TS12 Manual US
TS12 Manual US
4 - Driver . .......................................................................... 25
4 . 1 - Navigating the Driver Interface......................... 26
. 4 . 2 - Camera Views....................................................... 28
4 . 3 - Tools Menu . ........................................................ 32
4 . 4 - DCC Controller ................................................... 35
4 . 5 - Signals ................................................................. 38
. 4 . 6 - Junction Levers ................................................... 42
4 . 7 - Turntables and Transfer Tables ......................... 43
. 4 . 8 - Decoupling .......................................................... 43
4 . 9 - Cab Mode ............................................................. 44
. 4 .10 - Industries and Passenger Stations . .................. 49
4 .11 - Waybills - Who Needs What .............................. 50
. 4 .12 - Commodities . ..................................................... 50
5 - Introduction to QuickDrive . ...................................... 51
6 - Multiplayer . ................................................................. 54
3
. 10 . 5 - Tools Menu . .................................................... 177
10 . 6 - Layers Menu .................................................... 181
10 . 7 - Trains Menu .................................................... 183
4
1 - Introduction to Trainz
1 - Introduction to trainz
Welcome to the latest edition of the Trainz series, Trainz
Simulator 12. As well as all the features you have come to
expect from Trainz over the past ten years, Trainz Simulator
12 extends the Trainz experience by introducing online
multiplayer.
Whether you wish to drive the trains yourself, manage ‘AI’
operations of multiple trains, control industries or create
your own Trainz world, Trainz Simulator 12 is the platform
that will allow you to do this and more to bring your virtual
railway to life.
The team at N3V Games wish to thank you for purchasing this
evolutionary product, and we trust that you will enjoy not
only what’s in the box, but also the rapidly growing online
Trainz community and wealth of free user created / 3rd party
content that expands and enhances your experience. You can
discover more about Trainz at
http://www.trainzportal.com/
5
Common Terms Used In This Manual
1 - Introduction to trainz
6
Basic Controls
1 - Introduction to trainz
KP = numpad
W Throttle Up KP8
X Throttle Down KP2
S Throttle Idle KP5
Q Brake Release KP9
A Brake Lap KP6
Z Brake Apply KP3
F Reverser Fwd KP*
R Reverser Bwd KP/
H Horn KP+
B Bell KP-
L Headlight
Shift-L Dimmer
; Ditch Lights
V Toggle Sanders
P Pause
Camera Hotkeys
1 Cab Interior View
2 Chase View
3 Lineside View
4 Free Roaming View
Interface Hotkeys
F5 Interface Toggle on/off
F6 Driver Bar
F7 Button Bar
F8 Custom HUD
F9 HUD Controls
7
2 - GETTING STARTED
2 - getting started
To get the most out of your Trainz experience, it’s a good idea
to do a little preparation first. 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 you’ll be
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 10GB) and that you have no other programs running.
If you have the DVD version, begin the installation process
by inserting the DVD into your DVD drive. Ifyou have auto
run enabled on your computer the installer will start
automatically. If you don’t have auto run enabled, you will
need to start the installation yourself - double click on your
DVD drive through My Computer or manually browse the
contents of the DVD and double click on the setup.exe file
found on the root directory of the DVD.
The installation wizard will guide you through the installation
process. During this process, you will need to enter your
product key. For a DVD version, this is normally found on a
label stuck inside the DVD case or on the back of the manual.
For a Digital Download version, you will have been notified of
your product key electronically by the online shop.
For further help with installing TS12, please refer to the
Readme file found on the DVD, or refer to the Trainz Portal
website at http://www.trainzportal.com
8
Starting Trainz for the first time
2 - getting started
At the end of the installer, you will be prompted if you want
to launch Trainz straight away. If you chose not to, then click
on the Trainz icon on the desktop or in the start menu to start
the Trainz Launcher. The first time Trainz is run, a diagnostic
check will verify if your computer is up to date and capable of
running Trainz. Any warnings it flags may cause functionality
or performance problems.
Once the diagnostic check is complete, and you have
addressed any problems it raised, you will arrive at the Trainz
launcher. To get the most from your Trainz experience click
the Options button in the launcher to open the configuration
screen, and go to the ‘Planet Auran’ tab. From here you can
enter your Planet Auran profile details.
9
If you are new to Trainz click Join Planet Auran to create a
2 - getting started
10
• Anti-Aliasing (Trainz Launcher option; Video Driver
2 - getting started
Options): Reducing or disabling AA quality increases
performance on low-end hardware but results in a
significant reduction of visual quality. We recommend
that you use the TS12 anti-aliasing settings rather than
attempting to override them with your video driver
settings.
11
TS12 Launcher
2 - getting started
12
Section 14 examines the details of Content Manager.
2 - getting started
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.
Website
This will open up your browser to the Trainz Online
community portal where you can access wikis and community
information along with the latest Trainz news.
Extras
A number of extra documents from N3V and the 3rd Party
Content Creators.
Forums
This will open up your browser to the TS12 community forum
where thousands of Trainz fans are ready to help you with
your questions and share experiences.
Quit
Closes the TS12 Launcher.
13
Options menu in detail
2 - getting started
Under this tab you will find a dialogue for adding your product
keys and selecting your desired language.
Planet Auran
Planet Auran is an ever growing online community that is
free for all TS12 users to join. There is an incredible wealth
of additional information and content available that will
enormously expand your enjoyment of TS12.
Highlights include:
• Additional files and utilities that help you get the
most out of TS12.
14
• Online forums (message boards) where you can ask
2 - getting started
questions you have about using TS12 and learn from others.
• Interactive online features like iTrainz Chat; iPortal
and Multiplayer.
15
Display Settings
2 - getting started
16
Advanced options
2 - getting started
Under this tab you will find technical settings along with the
option to disable in-game Shadows.
Vertical Sync - Allows for smoother graphics (helps eliminate
tearing). “Half-Rate” option is recommended for slower
hardware.
Frequency - Specifies the “vertical refresh frequency”. If this
is set too high for your hardware, the game may not start.
The default (“Auto”) should run on most hardware, but may
not give the best results.
Disable Hardware TL - Turns off some hardware acceleration
options. Results in poorer performance, but may help reduce
conflicts with faulty AGP or GPU drivers.
Vertex Offset - Applicable only to DirectX. If set incorrectly,
some elements of Trainz (such as text) will appear blurred.
17
Developer
2 - getting started
18
3 - MENU SYSTEM
3 - MENU SYSTEM
The Trainz main menu has five options, Tutorials, Routes,
Saved Sessions, Railyard and Content Updates.
3.1 Tutorials
This menu features 4 introductory tutorials, each focused on
a different aspect of train operation in the Driver system.
The 4 tutorials in order are:
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3.2 Routes
3 - MENU SYSTEM
20
If you click on a session in the list, the description of the
3 - MENU SYSTEM
session will be shown in the information pane. Click the
‘Drive Session’ button to begin driving.
21
We recommend that you join a number of existing
3 - MENU SYSTEM
Definitions
Route - Routes contain the ‘world’ components such as
terrain, buildings, track, trees and trackside objects.
Session - Sessions contain the ‘variable’ aspects such as locos,
rolling stock, time of day, weather and other Rules.
Saved session - A session you have previously started playing,
and saved part way through.
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3.4 Railyard
3 - MENU SYSTEM
The railyard module allows you to inspect your locomotive
and rolling stock collection. There is a list of all available
rolling stock, and clicking on a vehicle in the list will bring it
into the shed, where you can inspect it from any angle, and
operate the horn, lights and pantograph (if fitted). Many of
the locomotives also have extensive descriptions including
vehicle history and operating information, which can be read
in the Railyard module.
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3.5 Content Update
3 - MENU SYSTEM
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.
Note: For iTrainz Chat to work, you are required to have your
Planet Auran username and password entered in the main
options screen (accessed from the Launcher).
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4 - DRIVER
4 - DRIVER
To drive a session, first select a route from the list and click
Sessions, you can also double-click the route name. Once you
are in the sessions submenu, select which session you wish
to drive and click “Drive Session” to launch.
Note: When you have a route or session selected, information
regarding the route and session is displayed in the central
box beneath the main listing.
In Free Roaming View, holding RMB will move the focal point
around the map, similar to the camera controls in Surveyor.
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4.1 Navigating the Driver Interface
4 - DRIVER
Help
This opens a browser window within Trainz to display the
Online Wiki.
