied, terminates, or is closed. Bring
your train to a complete stop before reaching the Red
signal.

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Advanced Caution

On densely used track or where line speed is


high, a fourth aspect (Advanced Caution) may be
used to give advance warning to trains that they
have to slow down.
This would be used between Line Clear (green)
and Caution (yellow).
Note: Only one type of signal lights shown,
there are many types used throughout various
countries but the function remains the same.

Diverging Route
Signalling can also give an indication of which direction a junction
76 is set.
These signals are showing the diverging route is set, and you will
need to be travelling at mid speed. The exact interpretation of
‘mid speed’ is railroad specific, but is often 30mph or thereabouts.
The signal doesn’t specify left or right - just that the Route you are
taking is not the mainline Route.

This signal is showing the left hand diverging


Route is set. It doesn’t specify how fast the
junction should be taken - in this case this
information would be given by a separate
speedboard with a left hand arrow on it near
the junction.

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This signal is showing the Route to the left is
set. The highest signal is the mainline Route.
Any signal arms mounted lower indicate that
a lower speed limit applies to that Route.
The exact speed is not specified directly -
that information would be provided by a
speedboard.

Automatic & Controlled Signals


A controlled signal is generally used to protect one or more
junctions or other track features. Controlled signals show Stop by
default, and only clear to a Proceed aspect in the presence of a
77
train.
An automatic signal shows Clear (green) by default unless the track
is occupied or blocked ahead, when it will display the appropriate
restriction.
“Stuck” Signal

There are many possible reasons why a signal won’t clear. You can
get a hint about why a signal is showing a specific state by hovering
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over the signal with your mouse cursor. The tooltip that appears
explains why the current state has been set. You can also Click on
the signal to move the camera to any obstruction (e.g. a train in
advance of the signal).
Some common messages displayed include:

No path to There is no possible track path available


selected to the destination (even though you think
destination there might be). It is possible that a junction
lever is missing, the track is broken, direction
markers prevent travel on a required track
segment or perhaps the track simply has no
connection to the current track.
A train is Your train is blocked due to another train on
blocking or the tracks competing for the same junction.
78 approaching this You cannot proceed until the track is clear.
junction lever Identify the train that is competing for the
signal and determine whether you will wait
for it to proceed, or adjust the schedule of
either your train or the train that is blocking
your path.
An AI train has An AI Driver has a “permit” for that lever.
control of this The train will maintain the permit (lock) on
junction lever the lever until it has crossed the junction or
the current schedule has been abandoned.
Manual control is The Session author has prevented manual
disabled for this control of the lever.
junction lever

Passing a Signal
When a train encounters a green light, it is permissible to pass the
signal at normal speed. The signal will change to red once the block
in advance of the signal is first occupied (i.e. the train has passed the

BACK TO CONTENTS
signal and travelled the length of the overlap distance). It will not
change to caution (yellow) until the train has completely vacated
the block in advance of the signal (i.e. the back of the train has
passed the next signal by the length of the overlap distance).

UNDERSTANDING AI DRIVERS
Overview
The AI drivers in Trainz follow a series of specific behaviours. They
do exactly as they are “told” (which is sometimes not what the user
thinks it should be doing). It is best to provide specific instructions
using commands such as Drive To Trackmark and Wait to guide
them. This section provides more information as to how the AI
Driver operates, and how to troubleshoot any problems that arise.

Driver Notifications
1 Click Additional Tools > Show Message Window to show 79
messages relating to the AI Drivers.

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Track Overrides
Specialised trackmarks can be set to override the “logical” track
layout.

80

Track Priority AI trains will follow a Track Priority setting that


matches their own Priority setting, but only if
that route is available. If not, they will chose
a different priority track. Use Trackmarks as
waypoints, or Direction Markers to prevent a
train using a specific track.
Track Direction These markers will prevent any AI train from
Marker ever traveling in the “wrong” direction.

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Solving AI Problems

81

Option 1 Use the signal blocked messages to find a train


blocking your path
Option 2 Use “Abandon Schedule” then “Continue
Schedule” to get the AI to recalculate the path
and potentially free up a locked junction
Option 2 Use “Abandon Schedule” then take manual
control to sort out the bottleneck (possibly
by moving a train onto a different line, for
example)

To avoid the same problem again, edit the session in


Surveyor adding additional Commands or Rules.

Pause the game while figuring out and making changes.

BACK TO CONTENTS
Multiplayer
Multiplayer introduces a new level of interactivity to the Trainz
environment. Just like on a real railroad, the safe passage of several
trains requires the co-operation of railroad staff.
With real people working each train, operational possibilities of
online Sessions are virtually limitless!

JOINING A SESSION
Active multiplayer Sessions appear below the regular Session list or
in the Multiplayer Menu. Select a multiplayer Session and click Drive
Session. A multiplayer-specific connection dialog is displayed before
Driver begins loading.

82

If you don’t have the latest content required for the selected Session
you will be prompted to download the updates and automatically
launch you in to the game.

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When the game loads, a list of players currently in the game is
displayed. Click on “Choose a Driver” to see a list of available drivers
and trains in the Session. Click on an “eye” icon to view the train
location on the map, and then click on the arrow button next to the
driver of your choice to select that train. You are now in charge!

CHAT DURING A SESSION


A special chat channel is visible which allows communication
between Multiplayer participants. Session admins and officers
are denoted in the chat and you should take care to follow their
directions. They have the power to kick you from that Multiplayer
Session if you are being disruptive. Don’t be afraid to ask for advice
regarding Trainz Multiplayer or the specific Session that you have
joined.

GAMEPLAY
You can control one or more Drivers in Multiplayer. An AI Driver is 83
assigned to each train, so you can control a train either through
issuing Commands to the Driver, or by driving manually. Only one
player can control a train.

BACK TO CONTENTS
HOSTING A SESSION

84

We suggest before hosting your own multiplayer Session you take


some time to familiarise yourself with the Route and to participate
in a few sessions as a player.
Load a Multiplayer Session, give your Session a short, descriptive
name and choose Private or Public. Click “Start Session” to begin
the multiplayer Session and to list your Session in both the Session
Menu and Multiplayer Menu.
Assign a Driver to joining players by clicking in the player list and
choosing “Assign Driver...”. Let your participants know what you’d
like them to do, and away you go. As Admin, you can also promote or
kick players by clicking on their portraits and selecting the relevant
options.
To ensure absolute integrity, Multiplayer requires any content
used in a Session is available on your computer in unmodified
form. Trainz will automatically revert any modified content and (if
necessary) download the latest version from the DLS.

BACK TO CONTENTS
Driving in Cab mode - DIESEL/ELECTRIC
INTRODUCTION
This section provides in depth instructions on how to drive Diesel or
Diesel/Electric locomotives in the “Realistic Mode”, also commonly
called Cab Mode. This provides a realistic driving experience with a
full physics simulation of the various forces at work. This includes
locomotive performance such as the power output at each “notch”,
length and weight of the train, track gradient, track curvature, air
resistance, brake power and more.

Train Brake Throttle Lever


85

Independant Brake Lever Reverser Lever

In-Cab SS4 Locomotive shown. Cab interiors and lever positions


vary for each locomotive.
We also recommend you play through the Cab Mode Tutorials for in-
game assistance in discovering the finer points of Cab Mode driving.

BACK TO CONTENTS
In-cab Controls
Many of the controls within the locomotive cab can be adjusted
using your mouse. These controls are identified by a tooltip that
shows when you hover your mouse over the control. The types of
in-cab control available to the cab creator include levers, switches,
analog and digital dials, lights and even slidable windows.

86

You can also use the Hotkeys or Driver HUD to carry out the same
function. This means you can control your loco in a variety of
different ways including external camera view.
T:ANE aims to deliver the most realistic driving simulation
experience possible. See Test Track in Chapter 6 for more
information on measuring and adjusting the power output of your
loco and analysing all aspects of the physics calculations performed
while driving.

BACK TO CONTENTS
MOVINGEsc
FORWARD: Esc
EASYF1 ASF21-2-3
F3 F4 F5 F6 F7 F8 F
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
To get your loco moving, simply follow these three basic steps:
3~ 4
1 2 3 4 5 6 7 8
~ 1 2 5 6 7 8 9 0 - +
F1 F2
Esc Release F3 brakes
the train F4 F5 Q F6 W F7 ifE the
. Note: F8 Rbrake
F9 T cylinder
F10 Y F11 UF12 I
Q W E R T Y U I O P
Step 1: has not emptied, you may need to also release the
~ independent A S D F G H J K
1 S 4 D 5. F 6 G 7 H 8 J 9 K 0 L - ; +
2 A 3brake

Q ZE X
W
With the throttle
R CT VYZ BUX NIC M
in Neutral,
OV PB
move the Reverser into
N M
/ , .
Esc F1 F2 F3 F4 F5 F6 F7 F8 ; F9 F10
Step 2: A by pressing
Forward S D F orGdragging
H theJ Reverser
K L lever
Space + Alt ‘
in the 3D world.
Z~ X1 C2 V3 B4 N5 M6 ,7 .8 /9 0

Step 3: Increase the throttle


Q W slowly
E and the
R T train
Y will
U begin
Space I+ Alt
O +P
to move forward.
A S D F G H J K L

Z X C V B N M ,
87
Space
Monitor the HUD (Heads up Display)
which shows your current speed, brake
and throttle settings, and other important
information such as distance to next
speed limit and signal, signal status and
track gradient .

Continue reading to discover more in


depth information on the controls, and
also how to slow down and bring your
train to a halt!

BACK TO CONTENTS
Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

Print Pau
2 F13 F24 F35 F4 6 F5 7 F6 8 F7 9 F8 0 F9 - F10 + F11 Backspace
F12
Esc Ins Screen Brea
1
Home
/
REVERSER
Q~ W1 E2 R 3 T 4 Y 5 U 6 I 7 O 8 P 9 0 - +
Backspace

Delete
/
A Hotkeys
SQ DW = FE / GR HT JY KU LI ;O

P Enter +
The
Z tooltip
XA Ctext
S V in
D theBFCabNInterior
G M H ViewJ forK,
. the/LReverser is “reverser
; Shift + Enter + ‘
lever”. The Reverser position determines the direction the train will
travel
Esc
Z
F1 relative
X
F2 F3to the
C
F4 cab
V
F5 with
B
F6 the
N Space
F7 driver
F8 (especially
,
M + Alt. + important
/Ctrl + Shift
F9 F10 F11 F12 toIns +Print
Screen
remember in dual cab locomotives). Space + Alt + Ctrl +
~The 1Reverser
2 has3 three
4 settings:
5 6 7 8 9 0 - +
Backspace

/
W Q E R T Y U I O P
Move the Reverser lever into the Forward position
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Print


Screen
Forward
A D
S press
or F . G H J K L ; Enter +
~ 1 2 Z 3 X 4 C 5 V 6 B 7 N 8M 9 0 . -/ +
Move the Reverser lever into the Reverse
,
position orShift +
Backspace

Reverse /
Q W press
E R . T Y U I O Space
P + Alt + Ctrl +

A MoveDthe FReverser
S G lever
H J
into K Neutral
the L position
;
‘ Enter +
88 Neutral Z (noX default
C hotkey).
V B N M . / , Shift +

Space + Alt + Ctrl +

The Neutral position disengages any tractive effort regardless of


throttle setting. The locomotive should always be stopped before
changing the reverser setting to the opposite direction.
You cannot change the position of the Reverser unless the
Throttle is at the idle position.

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~F1 1F2 2F3 3F4 4F5 5F6 6F7 7F8 8F9 F10 F11 F12
Esc Ins
9 0 - +
Print
~F1 1F2 2QF3 W
3F4 5F6 T
4EF5 R 6F7 Y
7F8 U
8F9 F10 F11 F12
Esc Ins
I9 O0 P- + Scree
Backspa

/
THROT
~ 1 TLE2Q W 3A 4ES 5D
R 6F
T 7G
Y 8H I9J O0K P-L +; ‘/
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U E

HotkeysQ= WA / ESZ /RDX TFC YGV UHB I JN OKM PL , ; . ‘/ EnterS

The tooltipAtext Sin


Z the
DXCabFC
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GV View
HB for
JN the
KMThrottle
L ‘.“throttle
;isSpace /+ Alt ,++
EnterShift
lever”.
Z X C V B N M , . /+ Alt Shift
Space +
+ Ctr
In Cab Interior View select the required throttle setting by moving
the throttle lever to the required notch position. Space +Print Alt + Ctrl +
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Pause Break
F1 Notch 0 = no
F4 tractive effort Ins Print Pause
F2 F3 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

2 Notch
3 48 = maximum
5 6 tractive
7 8 effort.
9 0 - +
Backspace

1 2 3 4 5 6 7 8 9 0 - +/ Home
Backspace En

Q W E R T Y U
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 I O P Ins Print Pause
/ Screen Break Delete Pa
Ho

Q W E T the
RIncrease Y Throttle
U I oneOnotch. P U

A S D F G H J K L ; Enter
‘ + De
1 2 A 3 S 4 D 5 F 6G 7H 8 J 9K 0L -; +

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, .
Do
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Z X C VReduce
B theN Throttle
M one notch./ / +
Q W Z E X R C T V Y B U N I MO P , . /
Shift
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Space + Alt + Ctrl +
A S D FSet the
G Throttle
H J to Notch
K L0. ;
Space + Alt Enter
+ Ctrl‘ + + 89
Z X C V B N M , . / Shift +

Space + Alt + Ctrl +


MANAGING THE THROT TLE
Correct use of the throttle depends on various factors such as the
type of locomotive, the weight and length of the train, the severity
of grades and weather conditions.
For each throttle position, a definitive maximum load current and
corresponding tractive effort is generated. The increase of tractive
effort as the throttle is moved from one position to the next is
immediate. Since the total tractive effort of the standard diesel
locomotive is divided into eight steps (available at the eight throttle
notches), it is necessary to advance all the way into the last notch in
order to develop full tractive power. It is good practice to hesitate at
each notch position, to allow the engine to come up to the new run
speed, and to prevent slipping.

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1

90

1 The Load Indicating Meter or Ammeter provides the best guide


for throttle handling when accelerating a train. By observing
this meter, it will be noted that the pointer moves to the right
(increased amperage) as the throttle is advanced. Thus for maximum
acceleration without slipping, the throttle should be advanced one
notch each time the pointer begins moving back toward the left,
until full power is reached in notch 8.
The worst treatment that can be given to a traction motor is
to allow it to stand at “stall” for any appreciable length of time with
load current applied to it.
It is therefore important, that once the brakes are released and that
the train slack is out, to start the locomotive to move as quickly
as possible, accelerating to a speed that will bring the load meter
pointer down in a minimum of time.

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TRAIN SLACK
When starting off, it is good practice to advance the throttle
promptly to a notch that will start the train moving. Once you get
moving, you may need to back off the throttle once all the slack is
out in order to maintain desired speed. Print Pause
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break
When decelerating, it is also important to consider the action of
~ slack
1 running
2 3 in4and 5out on
6 the7 train.
8 Always
9 0avoid
- reducing
+ the
Backspace

throttle from high power to idle before allowing traction motor


/
Q W
voltage R T
E (reduce).
to decay Y U I O P

A
Pressing S is D F G for
only intended J
H emergency
K use
L as the ‘
; surge caused
Enter +

greatly increases
Z X
the
C
risk
V
of drawbar
B N M
or ,
coupler . /
failure (along with a
Shift +
very uncomfortable ride for your passengers).
Space + Alt + Ctrl +

91

Reverse Lever

Dynamic Brake Lever Throttle Lever

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WHEELSLIP
Power is required F1 F2 a train
F3 F4 F5 but F6 tooF7 much
F8 force F9 F10 will F11 F1
Esc
to get moving,
cause an event called “wheelslip”. With steel wheels sitting upon
~ is1 very2 little
steel track, there
3 4 5 6 7 8
friction between the two surfaces.
9 0 -

Increasing the throttle


Q tooW quickly
E Rwill generate
T Y tooU much I power
O P
causing the wheels to spin or “slip”. This wheelslip is indicated by the ;
F2 throttle
F3 F4 setting
F5 F6on the
A
F7HUD
S D
F8 flashing.
F
F9 F10If you
G
F11 doF12
H J K PauseL
begin wheelslipping,
Ins Print ‘
move the throttle back using
Z X . C V B N M
Screen Break
,
. /
2 3 4 5 the information
6 7 8 in the
9 Cab
0 HUD + to get information
- Panel Backspace
Watch + AEn
Space Home
on speed, throttle, brake settings and Reverser /
direction.
Q W E R T Y U I O P Pa
Delete U

A SANDING
S D F G H J K L ;
‘ Enter + Pa

, .
Do

Z Hotkeys
X C= V B N M / Shift +
If you are having difficulty to get your train+ moving
Space Alt +you may+ need to
Ctrl
92 apply sand. This increases the level of traction. Don’t forget to turn
the sanders off once you are underway!
BRAKING
Slowing and/or stopping a train can be quite a challenge in cab
mode. There are three different brake systems available and each
one has a specific purpose:

Independent This applies the brakes on the locomotive only providing


Brake effective stopping power for a locomotive without a
train, or for a light train moving slowly.
Train Air This applies brakes down the entire train by using
Brake compressed air to apply the brakes. For a long train it
can take a very long time for the air to reach the last
cars.
Dynamic these brakes use the locomotive’s own engine to power
Brake their application which means that they are quick to
respond, and will generate a lot of force to slow the train.
They become ineffective at low speed and are ideally
suited for controlling speed when descending hills. Not
all locomotives have a dynamic (or regenerative) brake
fitted.

BACK TO CONTENTS
Print
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen

Print Pause
Esc
~F1 1 F2 2F3 3F4 4F5 5F6 6F7 7F8 8F9 9F10 0F11 -
F12 Ins
+ Screen Break
Backspace

/
~ INDEPENDENT
1 Q
2 W 3 E4 RBRAKE
5 T6 Y7 U8 I9 O0 P- +
Backspace

/
Hotkeys
Q W A= ES / RD TF YG H
U IJ K
O PL ;
‘ Enter +
The Independent
A SZ DX FC GV HB JN KM L ;.
Brake as the name suggests is independent/ ofEnter
the + +
Shift , ‘
main train braking system. It is used to apply braking force only on
Z
the selected X C V
locomotive. B N M . /+ Alt Shift
Space + Ctrl+ + ,
Not all locomotives have an independent braking
Space + Altsystem.
+ Ctrl +

In Cab Interior View, the independent brake lever has a continuous


range from fully off (red range) to fully on (green range). Set the
Independent Brake by moving the independent brake lever across
this range.
This differs from the Cab Mode Control HUD, which shows
Green for “Go” (brakes are off) and Red for “Stopped” (brakes are
on). Ins Print Pause 93
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

In keyboard control mode the Independent Brake is set by pressing Home


/
Q the
W E key.
R However,
T Y this
U only I toggles
O P the Independent Brake
Delete
between being fully on or fully off. Use the;HUD or Lever to make
A S D F G
smaller adjustments.
H J K L Enter +

Z X C V B N M , . / Shift +

Menu >+ Options


Set additional hotkeys in Main Space Ctrl +
Alt + > Control
Settings.
Application of the Independent brake takes some pressure away
from the Main Reservoir and the Brake Cylinder pressure will rise.
Remember this brake only applies to the locomotive and not the
rest of the train. It is not effective for a heavy train.

BACK TO CONTENTS
Print Pause
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

~ 1
Esc 2
F1 3
F2 4
F3 5
F4 F56 F67 F78 F89 F90 F10- F11+ F12
Backspace
Ins Print
Screen
P
B
INDEPENDENT /
Q W E R TBRAKE
Y UBAIL
I O P
~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

Hotkeys
A
Q W
S = D
E
F
R
G
T
H
Y
J
U
K
I
L
O P
;
‘ Enter /+
The Independent
Z X C V B N M , .
Brake Bail can only be operated from /
the keyboard
Shift +
by pressing
A theS D key.
F It Gimmediately
H J vents
K only
L the ‘
; locomotive Enter +
brake cylinder without affecting the brakingSpace
train. Z X C V B N M , .
effort+on Alt + Ctrl
the rest
/
of the+
Shift +

Space when
If the Train Brake or the Independent Brake is applied Ctrl +
+ Altyou+ use
the Independent Brake Bail, the locomotive Brake Cylinder will fill
again with air and rise in pressure. This is mainly used to “stretch”
the train by allowing the locomotive to “run away” from the rest of
the train. This stretches the train to the limits of the couplers and
reduces strain.

94
Train Brake

Dynamic

Independant

BACK TO CONTENTS
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F

~F1 1F2 2F3 3F4 4F5 5F6 6F7 7F8 8F9 F10 F11 F12
Esc
9 0 -

~F1 1F2
Esc F3 W
3F4 F5 5F6 F7 F8 F9 F10 F11
0 F12
I
2
Q 4E R 6
T 7
Y 8
U 9
I O P- +
TRAIN
~ BRAKE
1 2Q 3WA 4ES 5RD 6TF 7YG UH
8 9I J O
0K P
-L +;
Bac

Hotkeys = Q / WA /E SZ RDX T FC YGV UHB I JN OKM P L , ; . ‘/ /

The tooltip text in the


A
Cab Interior View for the Train Brake
S Z DX F C G V H B J N K M L . is /+
; Space , ‘ A
En
“trainbrakelap lever”.
Z X C
A standard air brake handle has “Release”, “Lap” and “Apply”
V B N M , Space
. /+ Alt Sh+
positions. Learning how to operate the Train Brake Space
is critical
+ inAlt + C
controlling the speed of your train.
Be careful with repeatedly releasing and re-applying the
brakes in quick succession. You will soon empty the air reservoir
leaving you with no way of applying the brakes until the reservoir
recharges. Esc
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F1
Release
~ 1 2 3 4
Select the Release setting by moving the trainbrakelap lever into the
5 6 7 8 9 0 -

“Release” position Q . This E


W opens T
Rthe main Yreservoir
U I O P 95
conenction
to the brake pipe, raising pressure in the pipe and thus releasing the ;
brakes.
A S D F G H J K L ‘
Z N M X
While motoring, the main reservoir gently maintainsEscbrake
F1 pipe
F2
C V B , . F3
/
pressure to counteract any leaks in the system. Leave the handle in + A
Space
the Run/Release position while motoring. ~ 1 2 3
Apply Q W E
Esc F1 F2 F3 F4
F10 F11 F12 F5 F6 F7 F8 F9
To begin applying the brakes, move the handle to “Apply” A S
position. This releases
~ 1 2 air 3from4the 5brake6 pipe7 to the 8
atmosphere
9 0 -
Z +X
and in turn this causes the brake cylinders to apply pressure to the
wheels. Q W E R T Y U I O P
Print Pause
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins


Screen Break
Note: Also use the A key S to apply
D Fhandbrakes
G H to Jconsists
K without
L ;

~ locomotives
1 2 3 to prevent
4 5 them
6 from
7 rolling
8 9away.
0 - +, .
Backspace
Z X C V B N M /
LapQ /
W E R T Y U I O P Space + Alt
Watch the equalizing reservoir when making a brake application.
A S D F G H J K L ;
When the pressure has decreased by 10-30 psi, move the handle to
Enter +

“Lap” Z . This
X shuts
C off Mfrom the .main/reservoirShift
V theBflowNof air into + ,
the train pipe, and closes the connection to the atmosphere that is
Space + Alt + Ctrl +
BACK TO CONTENTS
made during a brake application.
The brakes will slowly apply down the train to the requested level.
How hard the brakes apply is controlled by how long the lever was
left in the “Apply” notch.
Gradually the Brake Pipe pressure will stabilize at the same pressure
as the equalizing reservoir. A heavy freight train can generally be
slowed by a Brake Pipe reduction of 10-psi, a fast moving passenger
train can require heavier reductions of up to 30-psi.
A full application or “equalization of pressures” occurs at 64-psi for a
90-psi train pipe such as that in use on the F7 diesel.

96 Brake Pipe
Pressures

BACK TO CONTENTS
Slowing a Long Train
The brakes of a long train will take more time to react, as changes
in pressure must be transmitted by the train pipe to every vehicle
in the consist. The brakes will be held at this level until the handle is
moved to the release/run position, when air will flow from the main
reservoir into the brake pipe and the brakes will gradually release.
The Flow Gauge serves as a guide to air movement within the Brake
Pipe. A reading above zero indicates that the brakes are either in
the process of application or release or are otherwise venting air
somewhere in the consist.
Think of filling up a bucket to store power (Apply) and then
pouring it out to apply the brakes (Lap); the more water you put in
the bucket, the more you have to use.

Self-Lapping Brakes
Modern locomotives are fitted with Self-Lapping brake systems, 97
which shut off the flow of air automatically when a reduction is
made. A Self-Lapping brake handle has a range of Apply notches
which will automatically lap the brakes at specific braking levels.
This means you don’t have to wait in Apply for a set period of time,
but simply move the lever to the level of braking you want.
Just like the standard air brake, you can apply the brakes further
(by moving the lever further), but you cannot partially release the
brakes. You must fully release the brakes in order to re-apply them.

BACK TO CONTENTS
TRAIN BRAKE OPERATION

This Westinghouse or ‘Automatic’ airbrake is the standard braking


system used since it was introduced by George Westinghouse in
1869.
It has endured with little modification to the present day and T:ANE
currently considers all the vehicles to be fitted with Westinghouse
equipment regardless of era or region.
The system is based on a pressurized air pipe connected to
reservoirs on all the vehicles in the train. Simply put, a pressure
reduction in the pipe results in airbrake application while a fully
pressurized brake pipe results in brake release.
The makes the Westinghouse system “failsafe”; when pressure
is released, the brakes are applied. A brake application can be
actuated by anything from an emergency application, a burst hose,
98 a derailment or a wagon being decoupled from the train.
FLOW - BRAKE PIPE FLOW
The Flow field displays the movement of air in the train Brake Pipe.
It should return to zero before attempting to move away from a
standstill, as flow indicates that the brakes have not released on all
vehicles in the train.
The Flow Gauge is the only true indication of system equilibrium
when viewing from the cab, as Brake Pipe Pressure is measured at
the locomotive. If the Flow Gauge pointer is bouncing it means the
brakes on the train are still in the process of applying or releasing.
BRAKE PIPE - BRAKE PIPE PRESSURE
The Brake Pipe field displays the pressure in the Brake Pipes.
Flexible hoses connect the Brake pipe (or Train Pipe) between
vehicles in the train.
The Train Pipe is fed by the Main reservoir. The maximum pressure
is maintained by a feed valve. Over use of the airbrakes can deplete
the air in each vehicle’s auxiliary reservoir more rapidly than the
brake pipe can recharge them, resulting in runaways.

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BRAKE CYLINDER
The Brake Cylinder field displays the pressure in the Brake Cylinders
of the currently selected locomotive/car. Each car is fitted with one
or more brake cylinders. A piston inside the cylinder moves as a
result of pressure changes in the train pipe. The piston’s force is
transmitted via rigging to brake blocks or discs at the wheels.
Since a pressurized cylinder results in brake application, a reading
of 0 Brake Cylinder pressure indicates that the brakes are released
on the locomotive.
The Brake Pipe Flow Gauge and the Train Pipe Pressure Gauge are
the driver’s means of estimating brake cylinder pressure at the rear
of a train.
If there is any brake cylinder pressure showing on the gauge or
HUD, the brakes have applied on the vehicle you have selected. By
selecting a vehicle toward the rear of a long train, you can see how
much longer it takes for the brakes to apply at the back of the train.
99
EQUALIZER - EQUALIZING RESERVOIR
The Equalizer field displays the pressure in the Equalizing Reservoir.
This overcomes the difficulty of setting the brakes to a desired level
on a long train.
Small changes in train pipe pressure will not display correctly on
the gauge until the pressure has stabilized along the length of the
train (since brake pipe pressure is measured at the locomotive).
When applying the brakes, air will vent from the Equalizing
Reservoir. A relay valve detects pressure reduction and discharges
air from the brake pipe until its pressure is the same as that of the
equalizing reservoir. This serves as a guide for the driver as to how
hard the brakes will apply.

BACK TO CONTENTS
EMERGENCY BRAKE
1 F12 Hotkeys =
Ins Print
Screen
Pause
Break

Select the Emergency setting by moving the trainbrakelap lever


-
F4 +F5
Backspace
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F
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more control tractive effort.
Space + Alt + Ctrl +

Emergency Brake

Independent Brake
Dynamic Brake

BACK TO CONTENTS
DYNAMIC BRAKE OPERATION

The Dynamic Brake is a means of reducing locomotive speed by


an electrical system, which converts the traction motors into
generators. The operation and effect of this system applies braking
power only to the locomotive(s). Power required to rotate the
generators through gearing on the wheels and axles retards the
locomotive’s travel. Current generated by the traction motors is
dissipated in resistance grids located in the engine hood of the
locomotive.

The grids are cooled by motor driven fans that are powered by a
portion of the current generated. Although similar in effect to an
independent air-brake application, Dynamic Brake is fully electrical;
it does not produce friction between brake shoes and tires, thus
avoiding heat and wear on these parts. The load indicating meter
shows the current generated by the traction motors and may be 101
compared in effect, with a brake-cylinder pressure gauge.
Dynamic braking is valuable in many phases of locomotive operation.
It is particularly valuable when descending grades, though it can
effectively be used to retard train speed while coming to a halt if
desired (10 mph minimum), reducing the necessity for air brake.

Advance cautiously through the braking range until desired braking


effort has been reached. The amount of braking strength available
varies with train speed, and with the throttle in notch 8 continues
to rise, as the speed decreases until reaching its maximum value
at around 20 mph. It is permissible to start from a standstill on a
downgrade with Dynamic Brake applied.

When braking a heavy train on a severe grade, the maximum


available braking effort may not be sufficient to maintain desired
speed. An application of the Train Brake may be used in addition to
the Dynamic Brake, in order to maintain permissible track speed.

BACK TO CONTENTS
Driving in Cab Mode - Steam

102

INTRODUCTION
Entering the cab of a steam locomotive for the first time, you will
find that the light-up crew will have prepared you a nice hot fire. Fire
temperature can be gauged by looking at the color of the firebox; an
orange fire is relatively cool, and a white-hot fire is required to raise
the necessary pressure to power the locomotive.
Your task as driver is much more than setting a throttle. You need to
learn how to best convert cold coal into hot coal which then turns
water into steam to raise the boiler pressure which will in turn drive
your loco forward.
The following sections provides all the information needed to make
this happen- and with some practice, you will be running a full head
of steam in next to no time!

BACK TO CONTENTS
PREPARING TO MOVE Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break
Check the gauge pressure either in the cab or on the Cab HUD Panel
Print Pau
2 toF1 F24 your
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103
Whistle Chord

Steam Chest Pressure

Reverser Lever

Speedometer

Regulator Lever

BACK TO CONTENTS
Print
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen

~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 /Ins Print


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Hotkeys Q= W Z / EX RC TV YB UNEsc IM F1 O F2F1


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As you pick up speed, to maintain steam pressure, you need to
reduce the demand for steam. This is usually done by reducing the
104 cutoff level. Consider this like the gears in a car - 75% is like first
gear, and 15% like fifth gear. First is great for starting, but you can’t
go very fast. As you pick up speed you change up the gears. Slowly
wind back the cutoff as you accelerate and you’ll get the best out of
the loco at about 15% or 20% cutoff at full speed. Open it back up to
30% or more when climbing a hill.
BRAKES
The brakes work much the same as a diesel or electric loco. There
are independent (steam) brakes for the locomotive and tender, and
air brakes for the whole train. There is no dynamic braking on a
steam loco.

BOILER PRESSURE
Maintaining “nominal” boiler pressure is essential for good
performance and this is maintained by heating the water in the
boiler. This is achieved by having a nice hot firebed. As the boiler
pressure drops, the performance of the locomotive will also drop
dramatically.

BACK TO CONTENTS
Nominal Boiler Pressure is different for each locomotive type.

Blower
Injector
Boiler Pressure

Water Gauge
F6 F7 F8 F9 Independant
F10 F11 F12 ScreenBrake
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105
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Fireman Space + Alt + Ctrl + 1 2 3 Ente

A nice hot firebed requires coal and air (or sometimes oilInsrather .
0 Del
than coal). Add coal to the firebed by pressing the spacebar. Fresh
coal is cold, and adding lots of coal at one time will actually
0 Inscool
the fire down, making it burn slower and produce less heat. A great
rule of thumb is “a little coal often” - try between 2-4 shovels every
kilometer (or 3-6 shovels every mile).
In some locomotives you will see an animated fireman
actually shoveling coal so make sure you have opened the firebox
door with your mouse in Cab Interior View or your fireman will not
go to work.

BACK TO CONTENTS
FIRE DRAFT
To help increase the firebed efficiency, draft the fire. There are three
sources of draft:

Steam exhaust Increased by working the locomotive hard.


Print Pause Print Pause Print Pause
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a strong draft through the firebox to keep the fires burning strongly
106 when the loco isn’t working hard. When closing .
0 Ins the regulator,
Del 0 Ins
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F5F5 F6F6 F7F7 F8F8through
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BACK TO CONTENTS 0 Ins


Steam Injector

107

The Steam Injector is a precision piece of equipment which uses a


venturi system to use high pressure steam to push water from the
tender into the boiler under pressure through a check valve which
only allows water into the boiler if the pressure behind the water
exceeds the pressure in the boiler.
Use the Steam Injector to bring the water level up to the right level
and then turn it off.
Once the train is moving, the Steam Injector can be set so that
the amount of water entering the boiler closely matches that being
used up as steam. As an engineer, you must continually monitor
water levels and anticipate adjustments as steam will be used up at
different rates depending on how hard the engine is working.

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Safety Valves

108

SAFETY VALVES
When the nominal boiler pressure is exceeded, Safety Valves lift
to vent excess pressure to the atmosphere. A good crew will avoid
this waste of steam and fuel by striking a good balance between
the temperature of the fire, the pressure in the boiler, and the
conditions of the track ahead. When approaching a heavy ascent
for example, a hot fire will be required to maintain adequate steam
pressure. Conversely when approaching an easy section with a very
hot fire, pressure can be eased to prevent lifting safety valves by
adding more water to the boiler.

TENDER
Observe the water level in the locomotive’s tender periodically,
especially after working the locomotive hard, as it may require
topping up. Steam Routes often have water supplies provided at
regular intervals for this purpose.

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WHEELSLIP
Steam engines are notorious for the ease with which you can
get wheel slippage. It is quite a spectacular sight to see. To avoid
slippage, start gently and use the sanders if required. Sanders
deposit sand just in front of the driving wheels to improve traction.
When decelerating, it is also important to consider the action of
slack running in and out on the train. Always avoid reducing the 109
Regulator quickly. Sudden changes in power propagate a wave
motion throughout the train possibly causing spilled soup in the
dining car or a very uncomfortable ride for your passengers!

BACK TO CONTENTS
ADDITIONAL DRIVING GUIDELINES

Controlling a steam engine is quite different from a diesel or electric


engine. Forget about dynamic brakes and “notch” throttle settings;
your steam loco is powered by a firebox full of fuel that turns water
into steam. You still have the train brake, but the regulator/reverser
are the combined throttle/power settings and balancing these two
controls while maintaining your “head of steam” is an art that takes
some practice and perseverance.
REVERSER & REGULATOR
The Steam Reverser Handle (or Steam Cutoff) has multiple
positions and adjusts the steam loco’s valve gear in such a way that
the pistons drive the driving wheels in the appropriate direction. In
the center or neutral position, no tractive effort will be generated
by opening the throttle.To start a steam engine, place the Reverser
110 Handle in the full forward position. Once moving forward, bring
the Reverser Handle back towards the short cutoff position, thus
adjusting the valve gear for most efficient operation to preserve
your coal and water supplies. Move the Reverser Handle forward
into the high cutoff range when accelerating or climbing grades.
The Reverser is used with the Regulator to control a combination
of speed and tractive effort.

Correct use of the Regulator depends on various factors such as the


type of locomotive, the weight and length of the train, the severity
of grades and weather conditions. Open the Regulator to deliver
steam to the valves which govern the distribution of the steam to
the main cylinders which in turn drive the driving wheels. When
starting off, advance the Regulator very gently. The finest of steam
era engineers started their trains so smoothly that passengers
hardly noticed that they were moving. It is also important to pick
up the slack in all of the couplers in a long train. Once the slack
has run out, the Regulator may be advanced as desired to suit
operating conditions and the needs of the schedule.

MAKING STEAM - FIRE & WATER


A Steam Engine needs a full head of steam to operate effectively.
Build a fire in the firebox by shoveling coal through the firebox
door in the middle of the backhead (the front of the cab). Fill the

BACK TO CONTENTS
boiler to approximately 2/3 of the way up the glass. A hot fire and
an empty boiler is a catastrophic situation so it is vital to monitor
the water level in the boiler and keep it at about the 2/3 level.
While standing in the station or otherwise stopped, you may use
the steam available in the boiler to add more water to the boiler.
To do this, you adjust the valve on the backhead that controls the
provision of steam into the Steam Injector.
BOILER - UNDER PRESSURE
The Boiler field measures the current steam pressure in the boiler.
This pressure is dependent on a number of factors and maintaining
a head of steam is one of the challenges in running a steam
locomotive.
WATER - NEARLY STEAM
The injectors allow water to move from the tender (or engine
mounted water tank) to the boiler. Moving the water into the
boiler can also be used to reduce the rate of pressure increase in
the boiler as the thermal energy of the fire is now being used to
heat the incoming cool water. 111
REGULATOR - GIVE ME STEAM!
The Regulator field displays the current position of your regulator
the range of values is expressed as a percentage (0-100%). The
Regulator in conjunction with the Reverser setting determines how
much and at what portion of the piston stroke that steam is sent
to the cylinder.Together the Reverser (or Cutoff setting) and the
Regulator act as the Train’s throttle.

CUTOFF - HOW MUCH STEAM?


The Cutoff field displays the percent cutoff as dictated by the
position of the Reverser lever is expressed as a percentage (minus
75% to plus 75%). Negative values indicate the valve gear has been
set to move the locomotive in reverse. The higher the Cutoff value,
the greater the duration of steam application to each piston stroke.
Long cutoff (40 to 75%), maximizes the tractive effort applied to
the locomotive wheels. This is mainly used to get the locomotive
moving from a standstill or when tackling an ascent. Short cutoff
(less than 40%), is used to maximize the speed attainable by the
locomotive during easy sections of the Route and where speed
restrictions permit.

BACK TO CONTENTS

4. WORLD BUILDING WITH
SURVEYOR

The true depth of Trainz lies within


the Surveyor Tools combined with
your own creativity. Every Route and
Session presented to you has been
made with the very same tools you
are now about to discover.

112
Introduction to Surveyor 113

Surveyor Menu Bar 117

Surveyor Tool Tabs 128

Customising Your Session 181

BACK TO CONTENTS
Introduction to SURVEYOR
Surveyor is a toolset that is both fun and simple to use yet powerful
enough to create your ultimate dream railroad. Create terrain, paint
with textures and then populate your world with trees, shrubs,
buildings, roads, power lines, animals, people and more. Create
lakes and rivers, change the weather conditions and even change
the color of the sunset.
In addition there is a range of railroad specific tools to place track,
junctions, signals, turntables and other trackside infrastructure that
together form a working railroad.
Edit existing Routes or start from scratch to construct your own. You
can also download a huge number of Routes created by others from
the Trainz Download Station and modify them to suit your tastes.

113

BACK TO CONTENTS
Surveyor provides all the tools to create both the Route and Sessions
that operate upon that route. It is important to understand these
terms before getting started:

A Route is the “world” that comprises


Route primarily of terrain, textures, scenery, track
and trackside objects.
A Session is the “interactive components”
that appear within a Route and include locos,
Session
rolling stock, player instructions, messages,
objectives, scoring etc.
All the items saved when the Route Layer is
Route Layer
editable.
All the items saved when the Session Layer is
Session Layer
editable.
114

BACK TO CONTENTS
LAYERS OVERVIEW
Layers allow you to split design elements into easily manageable
sections; in T:ANE, Layers work in the same way as many other
graphical editing applications.
You can lock Layers so that anything associated with them cannot be
edited and you can hide Layers to make your Route easier to work
with. For example, you can add all trees in a “Tree Layer” then use
Hide Layer to hide all the trees while you continue working on other
aspects of the Route or Session.
Layers exist in either the Route or a Session. Layers applied to a
Route are available to all Sessions for that Route whereas layers
applied to a Session are only available for that Session.
See Surveyor Tool Tabs - Layers page 166 for more information.

115
NAVIGATING AROUND THE 3D WORLD

BACK TO CONTENTS
Click on Create Route. The terrain grid you see is the “table” or
“baseboard“ upon which you build your Route. In the middle of the
baseboard is the Surveyor Compass which indicates the center of
the screen. Click away from the compass to re-center the screen
to that position.
Click + Hold, slowly moving your mouse cursor towards the
edge of the screen. The compass will follow the cursor as you move
around the baseboard. Learn to control the speed of the movement
by moving the compass close to or away from the centre of the
screen.
Use the arrow keys on your keyboard to rotate the camera around
the compass. The left and right arrows rotate the camera around
the compass while the up and down arrows change the elevation
of the camera.
Use Page Up and Page Down to zoom in and out or mouse-wheel if
116
you have one.
Zoom out to “satellite” altitudes to transition into the 2D map view.
In this mode you can set which labels are displayed.
You can change the default movement system in Surveyor
Main Menu > Options > Surveyor Settings.

2 4

1 3 5

BACK TO CONTENTS
Print Pause
F9 F10 F11 F12 Ins Screen Break

9 SURVEYOR
0 - + menu bar
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/
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O The
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See Using Search Filters page 118

WIREFRAME VIEW
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USING SEARCH FILTERS

118

Print Pause
F12 Ins Screen Break

Click on theIns + Printto display


Pause the Name filter. Click on Name to display
F10 F11Backspace
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+ a scrollable list of
Screen Break
all available filters.
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0
BACK TO CONTENTS Ins
BOOKMARKS

119

1 Bookmarks are points manually placed onto your Route so that


you can return to that location at any time. Click on one of the
Bookmark buttons then click Set Bookmark to save your current
compass location. The button remains highlighted to indicate that
a Bookmark is stored.
Click on any Bookmark to return to that location.

BACK TO CONTENTS
PICK LIST
Located at the bottom of the Content Search Filter dialogue, the
Pick List is used to store a selected list of items for quick access.
To add an item to your pick list, find the item in the relevant menu,
+ drag it to the Pick List. To remove an item + drag it out of
the Pick List window.

120

You can add commonly used items such as textures, objects,


spline, track, signals and trains into your picklist.
Select any item in the picklist and drag it off the list to remove the
item.

BACK TO CONTENTS
MAIN MENU
Click on Main Menu to access a range of options to customise your
Route and Session as well as adjust various settings.

121

New Route
Click on New Route to begin a new project. Enter the Route and
Session name and description, then choose from the available set-
up options:

Changing the region changes your default world


origin, creates appropriate seasons for northern
Region and southern hemisphere, specific road traffic
and road rules and also changes the defaults for
placing Trackside objects.
To develop a scale model layout, select from the
list of available scales. The rulers (found in Tools)
Working Scale
will measure real world distance in actual inches
or meters in the chosen scale.
Choose metric or imperial measures to adjust
Working Units the speed display and other operating conditions
such as brake pressure units.
BACK TO CONTENTS
122
Save and Save As
To save the current Route/Session with the same name use Save. To
save a new version use Save As. This provides “version control” to
revisit an earlier version.
Choosing Save provides several choices of how to save. The currently
selected choices are highlighted green. Any other options that are
valid are gray with white text and invalid options are grayed out
completely.
Choose the appropriate options and a confirmation dialog will
appear to confirm your options are correct.

BACK TO CONTENTS
Replace Assets
Use this tool to quickly replace one set of assets with another asset.
For example, you could replace all your “old” track with the new
T:ANE “procedural” track.

123

Select the item (or items) you want to replace by either searching in
the menu tabs on the right hand side, or by using the Get Tool and
clicking on an object in the 3D world.
Click-LMB and drag the item from the Tool Tab into the “Assets to
replace” section. Next, select the new asset you want to use, and
drag it into the “Assets to replace with” section of the tool.
Choose from the three options which will determine where objects
are replaced:

Anywhere the item exists on the route


In the current section only (i.e. current baseboard)
In selected area
When ready, click on “Replace” to update all the assets.
BACK TO CONTENTS
Delete Missing Assets
Delete Missing Assets will remove any links to missing objects from
F3
the route file and thereby remove “errors” inInsContent
F4 F5 F6 F7 F8 F9 F10 F11 F12
Print PauseManager.
Screen Break
Assets can become missing if you have uninstalled a required item or
Esc F1 F2a new
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;

can also toggle the Mini-Map on
X and
Z Space C+ offAlt + B CtrlN + M . ,
Vusing . /
Whilst in mini-map mode, you can navigate around the terrain
Space + Alt
quickly by zooming out and click- to move the baseboards
around the screen.

124 Click on the “Map Display Options” text in the top left corner of
the Mini-Map window and select/deselect the labels and items you
want to show/hide as desired.
Click on the X in the upper left corner of the Mini-Map to close
this window.

BACK TO CONTENTS
Home End Num
/ * -
U I O
Esc
P F1 F2 F3/ F4 F5 F6 F7 F8 Lock
F9 F10 F11 F12 In
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reduce the items listed, then enter the name of the 0object.
. Del. map
your Route. Choose the Type of object (e.g. Industry or Vehicles)
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/
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,
Sh

is re-centered when an item is selected from the list.


0 Space
Ins + Alt + C

Merge Route
Merge Route joins one saved Route to another. First load the route
you want to use as your “base” route, then select Merge Route to
view a list of all your saved maps. Choose the map you would like to
merge with and click the Checkmark.
The baseboards from both maps are shown and red shading
indicates where the current map and the new map overlap. Use
the four small arrows to move the map left, right, up or down. Use
the four white arrows to navigate around the mini map. Click on
the Checkmark once you have uncovered all the red overlapping 125
sections and aligned the maps correctly.

BACK TO CONTENTS
Note that when merging maps, it is likely that your route and session
layers may have the same names. Double click on a layer then edit
the layer name. You can then also merge your two route layers into
one layer to make ongoing editing easier.
You cannot rotate a map and large maps will take some time
to merge.
When two maps are merged, the different terrain levels need
to be smoothed where the maps join, and any track must also be
joined manually.
Edit Route

126

Use Edit Route to modify the properties associated with a Route


such as Route name, Description, Region, Working scale and the
Working Units.
Use the Set Thumbnail tool to take a snapshot of your route. Move
your compass and position your camera for a scenic shot, then click
the “Set Thumbnail” button. This takes a screenshot of the chosen
location and adds it automatically to the route file. This is the image
others will see if you choose to share your route via the Download
Station.