Options
This is where you can tweak the graphics slider settings to
improve the visual quality of your game, or sacrifice some
visual quality for improved performance (framerate).
Achievements
This lets you check your progress towards earning Trainz
Achievements.
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Save Game (Ctrl-S)
4 - DRIVER
Lets you save your progress including where each train is
located and the state of each industry. To reload a Saved
Session, either choose it from the list in the “Routes” menu
or from the “Saved Session” menu from the Trainz Main
Menu screen.
Pause (P)
The Pause button is located beside the Main Menu
button. Clicking the Pause button (or pressing ‘P’),
will suspend the current session so that you can
answer that important phone call or stop for a lunch, dinner
or toilet break. It can also be used to give additional time
when reading the instructions for a session.
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4.2 Camera Views
4 - DRIVER
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Chase View
4 - DRIVER
When you first start a Driver session, you will
normally be in Chase (or “External”) View by
default. The scene will be focused on a particular
locomotive. Selecting Chase View, or pressing the
“2” key, will return you to this camera mode. While in Chase
View, use RMB + Drag to rotate and elevate the view, and the
mouse wheel (or Page Up / Page Down keys) to zoom. Chase
View will follow the currently selected vehicle as it moves
around the map.
Lineside View
Click on Lineside View (or “Tracking Camera”)
and your view changes to the nearest pre-placed
camera. You can also go to Lineside View view
by pushing the “3” key. There are two types of
cameras, static and tracking.
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tracked object to enter, cross and move out of the frame.
4 - DRIVER
Tracking cameras are fixed in place, but pan with the tracked
object, keeping it in the centre of the view. If there are no
cameras within visual range of the tracked object, the view
reverts back to Chase View functionality until a camera
comes within range.
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Map View
4 - DRIVER
The fifth camera mode isn’t really a camera mode
at all - it is the 2D map view. You can get to the
map by using the Map View menu item, or by
pressing ‘M’. You will find the Map View is useful
for getting an overview of where your trains are in relation
to the industries, the track configuration, plotting your train
movements and checking turnout settings and signal states.
In the Map View you will see the position, length, and
name of each Consist, the direction set for each turnout
and important names for assets such as turnouts, industries
and stations. Zoom in and out using the mouse wheel or the
Page Up/Page Down keys. Unlike entering Map View from
Free Roaming View, you are able to zoom in close without it
transitioning into the 3D map.
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4.3 Tools Menu
4 - DRIVER
Show Waybills
This shows available waybills
from participating industries on
the route. See section 4.11 for
more information.
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Switch Between Imperial/Metric Units
4 - DRIVER
Toggles the settings from Imperial to Metric or vice versa.
This will affect parts of Trainz that involve the display of
measurement/speed information such as the Time & Speed
HUD Panel.
Dim Headlight
Changes the headlight to dimmed state or if dim, turns off.
Bright Headlight
Changes the headlight to a bright state or if already bright,
turns headlights off. This button can also be found in the
bottom-right corner of the screen. Read on for more details.
Ditchlights On
This toggles the selected train’s ditchlights on and off. Read
on for more details.
Start Sanding
This toggles sanding the tracks in front of the selected train
to help prevent wheel slippage.
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Start Ringing Bell
4 - DRIVER
iTrainz Chat
This icon changes colour depending on various events
when online (eg, to show that you are online, or if there is a
message waiting, etc). See section 3.6 for more information.
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Help Mode
4 - DRIVER
By first clicking this icon and then clicking on an object that
you wish to quiery, Trainz will open the in-game browser
taking you to the wiki entry providing details or help for that
object.
Stop (S)
To quickly reset the dial and bring the current
consist to a halt, Click LMB on the Stop icon.
You can also use the “W” and “X” keys for forward
and reverse controls and the “S” key for stop. If you are using
the keyboard to control the throttle, you can refer to the
position of the rotary dial on the HUD to see your current
throttle setting.
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Decouple
4 - DRIVER
Bell (B)
To activate or deactivate the locomotive bell, Click
LMB on the bell button or press the “B” key.
Ditchlights (;)
To activate or deactivate the flasher for the
ditchlights, Click LMB on the ditchlights button, or
press the “;” key.
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Lights (L)
4 - DRIVER
To activate the headlights, click LMB on the Light
button. The lights will cycle through off, dim and
bright settings. You can also control the headlights
with the “L” key on the keyboard, which will
switch the lights on and off. Shift + L will change between
dim and bright.
Horn (H)
To operate the horn or whistle, Click LMB on the
Horn button to the right of the throttle control on
the HUD. For long blasts of the horn, simply hold
the “H” key down longer or Click LMB + Hold on
the Horn button. Some horns may have a set length, and will
play for the same duration each time.
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4.5 Signals
4 - DRIVER
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Caution (Yellow)
4 - DRIVER
The next signal is red, proceed prepared to stop at next signal.
Stop (Red)
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On densely used track or where line speed is high, a fourth
4 - DRIVER
40
4 - DRIVER
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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There are many reasons why a signal won’t clear - and you
4 - DRIVER
42
4.7 Turntables and Transfer Tables
4 - DRIVER
To operate a turntable or transfer table, click the curved
arrow to rotate the turntable in that direction. The turntable
will slowly rotate to the next track, and stop lined up with
it. Clicking repeatedly will allow the table to rotate across
several tracks.
Once the table is lined up with your 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, and pull slowly off the turntable.
4.8 Decoupling
To activate decouple mode, click on the Decouple icon (or press
the “Ctrl-D” key), then move your cursor over the couplers
between train cars until you see a red decouple icon. When
the red decouple icon appears, click LMB to decouple the
consist at this point. When you have successfully performed
the decouple operation, the red coupler icon “opens” and a
message is displayed on the screen.
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4.9 Cab mode
4 - DRIVER
Increase the throttle (“W”) slowly and the train will begin to
move forward. Don’t increase it too far too quickly, or the
wheels will begin to spin. If they do, use “X” to decrease the
throttle and/or “S” to set the throttle to idle. If you are having
difficulty pulling away, you may also find applying sand (“V”)
helpful - this will increase the level of traction slightly. Don’t
forget to turn the sanders off once you are underway!
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Slowing and/or stopping a train can be quite a challenge in
4 - DRIVER
cab mode. There are three different brake systems available.
The Independent brake is simple to use (one handle
progressively applies and releases the brake) and fast to
act, but it will apply the brakes on the locomotive only. This
provides effective stopping power for a locomotive without a
train, or for a light train moving slowly. It will not be effective
for a heavy train.
The train air brake applies brakes down the entire train - but
is more complicated and slower to take effect. There are two
types - standard and self-lapping. A standard air brake handle
has ‘release’, ‘lap’ and ‘apply’ positions.
You can apply the brakes further - simply move the handle
back to ‘Apply’, and then back to ‘Lap’ again. Though you
cannot partially release the brakes - you can only fully release
the brakes by moving the handle to ‘release’. You must then
wait for the brakes to fully release before you can apply them
again.
45
levels. This means you don’t have to wait in ‘Apply’ for a set
4 - DRIVER
period of time - you just move the lever to the level of braking
you want. Just like the standard air brake, you can apply the
brakes further - this time by moving the lever further, but you
cannot partially release the brakes. You must fully release the
brakes and re-apply them.
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during a new session, you will find that the light-up crew will
4 - DRIVER
have prepared you a nice hot fire. Fire temperature can be
gauged by looking at the colour 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. You should
have a nice head of steam already raised and you can check
the gauge pressure either in the cab or on the Cab HUD Panel.
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- you have independent (steam) brakes for the locomotive
4 - DRIVER
and tender, and air brakes for the whole train. There is no
dynamic braking on a steam loco.
To increase the rate the coal burns at, draft the fire. There
are three sources of draft - the steam exhaust (increased by
working the locomotive hard), the primary airflow (increased
by running fast) and the blower (which uses steam directly
from the boiler to create artificial draft). The blower is
generally used to build pressure when stationary, not while
driving.
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4 - DRIVER
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 road 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.
Note: Take care not to add excessive coal, as this will lower
the temperature of the fire for a time. A great rule of thumb
is “a little coal often”, try between 2-4 shovels every kilometer
(that’s 3-6 shovels every mile).
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Ctrl+RMB on an industry will bring up a menu. Click ‘Properties’
4 - DRIVER
4.12 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.
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5 - Introduction to QuickDrive
5 - INTRODUCTION TO QUICKDRIVE
QuickDrive allows you to configure a limited set of variables
for conveniently constructing simple Driver sessions.
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Control Type
5 - INTRODUCTION TO QUICKDRIVE
Here you can switch between Cab and DCC control. Click on
the image of your chosen control type to select it.
Environment
Here you can change the weather type, time & date, game
rate and derailment realism.
Consists
Click LMB on “Consists” and you will see the current consists
on the route. Here you have the some consist options:
New Train
Click LMB on “New Train” to display consist management
options. From the Global Consist Library select Surveyor List
or a custom list and find a suitable consist.
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consist can now be placed onto the track in the usual way
5 - INTRODUCTION TO QUICKDRIVE
by Clicking LMB on the track. You will now see the popup
displays options to either reverse or delete that particular
consist.
Click the close window button when done.
Tip: Make sure the track you click on is long enough for the
consist.
Drivers
Here you can select the available drivers for the session by
Clicking LMB in the checkbox beside each driver.
Commands
Use this menu for selecting the commands you would like to
be able to issue to the drivers in the session.
Tip: QuickDrive, like the Control Type rule is one of the session
rules implemented by default when creating a new session. It
can be removed from a session by entering Surveyor’s Edit
Session dialogue explained in section 11.
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6 - Multiplayer
6 - MULTIPLAYER
If you don’t have the latest content required for the selected
session, you will be prompted to download it at this point.
Selecting “Yes” will download the updates and automatically
launch you in to the game. Selecting “No” will cancel the
session join and return you to the Routes menu.
When you load into Driver, you’ll notice that the Multiplayer
Session is still loading. This can take a minute or so depending
on the route and your connection speed.
54
Click LMB on an eye button to view that train’s location on
6 - MULTIPLAYER
the map, and then Click LMB on the arrow button next to the
driver of your choice to select that train.
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Gameplay
6 - MULTIPLAYER
56
Hosting a Multiplayer Session
6 - MULTIPLAYER
Anybody can start a Multiplayer Session, however it helps if
you’ve got some friends ready to join you. Follow these steps:
Wait for some friends to join your session! While it’s possible
for random Trainz users to join in (when you haven’t set a
password), it’s best if you organise some friends to join you
straight away.
Once other players are in the game, you can assign them
57
drivers by clicking on them in the player list and choosing
6 - MULTIPLAYER
“Assign Driver...”
You are now the Admin of your multiplayer session. Let your
participants know what you’d like them to do, and away you
go.
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7 - Engineer’s Guide
7 - ENGINEER’S GUIDE
The following section is provided to expand on the controls
and concepts discussed in the section 4.
59
It may take several minutes to release the brakes on a very
7 - ENGINEER’S GUIDE
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
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results in brake application, a reading of 0 Brake Cylinder
7 - ENGINEER’S GUIDE
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.
When applying the brakes, air will vent from the Equalizing
Reservoir and its rate is not affected by the length of the train.
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 the pressure the train pipe will settle at, and thus how
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7 - ENGINEER’S GUIDE
62
7 - ENGINEER’S GUIDE
7.2 Driving in Deisel / Electric Cabin Mode
Train Brakes (Q/Z/A/Pause Break)
The tooltip text in the Cab Interior View for the Train Brake is
“trainbrakelap lever”.
Release (Q)
Select the Release setting by moving the trainbrakelap lever
into the “Release” position or by pressing the “Q” key.
Lap (Z)
Select the Lap setting by moving the trainbrakelap lever into
the “Lap” position or by pressing the “Z” key.
This shuts off the flow of air from the main reservoir into the
train pipe, and closes the connection to the atmosphere that
is made during a brake application. It can be used to make a
partial application, and TS12 also permits a partial release
both on Freight and Passenger trains.
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7 - ENGINEER’S GUIDE
This shuts off main reservoir connection and opens the train
pipe to the atmosphere. The resulting reduction in train pipe
pressure causes the brakes to apply. 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.
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7 - ENGINEER’S GUIDE
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.
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7 - ENGINEER’S GUIDE
Reverser (F/R/V)
The tooltip text in the Cab Interior View for the Reverser is
“reverser lever”. The Reverser has three settings: Forward,
Reverse and Neutral. You select the Forward setting by moving
the reverser lever into the Forward position or by press the
“F” key. Select the Reverse setting by moving the reverser
lever into the Reverse position or by pressing the “R” key. The
Neutral setting is selected by moving the reverser lever into
the Neutral position or by pressing the “V” key.
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7 - ENGINEER’S GUIDE
As the settings indicate, the Reverser position determines
the direction the train will travel relative to the cab with the
driver. This is important to remember in dual cab locomotives.
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.
Throttle (W/S/X)
The tooltip text in the Cab Interior View for the Throttle is
“throttle lever”. In Cab Interior View select the required
Throttle setting by moving the throttle lever to the required
notch position (0 = no tractive effort, 8 = maximum tractive
effort).
When using the keyboard press the “W” key to increase the
Throttle one notch position, while the “X” key reduces the
Throttle one notch position and the “S” key immediately sets
the Throttle notch position to zero.
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7 - ENGINEER’S GUIDE
68
position, to allow the engine to come up to the new run
7 - ENGINEER’S GUIDE
speed, and to prevent slipping.
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7 - ENGINEER’S GUIDE
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 compared in effect, with
a brake-cylinder pressure gauge.
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7 - ENGINEER’S GUIDE
used in addition to the Dynamic Brake, in order to maintain
permissible track speed.
Grades
When starting to climb a hill, the locomotive and train will
slow down, and the increased load will be indicated by the
load meter pointer moving toward the right.
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This is not necessary at low speeds. It is also recommended
7 - ENGINEER’S GUIDE
72
7.3 Driving in Steam Cabin Mode
7 - ENGINEER’S GUIDE
So you want to get one of the steam-powered behemoths
from yesteryear moving? Controlling a steam engine is
quite different from a diesel or electric engine. Forget about
dynamic brakes and “notch” throttle settings, these machines
use steam regulation as the method of control.
Of course you still have the train brake, but the regulator/
reverser are the combined throttle/power settings and
balancing these and maintaining your steam is the art of
steam engine driving.
When the session begins the light-up crew has already got
your boiler up to pressure and your water levels will be good
to go. 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
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backhead that controls the provision of steam into the Steam
7 - ENGINEER’S GUIDE
Injector.
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move the locomotive in reverse.
7 - ENGINEER’S GUIDE
The higher the Cutoff value, the greater the duration of steam
application to each piston stroke. Long cutoff, represented by
higher percentage values (40 to 75%) for the cutoff, maximize
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.
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.
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and has a range of -75% to +75%. Negative values indicate
7 - ENGINEER’S GUIDE
Regulator (W/X)
The tooltip text in the Cab Interior View for the Regulator
is “regulator lever”. In Cab Interior View select the required
Regulator setting by moving the regulator lever to the
required position (0 to 100%) or pressing the “W” key to
increase or “X” to decrease.
Fireman (Space)
To maintain your steam you need to ensure you have a fire
in the firebox sufficient to maintain boiler pressure. As the
fire burns it consumes fuel (coal or oil). To stoke the fire by
adding fuel, press the ‘Space’ key. In some locomotives you
will see an animated fireman actually shoveling coal – make
sure you have opened the firebox door with your mouse in
Cab Interior View or your fireman will not go to work. As the
fire is stoked, it burns hotter (red is a cool fire, white is a hot
fire) and starts to raise the boiler pressure.
Injector (I/0)
The injectors are used to force water into the boiler and
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can be controlled independently of each other by using the
7 - ENGINEER’S GUIDE
mouse, or in tandem using the keyboard shortcuts.
Use the Steam Injector to bring the water level up to the right
level and then turn it off.
Blower (N / Shift+N)
Accelerates the flow of air through the chimney pulling a
strong draft through the firebox to keep the fires burning
strongly when the loco isn’t working hard. When closing the
regulator, turn on the blower to maintain your fire and to
avoid dangerous backdraught through the firebox.
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were moving. It is also important to pick up the slack in all
of the couplers in along train. Once the slack has run out,
the Regulator may be advanced as desired to suit operating
conditions and the needs of the schedule.
Steam engines are notorious for the ease with which you
can get wheel slippage, which is quite a spectacular site to
watch. To avoid slippage, start gently and do use the sanders
if conditions warrant. Sanders deposit sand just in front of
the driving wheels to improve traction.