BACK TO CONTENTS
Edit Session
Click on the Edit Session item to open up the Edit Session window.
This window is where Sessions are constructed and configured using
rules. A default set of basic rules is provided to get you started.
Refer to Customising your Session page 181 for more details
on Session Editing.

Edit Environment
The Environment Options allow you to adjust various settings that
affect the look and feel of the entire Route that you are creating.

127

These elements include weather, lighting, sky and water appearance,


road traffic and even the latitude and longitude of your route.
Discover full details for using these individual elements in Edit
Environment Menu page 174.

BACK TO CONTENTS
SURVEYOR TOOL TABS
Down the right side of the Surveyor main screen are seven menu
tabs containing all of the tools you will need to successfully make
your own Route and Session in Surveyor.

TOPOLOGY MENU
Hotkey
Esc= F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12

~ 1 2 3 4 5 6 7 8 9 0 - +
B

Q W E R T Y U I O P

A S D F G H J K L ;
‘ E

Z X C V B N M , . / S

Space + Alt +
128

The Topology Menu provides the tools for creating various types
of terrain. In this section you will learn how to make hills, valleys,
mountains, lakes and rivers.
Click on the Topology Tab Esc F1 to F2 open
F3 the
F4 Topology
F5 F6 Menu.
F7 F8 F9
Hold your mouse cursor over each button and dial to see a short
~ as the
description “tooltip” as well 1 appropriate
2 3 4Hotkey
5 to 6press.
7 8 9

Q W E R T Y U I O

A S D F G H J K

BACK TO CONTENTS
Z X C V B N M ,
Print Pause
3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

4 5 6 7 8 9 0 - +
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67
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129

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0 Ins 0 I

BACK TO CONTENTS 0 0
Ins
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12

~ 1 2 3 4 5 6 7 8 9 0 - +
Q W E R T Y U I O P

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Q W E R T Y U I O P Page
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F7130F8height
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Q W E R T Y U I
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~ X 1 C by2 V“painting”
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- ,
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V riverbed.
B N M . ,
Space +

BACK TO CONTENTS
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
131
~ 1 2 3 4 5 6 7 8 9 0 - +
Adjust Water Q
Height
W E R T Y U I O P
At first the waterA“floats”
S above
D Fthe Gterrain.
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J KWater ;
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works like the Adjust Height tool. Select the Adjust Water Height
tool and click- Z X C V B N M . / ,
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forward and back, adjusting the water texture height. Note how
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~ the1riverbed
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8 9 0 - +
Remove Water Q W E R T Y U I O P

Click on Remove WaterA and S youDthen


F delete
G the
H water K L one;
J texture ‘
panel at a time by Clicking on each water panel.
Z X C V B N M , . /
The Baseboard
Space + Alt
Baseboards are in effect the “table” upon which you build your
Route. The baseboard sections are 720 meters by 720 meters
square and the default grid square is 10 meters by 10 meters in size.

BACK TO CONTENTS
~ 1 2 3 4 5
Esc 6
F1
7
F2
8
F3
9
F4
0
F5
-
F6 +
F7 F8
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/
Q W E R T Y U I O P
~ 1 2 3 4 5 6 7 8 9
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F11 F12 Add Ground
Ins Print Z Pause X – 10m C
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-
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+InsNvoid
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Backspace ,
just off the edge to add another baseboard Lock / F10 in
F11- F12
* that direction. Zoom/
Screen Break

Q W outE( R T )Y U will I see O there P are now Sp


~; 1 your2 Enter
camera or6 Page and8 you two
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3 4 5 7 7 98 09 -+ +
Up Backspace

‘baseboards
Q W
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J K L ; /‘ Enter +

/ Add Ground
Shift +Z X –C5m Grid V B N M , . / Shift +
A
+ AltNavigate
S D F
+ Ctrlto+the edge of a baseboard
G H J
1 and
K
2 then
L ;
3 click- ‘ Enter +
+ onAlt
the +AddCtrl +
, .
Enter
Space
GroundZ X tool. C AV dialogue
B Nappears
M with. the option / toShift
choose +
from either 5m or 10m grid. Select 0 Ins5 meter Del and click the tick to

edge of the+baseboard Alt + Ctrl +


Space
accept. Click in the void just off the 0 Ins
to add
another baseboard, this time with a 5 meter terrain grid. With
the 5m option selected, click on an existing 10 meter baseboard
to upgrade it to 5 meter grid. Note that this makes your maps 4
132 times bigger on disk and will degrade performance over the 10m
grid option.
Delete Ground
Click on the Delete Section button. Then click on any baseboard
section to delete it. This cannot be done if you are zoomed out too
far.

BACK TO CONTENTS
9 0 - +
Backspace

/
Home End Num
Lock / * -
O P Page
Delete
7 8
Up
9 +
L ;
‘ EnterTOPOLOGY
ADVANCED + FUNCTIONS Page

, .Hotkey
Down

/ = ShiftEsc+ F1 F2 F3 F4 4
F5 5
F6 6
F7 F8 F9 F10 F11
SpaceThe
+ Advanced features menu can be opened and closed
Enterby using
Alt + Ctrl
~+on the
1 2 3 4 15 26 37 8 9 0 -
Shift-F1 or clicking Advanced Tab.
.
Q W E R 0 Ins
T Y Del U I O P

A S D F0 Ins
G H J K L ;

Z X C V B N M , .
Space +

133

Displacement Maps Print Pause


F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break
The final group of Topology tools relates to using a displacement
2 3 map.4 A5 displacement
6 7 map 8 is9 a grayscale
0 - image
+ used to create an
Backspace

Home
instant height map. By changing displacement maps and altering
End
/
W R T
Ethe sensitivity, Yyou can I
U create Oa variety
P of terrain shapes using this Page
Delete Up

A S tool.
D F G H J K L ; Enter + ‘ Page

, .
Down

Z XSelect
C Area
V B N M / Shift +
Click on Select Area. + dragSpace
the mouse
+ Altto make a large square.
+ Ctrl +
The size of the square (or rectangle) determines the area that will be
affected by the next operation.

BACK TO CONTENTS
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9Home F1
/
Q W E R T Y U I O P
~ 1 2 7 3 8 4
9Delete 5 6
A Fill
S Area
D F G H K
Q W
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ZScroll
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C Vthe Displacement
B N M Maps by clicking
/ on , .
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the left
right arrows and select one. ClickAon Fill
S Area
D F and G the J
H terrain K L

images of the
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is instantly transformed into the shape
Z X
+ Alt +by the
determined
C V B
+
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N M ,
Esc F1 F2 displacement
F3 F4 F5map F6chosen.
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~ once more. This time the valley is bigger and faces aInsdifferent
Area 1 2 3 4 5 6 7 8 9 0 - + Pause
Print
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break /
direction.Q W E R T Y U I O P
1 2 3 4 5 6 7 8 9 0J - +
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Cancel Selection
A S D F G H K L ;
/ ‘ +
Enter Hom

Q Click
W onECancel T X Y C toUcancel
R Z Selection O selection.
V I Bthe N PM , . / Shift Dele+
AGet Displacement
S D F G H J K L ;
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+ Alt
+
+ Ctrl +
Click
Z onX Select
C Area
V B . Click-
N M + drag across. / the baseboard
Shift + to ,
make a large square that covers an existing area of modified terrain.
134 Now click the “Get Displacement” buttonSpace + Alt + Ctrl +
and you’ll notice that a
displacement map has been derived from the shape of the terrain
selected. This can now be used to apply the same terrain effect in
another area.
Displacement Brushes
Displacement maps can alternatively be used like paint brushes,
adding irregular detail to the Height Up and Down, Use Height and
Plateau tools.
Select a displacement map and notice that the Height Up brush is
now a “square of influence”. Click- + hold over the baseboard to
apply the selected displacement.

Making Your Own Displacement Maps


You can also make your own displacement maps using a simple paint
program (e.g. MS Paint) and then drop them into the \Resources\
Base\Displacements folder in your T:ANE directory to make them
accessible.

BACK TO CONTENTS
PAINT MENU

135

Prin
Hotkey
Esc F1= F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Scre

Basic Paint Functions


~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

Click on the Paint


Esc Tab
F1 F2 toF3open F4theF5Paint F6Menu. F7 Scroll
F8 F9 through
F10 F11
/ F
Q click
the list and W on E oneR of Tthe Y U The
textures. I O P appears in
texture
~ 1window. 2 F Click-LMB
3PrintG Pause
4 5 J the 6 Pause7 and -
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F7 F5F8 F6 F9 F7F10 F8 F12 D
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on Print terrain
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9 your

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mouse as a paintbrush to paint on the texture.
Z W V E B R N T MY
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U I / O P Shift +
4 7 5 8The6 9Radius 8 - ( 9+ 0or - ) changes
7 0 Dial + the area of influence of ;
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A S D F HomeG End H Num


your cursor circle. Use the/ larger radius /for quickerSpace
JHome KEnd L* NumCtrl
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painting Altthe+ Lock- / + ‘
RU T I YO UP I O P
smallest radius for more accurate
Z X and
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7
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8
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9 7+ 8
/
DH F J Find L J ; texture
GK aHstriped K ‘
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‘ Enter +
paint a section of Pageterrain. Rotate
Page the + A
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, . , .
Down Down

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M B NDial M
90/ degreesShift
and/+apply the texture
Shift + again.4 Notice
5 how 6 4 5
the texture direction has changed.
Space + + +Alt + Ctrl +
+ Ctrl
Alt Space 1 2 3 1Enter 2
Use the Scale dial to adjust the texture scale.
0 Ins
. 0 Ins
Del

0 Ins 0 Ins
BACK TO CONTENTS
Print Pause
1 F2 F3 F4
You can F6 theF7PickF8
F5 use List F9 F10bottom
at the F11 of
F12the Content
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6 7 8 your
9 terrain.
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onto The current texture window changes toNumshow the


/
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/ * -
F7 F8 F9 F10 F11 +F12 Alt Page +Pause
Space Print Lock
+Ins Ctrl
F2Y F3Unewly
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7 8 9 +
G2 H3 Fill
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4 K5 L 6
;
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9 0+ - +
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Page

, .
Down Home
NThe M Fill Grid will bring
/ up the “Replace Asset” window. Choose
5 a6
End

B / 4
W R then
Etexture T tick O +P areas of an entire baseboard
Shift
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Delete Up
Space +
J +K CtrlL + ;
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G H
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 ‘
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Z136 X C Area
V B N M , . / Shift + 0 Ins Del
1 2 3
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5 6
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F3Q F4Wsize.
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3 A4 Fill
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ZThenX clickC on Va texture
B and M
N use the Fill Area // tool to texture
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9 click + Page
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J E K R areas. ‘
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J Shift ;
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Z Selection
X C to cancel
V + Bthe
Space Altselected
N+ M Ctrlarea.
+ , . / Shift 1+

Space + Alt + Ctrl 0+

BACK TO CONTENTS
OBJECTS MENU

137

InsPrint Print Paus


EscEsc F1F1 F2=F2 F3F3 Esc
Hotkey F4F4 F5F5 F6F6 F7F7 F8F8 F9F9F10F10F11F11F12F12 Ins ScreenScreenBrea
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11

~ ~Object Management Functions


1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 0 0 -- ++
Backspace Backspace

~ 1 2 3 4 5 6 7 8 9 0 -
There are a huge number of objects in T:ANE available to populate
Q E R T Y U I O P / /
W WThere
yourQworld. E R T different
are two
Q W
Y U types
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I O P
R ofT objects;
Y ObjectsI O P
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and Splines
A A S S D. Spline
D F Fobjects
G G Hare
A S
J J K KinLthe
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H J K ‘‘
; ; section.Enter Enter+ +
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Z XX C Menu
C V by
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B
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B N MNon the
M Objects
Esc F1,, . .
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/
N M
/ F3 . The
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Space+ 2+ AltAlt Ctrl+5 +
F7 ~F8
Objects”. Scroll Space1 selected +Ctrl
3 +object
4Space
Esc F1 F2 through
F3 F4theF5list of
F6 objects . TheF9 F10 F11 F12 +
Ins
shows as a rotating 3D object in the viewer window.
Q W E R TBacksp
~You 1can control
2 3 which
4 items
5 6show7 in your
8 +
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9 by0 using
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A S D F /G
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Q Filter
W on E the
R Menu
T bar.
Y U I O P
Z X C V
Add Object A S D F G H J K L ;
‘ Ente

Select an object then


Z click
X onC theVterrain
B where
N M . object
you want the / , Shif
placed. Repeat the process to add more objects.
Space + Alt + Ctr

BACK TO CONTENTS
4 5 6 7 8 9 0 - +
Backspace

Home End Num


/ Lock
R T Y U I O P Page
Delete
7
Up

D F G H J K L ;
‘ Enter + Page

, F6.
Down

C Move
V BObject
N M / Shift + Print 4 Pause
Esc F1 F2 F3 F4 F5 F7 F8 F9 F10 F11 F12 Ins Screen Break
Click on the Move Object and click- + drag on any object to move 1
Space + Alt + Ctrl +
~ the
1 object
2 around
3 4 the
5 terrain.
6 7 8 9 0 - +
Backspace

/ 0 Ins
Rotate
Q WObject
E R T Y U I O P
0 In
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D Object
F GandHclick-J +KholdL and;move the mouse
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left and right to rotate the objects. The display shows the degrees ‘
Z
of rotation. X C V B N M . / Shift + ,
F12 of +trees +
Use F4
the move andF7
rotate Space Ins Alt PauseCtrl
or +to
F8 tools
F9 toF10
create
F11 rows Breakalign
Print
F2 F3 F5 F6 Screen
houses along a road.
2 3 5 4
6 7 8 Rotate
9 0 - + Menu > SurveyorHome End
Backspace

Choose the Randomly option in Main


Options to vary the direction of each object placed./
W E R T Y U EscI F1 O F2 P F3 F4 F5 F6 F7 F8 F9Page
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~ 1 2 3 4 5 6 7 Ins8 Print 9Down
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0 ~-Change F13 F24 F35 F4 6 F5Space
1+Esc2Backspace 7 F6 8+F7 Alt +0 F9
9 F8again Ctrl + F11 Backspace
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A Num S click
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/ * - /
to place /
Q~ another
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6Z I 7X object. ,
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7 K8 L9 ;+ Enter + /

Up

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; DeleteAObject SQ + DW FE GR HT JY
Enter U I O P S
,
Page

. Select Delete
/ Z Object
Shift
then clickDown
+A CS VD BF N
X to delete4 M
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an object.
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Continue ; Shift +
‘ En
to delete a number of objects. If you click on the wrong object, click
pace + onAlt
Undo+ Ctrl + Z . X C V 1
B 2 N Space + Alt. + /Ctrl +
3 Enter
M , Sh

0 Ins
. Space + Alt + C
Del

0 Ins

BACK TO CONTENTS
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E R T Y U I O P Page
Delete Up

A S Adjust
D FHeight
G H J K L ;
‘ Enter + Page

level .by default. ,


Down

Z Objects
X C are V placed
B at N ground
M / The
Shiftobject
+ follows
with the terrain as it is raised or lowered.
Space + Alt + Ctrl +

139

Print Pause
F12 Ins Screen Break

- + Click on Height Adjust


Backspace

Home then click- + drag to adjust the height of an


/
EndNum
Lock / * -
object. Adjust
Ins Print
the
Pause accuracy using Ctrl or Shift as follows:
F11 F12 Screen Break Delete Page
Up
7 8 9 +
- +

Enter +
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Standard
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Down adjustment 1 unit.
/ 4 Num 5 / 6 * -
/ +
Home
Shift End
Lock

Alt + Ctrl + adjust


Delete in increments
Page
Up 1 7 2 8 of
3 0.1
9
units.
Enter
+
;
‘ Enter + Page
Down
0 Ins
.
Del
/ Shift + 4 5 of 0.05
adjust in increments 6 units.
0 Ins
+ Alt + Ctrl + 1 2 3 Enter

0 Ins
.
Del

0 Ins

BACK TO CONTENTS
2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E R T Y U I O P Page
Delete Up

S D F G H J K L ;
‘ Enter + Page

, .
Down

Z XEditCProperties
V B N M / Shift +
Click on Edit Properties then click on any object in your Route. The
Space + Alt + Ctrl +
Properties Menu opens allowing you to name the object.

140

If the object has any scripted elements, you can also configure the
object. Here you can also move the object between Layers.

BACK TO CONTENTS
SPECIAL OBJECT TYPES

As well as the regular objects there are also a range of special objects
with unique features. These objects often have track included that can
be linked to the track on your Route.
INDUSTRIES
An industry is a scenery item with track and which also produces and/
or consumes products. Train vehicles can load and unload products at
an industry. See Commodities for more information about what can
and can’t be carried.
The products produced and consumed by an industry can be viewed
and edited using the Edit Properties button.
Tip: Industries can be found in the scenery object list by selecting the
“Industry” category in Content Search Filter.
FIXED TRACK
141
Fixed track scenery items are fixed, non-flexible segments of track and
are the Trainz equivalent of sectional track made by model railroad
manufacturers.
Fixed track is placed like any ordinary scenery object and can be placed
on flat ground then connected to track splines.
It is also possible for fixed track pieces to snap together when one
piece is moved in close proximity to an end point of another. The end
points of a fixed track are identified by the red arrow seen hovering
above the track.
When rotating or moving a piece of fixed track, other pieces of fixed
track attached to it will also be rotated resulting in the track pattern
being maintained during rotation.
Fixed track can also be combined with fixed, animated junctions,
although the new procedural junctions provide a lot more flexibility.

BACK TO CONTENTS
PROCEDURAL ANIMATED JUNCTIONS
New to T:ANE is the ability to lay track and create animated junctions
“procedurally” (i.e. the software works out the solution rather than
the user). This avoids the need to use fixed track components or
complicated work-arounds.
Refer to the Laying Track page 147 section for more information.

TURNTABLES
Turntables are “Scenery objects” with multiple incoming sections
of track and a special traverser track segment (usually rotating) that
provides access to all track pieces. Simply place a turntable object on
the baseboard and connect each track segment to your standard track.

Filter on “turntable” in Content Search Filter then open the


Objects Tab to see a list of all turntables available.
142
CROSSINGS
A crossing is a scenery object that allows a road to cross over a rail track.
Crossings support animated gates that are automatically activated as
a train enters and leaves a proximity region surrounding the crossing.
The operation of crossings is automated and even the Carz will stop on
the road approach when the gates are lowered.

For certain scripted assets, it is also possible to adjust the


parameters of the signals, bells and boom gates.

BACKDROPS
Backdrops are rendered regardless of the view distance settings.
This means they will always be visible and won’t disappear like other
distant scenery items. This makes them suitable for scenic backdrops,
although with extended draw distance in T:ANE, this object type may
not be suitable.

BACK TO CONTENTS
SPLINE MANAGEMENT TOOLS
Splines are special objects that are created by stretching between
two points. This suits long thin objects such as roads, power lines,
fences and catenary.

143

Print
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Scre

~ 1
Tracks2 3 4
are another 5
type of6Spline
7
and8are dealt
9 +
0with-in the
Backspace

Track Menu /
Q page
W 147.
E R T Y U I O P
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins

Spline Mode
~
A S D F G H J K L ;
‘ +
Enter +
1 2 3 4 5 6 7 8 9
, .0 - Backspa

To enter ObjectZ Spline


X mode,
C VclickBon the
N Spline
M Mode button / at the Shift +
top right ofQthe Objects /
W E menu.
R T Y U I O P
Space + Alt + Ctrl +
Add Spline A S D F G H J K L ; ‘ Enter

Select a spline object,


Z X then
C click
V on B
the terrain ,
N M to anchor . the/ first Shift
spline point. Click again some distance away to place the second
Space
spline point. The white circles at each end of the spline + Alt + Ctr
determine
the points of a spline that may be selected or moved. To extend the
spline further, click again on the last spline point, then click once

BACK TO CONTENTS
7 8 9 0 - + Home End Num
/ * -
8/
Lock
U 3I 4O 5P 6 7 9 0 - +
Backspace

Delete Page Home End


Up / 7 8 9 +
W J E K R L T ; Y
F4 F5 F6 F7 F8 F9 F10 F11 F12

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F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 / Screen Break Lock
R T Y U I O P
spline point to extend your spline. Release Space + Altthe + Ctrl0 Ins +KeyDeleteand
.
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F2 F3 F4 F5 F6 F7 F8 F9 F10
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2 3 4
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144 Ins Del Up

A S GetDSpline F G H J K L ;

~Ins 1 2 3 4 Down
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Page

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Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11
, . 0
/ a spline Shift object already Print Pau
Q +F12 W E Ins RScreen Bre T
placed on the terrain. The selected spline object now appears in
mode+to Add
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~ again
1 2
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4 5
where 6
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9 0 newly
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spline
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3 4 5 A6Spline
S7 D8 F9 G0 H- J+ ‘
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F2IC F3OV thenPB click
F4 F5N onF6M a section
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two adjacent white circles. If you delete a section that is not an end Up
7
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H J
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1
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2the spline
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4will 5
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++
X C V B N M / , . Shift + 4
Split Spline Q W E R T Ins YPrint UPause I O P
F5 F6 F7 F8 F9 F10 F11 F12
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6
, .
Backspace
0 I
Z X C V/ B N M Home End /
Num
Lock / S
R T Spline
Y UProperties
I O P 0
+ Alt +
Page
Delete Space
7 8
Up

F GSelectH the JProperties


K L tool; then click on a
Enter +

spline. Add
spline so you can use “Find Object” to locate this spline again. You
a name to the
Page

. layer. ,
Down

C V canB alsoNset or
M change the / Shift + 4 5

Space + Alt + Ctrl + 1 2


BACK TO CONTENTS
9 0 - +
Backspace

/
Home End Num
Lock / * -
O P Page
Delete
7 8
Up
9 +
L ;
‘ EnterSPLINE
ADVANCED + MANAGEMENT Page

, .Hotkey
Down

/ Esc= F1
ShiftF2+ F3 F4 F5 F6 4
F7 5
F8 6
F9 F10 F11 F12
SpaceClick
+ on Alt the
+ Advanced
Ctrl2 + 3Menu to access additional tools to
Enter manage
6 17 28 39
splines.~ 1 4 5 +
0 - Ba

. /
Q W E R T Y 0 Ins
U I Del O P

A S D F G H0 J
Ins
K L ;
‘ En

Z X C V B N M , . / Sh

Space + Alt + C

145

Print Pause
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E R T Y U I O P Page
Delete Up
F1
G F2
Esc F3J F4 F5 F6; F7 F8 Enter
F9 +F10 F11 F12

I
A S Spline
D FHeight H K L Page

, .
Down

Z C ~ VHeight
XThe Spline 1 B 2 tool
N 3is used
M4 to5raise6or /lower
7 the height
9 + 0of splines
8 Shift - +
Bac

such as catenaries or road bridges. Click on Spline Height then click- /


+ hold onQa spline E
W point R(the Twhite
Space +Y circle)
U +and
Alt I CtrlO+ the
drag P mouse
forward or backwards.
A S D F G H J K L ;
‘ En

Delete Spline Point


Z X C V B N M , . / Sh
Click-LMB on Delete Spline Point and then click on a white
Space spline
+ Alt + C
circle to remove unwanted spline points. You cannot delete an end
spline point, but you can delete the whole section.