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8 - INTRODUCTION TO SURVEYOR
8 - INTRODUCTION TO SURVEYOR
8 - Introduction to SURVEYOR
Driving or operating locos is a big part of the Trainz Simulator
experience, but Surveyor is where the creative juices can
really flow. Surveyor is a toolset that is both fun to use and
powerful enough to create your ultimate dream railroad.
Anyone can jump right in and have some fun, and with time
and patience become a master world-builder!
Example Workflow
The following exercise is designed to serve as a brief
introduction to the Surveyor tools and workflow. This will
help to familiarize you with some of the concepts that are
visited in depth later in this document.
To begin, start TS12 and choose Routes from the Main Menu
screen.
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In the middle of the baseboard is your Surveyor Compass.
8 - INTRODUCTION TO SURVEYOR
There is also a small white arrow on the screen. The arrow
is your default cursor, which you can control by moving your
mouse. Move your cursor to the right of the Compass and
Click RMB. The compass will move to that position and the
screen will be re-centered on the compass.
When you zoom in close, you will be able to see the four
directions (North, South, East, and West) marked at the
bottom of the compass. This is helpful to stay orientated in
your TS12 world, positioning your rail system properly with
respect to the rising and setting sun. Yes, on a clear day the
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Topology
Let’s start by clicking on the Topology Tab (F1). It’s the Tab at
the top of the Tab Panel on the far right of the screen. When
clicked on, the menu will fly out to the left.
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leave some room for your track, not that mountain ranges
have ever stopped a track laying engineer.
Ground Texturing
Once you are happy with your hill, Click LMB on the Paint Tab
(F2) from the tabs at the right of the screen.
The Topology menu disappears to be replaced by the Paint
menu. Scroll down the texture palette until you find a texture
you like. Again select the radius of the texture effect by Click
LMB+H on the Radius dial and moving it until you are happy
with the size of the painting circle. Then Click LMB to apply
the texture to the terrain.
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the “[“ or “]” keys repeatedly. You can also hold the “[“ or
8 - INTRODUCTION TO SURVEYOR
Using these tools, you can get some very artistic and realistic
effects. Keep playing until you are happy with the result.
Now make sure that you are back to having only the
mountain, nicely textured in the centre of the route. Use the
Undo function to undo any extra texturing that you may have
been playing with.
Industries
Now let’s place a couple of linked industries. First select the
Object tab (F3) from the tab panel and select the Coal Mine
object.
You will find this by typing in “Coal Mine” into the search
bar at the top of the asset list. You can also use the Content
Search Filter to locate items, it is described in section 9.8.
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Make sure that you have Add Object mode enabled by
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Clicking LMB on the Add Object button.
Click LMB on the map to place the Coal Mine. You can move
and rotate the object by Clicking LMB on the Move and
Rotate buttons respectively. To use these tools, Click LMB+H
on the object that you wish to move/rotate, in this case the
coal mine, and then move the mouse accordingly. Position
the Coal Mine as shown below.
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Laying Track
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Now we will connect these two industries via a simple oval
loop. The goal is to link up the Coal Mine’s loading track to the
oval and run it around to the Power Station’s coal unloading
track. Go to the tab panel and select the Track tab (F4).
Now choose the track “Auran Track TS2009 Oak”. Make sure
you are in Add Track mode. Start laying track by Clicking
LMB on the board where you want to start the track. You
will notice a white circle associated with the track wherever
you Click LMB on the board. These are called “spline points”.
We will manipulate these points later to move the track
either horizontally or vertically. These spline points are also
attachment points for bridges, tunnels and other track -
compatible objects.
Attach one end of the track to one of the coal mine loading
tracks (there are four) by first selecting the Add Track mode,
and then clicking LMB on the spline point of the track you
wish to attach it to. Now Click LMB in a number of spots
around the mountain to form a smooth curve.
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You can smooth out your track laying by Click LMB on the
Move tool button in the track menu and then Click LMB+H on
any of the track spline points and move the mouse around,
and watch as the track follows. Play with this until you are
happy with your loop of track.
Just for fun, let’s add a siding. Click LMB on the Add Track
Button, and then click on a section of your existing loop of
track. A new spline point appears and you can now Click LMB
again, away from the loop and create your siding. Trainz will
automatically add in a lever, which will allow you to change
the direction of the junction by clicking on the red arrow in
Driver mode. You can also name the junction by entering
“Trackside mode”, Clicking LMB on the “Define Name” button
(the “?” icon) and then clicking on the junction you wish to
rename.
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Locomotives, Rolling Stock and Consists
We will now place a consist (a ‘train’ of locomotives and
rolling stock) on the track. Select the Trains tab (F7) from the
Tab Panel. Now scroll down and select a locomotive from the
list of available items. Let’s choose a CR GM Class locomotive.
Once it is selected, Click LMB on any spot on the track to
place the locomotive. The locomotive will appear on the
track with arrows above it defining the ends of the consist
and which direction will be forward when you drive it.
Next, select the black coal car called “TRS Coal Hopper” from
your list of engines and rolling stock. Click LMB on the placed
locomotive towards the back of the loco and the coal car will
appear behind the locomotive. Keep on Clicking LMB on the
last car in the consist to add more coal cars. Stop when you
have added 5 coal cars. You have now created a consist.
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Assign a Driver
Our next challenge is to assign a driver to the Consist.
Tip: This is optional, as you may wish to drive your own trains
in your route. Using Drivers adds a whole new dimension to
TS12 so we will do that next.
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From the Menubar at the top of the screen, Click on “Edit
SessionRules” icon (the button has an image of a notepad
on it) (CTRL+R). You can also access it from the Main Menu.
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As this is a simple session without the need for complex
driver attachments, the automatic assignment done by the
rule is sufficient, but for the sake of configuring a rule, click
on the driver character icon to bring up a list of drivers.
Choose any driver from the pop-up list and click on the green
check (tick) to return back to the Driver Setup rule properties
window. You will notice that the driver character icon has
changed and that the driver you chose is now assigned to the
locomotive.
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Using Rules
Rules are a very powerful way of expanding and customizing
your Trainz experience. Based upon the TrainzScript
programming language, Rules provide non-programmers
the capabilities to “program” a variety of instructions and
behaviors for Drivers, locos and even interactive industries.
Every Session has a number of default Rules pre-loaded. In
Surveyor, click on the Edit Session Rules icon, then click on
Start-up Options, then click Edit. Here you can change the
Start-up settings for your Session such as weather, time of day
and realism level. Click the checkmark to save your changes.
There are over 100 Rules included and many more available
on the DLS. Rules allow you to add customized displays,
speed rules, lighting, objectives, scoring systems, customized
audio and much more. It is even possible to create a whole
scenario in a single Rule.
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Tip: Save your work in Surveyor regularly to ensure you don’t
lose your work should the unforseen happen. You can also
use the Save As option in the menu to save different versions
of your route.
Tip: In TS12 you can try out your new route and session
simply by clicking on the ‘QuickDrive’ icon or by pressing
CTRL + F2. This will transfer you directly into Driver. When you
leave Driver mode, you will automatically return to Surveyor
so that you can immediately continue working on your route
after testing it.
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9.1 Surveyor Title Bar
The Title Bar appears at the top of the Surveyor screen and
has several tools, plus the Main Menu drop-down box.
QuickDrive (Ctrl-F2)
The QuickDrive button is shortcut that you can use to
run the current session in Driver. This can be handy
for session creators who can jump quickly into their
session and test it without having to quit Surveyor. See
section 5 an introduction to using QuickDrive.
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Wireframe View (F9)
The Wireframe View button (F9) replaces the textured
terrain with a see-through wireframe. This mode is
useful for seeing what lies beneath the ground such
as under hills when placing and moving tunnels. Use F9 again
to return to the regular view.
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One impact of selecting a region is that the cars will drive
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Use Save As if you wish to save either the route or the session
you have created with new names.
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not available to you at this time.
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If you wish to save it with a new name, click on the name
New Route and a drop down menu appears.