BACK TO CONTENTS
Print Pause
2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E Insert
Esc Spline
R Point
TF1 YF2 U I
F3 F4 O
F5 PF6 F7 F8 F9 F10 F11 F12 Page
Ins
Delete Up
Print Pause
1 SF2 Click-LMB
DF3 FF41 Gon
F5 Insert
F6 Spline
JF7 KF8Point
F9 then
;F10 click
F11 between

Enter + two existing
F12 Ins
2H 3 5L 6
Screen Break
~ 4 7 8 9 0 - +
spline points. Notice that a new spline point is created. You may
Backspac
Page

N M R 8 Tto9.insert ,
Down

1Z 2X need
3C to4zoom
V Q5Bin closer / - spline
+ O +point. /
W6 E 7in order Y 0 aUnew
Backspace
I Shift P Home
/
FI GO + H P Alt J + Ctrl +L

Q RSpline Space
E
WSmooth AT SY DU K ; Enter
Delete

A Use
S Spline
D FHeight
ZG XH to K a BLroadN;spline
CJ raise
V . ‘ ,
M points
Enterabove
+ / the
Shift
. ,
ground. Click to select the Smooth Spline tool then click on the D

Z X C V B N M / Shift ++ Alt + Ctrl


Space
raised spline section. The terrain is raised up to meet the road. To
make a few minor adjustments, click again+on Alt
Space the road
+ Ctrla few
+ more
times.

Get Vertex Height


Click on the Get Vertex Height and click on a spline point. The height
is displayed in the Height Value box.
146 Apply Vertex Height
Click on Apply Vertex Height then click on another spline point. The
spline point is raised to the same height as your first vertex. This is
useful to ensure level spline segments.

BACK TO CONTENTS
TRACK MENU
Print Pause
sc F1 Hotkey
F2 F3= F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

The Track Menu is split into three main sections. Track Tools,
~ 1 2 3
Trackside 4
Objects 5 6
and Track 7 8 9 Objects
Management 0 - +
Backspace

/
Q W E R T Y U I O P
TRACK MODE TOOLS
A
Laying Strack,Dplacing
F signals
G Hand Jcreating
K turnouts
L ; can be the key+to
Enter

running
Z F1 aX successful
C F3 V T:ANE
B Driver
N F6 M F8. created
Session. Track ,
sections Shift
F9/ F10
in T:ANE
+
upF2of flexible
F4 F5 track F7 F11 F12
Esc Ins
are made length pieces by placing 2
spline points. This “flexi-track” system makes Space laying Ctrl +of Backspac
+ Altany+ lengths
~ 1 2 3 4
track extremely simple. Select
5
Esc the
6
F1Track
7
F2Menu
8
F3 F4 and
9 0
F5 the
- +
F6default
F7 F8 F
/
selection will
Q beWTrack E ModeR T . Y U I O P
~ 1 2 3 4 5 6 7 8
A S D F G H J K L ;
‘ Enter

Z X C V
Q
B
W
N
E
M , .
R T Y
/
U
Shift
I

A S D F G H J147 K
Space + Alt + Ctrl
Z X C V B N M

Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins

~ 1 2 3 4 5 6 7 8 9 0 - +
Backspa

/
Q W E R T Y U I O P
Add Track A S D F G H J K L ;
‘ Enter

Select Add Track Ztool then


X select
C Va section
B of M from the.scrollable
N track / Shift ,
list. Click on the baseboard where you want to anchor your starting
point then click again a short distance away to place Space
another+ spline
Alt + Ctrl
point. A straight section of track has now been laid between the two
spline points.

BACK TO CONTENTS
Print Pause
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

4 5 To extend
6 7 the8track9 further,
0 click
- again
+ on the last spline
Backspace point (the
white circle), then click once more nearby
/ to extend
Home
the track. Num
End
Lock /
R TUnless
Y allUthreeI spline
O points
P are exactly in a straight line, you
Page will
Delete
7 8
Up

D F notice
G thatH the J track
K isLnow ;curved. ‘
Enter +
Page

, .
Down

C MoveB Track
V N M / Shift + 4 5
F1 F2To bend
F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Print Pause
the track in Space
any direction, select the Move Track tool
Screen and
Break
1 2
+ Alt + Ctrl +
then click- + drag on one of the spline point circles.Backspace
Drag your
1 2 3
mouse 4
around5 6 7
the terrain and8notice
9 how +bends.
0 the-track
0 InsHome
/
Q W R
E shape
The Tof the
Y curve I
U is also O P by how close the spline
affected 0 Ins
Delete
point you are pulling is to the next spline
L points.
A S D F G H J K ; Enter +

Straighten
Z X C Track
V B N M , . / Shift +

Space + Alt + Ctrl +

148

Click on Straighten Track and then click on a curved section of laid track.
Notice that the section of track straightens between the two spline
points and the curvature of the next track segment is also affected.

Double track cannot be straightened.

BACK TO CONTENTS
2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E R T Y U I O P Page
Delete Up

A S GetDTrackF G H J K L ‘ Enter + ;
Page

, .
Print Down
Pau
Esc F1 on
Click F2GetF3 F4andF5then
Track F6click
F7on F8
the F9 F10
track in F11
the 3D F12 Ins
world. The Screen Brea
Z X C V B N M / Shift +
track you clicked on is now highlighted in the list and showing in the
~ Preview
1 2 window.
3 4You are
5 also
6 now
7 in8+
Space 9 mode
Alt
“Add” - + +to place
+0 Ctrl
ready
Backspace

thatQtrackWtype.E /
R T Y U I O P
DeleteATrack
S D F G H J K L ;
‘ Enter +
Click on Delete
ZEsc X
Track
C
then
F1 V
click
B
F2
on N
the section
F3 M F4 . to/ delete.
of track
F5 F6 F7
, F8 F9 ShiftF12+
F10 F11
Any trackside objects attached to a track segment will be
Space + Alt + Ctrl +
deleted~when1 the 2track3is deleted.
4 5 6 7 8 9 0 - +
B

Split Spline Q W E R T Y U I O P
Click on the Split Spline
A StoolDand click
F on G a middle
H J spline
K point
circle) in the track. The track breaks in two at that point.
L (white
;
‘ E

Z X C V B N M , . / S

Space + Alt149
+

Edit Properties
This can be used to name the track section, set the layer and also
set the track “condition”. This determines how much movement the
trains will show when in Driver. Use a setting of 1 for very poor track
and 100 for perfect track.

BACK TO CONTENTS
9 0 - +
Backspace

/
Home End Num
Lock / * -
O P Page
Delete Up
7 8 9 +
L ;
‘ EnterTRACK
ADVANCED + MODE Page

, .Hotkey
Down

Esc / F1= F2ShiftF3+ F4 F5 F6 F7 4


F8 5
F9 6 F11 F12
F10 Ins Prin
Scre

SpaceIn+T:ANE, there are two ways you can lay track.


18 29Either 3 lay
Enterthe track Backspace
~ Alt1 + 2 Ctrl3 + 4 5 6 7
the land,0then lay +
-
and bring the land up to meet it, or create your
.
track over
Q Wit. Click
E on Rthe Advanced
T Y U 0
button
I
Ins to drop
O P
Del down the /
Advanced Track Menu.
A S D F Ins
G H J0 K L ;
‘ Enter +

Z X C V B N M , . / Shift +

Space + Alt + Ctrl +

150

Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

Hom
/
Q W E R T Y U I O P
Del
Adjust
A S Spline
D FHeight
G H J K L ;
‘ Enter +
LayZsomeX
track
C
then
V
Click
EscAdvanced
B
onNthe Adjust
F1 F2 Track
M
F3 Menu).
F4 F5 Click
. Height
Spline
F6 and
/
F7 drag
tool (as shown
Shift +
F8 forward
F9 F10andF11 F12
,
above in the
back on a track spline point to raise and lower+ theAltpoint.
Space + Ctrl +
The track
spline points~have1 arrows
2 attached
3 4 to5show 6 the7height8 of 9the track
0 - +
above the ground. Q W E R T Y U I O P
Smooth Spline Height
A S D F G H J K L ;

Select the Smooth Spline
Z
Height.
X C
Click Von the
B
raised
N M . /
track section ,
and the ground is instantly raised up to meet the track. To make a
few minor adjustments, click again on the track a few moreSpace times + Alt
between each pair of spline points.

BACK TO CONTENTS
~ 1 2 3 4 5 6 7 8 9 0 - +
/
Q W E R T Y U I O P

A S D F G H J K L ;
‘ En

Delete Spline Point


Z X C V B N M , . / Sh
Click on the Delete Spline Point and click on a track spline point+(not
Space Alt + C
a spline end point as they cannot be deleted). Notice Print
thatPause
the spline
2 F3 point
F4 is F6 F7andF8
F5removed F9 F10 F11
the curvature F12affected.
is also
Ins Screen Break

3 4 Use
5 Delete
6 7Track8to delete
9 0the final
- stretch
+ of a track.
Backspace

Home End
/Print
W
F3 E Insert
F4 R F6
F5 Spline
T F7Y Point
U F9I
F8 O F11
F10 P F12 Ins Screen
Pause
Break Page
Delete Up

3
S Click
D on
F Insert
4 curvature
5
G SplineJ Point
H
6 will7be affected
8
K toLadd ;a new spline
9 due0 to -
point.
Enter + The track
+ distance betweenHome
the new
Backspace
spline ‘ Page

. ,
Down
End Num
Z X points.
C V B N M / / Shift + Lock
E R T Y U I O P Page
Delete
+ + Ctrl +
Alt Enter 7
Up
Space
S D Get
F Gradient
G H J K L ;
‘ + Page

,
and .click/ on your raised track section
Down

X
Select
C V
theB GetNGradient
M 4
Shift +
between two track spline points. The gradient between those points
Spacebox
is shown in the Gradient Value + asAlt + Ctrl + slope. The value
a percentage 1
1 means 1% or “1 in100”. 151 0

BACK TO CONTENTS
Screen Break

4 5 6 7 8 9 0 Esc - F1 + F2 F3
Backspace
F4 F5 F6 F7 F8 F9
6 7 8 9 0 - +
Backspace

Home HomeNum End Num


/ / *
End

P~ / 1
Lock Lock
R
Y T
U Y
I U
O PI O 2 3 4 5 6 7
Page 8 9
Delete Page Delete
97
Up

‘ 7 8
Up
; EnterQ +
D
G FApply
H J Gradient
G H
K LJ K;
‘L WEnterE + R Page T Y Page U I
, ,
. the
Down

C
B
Enter
V aM
N M.
BnewNgradient value in
/ / Gradient
Shift
Value textDown
S +D
+A Shift F
box, then click 4
G 4 H 5 J 6 K
on Apply Gradient. Click the track near your first spline point to raise
the track. Now click+ onSpace
Space Undo
Alt + + Ctrl X + then
Alt+ + Z Ctrl
and C clickV near
B the
1 2N M31
2nd spline point to appply the “reverse” gradient. . 0 Ins Del
0 Ins
The gradient is always applied “away” from the spline point
closest to where you click. 0 Ins 0 I

Remove Gradient
Click on remove Gradient and then click on a track section to remove
the gradient between two track points.

Get Vertex Height


Click on the Get Vertex Height and click on the highest spline point
on your track. The height is displayed in the Height Value box.
152
Apply Vertex Height
Click on Apply Vertex Height then click on another spline point. The
spline point is raised to the same height as your first vertex. This is
useful for ensuring level track segments.

Show Curve Radius


Click on Show Curve Radius and move your mouse along a track
segment. The curve radius (measured in meters or feet) is shown
next to your mouse cursor.
Each spline point “averages” the curve from the next section
of track. Use Straighten Track to “end” a curve and stop any curve
effect upon the adjoining segment.

BACK TO CONTENTS
TRACKSIDE OBJECTS
Trackside objects are objects that are attached to the track and
generally affect how trains operate. These include signals, speed
signs and junction levers.

153

Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

Home
/
Q Trackside
W E
Esc F1Mode
R T
F2 Y
F3 U
F4 I
F5 O
F6 P
F7 F8 F9 F10 F11 F12 Ins
Delete

sc
A The S second
D 1 Fmode
F2 ~Tab
F1 Track F3 F4 open,
in the
H 4Track
2 G 3 click
F5 F6 F7
J Menu is Trackside
5 K 6 L Mode
on Trackside 7
F8 F9 F10 F11
;

Mode.
8to change
9
F12
EnterWith
+ Print the
Ins -Track
0 the +Pause
Backs

ZTab menu
X Cto the
Q W
V Trackside
B N M menu.
E Mode
R T Y U
, ./
I O Shift +
PBackspace
Screen Break
/
~ 1 2 3 4 5 6 7 8 9 0 - + Ctrl +
Add Object A S D F G Space H + J AltK + L /; ‘
EnteH
Q W E R T Y U I O P
To add a trackside Z object
X click Von the
C B Add N ObjectM , .
button. Select / Shif
the
A object
S you
D wish
F to
G place
H J
from the
K list
L then; click ‘
at one
Enterpoint +

X C V B N M , .
of the track. Your object will be placed beside the track
Z /
and +will Alt
Space
“attached” to it. If you move the track the trackside object will move
Shift +
be + Ct

with it. Space + Alt + Ctrl +

BACK TO CONTENTS
4 5 6 7 8 9 0 - +
Backspace

Home End Num


/ Lock
R T Y U I O P Page
Delete
7
Up

D F G H J K L ;
‘ Enter + Page

, .
Down

C Move
V BObject
N M / Shift + 4

Esc Click
F1 on F2 Move
F3 Object.
F4 F5Then F6 click-
Space + +hold
+F7 AltF8 F9 onF10
Ctrl a+ Trackside
F11 F12ObjectInsonScreen1 Break
Print Pause

your track. Drag your mouse along the track to move the object to
~ a1different
2 position.
3 4 5 6 7 8 9 0 - +
Backspace
0 Ins
/
Rotate
Q W Object
E R T Y U I O P 0 I

F2
To change
F3
A
F4 tool
Rotate
Sthe D
side of
F6click
F5 and
F theG track
F7on F8
H for Ja trackside
K
F9 F10It will
the object.
L object,
F11 switch
;
F12 sides
click on
Ins Print
of
Screenthe
Pause
the +
Enter
Breaktrack ‘
Z 180
and rotate X degrees.
C N direction
VThe Bdefault M /
that a Backspace
trackside Shift +
object , .
2 3 4 5 6 7 8 9 0 -
faces is controlled by the selection of Geographic + region for theHome
Space + Alt + Ctrl + End

Route. /
Q W E R T Y U I O P Esc F1 F2 F3 F4 F5
Page
Delete Up

A SGet D
Object
F G H J K L ;
‘~ 1Enter2 + 3 4 5 Page
, .
Dow

Z Click
X onC theVGet BObject
N tool
M and then click
/ on anShift
object
Q W + already
E R T
placed at the trackside. The object selected now appears in the
Space + Alt + Ctrl A +and
154 selection window. Change the mode to Add Object S click
D F
again at another point on the track where you wish to place another
Z X C V
instance of the newly selected object.

BACK TO CONTENTS
Screen Break

7~ 6F1 7F2 8F3 9F4 0F5 -F6 +F7 F8 F9


Esc Backspace
81 92 03 -4 +5
Backspace
6
/Y
Home End Num
Lock / / * -
Y U IQ OW P E R T
~ 1 U
2 I3 O4 P5
Page
6 7 8 9
Delete
+
7
‘ 8 9
Up

H Delete
J KAObject
LS ; D F G

EnterQH+ WJ EK RLPage T; Y U EnterI + O
,
Print Pause
F2 F3 F4 Delete
,
F5 F6Object
F7 F8 F9 F10to F11 F12 a trackside
.
Ins
Select X /C then. click delete object.6 +
Down
Screen Break
B N M Z B +AN
V Shift SM D F G/ 4 H 5 ShiftJ K
Continue clicking to delete a number of objects. If you click on the
23wrong4 object,
5Space 6 on
click 7 Undo
+ Alt 8 Ctrl
+
9 +0Z - +Space
toXundo
Backspace
+ action
C theVlast Alt
B +2
1 3 + Enter
Ctrl
Nand M
Home End
,
replace the last deleted object. /
Q W E R T Y U I O P
0 Ins
.
Delete S
Page
Del Up

A SJunction
D F Direction
G H J K L ; Enter +
0 Ins Page ‘
, .
Down

Z Each
X turnout
C V should
B have
N M a switch lever attached
/ to it
Shift +
with a green
and red arrow to indicate the default direction. To change the
+ Alt click
Space module,
default direction of travel in the Driver + Ctrl + Junction
on the
Direction tool and then click on the direction arrows.You can also
make 3-way turnouts by simply adding a third track to the turnout.
Levers will now show three direction arrows.
Junction direction changes should generally be made in the
Session Layer.
155

Print Pause
F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

3 4 5 6 7 8 9 0 - +
Backspace

Home End N
/ Lo
E R T Y U I O P Page
Delete Up

S D F G H J K L ;
‘ Enter + Page

, .
Down

X Define
C V Name
B N M / Shift +
Next, select the Define Name tool+ and
Space Altclick
+ again
Ctrl +on the turnout.
Type a name for the turnout, click the check icon to save the name
and proceed. This name can then be searched for using the Find
Object Tool.

BACK TO CONTENTS
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
Q W E R T Y U I O P Pag
Delete Up

A STRACKMARKS
D F G HANDJ TRIGGERS
K L ;
‘ Enter + Pag

, .
Dow

Z Hotkey
X C= V B N M / Shift +
The third mode in the Track Menu is Trackmark Mode. Trackmark
Space + Alt + Ctrl +
mode is used for the management of Trackmarks, Triggers and
other track-based objects such as Priority Markers.
These markers are used in setting up the Rules for a Session, which
allows you to customise operations for your Route.
Click on the Trackmark Mode to change the Track Tab menu to the
Trackmark Mode menu.
In this section, Trackmark refers also to Trigger or Marker.

156

TRACKMARKS
Trackmarks highlight specific points out on the track in a Route.
They are named and then used in Rule building to guide AI Drivers
or players.

BACK TO CONTENTS
~ 1 2 3 4 5 6 7 8 9 0 - +
Q W E R T Y U I O P
Add Trackmark A S D F G H J K L ;

To add a Trackmark, click
Z onX the CAdd Trackmark
V B Nbutton . at /
M then click ,
a point on the track. A trackmark will be “attached” to the track. If
you move the track the trackmark will move with it. Space + Alt +

Trackmarks are not visible when you are operating your


Route in Driver.

157

Print Pause
F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

3 4 5 6 7 8 9 0 - +
Backspace

Home End N
/ Lo
E R T Y U I O P Page
Delete Up

S D F G H J K L ;
‘ Enter + Page

, .
Down

X Move
C VTrackmark
B N M / Shift +
Click F1
Esc on Move Trackmark. Then
F2 F3 F4 F5Space
click- + hold
F6 +F7 AltF8+ F9
on
+ aF11Trackmark
Ctrl F10 F12 Ins Print
Screen
Object on your track. Drag your mouse along the track to move the
object
~ 1to a2different
3 position.
4 5 6 7 8 9 0 - +
Backspace

/
RotateQTrackmark
W E R T Y U I O P
Select Rotate Trackmark and the default Jdirection of the; TrackmarkEnter +
A
is reversed.
S D F G H K L ‘
Z X C V B N M , . / Shift +

Space + Alt + Ctrl +

BACK TO CONTENTS
1 2 3 4 5 6 7 8 9 0 - +
Backspace

Hom
/
Q W E R T Y U I O P
Delete

AGet STrackmark
D F G Esc
H F1
J F2
K F3
L F4
; F5
‘ F6Enter
F7 + F8 F9 F1
Click
Z on X theC GetV Trackmark
B ~ N 1tool . 4 click
M 2and 3then / 5 on 6aShift,
trackmark
7+ 8 9
already
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 in
placed at the track. Notice that a trackmark now appears Ins P
S
the selection window. Q W Space E +R Alt YCtrl U+ I
T +Pause O
F3 F4 F5 F6 F7 F8 F9 Ins Print
F10 F11 F12
~ the
Screen Break
1 mode
2 3 Add
4 Object
5 6 7 J+ K
8 9 0 - Backspace

Change to A and S click


D again F atG another
H point L
of theP trackmark. /
3 4on the
5 track
6Q where
7 you
8E wish
9 to0Tplace + copy
Y another
-
,
Backspace
W R U I O Z X C V B N
Home M
End N
/ Lo
E Delete
R T Trackmark
YA US I D OF PG H J K L ;

Delete Page
Enter
Sp
. it./ ,
Up

S
F3
D Select
F4
F Delete
F5
G Trackmark
HZ J X Kthen
F6
C Lclick
F7
V ; onB a trackmark
F8
F9 F10 F11 F12
N M Enter to
+ delete
Ins Screen Break ‘ Print Pause Page Shift

, .
Down

X Define
C V Name
B N M / Shift +Space + Alt + Ctrl
3 4 To name
5 6 your7 trackmarks
8 9 so0 that- you+can find them again later
Backspace

Space + Alt + Ctrl + Home End Num

E Ron andT useY them


U in Irules,O click
Esc onF1Define
P F3/ F4
F2 Name. Then
F5click
F6on F7 the F8 LockF
trackmark and a dialogue box comes up where you can name Delete the
Page

7
Up

S D trackmark.
F G H J K L~ ; 1 2 3
Enter 4+ 5 6 ‘ 7Page 8
, .
Down
158 C
X Finding N M
V aBTrackmark /
Q E +R
W Shift T Y U I 4

To find the trackmark, useSpace


the Find
+ Object
A + S CtrlD + F , using
Alt G the J
H 1
K
Type: Trackside to shorten the list. Select the trackmark from the
Z X C V B N M0
list and the screen is re-centered.
0

BACK TO CONTENTS
Triggers
Triggers are similar to Trackmarks and are used in conjunction
with Rules to trigger an event such as a message being displayed,
sounding a horn or giving commands to an AI Driver.
A radius of a trigger is used to determine the area of effect a rule will
be triggered. The “radius” actually extends only along the current
stretch of track and not sideways.
Obstructions on the track such as a junction may disrupt the
trigger radius.

159

DIRECTION TRACKMARKS
Direction trackmarks are yellow and are used to indicate to AI
Drivers which direction is permitted on a section of track. By placing
direction trackmarks carefully, the AI trains can be restricted from
certain tracks or forced to take a particular path.
Use for controlling Northbound or Southbound traffic.

BACK TO CONTENTS
PRIORITY TRACKMARKS
Priority trackmarks are purple and are used to indicate to the AI
Driver the “Priority level” of a section of track. Trains and track
sections need to match in priority value. i.e. A Priority 2 Driver will
first attempt to path along a Priority 2 track section.
The priority system is not an explicit path setting mechanism
as a driver will still find a path over tracks of differing priorities if
the priority track is blocked.

ADVANCED TRIGGER MANAGEMENT


The advanced settings of the Trackmark tools menu are used to set
the radius of triggers. The radius defines the scope of the trigger
and is explained in the previous section.

Get Radius
160 Click on the Get Radius tool and then click on a trigger. The trigger’s
radius will now be in the text field adjacent to the button.
Set Radius
Click on Apply Radius then click on a trigger to apply the value in the
radius field to that trigger.

Adjust Radius
Click on Adjust Radius then click on a trigger and drag the mouse to
change the trigger radius.