You may now either type a name of your choice on top of the
New Route name or you can click on any of the names in the
list below if they have a (c) beside them. The (c) beside the
name means that this is a route that has been created earlier
by yourself or is a downloaded route created by someone
else. The names in dark black type such as “British Midlands”
are routes that came with the TS12 product and cannot be
overwritten. So you have the option of clicking on any of the
routes with a (c) beside them if you wish to overwrite them
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with the route you are working on now. If you do choose to
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WARNING: If you Save As and use the same name for the
Route you have just edited and Click LMB on the green tick
you will get a dialogue box appearing that asks if it is OK
to overwrite the route. If you Click LMB be aware that all
dependent Sessions for that Route will be lost. If you don’t
want to be in danger of losing Sessions choose a different
name for the Route. As the Routes that come with TS12
cannot be overwritten, this warning does not apply to
Sessions dependent on these Routes.
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If this variation of the menu appears, you now must decide
if you are going to overwrite the route and the session
information or just the route information. Click LMB on one
of the buttons to the left of the following three options.
Do Not Save Session - This will save the route as you now have
developed it but will not replace the session information such
as the trains placed on the route and the information you
have modified using the Edit Session menu item described
below.
This allows you to save just the route that you are working on
with the same name as you loaded it with.
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Create New Session - This will save route as you now
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If you choose this option, enter a new name for your session
in the field provided.
Tip: One of the great features of TS12 is that you can save
many different session setups for a given route. E.g. an early
morning passenger run or a midnight freight haul.
If this menu appears, you may save the new route and session
with the current route name (New Route) or you can click on
the field and enter a new name for the route. The existing
session (Default) will be stored with the new route.
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When this menu appears, you have the option of overwriting
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the existing session information or creating a new session.
Click LMB on the red button to the left of Create a new
session and enter a new session name by Clicking LMB on
the field below it and entering a new name. Note that a drop
down list of existing sessions appears. You may select one of
these for overwriting if you wish.
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Mini-Map (Ctrl-M)
Click on Mini-Map to bring up an overview of your current
map. Ctrl-M is a quicker way of bringing up this map. You can
also toggle the Mini-Map on and off using Ctrl-M.
Merge Route
Merge Route is an important tool for joining one saved route
to another. Select Merge Route and a list of all your saved
maps are displayed.
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Choose which map you would like to join to the current
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map from the list and click on the Check Mark. You will see
the baseboards from both maps and red shading on the
baseboards where the current map and the new map overlap.
Use the four small arrows at the bottom of the box to move
the map to be merged left, right, up or down and use the four
white arrows on the mini-map to navigate around the mini
map. Click LMB on Proceed once you have uncovered all the
red overlapping sections.
Tip: You cannot rotate a new map but you can join to it on
any side. Large maps will take some time to merge. Before
merging, rotate the camera so that you are facing North. This
helps you understand which side of your existing route you
want to join to.
Once you have merged two maps, you will have to edit the
joins to smooth out different level terrain, and also to join
track from the old section to the new.
Edit Route
Click LMB on Edit Route and a window opens in which you
can modify the properties associated with a route. This is the
same screen that appears when you clicked on Create New
on the Surveyor main menu.
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Edit Session
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Click LMB 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 minimal session with several
basic rules is already provided.
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. These settings are used to can change the skybox,
weather, height of the snowline, time of year and lighting.
The individual elements of the Edit Environment Menu are
described in detail in section 9.7.
9.3 Options
Video Settings
Trainz is a 3D program that allows users to add unlimited
objects into a scene. The better your computer hardware, the
more objects you can display on screen and the smoother the
graphics will appear. You can adjust the performance settings
at any time in-game using Options/Video Setting in the Main
Menu. There will always be a trade off between performance
and graphics and it is up to you to find a combination that
suits each individual route. Note that you can also adjust your
screen resolution and turn shadows on or off under Options
on the Trainz Launcher.
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are created that use Level of Detail, performance can
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improve dramatically since objects that are miles away can
be reduced in complexity.
Available Settings:
• Maximum Draw Distance: Set how far into the distance
objects are drawn. Higher values will increase the work your
computer will have to do and lower the game performance.
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• Auto-hide the menu bar: Ticking this option will cause the
top menu bar to slide out of view when not in use. Move
your mouse to the top of the screen to make the menu bar
visible again.
Available Settings:
• Compass Speed: If the mouse is moving too fast for you
when you hold down the RMB, adjust the Compass Speed
slider to the left. Adjust the slider to the right if you find you
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need to travel more quickly over areas of your route.
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• Fixed track vertex height: Set to On ensures that as you
lay track, its height is constrained to the gradient between
two spline 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 Point Rotation: Set to Off turns the white spline point
markers from spinning to static.
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lever for controlling track direction. This option can be turned
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Items such as locomotives, scenery objects, structures,
industries etc may also be set or unset as favorite items.
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collection of train vehicles.
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Dynamic Lighting
The first tab to open when
you select Edit Environment
is the Lighting panel. This
panel allows you to set the
colors of the sky and water
at various times throughout
the day.
To choose the time of day, click LMB+H and drag your mouse
or use the “+” or “-” keys. Note that the lighting in your route
changes as you work so that you can see the effect in real
time.
Tip: The “+” and “-” are the keyboard keys between the “0”
and “backspace” keys on your keyboard. They are not the
keys on the number pad at the right of your keyboard.
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For more advanced lighting effects the sky tints can be
composed of different bands.
Note: You must have one of the green buttons on the clock
selected to be able to select a band in the sky.
Let’s begin with the lower band. Click on the bottom of the
sky preview (make sure you have one of the green lights
around the clock selected). Now move the three RGB color
dials and notice the sky colors change. Repeat this for the
middle and upper bands. There are three other colors that
we can change and they are ambient, sun and water.
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Sun Color Preview
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Reset Colors
If you wish to reset the RGB colors to the
defaults used by TS12, Click LMB on the Reset
Colors button.
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Diurnal Cycle
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To run the full 24hour cycle and see the effects,
click on the Diurnal Cycle button. This runs the
full day in around 30 seconds. Click on it again
to stop the cycle at any time. You can also Click
LMB and drag the hour hand to see how the
colors blend over time.
Tip: Use the ‘?’ icon to name the Trig Station using the format
“xx xxx.xxx N/S xxx xx.xxx W/E” and then use Ctrl F to bring
up a list of all named objects. Click on the lat/long you are
looking for from the list and you effectively have an unlimited
number of bookmarks.
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Choosing a date here controls the time of year for your session.
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Some scenery provides seasonal variation and will change
appearance to reflect the time of year and hemisphere. The
default origin is northern hemisphere, so you can expect to
see summer variations mid-year.
Weather
The third and final tab controls the weather. Here you can
select from differently detailed sky textures.
The Water text box works in the same manner, and is used
for selecting the water conditions. Note that the due to sky
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Here you can also change the game’s wind strength, and edit
the altitude of the snow line.
Click on the “+” and the Name filter appears. With the Objects
tab open, click in the Name entry field and type T and notice
how the list shortens. Type R, and this search is refined even
further. Complete the word “tree” and the list displays only
objects containing the word “tree”.
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Click on “+” again and a new Name filter appears, click it and
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type “pine”. Now you see only the objects with both “tree”
and “pine” in the name. Click on Name to see a drop down
list of other available filters.
Bookmarks
Bookmarks can be set at various points along your route
that you may wish to frequently return to. Navigate to a
particular place on your route and click RMB on one of the
buttons under Bookmarks. Notice that the button turns green
to indicate that a bookmark has been stored. Now navigate
away from that location and click LMB on the green button.
The camera will return to the bookmark location.
Pick List
The pick list is another handy device for helping to find your
favorite content. Located at the bottom of the Content Search
Filter dialogue, the Pick List can store your frequently used
ground textures, scenery objects, splines, track, trackside
objects, and trains.
To add an item to your pick list simply find the item in the
relevant menu, LMB+H on the item, drag it to the Pick List
and then stop holding the LMB. To remove an item LMB+H
on the item and drag it out of the Pick List window.
You can also share and customize your pick list with Content
Manager, see section 14 for information.
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10 - SURVEYOR TOOL TABS
10 - SURVEYOR TOOLS
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.
Leave your mouse cursor hovering over the first tab and you
will notice a yellow text box appear saying Topology ‘F1’.
This message is a “ToolTip” and gives you information about
the function of that icon. You will also notice the “Hotkey”
information (‘F1’) telling you which keystroke you can press
as an alternative to clicking on the icon. Most functions in
Surveyor have a ToolTip and Hotkey associated with them.
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10.1 Topology Menu (F1)
10 - SURVEYOR TOOLS
Basic Topology Functions
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.
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Height Up (U)
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Tip: The “+” and “-” are the keyboard keys between the “0”
and “backspace” keys on your keyboard. They are not the
keys on the number pad at the right of your keyboard.
Zoom Out (Page Down) so that you can see the whole circle.
In Surveyor, you will often need to zoom in and out and use
the arrow keys to rotate your camera to get the best view of
what is happening. Whilst holding the LMB, move the mouse
around the terrain and the hill “follows” your cursor. Zoom In
(Page Up) for a closer view.
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Next, increase the sensitivity by moving the Sensitivity Dial
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(“]” and “[“) to the maximum setting and Click LMB. Now the
hill grows a lot faster. You may need to zoom out again (Page
Down) to see the whole hill.
As you make hills, you will find you need to Click RMB to
move your camera position and also orient the camera in the
direction you wish to face by using your arrow keys. A little
practice makes hill creation a breeze.
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Get Height (G)
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Plateau (P)
Plateau (P) works in a similar fashion, and simply
creates a plateau at the current height of the
compass. Click LMB on the side of a hill to create
a plateau at that level by raising or lowering the
terrain.
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Add Water (W)
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To create a “riverbed”, make your circle radius as
small as possible. Next, enter -10 in the Height Value
field. Then click on Use Height. Now make your
riverbed by Click LMB+H, then “painting” the new height
along the terrain creating your riverbed as shown below.
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The Baseboard
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Select Mini Map (Ctrl-M). You will see a mini map showing 2
baseboards. Zoom in and out by clicking on the “+” and “-”
icons.
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Tip: The “+” and “-” are the keyboard keys between the “0”
10 - SURVEYOR TOOLS
and “backspace” keys on your keyboard. They are not the
keys on the number pad at the right of your keyboard.
Delete Ground
Click LMB on the Delete Section button. Then Click
LMB on any baseboard section to delete it.
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Displacement Maps
The final group of Topology tools relates to using a
displacement map. A displacement map is a grayscale image
used to create an instant height map.
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Fill Area (F)
Scroll through the Displacement Maps (by clicking
on the left and right arrows) until you find one
called the Volcano, then click on Fill Area (F). The
terrain is instantly transformed into the shape determined by
the grayscale images of the displacement map chosen. In this
case, we have our volcano.
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Get Displacement
Click on Select Area (B). Click LMB on the baseboard
and drag the mouse to make a large square that
covers an existing area of modified terrain. Now
click the “Get Displacement” button and you’ll notice that a
displacement map has been derived from the shape of the
terrain. 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.
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10.2 Paint Menu (F2)
Basic Paint Functions
The Paint Menu provides
access to a wide variety of
ground textures. Textures in
Surveyor are “bitmaps” which
are created to look like various
ground types such as sand,
grass, rocks or gravel. You can
even create your own textures
using a simple paint program
or a digital camera. (The
resultant .bmp file must be
a tiling 128x128 pixel image)
Click on the Paint Tab (F2) to
open the Paint Menu. You
will see a number of default
textures, grouped by region.
Use the slider button to scroll
through the list.
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Hold down the “[“ key and apply the texture once more.
Notice the direction dial is spinning and the texture is being
applied in various directions. This tool helps to eliminate
repetitive patterns in your textures when you don’t want
them.
Now move the Scale dial to the minimum setting and apply
the texture, then move the scale dial to the maximum setting
and notice the difference when you apply the texture this
time. You can avoid repetitive texture patterns and create
ultra-realistic effects by using the scale and direction tools
along with choosing the right textures.
Tip: The “+’ and “-” are the keyboard keys between the “0”
and “backspace” keys on your keyboard. They are not the
keys on the number pad at the right of your keyboard.
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Fill Grid (L)
The Fill Grid (L) will fill all unpainted areas of an
entire baseboard with one texture. This is useful
for finishing off an area where fine texturing is not
required.
Tip: You can use the Pick List at the bottom of the Content
Search Filter as a place to store multiple textures or objects
that you would like to use. Simply LMB+H on the texture,
drag it to the Pick List and then stop holding the LMB. You
can now easily go between your items on the pick list without
having to search for each one every time you want to use it.
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Tip: It is easy to click twice and get multiple copies of your
object. Just use Undo to delete the unwanted copies of the
objects.
You can use the move and rotate tools to create rows of
trees or to align houses along a road. You can set objects to
“randomly rotate” or not by choosing the Randomly Rotate
option in the Surveyor Options menu from the Main Menu.
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Tip: The “+” and “-” are the keyboard keys between the “0”
and “backspace” keys on your keyboard. They are not the
keys on the number pad at the right of your keyboard.
Above the Object Viewer Window are the Object Region and
Object Type lists. Scroll through and select either a region or
an object type or both in order to shorten the selection list.
Change the mode to Add Object (A) and Click LMB again
on the terrain where you wish to place another copy of the
newly selected object.
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the height of any Object. Note that only objects which have
been designed to be height adjustable will allow you to adjust
their height. So if you cannot adjust the height of an object,
the likely reason is that it wasn’t designed to do so.
Holding the Ctrl key in conjunction with this move will adjust
the object’s height in increments of 0.1 units and holding the
Shift key will change the height by units of 0.05.
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earlier tutorial with the power plan and the coal plant objects.
Finally there is an option to move the object between layers.
See section 10 for more details about layers.
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 allowing
real world railroad activity (i.e.
the transportation of goods) to be
simulated. The products produced
and consumed by an industry can
be viewed and tweaked by using the Edit Properties button
as mentioned above. Section 8 of this manual has a simple
example showing how to place and integrate an industry into
a route.
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Fixed Track
Fixed track scenery items are fixed,
non-flexible segments of track and
can be thought of as the Trainz
equivalent to the sectional track
model train manufacturers have.
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Animated Junctions
These junctions differ from normal
junctions in that they are pre-
defined fixed track pieces and
have animated components. As an
animated junction is a pre-defined
fixed track piece, extra detail like
guide rails can also be present in
an animated junction.
Turntables
Turntables are scenery objects
with multiple incoming pieces of
track where a special traverser
track segment (usually rotating)
can move around to offer access
to all track pieces. Simply placing a
turntable object on the baseboard
and connecting the tracks is all that
is required to have it functioning.
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Crossings
A crossing is a scenery object
that allows rail track and a road
to cross each other. As well as
being a scenery object that can be
connected to the route’s track, a
crossing can also be linked up to
road splines.
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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, thus making
them suitable for scenic backdrops.
iPortal
The iPortals is a special type of
portal asset that allows train
consists to be transferred between
your Driver session and that of
another online TS12 user.
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To get the iPortal working, not only must your TS12
installation be configured to work with your Planet Auran
account, but the iPortal itself also has several parameters
that need setting as well.
iPortal id
Unique ID name that this portal is to be identified by.
Send to user
Name of the remote TS12 user that you wish to exchange
train consists with. This setting isn’t needed if you are just
transferring trains to other iPortals on your own route.
Destination iPortal id
Unique ID name of the destination iPortal that this iPortal is
to exchange trains with. This can either be remotely located
on another user’s system or from your own route.
Send Trains
Specifies whether trains are sent over the internet and
exchanged with another user or just transferred locally to
another iPortal.
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such that it requires an incoming loaded train from someone
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Click LMB on the terrain to anchor the first spline point, and
Click LMB again some distance away to place the second
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spline point. You will see white circles at each end of the
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spline. These spline points determine the points of a spline
that may be selected or moved. For example, in the picture
below, we have paced the “Powerline B” spline on the route.
To extend the spline further, Click LMB again on the last spline
point, then Click LMB once more nearby to extend the spline.
You can simplify this process by holding down the Ctrl key
then placing several spline points. Release the Ctrl Key and
place your final spline point to anchor the spline in place.
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Change the mode to Add Spline (A) and Click LMB again on
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the terrain where you wish to place the newly selected spline
object.
Toggle Traffic
Many of the roads (which are splines) that you
will be placing on your route will have vehicles
(affectionately known as “Carz”) traveling on them
automatically. You will see them moving in Surveyor after
placing the roads. Clicking LMB on Toggle Traffic turns all
traffic off on these types of roads.
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Advanced Spline Management Functions (Shift F3)
Click LMB on the Advanced Menu (Shift F3) to access even
more tools. A drop down menu is then revealed as shown at
the bottom of the tool tab above. This provides you with the
following tools.