BACK TO CONTENTS
TOOLS MENU
Print Pause
1 F2 Hotkey
F3 F4= F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

The Tools Menu offers some additional tools for helping to create
1 2 3 4 5 6 7 8 9 0 - +
Backspace

your T:ANE world. Home


/
Q W E R T Y U I O P
RULER MANAGEMENT TOOLS Delete

A The D tool
S ruler F is G J
usedHto measure
K track ;
L lengths, Enter
radius when+ laying ‘
. ,
D

Zcurves,
X orCevenV the Bsize of
N your
M basement. / Shift +

Space + Alt + Ctrl +

161

Changing the Scale of the Ruler


F1 F2
To change the scale of the ruler, go into the Surveyor Main
F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Print MenuPause
Screen Break
and choose Edit Route. Change the units to real Scale, HO, OO or
1 2whichever
3 4 scale
5 you6 prefer.
7 8 9 0 - +
Backspace

Home
/
Q Move
W ERuler
R T Y U I O P
Delete
To move the Fruler,GclickHon Move RulerLand ;then click- Enter
+ hold on
A S D J K +
either end of a ruler and then drag it to move that end of the ruler. ‘
Z X C V B N M , . / Shift +

Space + Alt + Ctrl +


BACK TO CONTENTS
Print Pause
sc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

H
/
QAddWRuler
E R T Y U I O P
To
A addSa ruler,
D click
F on G AddHRuler,
J then
K click
L at your
; chosenEnter
point+ in
your terrain and drag the mouse to the other end point for the ruler

andZrelease
X theC mouse
V button.
B N M . / Shift + ,
Space + Alt + Ctrl +

Add Ruler

162

Print Pause
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W Delete
E R Rule
T Y U I O P Page
Delete Up
UseD Delete Ruler to delete the Lruler.; Leaving a Enter
large +number of
A S F G H J K
rulers on your Route can cause severe slowdowns, so make sure you ‘ Page

M no longer. necessary. ,
Down

Z X
deleteC them
V when
B theyN are / Shift +
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
Space + Alt + Ctrl +
Camera Management Tools
~ 1 cameras
Use “Trackside” 2 3 to4 focus
5 on6 a section
7 -
8 of 9track.0 These +
cameras are then
Q triggered
W E byRapproaching
T Y trains.
U I O P
Place Camera A S D F G H J K L ;

Maneuver your camera
Z toXwhere
C youV want
B to place
N M . Click/
the camera. ,
on Place Camera and notice that Move Camera is now highlighted.
Use and arrow keys to move around. Space + Alt +

BACK TO CONTENTS
When your camera is in the correct position, Click on Place Camera.
Mousewheel to zoom out and see the camera object in the 3D
world

Select Camera
Click on the arrows in the middle of the tool list to switch between
Static and Tracking camera mode. Static mode will focus on one
position as the train passes, while Tracking will pan to follow the
train as it moves along the track.
A red camera indicates a static camera, and green indicates a
tracking camera.

163

Print Pause
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

4 5 6 7 8 9 0 - +
Backspace

Home End Num


/ Lock
E R T Y U I O P Page
Delete
7
Up

D F G H J K L ;
‘ Enter + Page

,F5 .F6
Down

X Move
CEsc VF1 Camera
BF2 NF3 MF4 /F7 F9 +F10 F11 F12
F8 Shift Ins 4
Print
Screen

Click on Move Camera then click


Space + onAlt
an existing
+ Ctrl camera
+ in the world.
Backspace 1
~You are
1 now
2 in3Move
4 mode.
5 Move
6 7your 8camera
9 then -
0 Click on+Place
Camera / 0 Ins
Q when
W you
E areRready
T to Y
lock the
U camera
I Oin position.
P
Delete Camera
A S D F G H J K L ;
‘ Enter 0+
To delete anZ unwanted
X C camera,
V Bselect M Camera. and/click onShift
N Delete a + ,
3D camera object.
Space + Alt + Ctrl +
BACK TO CONTENTS
Cameras have a “range” in Driver of 150-200 meters so
careful placement is required.

164
Print Pause
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

COPYING AND PASTING TOOLS /


Home End

W ECopyRandTpasteY tools I
U allow O Pareas of terrain and associated
large Page
Delete Up

A S scenery
D Fto be
G copied
H fromJ one
K place
L to
; another. Enter +
‘ Page

, .
Down

Z XSelect
C Area
V B N M / Shift +

F6
Click on Select Area and click and
F7 F8 F9 F10 F11 F12
drag
Space
Ins Print to
Pausecreate a rectangle around
Screen +Break Alt + Ctrl +
theEsc
areaF1
you F2
wish F3
to copy.
F4 F5 F6 F7 shows
The white box F8 F9theF10
areaF11
that F12
will Ins

6 7be copied.
8 9 0 - +
Backspace

~ 1 2 3 4 5/ 6 7 * Backspac-
8Home 9
End
0 Num
Lock- /+
Y Paste
U IMode
O P Page /
Delete
Click on Q Mode
Paste W and R
E click- T to Ynavigate I
U around OUp
yourP terrain
7 8to 9 +
G H J K L ; Enter +

the new location. Click where you want the selection copied.
;

Page
J
A S
, . D F G H K L Enter
Down

B N M / Shift + 4 5 6
Cancel SelectionZ X C V B N M / , .
Shift
Space + Alt + Ctrl + 1 2 3 En
Click on Cancel Selection to cancel the selection. Space + Alt + Ctrl
0 Ins
.
Del

0 Ins
BACK TO CONTENTS
Paste Height, Textures, Objects or Track
You can control which features are copied and which aren’t.
You can copy Height, Textures, Objects or Splines, or any
combination of these options. Use the “toggle” switches to decide
which elements will be copied.

165

6 F6 F7 F7 F8 F8 F9 F9F10F10F11F11F12F12 Ins InsPrint PrintPausePause


ScreenScreen
Break Break

6 6 7 7 8 8 9 9 0 0 - - + + Backspace Backspace

Ins Print Pause


F5 F6 F7 F8 F9 F10 F11 F12 Esc F1 F2HomeBreakF3 End F4 F5Num F6 F7 F8
Lock Lock / / * * -
Screen Home End Num
/ /
Y Y U Paste
U I IRotation
OOP P or PagePage
+~ 1 2 3 Up Up4Home 75End7 86 8 97 9 +8
DeleteDelete
5 6 7 8 9 0 - Backspace

G H H You J Jcan
K also
K L rotate ‘ ‘
L ; ;your selection
Enter
Enter +prior
+/ to pastingPage byPageusing the Num Lock /
R T Paste
B B N NMM
Y Rotation
U
,,..
O P
I dial.
/ / Shift
Shift + +
Q W Down E DownR Page
Delete 4Up
T
4 5
Y
5
7
6
U
6
8
I

F GRelative
H J
Height
Space
K
Space
L or; Absolute Enter
+ +AltAlt+ +Ctrl Ctrl + + ‘Height A+ S D FPage G
1
H
1 2 2 3 3 Enter E
J
, .
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C V You B canN paste


M either relative / or absoluteShift + Zheights X by C clicking
V Bon4 N5 M
. .
either icon to toggle between them. Relative height will0 Ins take
0 Ins theDel Del
copy height and add Spaceit to+ your + Ctrlheight.
Alt current + Absolute will paste 1 2
the copy height regardless of the current terrain height. 0 0Choose
Ins Ins
0 Ins
wisely, but if you make a mistake, use Undo.
0 Ins

BACK TO CONTENTS
LAYERS MENU
Print Pause
2 F3 Hotkey
F4 F5= F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

In short, the Route Layer is your “world” and yourBackspace


Session Layers are
2 3
the4 different
5 6 7 8 components
“interactive” 9 0 - + will change from one
that Home End
/
W ESession
R toT theYnext.U I O P Page
Delete Up

S Using
D Layers
F G effectively
to manage.
H J willK helpL make ‘
; your Session
Entercreation
+ easier
Page

, .
Down

Z X C V B N M / Shift +

Space + Alt + Ctrl +

166

BACK TO CONTENTS
Working with Layers
When you create a new Route, you are by default adding objects to
the Route layer and so they will be present in any Session created
for the Route.
To switch to working in a Session Esclayer,
F1 open F2 the F3 Layers
F4 F5 tab F6 F7 F
Print Pause
4 F5 and
F6 click
F7 onF8“Session-layer”.
F9 F10 F11 Objects
F12 you
Ins add to the
Screen Break world will now
~ 1 2You 3can add
be placed in the layer called “Session-layer”. 4 as 5 many6 7
5 layers
6 7 you 8 like,9 so you -
0 could +have a “Tree Layer” Home
Backspace
as or perhaps a
Q W E R End T Y
Num U/
“Hidden” Layer which you then use a script / to “Show Layer” at someLock
R T Y U I O P
point during a Session. A S D
Delete FUp G
Page
H J
7 8
F G H J K L ;
‘ Enter +
Place a scenery object on a new Route, click on Z theXEditCProperties
Page
V B N
, .
Down

C Esc
V button
B F1 F2
N . You F3 F4 F5 F6
M will notice /that besides F7
Shift an F8 F9
+ option to name F12
F10 F11 the4 5
Ins

object, you can also see which layer the object is on. To move the Backspac
~ to1another
object 4 + 5to
3Space
2 layer scroll Alt 6+ Ctrl +8
7 by
that layer using -
9 the0spinners +1 2
on
either sideQof the /
W Layer
E name.
R T Y U I O P 0 Ins
167
Add layer A S D F G H J K L ;
‘ 0 Enter
Ins

You can add extra


Z layers
X byCclicking
V on B theNAddM . Enter
Layer button. / ,
a Shift
name for the new layer and select Route level or Session level in the
popup dialog and accept. Space + Alt + Ctrl
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 Ins Print
F10 F11 F12
Paus
Screen Brea

Print Pause
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins
~
Screen Break
1 Layers
2 3can be
4 dragged
5 6 between
7 8Route 9 and0Session- + in the
Backspace

level
Layers /
4 5 Q 6 panel.
W7 E 8 R 9 T 0 Y - U + I
Backspace
O P Home End Num
/ Lock
E R Delete
T AYLayerSU DI FO GP H J K L ;
Delete
Enter +
Page ‘
, . it.Shift + 7
Up

D FSelect
G a layer
ZH X and
J click
CK on VL theB;Delete
N Layer ‘
button
M Enter + to remove
/ Page

, .
Down

X C Merge
V BLayers
N M / +
ShiftSpace + Alt + Ctrl + 4
Select a layer and click Space
on Merge
+ Layers
Alt + button.
Ctrl + A popup gives you 1
the option to choose a specific layer to merge with. This merges
every object in the Layer into the new Layer. 0 Ins
Individual items that are already placed in the world cab be 0
added to a Layer by using the “Bound Layer” option. This is found
under Properties (the ? button in each object related Tool Tab).

BACK TO CONTENTS
TRAINS MENU
Print Pause
3 F4 Hotkey
F5 F6= F7 F8 F9 F10 F11 F12 Ins Screen Break

The Trains Menu has two Modes. Vehicle Mode to place locos and
3 4 5 6 7 8 tracks
9 -
0 Train +
Backspace

rolling stock on the and Mode to manage and Homeplace


End Num
consists on the tracks. / Lock
E R T Y U I O P Page
Delete
7
Up

D F G H J K L ;
‘ Enter + Page

, .
Down

X C V B N M / Shift + 4

Space + Alt + Ctrl + 1

168

Print Pause
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

1 2 3 4 5 6 7 8 9 0 - +
Backspace

Hom
/
Q Vehicle Mode
Esc EF1
W RF2 TF3 YF4 UF5 IF6 OF7 PF8 F9 F10 F11 F12 Ins
Del
Click Son the
A
~ stock
rolling
VehicleGMode button
1D in2Fthe 3scrollable
J to view
4H 5list. The
6K list
a list
7L can
; of all engines
8 be 9filtered
Enter +and
-
0 using +
the ‘ Backspac

Z X
Content SearchC
Q W
V B N
Filter.E R T Y U M
I
/
O P Shift + , . /

Space + +
Add Train A S D F G H J KAlt L+ Ctrl
;
‘ Enter

Click on Add Train


Z then
X select
C a “vehicle”
V B from
N the . /
M list (i.e. locomotive Shift ,
or rolling stock asset). A 3D version of the asset appears in the Train
Viewer window in the bottom of the tab. Space + Alt + Ctrl

To place the vehicle in the 3D world, Click on your desired location


on the track.
Select additional items and Click on one end or the other of the

BACK TO CONTENTS
current train to add more engines or rolling stock. The Red and
Green arrows adjust to mark the ends of the consist. The Green
arrow indicates which direction the consist will travel when moved
forward when operated in Driver.

169

Print Pause
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

If you Click too far away from the end of the consist, you will begin
4 5 6 7 8 9 0 - +
Backspace

a new consist. Home End Num


/
/ Lock
R T YIf you I toO joinPthe two consists together, use thePage
U want Move
Delete
7 8
Up

D F tool.
G H J K L ;

Enter +
Page

, .
Down

C MoveB Train
V N M / Shift + 4 5

Esc F1
ClickF2on Move Train then
F3 F4 F5Space
click- + hold
F6 +F7 AltF8+ F9
a F10
Ctrl train
+ F11car. F12
You canInsthen Print Pause
Screen1 Break 2
drag the mouse to move the traincar anywhere that there is track.
~ 1You can
2 move3 a4 whole
5 train
6 from7 one
8 track
9 to0another
- using
+ Move. 0 Ins
Backspace

/
Rotate
Q WTrain
E R T Y U I O P 0 Ins

ClickA on Rotate Train then click onJany Kindividual ;car in a consist to


S D F G H L Enter +
reverse the direction of that car. This does not change the “direction ‘
heading”Z (which
X Cis changed
V N Mode).
B in Train M ,
. / Shift +

Space + Alt + Ctrl +

BACK TO CONTENTS
Print Pause
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home End
/
W E R T Y U I O P
170 Delete Page
Up

A EscS Get
F1D Train
F2F F3G F4H F5J F6K F7L F8; ‘
F9 F10 Enter
F11 +F12 Ins Print Paus
ScreenPage
Brea

. in/any consist ,
Down

Z Click
X on
C Get
V Train
B thenN click
M on any car Shifton+the Route.
~ The
1 car2selected
3 4will be
5 highlighted
6 7 in8 the 9list in0the -Trains+ tab and
Backspace

displayed Space + Alt + Ctrl + /


Q Win the E Train
R Viewer
T Ywindow.
U I O P
Delete
A Train
Esc F1
S F2 F3
D F F4 H
G F5 F6
J F7 F8
K L ;
F9

F10 F11Enter
F12 + In

Click on Delete
Z 1 X Train 8 . 9 / 0
then click on any engine or car
2 C 3 V 4 B 5 N 6M 7
in a consist to
Shift ++,
delete~the car.
- Bac

Space + Alt + Ctrl + /


Use theQMove
W tool rejoinTthe Yremaining
E to R U I carsOintoPa single
consist. A S D F G H J K L ;
‘ En

Decouple Carriage
Z X C V B N M , . / Sh
Click on Decouple Carriage and then move the cursor toSpace
a point+near
Alt + C
the connection between two items in a consist until a red coupler
icon appears. Click on the coupler and it will open to indicate the
break in the coupler. Additional Green and Red arrows will appear
above the point of uncoupling to mark off the two consists that have
now been made from the one original consist.

BACK TO CONTENTS
Print Pause
F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

5 6 7 8 9 0 - +
Backspace

Home Num
/ *
End
/ Lock
T YEditUProperties
I O P Page
Delete
7 8 9
Up

F G Click
H onJ EditKProperties
L ; to configure any+traincar.
Enter
‘ Page

. / ,
Down

V
A default
B N M
name is automatically provided. The name persists only
4 5 6
Shift +
for this particular Session and can be edited and saved. Change the
running numberSpacefor an+engine
Alt + 1
Ctrlby+clicking on the underlined
or car 2 3
text.
0 Ins
.
De
Additional scripted components can be configured for rolling stock
that have script support added. 0 Ins

171

Print Pause
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

~ 1 2 3 4 5 6 7 8 9 0 - +
Backspace

/
Q W E R T Y U I O P

A
Esc
SD F G H J K L
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
; Enter +
‘ In

TrainZMode X C V B N M / Shift + , .
~ 1 2 3 4 5 6
Click on the Train Mode button to enableSpace 7 8 -
9 of 0complete
the placing +
Bac

+ Alt + Ctrl + /
consists (pre-built
Q W trains)
E in aRsingle
T click.
Y U I O P
Add Consist A S D F G H J K L ;
‘ En

Click on Add Consist


Z toX addC oneVof your N M consists .to your
B chosen / Sh ,
Route. Click at any point on the track to place the complete consist
to +place
Space
on the track. There must be sufficient room on the track Alt + C
the train.
BACK TO CONTENTS
Train Mode

Print Pause
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

4 5 6 7 8 9 0 - +
Backspace

Home End Num


/ Lock
E R T Y U I O P Page
Delete
7
Up
172 F
D G H J K L ;
‘ Enter + Page

, .
Down

X C Move
V Consist
B N M / Shift + 4
Click
Esc on Move Consist to enable
F1 F2 F3 F4 F5Space
you to move
F6 +F7 AltF8+ F9
any F11
+
Ctrl F10 consist
F12
on your
Ins Print Paus
Screen1 Brea
Route along the track to adjust its starting position. click- + hold
~ on1any 2consist
3 to 4move5it back
6 and7 forth
8 along
9 the 0 track.
- +
Backspace 0 Ins
/
Rotate
Q Consist
W E R T Y U I O P 0
Click on Rotate Consist then click on
J the consist ; to change Enter
the +
A
direction of
S
the
D
whole
F G
consist.
H
The Red
K
and
L
Green arrows will alsoIns Print

Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
Z X to Creflect
switch positions N M
V theBrotation. . / Shift +
Screen
,
~ 1 Use2the Rotate
3 4 tool5in the
6 Vehicle
7 8
Mode9 0+ -
to rotate
Space just +
Alt one
Backspace

car +
+ Ctrl
at a time. /
Q W E R T Y U I O P
Delete Consist
A S D F G H J K L ;
‘ Enter +
Click on theZDelete
X Consist
C Vbutton
B then
N click . / to deleteShift +
M on any consist ,
it from the tracks.
Space + Alt + Ctrl +

BACK TO CONTENTS
~ 1 2 3 4 5 6 7 8 9 0 - +
Bac

/
Q W E R T Y U I O P

A S D F G H J K L ;
‘ En

1 F2 Decouple
F3 F4 F5Carriage
F6 Z F7 X F8 C F9 V F10 B F11 N F12M , .
Ins Print
Screen
Pause
Break/ Sh
Click on the Decouple Carriage button then click on the coupler+icon
Space Alt + C
that appears between each car in a consist. This+will split the consist Home E
2 3 4 5 6 7 8 9 0 - Backspace

/
Q W intoEtwoRnewTconsists.
Y U I O P Pa
Delete U

A Change
S D Heading
F G H J K L ;
‘ Enter + Pa

, .
Do

Z Click
X onCthe Change
V B Heading
N M button then /click on Shift
any consist
+ to
reverse the Green and Red direction arrows. Note that this sets the
forward direction when the consistSpace + Alt
is started in Driver +
+ Ctrlmode. Use
Rotate to reverse the physical direction of the consist.

173

Print Pause
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

2 3 4 5 6 7 8 9 0 - +
Backspace

Home En
/
Q W E R T Y U I O P Pa
Delete U

A Get
S Consist
D F G H J K L ;
‘ Enter + Pa

. in/ the 3D Shift ,


Do

Z Click
X onCGet V
Consist
B then
N click
M on a train world.+ Enter a
name for the new consist and it is added to the consist list.
Space + Alt + Ctrl +
Place vehicles using the Vehicle tool, and create new consists for use
on many different Routes.
When you name a consist, that name persists across other
Routes and Sessions and becomes available in the Quickdrive Rule.

BACK TO CONTENTS
Rename Consist Template
Click on the Rename Consist button to rename the consist currently
selected in the list.

Delete Consist Template


Click on the Delete Consist button to delete the consist currently
selected in the list. A confirmation window will display to confirm
the deletion. This deletes the named consist from the list, not the
train on the tracks.

EDIT ENVIRONMENT TOOLS


The Environment Tools Menu is accessed from the Surveyor Main
Menu by selecting “Edit Environment...”.

174

Options are available for you to:

Choose the skybox to make it appear cloudy or sunny.


Adjust the weather from rain to snow to clear.
Change the wind speed which affects the Speedtrees.

BACK TO CONTENTS
Adjust the height of the snowline for supported assets.
Adjust the time of year to affect which version of the seasonal
assets appear.
Customise the lighting throughout the day.
Customise the water color and appearance.
Adjust the road traffic.
Change the world origin.

DYNAMIC LIGHTING
The Lighting panel is used to set the colors of the sky and water at
various times throughout the day.

175

Print Pause Print Pause


F5F8 F6
F9 F7
F10 F8
F11 F9
F12 F10 InsF11 ScreenF12Break Ins Screen Break

58 6 9Time - 9+ or
7 0of 8Day 0 -
Backspace
+
Backspace

Home NumHome
/ * Num- / *
End End
/ / Lock
the day, click-Lock +
T I YTo O view
UP the I current
O Plighting setting throughout Page Page
hold and drag the hour hand on the Delete
clock.Up 7
Delete
8
Up
9 7+ 8 9
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To adjust the lighting, select one of the small
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VM B M/ Shift + 4 5 6 4 5 6
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Space + + +Alt + Ctrl +
+ Ctrl
Alt Space 1 2 3 1Enter 2 3
outside (“color control points”) then use the three-color RGB dials
to adjust the color tint for that time of day. The lighting for each
color control point is applied at the position on the 24 hour clock
and effects are blended between one setting and the next as the
clock advances.

Sky Color Preview


Click the Sky Preview window and a white line appears at the bottom
of the window. Click in the center and the white line moves to the
center. Click at the top of the window and it moves to the top. These
are the three-color bands in the sky that you can adjust using the
RGB dials.
You must have one of the green buttons on the clock selected
to be able to select a band in the sky.
Click on the bottom of the sky preview. Move the three RGB color
176 dials and notice the sky colors change. Repeat this for the middle
and upper bands. There are three other color options that can be
adjusted.

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Ambient Color Preview
Click on the top Ambient Color Preview box and adjust the RGB
values to set the directional lighting. This primarily affects the color
hue of buildings and other objects.

Sun Color Preview


Click on the middle Sun Color Preview box and adjust the RGB values.
This alters the ambient lighting, primarily affecting the terrain.
Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins

Water Color Preview


~ 1 2 3 4 5 6 7 8 9 0 - + Backspa

1 Click on the lower Water Color Preview box and adjust the /
RGB values.
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Space + Alt +177
Ctr

4 3

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4 5 6 7 8 9 0 - +
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Reset Colors
3 If you wish to reset the RGB colors to the defaults used by
T:ANE, click on the Reset Colors button.

Diurnal Cycle
4 To preview the full 24 hour cycle in just 30 seconds, click on the
Diurnal Cycle button. Click again to stop the cycle at any time.
178 You can also manually drag the hour hand to see how the colors
blend over time.

LOCATION TOOLS

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The second tab, signified by the globe icon, contains the World
Origin, Session Date and Road Traffic settings. The World Origin is
a marker on your Route to set the latitude, longitude and altitude
at that location. This adjusts the sun position with a higher latitude,
F2
resulting in a lower winter sun position. The altitudeIns setting
F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
Print controls
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the snow variation in objects where snow is seasonally supported.
2 3 The4default
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6 7 is 8
set at92000m.
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W EscEAdd/Move World Origin Print
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A S~ D 1 F 2 G 3 H 4 J 5 K 6 L 7 ; 8
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Click on Edit World Origin to edit theGlatitude, longitude and altitude.
A S D F H J K L ;
Choose a date to set the time of year to control the appearance of ‘ Ent

seasonal variationZin supported


X C scenery.
V B N M , . / Shi

Space + Alt + Ct

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5 F5 F6 F6 F7 F7 F8 F8 F9 F9F10F10F11F11F12F12 Ins InsPrint PrintPausePause
ScreenScreen
Break Break
ENVIRONMENT TOOLS
5 5 6 6The
7 third
7 8 Environment
8 9 9 0 0 - + + the weather, sky
tab-controls
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and water.
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PagePage
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will look like in rain (move the slider left) or snow (moveUp the Up
slider
7 7 8 8 9
F G GHH J J K K L L ; ; ‘ ‘
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right). Use the Weather Rule in Edit Session to customize the PagePage

,,..
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B N NM in M
your Session./ / Shift + +
Shift 4 4 5 5 6

The Sky Selection box provides


Space
Space+ +AltAlt+a range
+Ctrl of
+ cloud
Ctrl + cover options. Scroll
1 1 2 2 3
through the list and click on any option to apply that skybox to the .
world. 0 Ins0 Ins Del

The Water text box works in the same manner. The overall 0 0 Ins Ins
appearance of water is affected by the choice of sky and by the
lighting conditions set in the Time tab.
You can also change the wind strength, and edit the altitude of the
snow line. Wind strength will affect the movement of Speedtrees,
180 and Snowline height will affect which version of seasonal assets are
used.

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Customising your Session
INTRODUCTION
One of the most powerful features of T:ANE is the ability to customize
almost every aspect of a Session by using powerful “Rules”. T:ANE
ships with more than 100 Rules to get you started, and like with
other assets, new Rules become available regularly through the DLS.

181

Rules utilize the TrainzScript programming language and provide


access for users without requiring any programming skills the ability
to adjust various parameters in a Session.
These parameters include pretty much any customisable aspect of
the Session including which Drivers are assigned to which trains, the
Driver Commands they will follow, the weather state, the driving
control method available, the industry production rates, camera
controls and much more.
Rules operate in a “Hierarchy” so a Rule can be configured to
operate only when a particular train hits a trigger, or after a certain

BACK TO CONTENTS
event has occurred. Messages can be displayed, HTML pages and
sound files provided and scoring systems implemented based upon
what the Session user does (or doesn’t do).
Rules, together with the “Edit Session” menu, provide a totally
open-ended system of customisation with almost no limit to what
can be achieved
While Rules can be a little daunting at first, with perseverance
and practice, using Rules will unlock a whole new level of enjoyment
for many Trainz fans.

Edit Session
Click on Edit Session on the Surveyor Menu Bar to open the Edit
Session interface. Here you can modify the properties associated
with a Session, change the Session Name, add a Description, and
configure each of the various Rules to be used in this Session.
182

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ADDING RULES
Click on “Add” to add a new Rule to the Session. Choose from the
set of Rules listed and click the Checkmark to add the Rule to this
Session. Once added, it is time to edit the Rule to customize it to
your needs.

Editing Rules
Each Rule generally provides a number of parameters that can be
configured, depending on the type of Rule. The location of the Rule
in the Hierarchy then determines when the Rule is triggered in the
Driver Session.
Highlight a Rule in the list that you wish to modify and click on the
“Edit” button to bring up the Rule Properties Window. This window
shows which editable parameters are made available in the Rule.

183

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Click on the available “hyperlinks”, and choose from the pop-up list
of items, or type in an appropriate value or piece of text as required.
One of the easiest and most powerful Rules to use is the Driver
Setup Rule which allows you to allocate Drivers to various locos
and also add a list of Driver Commands for each Driver. The AI
Drivers will then carry out these orders when you start the Driver
Session.
You can also edit the name of any Rule by clicking on the text
descriptor and typing in a descriptive name that helps you identify
what the rule is configured to do (e.g. Cinemtatic Camera Intro and
Cinemtatic Camera Ending).

184

It is possible to have multiple rules of the same type in a


Session where each rule instance has its own configuration.

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MANAGING RULES
The Rules in your Rules List can be further manipulated by the four
command buttons at the bottom of the Edit Session window (or
using the -click menu).
The Outdent, Indent, Promote and Demote commands are used to
order the Rules in a Hierarchy.
Some rules (like the Trigger Check Rule) require indented child rules
immediately below them. This indent determines what needs to
happen prior to the Trigger Check Rule being activated.
Other rules, like the Ordered List Rule, also require child rules as
each rule will be executed in order one after the other.

185

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Indent (Rule)
1 To Indent a Rule by one level, select the Rule then click on the
“Indent” button. This moves the selected Rule one level “In”
and makes the Rule dependent on the next higher Outdented Rule
above it. The indented Rule will not be executed unless the Rule
next up in the hierarchy is activated.

Outdent (Rule)
2 To Outdent a Rule by one level, select the Rule then click
on the “Outdent” button. This removes the Rule from
dependency upon the Rule it was Indented under.
Be careful here as Rules subsequent to the Outdented Rule
that are Indented will now only be executed if the Outdented Rule
conditions are met. Use the “Promote” and “Demote” buttons to
re­order the Rule List if this is not the desired outcome.
186

5
2 1 3 4

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Promote (Rule)
3 To Promote a Rule up the Rule List select the Rule then click on
the “Promote” button. Once the Rule has reached the top of
the Rule list, it can no longer be Promoted.

Demote (Rule)
4 Select a Rule by click then click on the “Demote” button to
move the Rule down the list.

Delete (Rule)
F1 F2 5F3To remove a Rule from the list select it then click the
F4 F5 F6 F7 F8 F9 F10 F11 F12 Ins “Delete”
Print Pause
Screen Break
button. A dialogue box pops up confirming the deletion. Click
the “Yes” button to confirm the deletion Esc F1theF2“No”
or click F3 button F4 F5 F6
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1 1 F2 2 F3 3 F4 4 F5 5 F6 6 F7 7 F8 8 F9 9F10 0F11 -F12 + Ins Screen Break
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This process copies all the parameters from the selected rule as well,
and works either within a session or0 from
Ins
one session to another. It
is therefore possible to copy a whole group of dozens of Rules from
one session into a new session, then quickly edit the parameters to
create a similar-but-different version of the Session.
For Trainzscript users, copy/pasting the Rules into notepad
shows all the Rules, Kuids and parameters being used.

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Rule Icons
An icon shows beside each rule to indicate the method by which it
is executed.
An arrow shows that there are children indented under the
rule. The arrow is used to expand and collapse the list of child rules.

A number indicates the order in which a child is executed. This


means that the child rule ‘1’ will be executed, then the parent will
wait for it to complete (which also means waiting for its children to
complete too), and will then execute rule ‘2’, and so on.

The ‘=’ icon means all child rules are executed simultaneously.
The parent rule may then complete either when all children are
completed (or sometimes when one rule completes, depending on
188 the rule).

The ‘X’ means that rule doesn’t execute its children. Any rule
indented below that parent will never be run.

The ‘?’ icon means the execution is unknown. This happens


when the creator of the rule has not implemented the interface
which tells the game how/if it executes children.
The creator of a rule can also add a custom icon.

A Rule that requires additional information or configuration


will show an within the rule to indicate the Rule is not going to
execute in the current state.

More information on Session Rules can be found at: http://online.ts2009.


com/mediaWiki/index.php/HowTo/Session_Rules.

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RULE HIERARCHY LISTS
Lists provide a variety of ways of dealing with Rules that need to
be executed in a specific sequence. For all indented rules that
execution is controlled by the parent. Top level rules are executed
simultaneously when the session starts.
For more information on Rules Hierarchy visit: http://online.ts2009.com/
mediaWiki/index.php/Session_Rules_Overview

189

Ordered List
When started, the Ordered List rule starts its child rules in
succession. After executing the first child rule it waits for that rule
to complete before starting the second child rule. It repeats this
behaviour progressively until it has executed all of the child rules
one after the other.

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As the child rules are executed in a linear fashion there is never
more than one child rule running at a time. Progressing through the
list of child rules and executing each one in order is referred to as
the ‘list cycle’. The final child rule must be complete for the list cycle
to complete.
Once this list cycle is completed, the Ordered List rule either
completes itself or restarts the cycle depending on the settings
selected in its configuration dialogue.
http://online.ts2009.com/mediaWiki/index.php/Ordered_List

Progressive List
When started for the first time, the Progressive List rule runs its first
child rule. After the first child rule has completed the Progressive
List rule then completes itself. In order to run the successive child
190 rule, the Progressive List rule must be restarted by a parent rule.
This behaviour continues progressively until all of the child rules
have been executed.
While the sequential execution of child rules is similar to the
behaviour of the Ordered List rule; the Progressive List rule only
executes one child rule each time it is started.
Once this list cycle is completed, the Progressive List rule either
repeats the entire process; repeats only the last child rule; or
takes no further action depending on the settings selected in its
configuration dialogue.
http://online.ts2009.com/mediaWiki/index.php/Progressive_List

Simultaneous List
When started for the first time, the Simultaneous List rule runs all
of its child rules simultaneously (shown by the “equals” icon rather
than numbers). How the Simultaneous List rule completes itself
depends on the settings entered in its configuration dialogue.
http://online.ts2009.com/mediaWiki/index.php/Simultaneous_List

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Random List
When started, the Random List rule randomly selects and executes
one of its child rules. Once the selected child rule is complete, the
Random List completes. If any further executions are required the
rule must be restarted by a parent rule.
http://online.ts2009.com/mediaWiki/index.php/Random_List

Rule Templates
The new “template” system enables rapid development of a series
of sessions by configuring a template and then adjusting variables
for each session. Please visit the Trainz Wiki for more information
on templates.

Additional Rules
There are dozens of Rules that can help customize your Session
and many different ways to implement them. Please visit the our 191
Trainz Wiki Session Guidelines page for more information.
http://online.ts2009.com/mediaWiki/index.php/Session_Creation_
Guidelines

TrainzScript
Rules are all built using “TrainzScript”, which is a programming
language designed just for Trainz. By using these scripts,
programmers are able to create powerful Rules that can do almost
anything. As an extreme example, a single Rule could bew written to
control an entire operating session.
While some programming knowledge is required to create new
Rules, the possibilities to create generalised Rules for end-users, or
Rules for specific one-off requirements are endless.
Please visit the our Trainz Wiki TrainzScript page for more
information.
http://online.ts2009.com/mediaWiki/index.php/Scripting

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5. MANAGING CONTENT
With many thousands of items built
into Trainz and tens of thousands
more available to download, a system
is required to manage everything.
This chapter explains how Content
Manager can help you find, organize
and edit all your content.

What is Content 193


Introduction to Content Manager 194
192 Sorting, Searching & Filtering 196
Displaying Content Information 200
Viewing Content in 3D 203
Editing & Reverting Content 204
Deleting Content 206
Downloading & Dependencies 206
Importing Content & CDPs 208
Uploading 209
Archiving 209
Creating Content 209
Developer Tools 210
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Content Manager
WHAT IS CONTENT?
Content is a broad classification for all the items that are used by the
T:ANE software. This includes:

3D objects such as locomotives, rolling stock, track, vehicles,


people, buildings, bridges and tunnels.

other items used by the Trainz software such as displacement


maps, textures, skyboxes, sounds, scripted rules.
objects created using Trainz software such as routes and
sessions.

Content is created by community members just like you and is 193


available from many places on the Internet. The major source of
content is the “Trainz Download Station”. This is a huge library of
over 250,000 objects that can be accessed using Content Manager.
Every asset used in Trainz requires a unique identifier called a
“KUID”. e.g. <KUID2:43750:12345:02>
The first part of the KUID identifies the content creator and the
second set of digits is the unique identifier for a specific asset from
the author.
The third number is the item’s version number and allows users to
update to the latest version of an asset which will then seamlessly
replace the old asset wherever it is used.

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INTRODUCTION TO CONTENT MANAGER
Content Manager (often called “CM”) can be accessed from the
Trainz Launcher. It has been totally rewritten for T:ANE.

194 CM provides a range of options to manage and control the many


thousands of assets available for Trainz. The main functions include:

Sorting, Searching and Filtering Content


Displaying Content Information
Downloading Content and Dependencies
Viewing Content in 3D
Editing Content
Uploading Content
Verifying and Submitting Content
Exporting Content

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MENUS
CM is driven through four “menus”:

1
2 3

195

1 The top Menu Bar

2 The Filters Section at the top of the window

3 The Column Headings menu

4 The R-Click menu that provides access to a variety of tools.

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Menu Bar
This is the same Menu Bar as accessed from the Launcher. Through
the File option, it provides access to the various modules, and
through the Developer option, access to technical tools such as the
Database Rebuild option

Filter Section
This section provides powerful search and filtering options. A
number of pre-saved filter options are provided, and Custom filters
can also be created and saved.

Column Headings
Columns can be sorted by clicking on the headings. Additional
columns can be added by R-Click on an existing heading and
choosing from the available options.
196 R-Click Menu
This menu provides the core of the CM options where you can view,
edit, import, export or create content.

SORTING, SEARCHING AND FILTERING

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Sorting
Sort the current item list by clicking on one of the column headings.
Click again to toggle the direction of sort to either ascending or
descending order.

Searching and Filtering


Choose from the list of Default Filters to quickly generate a list
of content. To see all items on the Download Station, choose the
option from the list then click Search. A progress spinner will show
until a list of items will appear. The gray color indicates they are
not installed. The Custom filter provides a range of search/filter
parameters to find the specific content you are looking for quickly.

Adding a Search Parameter


The default Search panel has a search parameter of “Name” with no
value entered. Type in “Car” then click Search to return a list of all
assets with “Car” in the name. Note that this includes results such 197
as boxcar and cargo. Add another search parameter by clicking on
the “+” button to the right of an existing search parameter. Click on
the new parameter and choose Category then choose Vehicle from
the drop down list of Category options. Click search and now only
items with “car” in the name and also Category = Vehicle are shown
in the list.
Using Logic Operators

The default search is that each parameter and value must be


satisfied for items to show in the Main Panel view. In other words
parameter 1 “AND” parameter 2 must be satisified.

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To change this default, add another parameter between parameter
1 and parameter 2 and choose the “OR” operator Now the results
will show parameter 1 “OR” parameter 2.

Removing a Search Parameter


To remove a search parameter, simply click on the “-” button to the
right of the search parameter.

Saving Search Filters


To save your current filter, select the Save option from the Filter list.
Type in the name of the new Save Filter and click Save.

198

Keywords
You can use keywords to enhance the description of assets and
make them easier to find. By default all assets have their name
text as keywords. Content Creators can also add keywords to their
content when they create assets to assist in finding them amongst
the thousands available.
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You can also add your own keywords to content by right clicking
on one or more selected assets and clicking on Edit Keywords in
the context menu. Enter the desired keyword and click on the
Add button. You can continue adding keywords in this way to the
selected content.

199

Once the keywords have been added, in the future you can use the
Keyword search parameter to find the relevant items quickly and
easily.

Pick List
Located at the bottom of the Content Search Filter dialogue, the
Pick List is used as a “clipboard” for commonly used assets. Drag
and drop an asset(s) from the relevant Tool Tab onto the Pick List
panel to add it. To remove an item click- + hold it out of the Pick
List window.

Category
The Category of the asset determines how it is handled by CM and
T:ANE. Categories are a useful way of finding a specific type of asset
such as Track Object or Train Interior.

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Status
200
The Status shows the type of asset such as Built-In, Modified, Faulty
etc.

Ratings
A zero to five star rating can be applied to each asset using the
> context menu. Filter based upon the number of stars for an asset
using the Rating filter option.
Use Ratings, Keywords and Picklists to sort your content into various
sets for use throughout T:ANE.

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DISPLAYING CONTENT INFORMATION
Get Info
> Get Info to display a new window containing the item name,
Asset ID (KUID), Author, Description and Thumbnail image. This
window also provides an option to Edit the asset.

201

List Dependencies/Dependants
> View Dependencies or Dependants to open a new window
listing all the assets that an object relies upon (Dependencies), or
all the assets that rely upon the selected asset (Dependants).

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202

Copy Details
> Copy Details will copy the KUID and Asset Name into the
clipboard. e.g. <kuid2:393523:1564:1> 40ft Boxcar UP 01

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VIEWING CONTENT IN 3D

203
T:ANE supports multiple windows and therefore it is now possible to
view content from Content Manager in a game window (while you
also have another game window open such as Surveyor).

To view an asset in the 3D world, select an asset and > View


Asset In Game. This opens a new Trainz window with the 3D object
rotating in the window. You can stop the rotation using your mouse
and vary the rotation by dragging your mouse.
For Routes or Sessions, > Open Asset in Driver or > Edit
Asset in Surveyor. You can have several windows open at one time
depending on the size of the assets you are viewing.

Assets must be on your local machine to do this. DLS items


must first be downloaded before being viewed.

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EDITING & REVERTING CONTENT
T:ANE stores assets in a database called the Trainz Asset Database
(TAD).
New assets must be Created and then Submitted to the database
before they can be used in T:ANE.
Similarly, assets that you want to Edit need to be “released” out of
TAD (i.e. Opened for Edit), edited and then Submitted back into TAD
before the changes can be seen in T:ANE.

204

Open for Edit / Edit in Explorer


Use this option if you want to extract the asset out of the TAD. Select
an asset in the Main View and , then choose Open for Editing
from the context menu. The asset is now available for editing.
Behind the scenes your T:ANE\User Data\Editing directory now has
a copy of the asset sitting in a folder. If you want to automatically
open the folder in Explorer use the option “Edit in Explorer”.
Remember, until the item is Submitted, any changes are not yet
visible to T:ANE.

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Edit Config File Text 205
This handy option allows you to open just the “config.txt” file, make
any changes required, save the file, then Submit to update the
database.

Edit Primary Script


Select an asset in the Main View and , then choose Edit -> Edit
Script from the context menu. If the asset selected doesn’t have a
script associated with it you will get an error message and the asset
will be left in the Open for Edit mode.

Reverting Content
When an asset is Open for Edit it can be returned to its previous
state in the TAD by using the Revert option.
To Revert an asset select the asset in the Main View and , Revert
from the context menu.
Another Revert option, available only for built-in content, is to
Revert to Original. In this case the modified asset is reverted back to
its original state as supplied with T:ANE.

BACK TO CONTENTS
DELETING ASSETS
Deleting an asset removes the asset completely from your computer
and from your T:ANE content database. Of course this makes it
unavailable in Trainz. If it was a Download Station item it will still be
listed in CMP, but you will have to re-download it to make it active
in the game.
To delete an asset, select it and > Delete. Built-in assets cannot
be Deleted.
Make sure you back up your locally modified (non-DLS) assets.
Once they have been deleted there is no way to recover them.

DOWNLOADING & DEPENDENCIES


The Download Station has many thousands of assets available for
you to download free and add to your Trainz software. CM maintains
an index of assets on the Download Station which is constantly being
206
updated as new assets are added.
Print Pause
F4 F5 F6youF7startF8downloading
Before F9 F10 F11
fromF12
Ins Screen Break
the Download Station, you must
enter your Planet Auran username and password in the Internet tab
4 5 6 7 8 9 0 - +
Backspace

of the Settings menu from the Trainz Launcher. Home End Num
/ Lock
E R T Y U I O P
Use the search, sort and filter options of CM to browse through
Delete the Page

7
Up

D Fassets.
G H J K L ;
‘ Enter + Page

, .
Down

X C Downloading
V B N Assets
M / Shift + 4

Select the item you wantSpace


to download + Ctrl +
+ Alt (or to multiselect 1
several items) then > Download. A new download window
0 Ins
opens and shows the progress of the download. You can also click
the expand arrow to see more details of the progress. 0
Multiple downloads can be run simultaneously and to cancel a
download in progress, just close the download progress window.

BACK TO CONTENTS
Asset Dependencies
Some assets require other assets to operate correctly. These are
called dependencies. For example a locomotive needs bogies, 207
engine sounds, engine specifications and possibly other scripted
assets. CM takes care of finding the dependencies automatically.
Missing Dependencies
Sometimes assets show with a Status of “Missing Dependcies”. This
can happen when people have removed assets from the DLS that
are relied upon by other assets, or made those items obsolete.
Clicking on the Show Dependencies option generates an “Unknown
Asset” message since the DLS no longer knows about this asset.

View dependencies
For a local asset, select it and click . Choose View Dependencies
from the context menu. This opens a new window showing the full
list of dependencies for that asset.

BACK TO CONTENTS
IMPORTING CONTENT AND CDPS
You can import content either in folder form, or as a CDP.
Click File > Import Content to specify a folder containing the content
to import. The folder can contain one or more Trainz assets in Folder
or CDP format.
Click Select Folder to import all the content in the selected folder
and sub-folders. A progress window lists the items that are being
imported and installed.
You can also drag and drop a folder containing one or more assets
onto the main screen of CM.

208

EXPORTING CONTENT
Select the content you wish to export, and choose Export to
CDP. This will create a redistributable content set that you can
share with other users.

BACK TO CONTENTS
UPLOADING CONTENT
The uploading process has been streamlined and is integrated with
the Download Station and Planet Auran.
Select one or more assets in the Main View that you want to upload,
then R-click and choose Upload to DLS from the context menu. The
selected asset(s) will appear in the new Uploads progress window.
Also if any of the assets are broken or are not your assets then these
assets will be flagged in the dialogue box with appropriate error
messages. A Planet Auran license agreement will also appear and
once you have read the license, click on the Accept button.
In CM a dialogue box opens showing the success or failure of the
upload. If successful, at the same time, CM logs you onto Planet
Auran and the secure website opens up in a browser window at the
“Your Content” page.
Click on the “Unprocessed” button to confirm your asset has been 209
received. It will have a generic name “upload.cdp” and will also
have a time/date stamp so you can identify it. You can still stop the
upload process at this point, by clicking on the “Do not process” link.
Once Approved, an email confirmation sent. The asset is usually
available on the Download Station within six hours from time of
approval.

ARCHIVING AND BACKUPS


For T:ANE, you should organize your own archive or backup process
using traditional methods such as external drives etc.

CREATING CONTENT
Creating your own assets for T:ANE is supported through the
Trainz Wiki which provides detailed information on the current
requirements for various asset types.
To create a new asset, you will generally begin by cloning an
existing asset and making changes to the config file, textures and
meshes where appropriate.

BACK TO CONTENTS
210

DEVELOPER TOOLS
Click Launcher > Developer to access additional content related
tools primarily aimed at content creators and internal developers.

Rebuild Database
This should be used if you have unexpected problems with missing
content or content errors. This process updates your database,
revalidates the content and can often clear up any corruption that
has occurred.

Show Logs
This option will show a log of any activity including errors and
warnings occurring when loading or operating a session.

Show Profiler
This primarily a developer tool but will show your current rendering
performance in frames per second.

BACK TO CONTENTS
211

BACK TO CONTENTS

6. TEST TRACK

A train simulation is all about physics.


Test Track provides a set of graphical
tools to monitor and analyze
every aspect of train physics being
simulated in T:ANE.

Introduction 213
212
Main Screen 214

Setting up Test Track 215

Adding a Train 216

Graphing and Exporting 217

Editing Engine Files 219

Creating & Editing Test Tracks 220

BACK TO CONTENTS
213

INTRODUCTION
The Test Track module is an innovation created to enhance the
physics capabilities across all aspects of Trainz that are affected by
the physics simulation.
The tools have been designed so users can view what is happening
“behind the scenes” to the forces at work that make trains move
along the tracks.
While many end users will not directly use this module, they will
experience improvements over time as the “power and braking
curves” for each loco are customised and as other elements such
as the effect of track curvature are analyzed and modified in code.