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Click LMB on Smooth Spline (S). Now Click LMB on the raised
spline section and the spline is instantly raised up to meet the
road. To make a few minor adjustments, click LMB again on
the road a few more times. Sometimes it takes a few passes
to get the road just right.
Lay a single section of road spline over the top of hill with a
single pair of spline points at either end. Note that it clings
to the surface of the hill. Now Click LMB on Smooth Spline
(S) and then Click LMB on the road. As shown below, this
will level the terrain between the two spline points, thereby
creating a cutting through the hill to flatten the road.
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Smooth Spline (S) levels the track between two spline points,
bringing the land up or down to match the levelled spline.
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Remove Gradient
Click LMB on Remove Gradient and then Click LMB
on a spline section to remove the gradient between
two spline points.
Edit Properties
This can be used to name the spline and also set its
layer.
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10.4 Track Menu (F4)
Track Mode Tools
Learning how to lay track, place
signals and create turnouts
can be the key to running a
successful TS12 Driver session.
Track sections in TS12 are
made up of flexible length
track pieces created by placing
2 spline points. We call this
“flexi-track” and it makes laying
any lengths of track extremely
simple. Select the Track Menu
(F4) and the default selection
will be Track Mode (T).
To extend the track further, Click LMB again on the last spline
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point (the white circle), then Click LMB once more nearby to
extend the track. Unless all three spline points are exactly in
a straight line, you will notice that the track is now curved. To
connect two sections of track, just drag the end spline point
of one on top of the end spline point of another and they will
automatically connect.
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Get Track (G)
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Click on Get Track (G) and then Click LMB on your
original track. The bridge showing in the selection
window is replaced by the track. Press “A” to change
the mode to Add Track and you are ready to lay another
section of track.
Edit Properties
This can be used to name the track section and also
set its layer.
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Creating a Turnout
Depending on which part of the world you live in, there are
different names for where one section of track branches
off from another. Sometimes these are called turnouts,
junctions, points or switches. We call them turnouts in this
document.
Click LMB about half way along the first track and the track
bends to the shape of a turnout. You have just created your
first turnout.
Use Move Track (M) to grab the new spline point and move
it around until you are happy with the shape of the turnout.
You now have a perfectly created wye turnout.
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LMB on the turnout in Mini-Map mode or use the “Junction
Direction”.
Later we will show you how to change turnout levers and add
signals to complete the job.
Animated Junctions
Animated junctions are supported in TS12 but cannot be
created as track splines. Instead, you need to place an
animated junction object on the baseboard.
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As you can see below, the track spline points will have arrows
attached to them showing you the height of the track above
the ground.
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Lay a single section of track over the top of hill with a single
pair of spline points at either end. Note that it clings to the
surface of the hill. Now Click LMB on Smooth Spline Height
(S) and then Click LMB on the track. As shown below, this
will level the terrain between the two spline points, thereby
creating a cutting through the hill to flatten the track.
Smooth Spline (S) levels the track between two spline points,
bringing the land up or down to match the leveled track.
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Now click on Undo (Ctrl-Z) and then Click LMB near the 2nd
spline point. Notice that the gradient has now been applied
in reverse. The rule is that the gradient is always applied
“away” from the spline point closest to where you click.
Remove Gradient
Click LMB on remove Gradient and then Click on a
track section to remove the gradient between two
track points.
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Show Curve Radius
Next, click on Show Curve Radius then move your
mouse along a track segment. The curve radius is
shown next to your mouse cursor. The number is
the radius measured in meters so a low number means a
tight curve and a high number means a straighter track.
Use Move Track (M) to straighten the ends then use the
Straighten Track (B) to straighten the two end sections. You
now have a nice consistent curve through 90 degrees.
Building Bridges
Bridges and tunnels work much the same way as for normal
track but can be a little harder to lay due to the type of
terrain involved. It is sometimes easier to make the bridges
and tunnels on flat ground then move them into place.
To place the bridge, select the Add Track (A) tool and lay the
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bridge just like you did for the track by clicking to place spline
points. It is best to lay bridges between two hills although
you can lay the bridge and then remove the terrain beneath
it.
You can insert a spline point in the middle of the bridge using
Insert Spline Point (I) and then Clicking LMB on the bridge
section to insert the new point.
Click on Move Track (M) and Click LMB and drag the middle
spline point. This allows you to bend the bridge. Don’t bend
it too far or it will “break”. Below we have inserted a spline
point into the middle of the bridge and curved it.
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When you depress the ground under the bridge, the bridge
piers will reveal themselves as shown below. Note that we
have painted the ground and added water as well.
To create a bridge that is level, you can use the Get Vertex
Height tool. Click on the spline point at one end of the bridge
and you will notice the Height Value is entered into the Spline
Height dialogue box.
Click on the Apply Height tool then click on the other two
spline points. This applies the same height to each of those
spline points.
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Building Tunnels
Tunnels work in the same way as bridges. Repeat the steps
above but firstly select a tunnel rather than a bridge. For
your first tunnel, lay it on a flat section of ground so that the
hills don’t interfere with the operation. (You can always add
the hill afterwards). Here is an example of the double track
“Tunnel Stone” placed on flat terrain.
Ensure that you hide the tunnel exit properly by using the
terrain Height Adjust tools and the track Smooth Spline tool
to tidy up the entrance.
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To join track to bridges or tunnels you should always use
single track (even for a double track, bridge or tunnel). Lay
the spline point away from the bridge first and then move
the track towards the end spline. The track will snap to the
bridge object. Use Smooth Spline to tidy up the terrain.
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Change the mode to Add Object (A) and Click LMB again at
another point on the track where you wish to place another
copy of the newly selected object.
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Junction Direction (J)
If you have a turnouts placed on your route, each
should have a switch lever attached to it. The switch
lever at a turnout has a green and red arrow. To
change the default direction of travel (for when you drive on
this track in the Driver module), Click LMB on the Junction
Direction (J) tool and then Click LMB once on the green and
red arrows. The direction is now changed (green denoting
the default direction of travel).
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Click LMB on the Trackmark Mode (V) to change the Track
Tab menu to the Trackmark Mode menu.
Trackmarks
Trackmarks mark specific points out on the track in a route.
They are named and then used in Rule building. For example,
they can be used to guide Drivers to take their trains to
specific points on the route. They are also used to program
scenarios such as those in the tutorials described in the
Engineer’s Guide.
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Change the mode to Add Object (A) and Click LMB again at
another point on the track where you wish to place another
copy of the trackmark.
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Finding a Trackmark
To find the trackmark, use the Find Object (using the Type:
Trackside to shorten the list if you wish) or Ctrl-F and select
the trackmark from the list. The trackmark is located, and
the screen is re-centered. This is useful for finding your way
around the map.
Triggers
Similarly, you can also place Triggers, which are used when
creating Rules or TS12Scripts. A trigger is point that can
trigger an event such as a train starting off or sounding a
horn. The can detect specific train passing a certain point
and will then trigger other rules to be executed when that
happens. See the section on Rules for more information.
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Direction Trackmarks
Direction trackmarks look exactly like regular trackmarks
except they are yellow in color. They are used to indicate to
the AI driver what direction is allowed on a section of track.
Only the placement of the directional trackmarks is required.
The AI drivers will automatically take the trackmarks into
account. By placing direction trackmarks carefully, the AI
trains can be restricted and coerced to take certain paths.
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Priority Trackmarks
Priority trackmarks look exactly like regular trackmarks
except they are purple in color. They are used to indicate to
the AI driver the priority level of a section of track.
All trains and track sections have a priority value in the range
of [1 - 3] with the default value being 2. This priority value
does not indicate a numerical scale of precedence, but rather
is used for matching by the AI driver. This means the driver
will try and take the train along track sections that have a
priority equal to that of the train.
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Get Radius
Click on the Get Radius tool and then Click LMB on
a trigger. The trigger’s radius will now be in the text
field adjacent to the button. Note that triggers have
a default radius of 20 meters so this may not appear to have
changed.
Set Radius
Click on Apply Radius then Click LMB on a trigger to
apply the value in the radius field to that trigger.
Adjust Radius
Click on Edit Radius then Click LMB on a trigger
and drag the mouse with the LMB still being held
down to change the trigger radius. There is no visual
indication of the radius as you drag it however. Use Get
Radius to find out the new radius of that trigger.
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9.5 Tools Menu (F5)
The Tools Menu (F5) offers
some additional tools for
helping to create your TS12
world.