BACK TO CONTENTS
MAIN SCREEN
The look of the main screen will be familiar to Trainz users; it is
very much like a typical Driver Session, but with some important
differences. The screen is set out as follows:

1 The Main Menu provides different options for creating, editing,


saving tests and editing enginespecs.
2 The Driver HUD is customised specifically for physics testing.

3 The Graph Panel displays data points for the set of variables
selected by the user and includes export options.

4 The Driver Command Bar provides a new set of Drive commands


to issue Cab Mode instructions to AI drivers.

5 The Train Tab provides an interface to create consists and place


traincars on the track.
214

1 2

3 5

BACK TO CONTENTS
SET TING UP A TEST TRACK
Test Track uses a basic set of track laying options to set up the
required track sections for your testing. Track is laid in discrete
sections:

Length - set each section to a specific length in meters.


Curve (m) - enter 1000 to create a gentle curve to the right
based upon the circumference of a circle with a 1000m radius.
Use -1000 to curve to the left.
Gradient (%) - enter 1% to create a track that will rise 1m every
100m (also known as 1 in 100). Enter -0.1% and the track will fall
by 1m every 1,000m.

215

Once you have set your parameters for the first track section, click
Add Section to add your next track section.
A trackmark is placed at the end of each new section, so you may
want to add several shorter sections to provide additional marker
points along your route.

BACK TO CONTENTS
Any time you want to check your track or begin your Test, click the
Save tick and your track is loaded along with the previously used
train.
Use the Free Roaming camera to navigate along the track or begin
your Test.

ADDING A TRAIN
Click the Train Tab to access your installed rolling stock. This tool is
used just like it is in Surveyor. Select locos, wagons or cars one at a
time and place them on the track, or select a consist and place that
on the track. Generally you will want only one train on the track
at a time (and run a second test with different stock if you wish to
compare performance).

216

BACK TO CONTENTS
GRAPHING AND EXPORTING
The Graph Panel can be opened and closed using the Show Graph
Panel icon.

Adding Data Points


Add a new value by clicking +Add and selecting a variable from
the drop down list. Most variables are available per car. When the
simulation is started, the data is then drawn as a line against time
on the graph.

Data Point Labels


Mouse over any of the data lines on the graph will show a tooltip
indicating the data value and measurement scale.
Click on a data line to anchor the tooltip to the graph. Left-click and
drag along the line to move the anchor-point, or drag off the line
and release to delete it. 217

BACK TO CONTENTS
Time Controls
One of the key benefits of Test Track is that the simulation runs
at faster than real-world timing with the results being stored in a
“buffer”. The buffer can then be played back from any position so
you can run a 30 minute test and jump straight to the 29 minute
mark almost as soon as you start the test!
Click and drag the time slider or use the Forward and Back arrows
to move in increments. The timer shows the time passed since the
start of the test.
Note: as you move the time slider, the values also change in the
HUD on the top right of the screen and the train controls change
remembering the time of any previous adjustments made.

Graph Options
There are several options available. The most important of these is
218 the “Save and Export Test Results” option.

Click the “Save test results” generates a series of CSV report files
which can be saved into a folder for detailed analysis of the data.
Each report lists data collected at one second data intervals.
The default Train is the currently selected traincar. Click on the text
to bring up a dropdown list of other report options. The “All” option
consolidates reports for every car and consist into a single folder.
Open the reports in a program like Excel, then use copy/paste to
create summary reports such as comparing the data from one test
to another or one car in a test to another.

BACK TO CONTENTS
EDITING ENGINE FILES

219

In order to make changes to the performance of your locos and rolling


stock, you need to make changes to the underlying parameters that
“drive” the physics simulation.
Each traincar requires an engine file asset called an “enginespec”.
This file includes a long list of values that are utilized by the physics
code to determine the behaviour of the train car. By tweaking the
values, running tests and analysing the graph and report results,
extremely accurate results can be obtained.
This guide will not attempt to teach you how to tune these
parameters, but will focus instead on the actual functional aspects
of the tools.

Currently Selected Traincar


All the specification data relates to the currently selected traincar.
So be careful if you have changed your car selection in the 3D world
that you are editing the correct vehicle.

BACK TO CONTENTS
Editing Traincar Characteristics
The editable parameters are grouped by function. To alter any data
point, select the yellow numerical text and type in the new value.
Editing the Throttle and Dynamic Brake values can be accessed by
clicking on the Edit Values link on the graph. This opens a new set of
editable parameters.

Basic vs Advanced Editing


In Advanced mode, users can edit each value directly. The Basic
mode allows users to enter known data from real-world sources and
T:ANE will create a “best estimate” set of values.

Saving Changes
There are three options provided for saving. To begin with, save
changes in memory and the current test is automatically restarted
(and the simulation operates with the new data).
220
Once you are happy with the test results, you can choose to
Overwrite the current asset or create a Clone asset.
Users can apply a new engine file via the Train Tab > Properties
tool in Surveyor.

BACK TO CONTENTS
CREATING AND EDITING TEST TRACKS
Load Existing Test
Under New Test, click on the Custom Test Scenario to bring up a
drop down list of previously saved Tests. Select the test to load the
section data and then make any edits or Save and Load immediately.

Edit Test
To make further changes to your currently loaded Test route, choose
the Edit Test option.

Save Test
Use Save Test to save your currently loaded test for use again later.
Save will create a new asset which you can locate and edit in Content
Manager or share with your friends.

221
Use notepad to copy/paste or find/replace to edit larger test
tracks then commit the new asset in Content Manager.

BACK TO CONTENTS
7. BEYOND TRAINZ SOFTWARE

TRAINZ ONLINE
Trainz is far more than the piece of software installed on your
computer. There is a world-wide community of train fans involved
in a variety of aspects of the Trainz hobby. Below are some of the
online places to visit and discover more about Trainz.

GET TING HELP


This manual has been written prior to release of the final product
and Trainz is always being updated. To keep up to date on new
systems, and to discover more about existing systems, visit the
following online resources.

222 USING IN-GAME HELP


The ? icon on the Menu Bar is your friend. Use this tool to click on
a tool or menu and you will be taken to the appropriate Trainz Wiki
page.

TRAINZ WIKI
Detailed help on almost every aspect of Trainz. User contributions
are welcome so help update the wiki and help other trainz users.
http://online.ts2009.com/mediaWiki/index.php/HowToGuides

TRAINZ FORUMS
Become part of one of the largest online groups of train fans in the
world. Enjoy discussions about trains or Trainz; learn more about
any aspect of driving, operating, world building or content creation;
discover who is creating which routes, locos or other interesting
items of content; view screenshots of your favorite parts of the
world; os simply help others with your own knowldege of trains or
Trainz.
http://forums.auran.com/trainz/index.php

BACK TO CONTENTS
TRAINZ GALLERY
Online gallery for all your screenshots

TRAINZ BLOG
The home for your personal weblog to let others in the community
know what you are doing in the world of Trainz.
http://forums.auran.com/trainz/blog.php

TRAINZPORTAL
223
The portal website that covers everything Trainz related on PC, Mac
and mobile.
http://www.trainzportal.com/

SIMULATORCENTRAL
Home of our product store for Trainz and other simulator related
products.
http://www.simulatorcentral.com/

TRAINZ ON YOUTUBE
Check out the latest official and unofficial videos on Youtube.
http://www.youtube.com/n3vgames

TRAINZ ON FACEBOOK
Join thousands of other Trainz fans on our Facebook page.
https://www.facebook.com/TrainzSimulator

BACK TO CONTENTS
8. CREDITS
N3V Games Trainz Development Team
Directors Content
Graham Edelsten James Moody
Tony Hilliam Aron Coert

Studio Head Quality Assurance


Paul Olsen Siddhartha Mukherjee
Felix Prasser
Programmers
Chris Bergmann Web/Backend Systems
Kerry Hemsley Mike Crossman
Terry Palmer Chris Gosling
224 Guillaume Evrard
Mathieu Biston Marketing
Shaine Bennett
Artists
Rob Shaw
Jeronimo Martinez
Ashish Maru

BACK TO CONTENTS
TRAINZ CONTENT CREATORS
We would like to offer a very special thank you to our content
creators, without whom we would not have a product to release.
We look forward to working with all of you again in the future.

VicTrainz - Zec ‘S301’ Murphy


Healesville, Australia. Aaron ‘Azervich’ Collins
Garry ‘Jerker’ Jenkinson
Peter Cooper (gawpo50)
C&O Hinton Division.
Fallen Flag Railroads
East Coast Main Line, London
Napierdeltic and team
Kings Cross to Edinburgh.
Queensland Railways Southern
kentith45 225
Line, Warwick to Wallangarra.
Biatorbagy to Tatabanya,
Bob Cooper
Hungary.


Milwaukee Road Avery - Drexel,
TUME
USA.

Thanks also to the hundreds of


Content Creators who have provided
scenery, rolling stock and other
content directly for inclusion or via
the Download Station.

BACK TO CONTENTS
KICKSTARTER SUPPORTERS
T:ANE was given a huge boost in late 2013 with the successful
Kickstarter campaign where 1791 people pledged their support to
help make T:ANE a reality.
In addition, with a further 489 pledges through our own website, we
reached a total of 2280 people who put their faith in N3V Games to
help make Trainz better than ever before.
Starting off we have our top supporters along with the items they
have sponsored, followed by our TPC and TEG members, followed
by an alphabetical list of the remaining supporters who provided
their name for the credits.
We thank each and every one of you for helping make T:ANE
possible.
226 Controller
Michael Ford
Roy Joosten (Joosten)
RSA Trainz

Trainmaster
Derek Munro (Derekc75) - Blue Planet Trainset
Kenneth Soerensen (TheTiger) - KS81 Trainset

Stationmaster
Andy Richards - UK GWR Signal box
cfl1604 - YVRR depot in Merced, CA
D.B. Gard - Lumber Mill
Denis (dkarpenko) - Coal Mine

BACK TO CONTENTS
Trainz Pioneer Council G.J. Hess
Brian Snook (lilb)  J Maybury
Charley Hill  Jan Lindner
Chris Mountain (itareus) Laurie Whelan (lwhelan)
Christian Sorensen (ChrisD) Linda Irene Tingvik (Shortline2)
Dmitry Urbaniuk (jim_spb) locojoe2004
Frederic Houber (Trainbee) Mike Carter
Geoff Deitz (Pug) nicolaas1
Heinz Meinberg Nikita Nikitin (dtm_00401)
ianwoodmore  Paul Fogarty
Jacob Mann (jmann) Peter Alan Cooke
John Citron (jcitron) Peter Pardoe-Matthews(narrowgauge)
Kent Wagner (kentith45) R.F. Cooper
Martin van Kuilenburg Richard Hallett (Ringarooma)
Paul Cass (pcas1986) richardjh
Paul Hobbs (paulhobbs)  Ricke82
227
Per Björn (bear_ludd) Robert Pearson (RPearson)
Peter Cooper (gawpo50) RRSignal
Philippe ARNOULD (java23) Sebastian Zoller (TrainzDepot)
Pierre Guy (pguy) Steve Benn (PortlandBill)
Richard Lawton (rmlawton) Willem2
Ryan Vince (Ryanstrains) William Reeder (wreeder)
Shane Turner (shaneturner12) Ziem
Stephen Davison
Alphabetical Backer List
Trainz Enthusiast Group A. Sherst
Adam Chilcote A.Karre (Andromeda)
Aleksey Meshcheryakov (alekseymesch) A.L.Larkins
Andrew Jones (SharkNose) A.P Clark
Anthony Grantham (2995valiant) A.P.Kirkby (akirkby)
baloo406 A.Paz
Ben Neal A.V. Juravlev
cheechako aadelmann
D.Scott (Alanthegreat) Aaron Falis
Dmitri Kuchinski (DmitriSkif) Aaron Gittoes
F.J.Routledge (Borderreiver) Abdulkadir Aslan (TheFighter)

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abs77 Allan Joensson (Unimann)
Acdep1 Allan Renwick (Renwallz)
Adam Renelt (DJReonic) AM Dillon
Adam Witkowski And He
Adrian Brown Andi Smith
Aernoud Boer András Surányi (sura)
afterworkdrumhead André Miranda
AftmastRail Andreas Jansson (trainew)
ajho Andree Holst
Akke & Rafaël Monasso Andrei Ioachim (sirvorador)
Alan Smale Andrew Bosa (Andyroo3801)
Alan Taylor (Engineeral) Andrew Dormer (Dormer000)
Alan Wright (madclarinet) Andrew Edelsten
Albert Clotet Andrew G Scott
Albert88 Andrew Gilman
Alberto Rainero Andrew P. (RollsRoyce)
228
albrechtjuergen2 Andrew Soar (asoar)
Alco_P-A Andrew Stewart (andyj1967)
Aldo Galimberti (sidew) Andrew Top (bazcouta)
Alec Brenckle Andy Boal
Alejandro Cifuentes (ale) Andy Curtis
Aleksandr Sannikov Andy Hall (Hallman25)
Aleksey Meshcheryakov (alekseymesch) Andy Metcalfe (mettie2000)
Aleksey Zverev (Erendir) angelsd
Alex Aartsen Ankit Suryawanshi
Alex Demchenko Anthony Grantham (2995valiant)
Alex Goncharenko Anthony Short
Alex Kulik (wearsprada) Anthony Stiller
Alex Lincicum (anl) Antje Maroussi (321)
Alex T Anton Telegin
Alex1420 Antony Shannon (icbear)
Alexander “acasperw” Whitlock AntonyVW
Alexander Buchmann (LX_B) AntTaranish
Alexandre Cavaco Arix
Alexandre Smiechowski Artur Cholascinski
alfamo Arturo (Civil Engineer)

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atlasz Benjamin Crehore (bcrehore)
Atle Pettersen (adoggy) Benjamin R. Doerr
Aurelien VANDOORINE (wedge_antilles) benk87
AVN benzboy84
Ayster berdlezap
‘Azol’ Bernard J. Briggs (Buddieboy)
B Blake (bblake8480) Bernard Wylie (B_Ernie)
B. Copeland Bernd Sakowski
B. Fjellborg Bernie O’Connor
B. Siegenthaler (Blubbi) Bernie Wiemers (bwiemers)
B.F.Breuer Bernie17345
B.J.Scott bicki
B.M. Boughton Big Chuck
B.M.Barton Bigtoot
B.McIndless (one4u2eh) Bill Cangley
B.P.Kristensen (bpk_2007) Bill Chappel
229
Bagarn Bill Cleveland
BahnFan2014 Bill Rehbock
BaiCaiX Bill69
Barnett Hsu Billrr
Barry Leitch Bjorn L
Barry Miller -Blackhawk-
Bart Damons (bdamons) Blayne Mayfield
Bas ‘’Bastrein’’ Bosman Bloodnok
BassyTrainzGuy BlueBoyRider
bdgMP15 BlueSamurai195
BDZ44144 boat
BeeKay Bob Denning (DennR)
behemoth14 Bob D-M
Ben Margherone (buddhaben) Bob Granfield (boffin)
Ben Martin (trainut) Bob Hahn
Ben Metzger (UP4021) Bob Hatfield (southpaw_la)
bendorsey Bob Hume (fatboab)
Benedict Savio Bob Latimer (latimers)
bengolle Bob Sintas (Korruptor)
Benito Weber (Alcaron) Bob Traylen

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Bob York Carl Keller (gp9)
bobsanders Carl Lewis (Lewiscc65)
BoHill Carl Veenstra
bombi Carlo Cesareni (cescar)
Boris Bosnjak Carlo Lagomarsino (Pendolino)
bourne3 Carlos “AlexDnasty” Alvarez
Bradley Bodnaruk (MegaByte69) Caronen
Brandon Fisher carr
Brandon Hobbs caspar1946
Brandon van Ommen (Admigo) CasperJack
Brendan Mulcrone cchurcher
Brett A Thompson Celticwarrior
Brian D. Krohn (tigerbrian151) CFM
Brian_Trainman CGD
Briankeg cgwright
Bruce Freeland Chad Douglass
230
Brummel Charles Fetterhoff (Charles34)
Bruno Liddle Charlie Prentiss
Bruno Meyer Chase Zickefoose
Bryan Heron chaztrains62
Bryan Lane Chirag Shah (shahichirag)
bs178369 Boss CHN SS3
Bucko7RAR Chris Atkins
BuilderBob Chris Borgogno
bundlestars.com Chris Boyce
C Hogben Chris Hucklebridge (psycho_aussie)
C Howard ( Howy) Chris Hughes
C. Schütz Chris Ireland
C.D.Ball Chris Jakan
C.Martin (chris7851) Chris Mospaw
C.N.Nielsen (Darkspell) Chris Noble (Chaworthnoble )
C.P. Kacsur Chris Simmons
C.R. Mann Chris Thompson (wildfire142)
Cale Leiphart Chris Wheeler
Cam Bowes Christian Gaede
Carey Born (cbing) Christian Leiss

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Christian Otto (The_Gentleman) cspz
Christian Schmitt (Borovice) CurlSnout
Christian Vandecasteele cveto3ca
Christopher Biessener Cyrel Nilsson
Christopher Janzen (cj187) Cythina
Christopher Noble Heitz D R Brundler
Christopher Sullivan D. Ciolino (fireeng20001)
Christopher Taylor D. Lawrence
Chrisville153 D. Lecole
chur_maori D. Mechetin (QualcommingFa)
ChWerwick D.Frost (Flyingfox)
Cisso D.J.Knol
cjennin D.Jones (Bidston Wanderer)
Clancmic D.Locquet
Clarinus D.M. Brown
Class of 55 D.M.Leland
231
Claude Broche (claudebroche) D.P.McElroy
Claude Terrier D.Shinbine
Clayton Cornell DA Donaldson
Cloud Driver DadyCar (dr68)
Club 7000 Dale Dixon
Cody Wilson (2Wayne) ‘DaMatz’
Col Shaw Damien Knuckey (N4K1)
coldev Dan (dericm) Meinhard
Colin Chappell (Driver_Col) Dan Coghlan
Colin Price Dan Davis
Colin Wheeler Dan S (AlphaMaster)
colin55 DanH
Colourlight Daniel Bethke (Highspeedrail)
Connecticut Train Fan Daniel Boulton
Connel Cowan Daniel Henninger (jadestorm)
Connor Atkinson Daniel L P Brown
Connor MacBean Daniel Mueller
cooltrain Daniel Parrish
Corey Sessions Daniel Strutz (poltergeist007)
CRH380B-6216L Daniel Williams (Class_172)

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daniel7732 dbvoss
Danmrc dcwhite465
Danny (Golden Pig) Beck Dean Lodzinski
Danny Wilson Dean Moore (dmoore)
Darrel Stage (‘stagefright’) Deane Tunaley (Dinorius_Redundicus)
Daryl Cronkwright DeDR’77
Dave A. DeeBee
Dave Bouwman Demm
Dave Czerwonky Denis Arnaud
Dave Foster (Deltic50) Denkbr
Dave Hobbs Deon “Traindriver” Collins
Dave Montgomery ‘Thai1On’ DerMetz9er
Dave Noble (Traindent65) Dermmy
Dave Smith (chuffchuff) devinclancy
Dave Snow (davesnow) Df3542
Dave Tillman (zack0bear) Dick Holland
232
daveric hernaus Diego Gallina
DaveW dietrichj
David (Chuzpah) Goodin Dirk Solzbacher (Xolthor)
David ‘Davie_UCF’ Bowery Dirk Zandstra
David Edwards djggra15
David Frederickson djt
David Gibbons (dpgibbons) Dmitry Kostyuchenko (dumont/ZIMA)
David Gregory Dmitry Starodubtsev
David Hamann (marinus) Dmitry Zagadsky (Kenundrum)
David Jackson Doctor X
David Johnson (UK) doctorg
David K Akridge DOM31
David Mathis (sgt_mathis) Dome97
David Melling (trainfan2017) Don C. Smith
David Owen Don Chambers
David Taylor Don Hendler
davidashbyash Don49plm
DavidBird Donald Millican (DonaldWM)
DavidBrown Donproto
DavidPCZ DonZer63

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Doug Broadie Erik Kientz (erkientz)
Doug Simmers(bassnclass) Erwin Mulder (Erwintjuh)
DOUG SMITH esteve
Dr Heimskirk ETR_200
dr jayyyy ettore48
Dr Kanukie Euan Smith
Dr. Dennis Hill Eugen Moskwitin
Dreco Eugene Apicella (AldoUSMC)
driverx Eugene Kolodinski (BUGOR)
drunkapple Evanlee N. Romero
dstelley Evans Stan
duchman52 Evgeniy Khorkhorin
duckblaster Evgeniy Odnovolik
Dusan Pavlicek Ewan Marshall (ewanm89)
E.G. Vyatkin (Lammer) ExcessionOz
EccentricCrank exploreittt
233
Ed Wagaman (edwagofwv) F. “Belgarion Dragon” Gauchet
Eddie Hann F.S.C.Van Cauwenbergh
EddyRo Falcon_76
Edmund Hobbs (edmundhobbs) falfes
edviv Fan Zhiling
Edward C. Turner Fantasio78
ekankal Felix Bytow (LordDrako)
ekasat Felix Groebli (felix_g)
electra Fender849
Elroy Davis Feuche
Emanuele Benedetti (benem) Filip Jurga (Filus)
EmpCris Filippo
Eric Gontier (Ericia) finmar36
Eric Heuschneider (WheelChock) FINN_2009
Eric M. Thorn Firemanflyn
Eric M.C. fixitdude74
Eric Molitor fjffjf
Eric Pannese (ericmp) floorman
Erik (proud ex Auranite) Möller FMartin
Erik Ditlefsen Forest_Runner

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fran1 Gary Quinn
François PLEVEN Gary Rantz (Trainz Gary)
Frank Dabelstein Gary_Mck
Frank Eichentopf (batnator) Garyator
Frank Galka Gawin Grimm
Frank Jennings GCH
Frank Piccolo Geefer
Frank Sawicki Geert de Haan(geert)
Frank Wassner (approach_medium) Geert Van
frankiprat gege64
Frankpw Geoff Bowen
Franksup Geoff Crick (geoffc)
Frankyb Geoff Rowlands (mrmosky)
Frantisek Fecko George Miksch (geomiksch)
Fraser Gordon George Pepper
Fred Dugger George Piattoni
234
Fred Rochler George79
Fredders GeorgeCW
Fredrik Holmqvist Giedrius Drulia (drulia)
frontman GiG
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G Hosmer Giles Manders (Handar)
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G Wilson Glen Ikin
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G.J.Niënkemper (machinist) gordon olsen (m1bex)
G.Penelov (jorojo) Graham Shaw (gshaw100)
g.silva (gleane) Gramps Morris
G44B grandpa1955
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Gabrielle Greg
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Gary Gould Gregory Gee (ggee)

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Gregory Rozanoff Huccaby S Brown (Squit13)
Gregory Kashkin Hugh Cowan
gswr67d hunjk
Gunnar Högberg I. Martin
guthrieb I.V.Petrov
Gwion Rhys Davies (gwion123) Iain Armstrong (00armstrongiain)
György Kurucz (Guriga) Iain Usher
H222 Ian Clarke
habekc Ian Huitson
Hammerknecht Ian Pidgley
Hans J Krex Ian Skinner
Hans-Peter Scholz Ian Skinner (appleexpress)
Harissa IG_driver
Harold Minkwitz(hminky) Igor Sushko
Harry Hilliam ikael
Harry J (Noodle797) Iker Galan
235
Harryboyles Iktjilp
Hector Gee jr. ILikeWaffles
hedleigh Inkiru
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Heiko B. (greenpine) IronArmadillo
helpifIcan ISAAC
Henk Claassens Ismael Morales (Ish6)
Henk Kappert (Sentinel3dsm) J Roth
Henning Tiemann (Heti) J S Corkett
Henrie Vos J&A Horsley (AidenH)
Herbert Wolter J. B. Manson (jbmanson)
hert J. Blizman (Bliz)
Higgikay J. D. Orris
Himmel45 J. D. Schmaltz
Hochopepa J. Henderson
hocky J. Ian Irby (jayinatlanta)
homer516 J. Oonk
HOTTE45 J. Rockey
HR Hohenburger (VinnyBarb) J. Schneider
hrhpeter J. T. Ezell

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J.A. Bijsterbosch (Jananton) Jason Heitz
J.Baumann (FSP) JasonM
J.C.Smith (saintduiex) Jay Runkle (springtransit)
J.D.Bilby jcayena
J.Fleming (HiddenTruth) JD Man
J.J. Balfour JE Sunde
J.R. Weyand Jean-Alexandre Rol (dj_jean_jean)
J.Sencenkovs JEB
Jack Kunitsugu jeeny
Jack Walker Jeff Couch
Jack Willis Jeff French
JackDownUnder Jeff Glaister
Jacob Gorensteyn Jeff Hatchman (jhatchman)
Jacob Kern Jeff Tompkins
Jacob Woods Jeffrey A. Pinard
Jakaya Jeffrey Morris
236
Jakrapup Jeffrey Sue
James D. Doyle Jensen David Stiles
James Fetterhoff (Jamesfaa) Jeremy Kuhn (jkuhn)
James J. Anderson (prr325) J-F Desormiere
James Porter jhaus
James R. Willing jhdale65
Jamie Bradnam jhi
Jamie Manley Jim Adkins
Jamie O’Connell Jim Butler (jlbutler)
Jamie R. Chinn Jim Goetges
Jan Rasmussen Jim Luczak
jankvis Jim Mckay
Jannie Jim Woodmason (Seabrook)
Janosz007 jmsc
Jared Walsh (Azurerail) Joachim Zolker
Jason “EggPlant <3” Harmon Joan Benito (Johanete3)
Jason Chau joandreas
Jason DuBal joao018
Jason Grandcourt (BIGJ369) Joe Nelson (airtime)
Jason Grant Joe Smith

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joematthews Jordi Escobar
jofi Jorge Rodrigues
johan richter Jorovi
Johann Ahlers (jahlers) Jos Deighton
John Bruns josefpav
John D Hudson Joseph
John Dourish (Doudar) Josh Denton
John E. McAuliffe, M.D Josh Drumm
John F. Miller (jfmiller28) Joshua Markvart (rr_jdm)
John Feltham Josias Sobrinho (Fatec MC)
john goddard Josselin CHAN
John Kays jrfolco
John Kinzel (jkinzel) jrsemels
John Kreegher JS Pratt
John M. Metcalfe (Yorkshire) jshutt
John McNamara (Macka) JSJ
237
John Ochs (infraredbob) juanjo57 (Spain Trainz Rutas)
John Ramsay (johnxramsay ) juhis
John S. (aliceroad) Julian Ceska (julian_unrivaled)
john trainz Julian Hofer
John Vromans Julien A
John w. Miller Julien Arboux
John Wildridge Julio C. Castañeda
John1d7 julus
JOHNDU12 Justin Calvin
JohnnyC1 Justin Cornell
johnnydeluxe Justin Folkers (folkersj)
Jon Bartus Justin Geiger
Jon Jefferys JVE
Jon West (kieron) Jwewan
Jonas Rasiulis JxcellS
Jonas Sadauskas K J Nordbye (NakiVirtualRailway)
Jonathan Gillette K. MITCHELL
Jonathan Jansen K.A.Morrison
jones1 K.G.Snith
Jordan Carr K.J.Dean

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K.Lovich kmj
K.lychuk Kreerk
K.N. Payne KTK
K.T. Horaitis Kucher Dmitriy (de_lorian)
K3JohnHO Kvick
KaDoron kws4000
Karl Wasmuth Kyle Shannon
Karl Wilvert L Higley
Kasper H. Kjærsgård-Jensen L.J. Stott
KATOFOX Laika
kayjay Larry Pienkowski (pienky)
kcj207 Larrymoecurly
Keith Bollman Lars H.
keithfar Lars Rasmussen
Kemplen Laurentiu Tilea (iras_w)
Ken Baden laz
238
Ken Ferguson ldcha
Kenneth Hill (RichardTrevithick) Leigh Fisher (pinkmundi)
Kenneth Johnson (kj3400) Leo Groot
Kenneth Webb Lewis Clarke
Kennilworth Lewis Douglas
KentaN Linda Irene Tingvik (Shortline2)
Kenyon Woods (Sacad2000) Lindsay Dugmore (ldugmore)
kenztrains Lindsay Stodden
Keruma linray
KerytRix LionelDave
Kessica littlerat
Kevin Monkhouse Llebrez
Kevin N. Coble lltt51
Kevin Owens lockheed02
Khaled EL AHMAD logman
Kim Oldfield (kimo) Longbay
Klaus Woerner LonnieGuthrie
KleinArt Lotharhake
Kling Richard S. Lou Simonis
KmHorizon Louis Martinez (lumar)

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Lowell Denning Markku Aartti
lucvb Markus Bärtschi
Luke Groeneveld Markus Krig Ölund
Luke Marshall Marrickville
Lyndon Rea (Stingy) Martin B. (phoenixcz)
M R MUNDAY Martin Clark
M. Sidelmann (msi911) Martin Gibbens
M.Blomgren Martin Kaduk (das.schlagloch)
M.C.Hunter (Venford) Martin M. Hogan
M.F.O. Ballin Martin Marek
M.Horak Mason Dubbs
M.Kirkham (Capt109) Mason Taylor
M.Lopes Mathias Wennberg (mathiasw77)
Maas Mathieu ‘Lyntern’ Pilfert
macriglo Matt Cook (coquus)
macwilly Matt Cowling
239
Magnus Morin (MegaCastor) Matt Dawson (207mdawson)
MainPond Matt Flanagan (mattflan)
Malcolm Jenkin (clam1952) Matt H
ManiacD Matt MacDonald (stylez84)
Manka Marcell Matthew Fleming (ATSF854)
Manuel Martínez (manweb) Matthew Gill (IncredulousMonk)
Marc Caya (Bicotz) Matthew Hill (EvilDragon)
Marc Derycke (Telemendas) Matthew Hudson
Marc Huebner Matthew W Leonard (AgeOfSteam)
Marcel Garcia Maurice Gray (UP5521)
Marcel555 Mauricio Leitner (Steyrtal)
marco rizzo Max Dubrov
Marco Rojas De Santiago Max Juchheim
Marcos Entrialgo (Blackie) Max Pöschke (Astagos)
Mark “Daelhoof” Johnson maximdro
Mark (Zaragon) Mazaf
Mark Cole (Mark1223) meatloaf747
Mark Fletcher Micah Martin (micah2005)
Mark Nolan Michael Davidson
Mark Oelbaum (cruiseqe2) Michael Doyle (silvergull)

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Michael Forner (mforner) Mitchell Kruik
Michael Francis (froobie) miwokru
Michael Fritz-Dengel MJHOWE
Michael Goldobin (GoldSon) mmk
Michael L Manuel (mikeman) mnlynch
Michael Lelak (BlueLandForever) mongooses
Michael McIntyre (Manifest) montanawestren
Michael Morton MontrealKiwi
Michael Sherman(WestSideRailways) moozaad
Michael Stapleton Moran Taylor
Michael Taylor Morenos
Michael Wilton Morten “Doc” Nielsen
Michel Henriksson mquigg
Michel J. Gaudet MrEisbaer
Michel van Lin mugwump
Mick Berg Mutantx
240
Mick Molloy (pennsy) MWDRobertson
mick1960 N. Ketch
Mickster04 N.S.Harman
Miguel Iparraguirre Nathan Johns
Mihai Alexandru Vasiliu (vvmm) ncroft
Mihay Neal M Rosen
Mike (firemyk) Siefker Nebaru
Mike Brassington{MikeBr) Nediar
Mike Ferrell (Leeferr) NedKelly123
Mike Hayes Neil Briggs
Mike McDonough Neil Dutton
Mike Seymour Neil Topolnicki
Mike Vess nero82
Mike Winiberg Nesox Kalim
Mikelj001 Nev Dillon
Mikey Gibbs Neville Beynon(Neville63)
Mikhail Burkin Nicholas Durant
Mikhail Rozov Nicholas Ng (nicky9499)
Miso58 Nicholas Siwierka
Mitchell Jetten Nick

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Nick Edards P Fowler (patf315)
Nick Erby P. Nurkkanen
Nick Fotis (nfotis) P. Tyler Bundy
Nick Miles (CaptEngland) P. van der Kwaak
NICKEL P.J.Edeson
Nickolay Londarev (NickLon) P.O.Stephens (Trelawney)
Nico Geiss P.R. BURKE (pburke1976)
Nigel W P.Shannon
Nikita Marachenkov Pabert
Niklaes Dino Robbin Jacobsen paks44
Nikolay Andrienko panaeri
Nils Blid Papierbouwer
nimec Papou
Ninja Gizmosis Pascal Jacquemain (pascaljac)
Noah patchy
Noah Collins (collinsfamily3) patek
241
nomen patgerard
noodlejuice Patland
Noppes Patrickv
normhart patrik åhlen
NormP Paul A Green (greenpa)
NSW_Maddog Paul Campanini PBY357
NSWGR_46class Paul D Mace (barn700)
ocelta Paul Dickinson (Pladroid)
Ocemy Liew (Ocemy) Paul Fullerton
oddvark Paul Mackey (Pastfor)
Odilo Wallner (wallner) Paul Margrave (Bobbet)
oldgrandad Paul O’Reilly
Oleg Khimich (OlegKhim) Paul Rydell
olima25 Paul S. (Paul13)
Oliver ‘Janos’ King Paul van Hutten
olivier Paul_david1988
Onno van Knotsenburg paulsw2
OpaBob Pavel Fiedler (icetiger7)
Oxmann PazZze
Øyvind Knudsen PC_Ace

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peeraphat Phreddy
pegaso52 Pierre Courbin (pierreparis)
Pete Berry (Chefbyte) Pierre Demeure
Pete Milne (Sourdough) Pierre Ducrocq (peter997)
Pete Young Pierre-Marie Rapine
Peter A Small Pieter Stegman
Peter Bodetti Pilot McBride
Peter Choi pinioncorp
Peter Frost (Gregand) pinoverde
Peter Fry(Lost) PipeMike
Peter Hochgraf pjcroziersmith
Peter Johnson (pwjohnson) PJMorris
Peter Lee PKJM (Peghorse)
Peter Lindley Planetfist
Peter R Jones PMarrero
Peter Stack (MoonShine7) Pod Routinge
242
Peter T Murphy Polo5000
Peter Thomson pounce99
Peter Villaume (PEV) Prasad Silva
Peter White primordial
Peter Wise probe
Peter Wood Psycho
petergeorg PWRR2207
Petr Gavrilyak quadman
PFX R. B. Carns (carnsrb)
PGZZZ R. J. Ashenbrener (Railroaderbob)
Phil Billington R. Tanaja
phil kern R. Thad Schneider (thad09)
Phil Ward R.D. Gregory (gregorygso)
Phil Willoughby (WillerZ) R.D. Stribling (D55Baron)
Philip Dowdeswell (ConductorPhil) R.D.Beardsley
Philip J. Hawtrey (phawtrey) R.J.ANDERSON (bobander)
phillh R.Lane (Roddles)
Philltrace R.Schwarzenau
philskene R.Simons
phimat Rabbit1988sz

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RacerTodd Richard Giberson
Racn Richard Holding
radoslavcz Richard James
radreifen Richard Kent Pellicciaro, Sr.
Rags Richard Mansfield
Rail4Pete Richard Pronk
RailnRollin Richard Sturgeon
Ralf Kohlberg Richard Tannahill (Dollarrt)
Randall White (whitepass) Rick Henderson
Randy Hahn (Randall250) Rick Walters
Randy Powers (Chunkpowers) Ricke82
Rask01 rickf77
Raúl Ramos Mir Rik Fish in Alaska
Ray Duell (Maxtac) Riptrack59
Ray GRIMM rma191
Ray Link Roady
243
Ray Peterson (pasayten) Rob “MrBuff” Neff
Ray Soderlund Rob Shaw (Rob)
Ray Tavener Wasp1 Rob Spielt
Raymond Brooks Rob_Neff
Raymond Holmøy Robbie Lust (MokumLust)
Razor01 robd
RC Shipp Robert J. Skowronski
rd00 Robert Koch
RDRobare Robert Lodise (Jaberwocky)
Remco Breeker Robert Opgenorth
Renato ‘The Major’ Massone Robert Schuler
Renzo ORSINI Robert Surtees
Resender Robert Urbe (roubirail)
Reuben Farrelly Robert Willis
Ricardo Jalique Robertbc6
Rich Cycholl roboclue
Richard Biddle (biddle) rockopera8
Richard Cycholl Rod (comtrain)
Richard Davies (3216100) rodbeam
Richard Gamble (drgamble) Rodrigo Atherino

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Roger Cotton S.A.Harder
Roger Lewis S.C. Jepsen
Roger Pascal (weem) S.E.Peck (Alanon)
Roin Schwartz S.J.Anstis
Roland Ziegler (geophil) S.Tollworthy
Rolf Szabo (rszabo21) Sachsenbahner
Rolling_Bill Sam Bucchesere
Ron de Kort (Puffingbilly) Sam Fleet (Bombstar)
Ron Edge (HeartlandTrains) Sam Star
Ron McOuat Samuel Thorn (Czech Republic)
Ron Mitchell (Ronmitch55) Sandman2
Ron Overdijk Santiago Garcia Lozano (Santi6651)
Ron_Smith sardasdarn
ronboy Sardo
Ronny Moser Sascha Philippi(Gassi2106)
RookKilla Sasha Janowicz
244
Rosalia Norbido (Mapleleaf) savas
Ross Clunie (Ross59) SaxoFr
Ross Webb-Wagg Scott A.
Roundhouse Ron Scott Norton (scottbe8)
Roy.F.Conner (foxhound590) Scott Simonson
Roy3b3 Scott Tucker
rsgoit Scottish
Russell (Wessex_Electric_Nutter) Burgess SDooper
Russell Lenhard (BlackEagle11) seagull43
Russell Potter (rmdk22) Sean Donnelly (ahouseofsoap)
Russell White Sean Wall
Rusty Rodrick (rusty6896) sean_lee
Rutger Leunen Sebastian Barowski
Ryan M Collins Sebastian Berthelsen (f22raptor)
Ryan O’Connor Sebastian Bonikowski
Ryan R. (Therock) Sebastian Schröder
S. Lane (LordSven) Sebastian Zechel (Astragon Software)
S. Matthews (FinnishDevelopers) seeseeme
S. R. Spillane (tokuchan) SeniorEngineerMcFarlane
S. Rieger Sensei_1

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Serg Naumov Steffen Ostermaier (Stepke)
Sergey Dudakov Stephen Buttle (Anglian44)
sfinlay Stephen Dampier (Mr_D)
SG1 (VMD) Stephen Edwards
Sgt. Paul Stephen Good
Shady Wood Stephen J IVES (beetlehoven)
shamayne Stephen Lobb
Shane Clubb Steve Akers (steveakers)
Shane Cusack (scusack57) Steve Burrows
Shannon Partridge Steve Cox
Sharon Nolly Steve Cummins (Magicentro)
Shawn Baird Steve Lerro (stevelerro)
Shawn Bos Steve Monk
Shawn Rybak Steve Ward
Shepelenko Roman “SHEPRom” Stevec
Siamboat Steven Parsons
245
siebziger Steven Ridpath (Riddy19)
Silentiss Steven Ritchie (stevenbomber)
Simon Bunyard Stewart H
Simon Etxebarria Stian Pettersen(xNaItzx)
sirgibby Stoffe
SKWebpages stouthm
slava105 Stovepipe
SoBaldrick(Anyone-For-A-Pint) Sven Myhre
Sosigenes svenolle
SpainTrainzRutas (Kaur) Svetloyar
spalterbockerl Sylvester Haas
Spikes Trainz szaroblekitny
Spirit szpiluc
Sss’ra Szymon Zolich (SimonGR)
Stan Rees (136342) T Leach (leachy)
Stanley3a0 T Tresidder (tomtre)
steamboateng T. Binnion
steammy T.Day
Stefan T.L.Schultz
Stefan Berger T.Trumbauer

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tads1970 Tom Landers
Tagforare Tom Selnau
tallyken Tom Soetens
Tamander Tom Stansfield
TAugur Tom Wheatley
TBK Tomi Näräkkä (Superlaku)
tc4332 Tommy G
TECHNOLIVE27 TommyK
Ted Sowirka tonvand
Teemaxe Tony Fisher
Ternovoy Maxim Tony Spears
Terry Faddis Tony_Howard
Terry Krause (tcruise3) Torol
Textrain Trackend
Thasan trainman
the Aridzoner TrainmanUSA
246
The Kellys Trainmates
The_Deltic_Kid Trainz Knightlord
TheGrubers Trainz NZLD
The-Nixon Trainz RHalko
Thepacerspecial Trainz veterss
Thomas Eerenberg Tram
Thomas Vassøy tramss
Thomas Worley (flathog) Trev Henny
Tiago Miranda Trevor Hayes (trevorrh)
tigerinmud1 Trevor Laughton (trev999)
Tim Bradshaw Trikegg
Tim Sander Troy S. (Darthrynok)
Timothy Eatough tsg63
Timothy M. Stark tuevision
TinyIsMyNewt TUME
Tobias Berg Turntable
Tof1998 tuts
Tom Champion (Greymist) Twins
Tom Dean Txus
Tom Evo (thomascbc) Tyler Wierzbicki ( Doitall )

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U. Alciati Wayne Schmelzle
ulmer94 wayneb
UP4006 Weeehe
user0815 Wei-Hao Syu
Ustinov1994 Werner Fierz (luigi37)
uuber wheelsonfire
Üveges Krisztián (bekaember) Whiterabbit01
Uwe Heilmann Will
v12aml Will0065
Valentin Dimov BG (valentindimov63) William Denholm
Vincent Holmes William Rong (x_DarkEnzanArikado_x)
Vincent Sylvester williamce
Vincent Tripodi (tripodimus) willy_au16
vincentrh Willy2
Vitaliy.M (bizzonchik) Wim Heemskerk (firelord)
vizzitor Woelferl
247
vl80s1959 Wojtek ‘Samplaire’ Cholascinski
Vladimir Gichko wolfc
Vladimir Zapara Woopa Woopsy
Vladislav Chernov (VLADCOB) Worsie
Volk65 WYO
Volker Afflerbach (volker123) wyvern22
vovven47 Yethi
vscalefan Yohanniz
vulcan Yulian Panov (a.k.a. cronos1981)
Vyacheslav Bakuev Yurin Denis (aka deniska9384)
Vyns Yuuu :D
W McGhie YvanTychoUsha
W. van den Dries Zaid Al-Ahmar
W.Colijn Zaki S. R. Husain
Wadloper8 Zakor
Walter Canciani (Cancio) Zec Murphy (S301)
Warren Jew zszz
warren77 Zulnex
Wayne Butt (waynoo66) zyaba11
Wayne Padget (LocoGold) Владимир Лободенко

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9. Keyboard controls

Driver Shortcuts 249


End Num
Lock / * -
Page
Up
Surveyor
7 8 9Shortcuts
+ 252
Page
Down
4 5 6

1 2 3 Enter

Key:
0 Ins
.
Del

Number Pad keys are colored light blue


F12 F10 InsF2 ScreenF3Break F4
InsPrint
11 248
Pause Print Pause
Esc F5 F6 F7 F8 F9 F10 F11 F12 Ins Screen Break

CAPITAL
Backspace letters represent the letter to press -(do not press
- ~+ 1 2 3 4 5
the
6 7
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8 9 0 +
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/
Home
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Q
‘or’ W E R TPage Y there
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/ Shift Z+ X C V B 4N 5M 6 / Shift +
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Enter + Alt + Ctrl +

0 Ins
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Del
Download the T:ANE Keyboard Shortcuts PDF:
Follow the link below and click on0 theInsPDF download links on the
right side of this web page:

http://www.trainzportal.com/product/view/trainz-simulator-a-new-era/

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Driver Mode

Cab Mode

9 or Q 9 or Q Alt + ; Alt + ; W

6 or Z 6 or Z Alt + ‘ Alt + ‘ S

3 or A 3 or A T T
Pause
Break
Pause
Break Alt + [ Alt + [

4 or E 4 or E Alt + ] Alt + ]

0 or D 0 or D Alt + 0 Alt + 0

8 or W 8 or W Alt + - Alt + -
2 or X 2 or X Alt + \ Alt + \

5 or S 5 or S Alt + ~ Alt + ~
* or F * or F Alt + , Alt + ,
/ or R / or R Alt + . Alt + . 249
7 or C 7 or C Shift + F Shift + F

Alt + 9 Alt + 9

Alt + 7 Alt + 7

Alt + 8 Alt + 8
or +InsSpace or
SpaceAlt Ins
, + X , + X
Alt + 1 Alt + 1
. + W . + W
Alt + 2 Alt + 2
/ + S / + S
Alt + 3 Alt + 3

Alt + 4 Alt + 4
‘ + A ‘ + A

Alt + 5 Alt + 5

Alt + 6 Alt + 6

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Alt + . 1
F or * 1 Ctrl
Shift + F Space
R or / H Ctrl
Shift + Space
I - or V Ctrl

O B Ctrl
DCC
Alt Mode
+ I M Ctrl

Ctrl
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J F9
Shift + Space
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hud control
Alt + Ctrl + N Home

G
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Alt + ; WAlt .H 8
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Ctrl + J
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BACK TO CONTENTS Alt + Home
Ctrl + N
+226 + 4
Ctrl Ctrl 4

+337 + 5
Ctrl Ctrl
+
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Ctrl Ctrl
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Ctrl + 2 N - Ctrl + F Ctrl +


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Shift + L Up
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Ctrl ++ W 2
Ctrl + SF8 Page

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3
Ctrl ++ H 3
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H Ctrl ++ 14
Ctrl 14
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Shift+ + LV Ctrl 2
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Ctrl
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Ctrl + 6
[ Alt + [
Ctrl + MD Enter
Ctrl + 7
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Ctrl
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Alt + [ + C Ctrl + -S
Alt + F
Ctrl Ctrl + Page
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Alt + ] J Esc +
Ctrl + D Enter

Ctrl + ;J F1 -
Ctrl + I Page
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Alt ++ Home
Alt C Ctrl + S Page
Down

JG Esc +
Ctrl + JK F1 -[
Ctrl + W
Alt + Home ]
Alt + W BACK TO CONTENTS
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Surveyor
Toplogy Mode

252

General Controls

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Tools Mode

Trains Mode

253

Objects Mode

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Track Mode

254 Layers Mode

paint mode

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Notes

255

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