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Delete Rule (Y)
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The imagebelow shows the camera view and a Red static
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camera.
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9.6 Layers Menu (F6)
Layers allow you to split
design elements into easily
manageable sections; they
work in the same way as
many graphical editing
applications.
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on the item in the picture and move your mouse forward and
back to increase and decrease the size of the item in the Train
Viewer window.
Tip: There is a little red button at the top right of the list
labeled the Favorites Toggle. If you click on this button, it
turns Green and the list will display only those engine and
rolling stock assets that you flagged as a Favorite using the
Railyard module (described in the Engineers Guide). This
allows you to eliminate those assets in which you have no
interest making asset selection easier. Click LMB on the
Favorites Toggle button once more to view all assets.
Tip: If you want to move the consist that you are building
to another point on the track, use the Move Consist function
available by switching to Consist Mode (described below)
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Move Train (M)
Click LMB on Move Train (M) then LMB+H a train car.
You can then drag the mouse to move the traincar
anywhere that there is track.
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Train Management Tools
Consist Mode (C)
Click LMB on Consist Mode (C), one of two large
buttons at the top of the tab, to enable the
placing of complete consists available in the list
of consists below the button.
A consist window appears at the bottom of the screen which
display the currently selected consist in the list at the top of
the tab.
Click LMB on any consist in the list and it will appear in the
consist window for your reference.
You can Click LMB on any of the vehicles in the consist
window to change their direction. Click LMB and hold on a
vehicle and drag it outside of the consist window to remove
it from the consist.
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now give it a name in the window that opened up and the
consist will be added to your list for future use. This is a great
way to build up a list of your favorite consists for use on many
different routes.
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11 - SESSION RULES AND MANAGEMENT
What can rules do? Well they can set basic parameters in a
Session including which driver is in each Train, the weather
state, control method, set up industry dependencies, what
Driver Commands are available in the Driver Module and set
the time and time rate.
Then there is the ability to pull HTML pages and sound files
into the game. On top of that the Rules can be arranged to
occur in a particular order.
Edit Session
Recall that a Session is different from a route as it may include
for example different trains. Click LMB on Edit Session on the
Surveyor Menu and a window opens in which you can modify
the properties associated with a Session. From here, you
may change the Session Name, add a Description, and the
operating Rules to be used in this session.
Adding Rules
Click LMB on the Add Rule button (labeled
“Add”) to add a new rule to the session.
A window opens up with the set of rules
that you can choose from. Click on any one of the rules to
add it to the list of rules to be included in this session.
Once you have added the rules you want, it is time to edit
them to make them specific to your needs.
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Editing Rules
Each rule may have a number of
parameters associated with it that need
configuring in order to modify it to your
requirements. Highlight the Rule in the list that you wish to
modify and Click LMB on the “Edit” button to bring up the
Rule’s Properties Window. All editable parameters are made
available to configure in this window. By clicking on the
available hyperlinks, you can edit the rule’s parameter.
You can also edit the name of any Rule by Click LMB on its text
descriptor and typing in its new name. This can help identify
a particular Rule in a complex Rule arrangement. Note that
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 the Rules
The Rules in your Rules List can be further manipulated by
the four command buttons at the bottom of the Edit Session
window.
Outdent (Rule)
To Outdent a Rule by one level, select the Rule by
Click LMB to highlight it and then Click LMB on
the “Outdent” button. This removes the Rule from
dependency upon the Rule it was Indented under.
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Note: The top level of the Rule Hierarchy is reached when the
Rule is lined up as far left as it can get (Further presses of the
Outdent button have no effect).
Indent (Rule)
To Indent a Rule by one level, select the Rule by
Click LMB to highlight it and then Click LMB on
the “Indent” button. This makes the selected 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.
Promote (Rule)
To Promote a Rule up the Rule List select the Rule by
Click LMB to highlight it and then Click LMB on the
“Promote” button. Once the Rule has reached the
top of the Rule list, it can no longer be Promoted.
Demote (Rule)
To Demote a Rule down the Rule List select the Rule
by Click LMB to highlight it and then Click LMB on
the “Promote” button. Once the Rule has reached
the bottom of the Rule list, it can no longer be Demoted.
Delete (Rule)
If you want to remove a Rule from the list
select it by Click LMB on it and then Click
LMB the “Delete” button. A dialogue box
pops up confirming the deletion. Click LMB the “Yes” button
to confirm the deletion or Click LMB the “No” button to
cancel.
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12 - FAVORITES
12 - Favorites
Favorites allows you to flag objects for easy listing in both the
routes/sessions selection menus as well as in Surveyor.
Surveyor Favorites
Items such as locomotives, scenery objects, structures,
industries etc may also be set or unset as a favorite item.
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<KUID:43750:12345:02>
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There is also a third number. This is the item’s version
number and is used to allow Content Creators to update their
creations without having to introduce a new KUID.
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14 - CONTENT MANAGER
14 - CONTENT MANAGER
14.1 Introduction
Content Manager (CM) can be accessed from the Trainz
Launcher. Click on “Content” and take a look at the layout.
CM has a number of functions rolled into one, integrated
package giving you control and access to the many thousands
of assets available for Trainz. The main functions that CMP
offers are:
. • Download Station Index
. • Downloading Content
. • Content Management
. • Archiving/Backup
. • Uploading Content
. • Creating/Editing/Verifying Content
We will examine each of these functions below.
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Menus
The menu items generally duplicate in-game functions. Some
menu actions have keyboard shortcuts which are shown to
the right of the action listed in the menu. Each menu is item
is described in detail ahead.
Status Bar
Displays warning/error messages in red/orange/yellow as
well as a running total of items displayed out of the total
items available including those on the Download Station (DS).
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Action Panels
The width of the panels can be adjusted by dragging the
vertical divider to the right of the Action panels. There is a
minimum width.
You can view/hide the Action panels by toggling with the TAB
key or from the View menu.
Download Helper
Used to download files from the Download Station. See
section on the Download Station and Downloading for
details.
Search
Used to find assets. See section on Sorting, Searching and
Organizing Content.
Asset Details
Drag an asset(s) from the Main View panel onto this panel to
see the asset in more detail, including a thumbnail picture.
Use the < and > navigation buttons to scroll through multiple
assets. You can rate an asset by clicking on the star rating
(1 to 5 stars), alter its name and description as well as view
license information.
Uploads
Used to upload assets to the Download Station. See section
on Uploading for details
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Archiver
Used to archive/backup assets. See section on Archiving for
details.
Pick List
This is used as a “clipboard” for commonly used assets. Drag
and drop an asset(s) from the Main View onto the Pick List
panel to add it. You can remove an asset by clicking on the “-”
button to the right of the asset name or remove all assets by
clicking on the Clear button. To view the Pick List assets in the
Main View panel, click on the View In Main List button. This
Pick List can be shared with and used by Surveyor.
Icons
Throughout CM there are a number of icons with specific
meanings which help you quickly identify an asset’s
attributes. All icons have tool tips so if you’re not sure what
the icon represents, hover over it with the mouse cursor.
Category
These icons denote the category of the asset, be it a train,
route or other component of the Trainz world.
Status
These icons give you information on the Location, Archive,
Modification, Version, Editing, Origin and Error status of the
assets.
Ratings
A zero to five star rating for an asset. Adjust the rating by
selecting the number of stars for an asset in the Asset Details
action panel.
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Settings
You can bring up the Settings window by either clicking on
the Settings using File -> Settings. The settings are divided
between four tabs:
Archives
Lists all the archives of which CMP is aware. You can Add,
Remove or Update archives. Note that removing an archive
only removes it from the list, it does not remove the archive
file.
Filters
Lists all the search filters including the default ones. You
can remove individual search filters (default or custom) and
restore the default filters. Warning! Restoring the default
filters will also remove any custom filters.
Internet
Enter your Planet Auran username and password and your
internet connection type to get access to the Download
Station while on-line. Don’t have a Planet Auran account
yet? Then click on the “Register Now!” link to register and
get access to the Download Station and Community Forums
- it’s easy and free!
If you have a First Class Ticket (FCT) this tab also shows how
many days are left on the FCT and your total downloads
(right-click to reset this). If you don’t have a FCT it shows your
daily download total and the limit (currently 100MB)…click
on the ticket to open a browser window which allows you to
upgrade to a FCT.
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All registered users of TS12 gain free access to the Download
Station. However, we limit your daily downloads to 100 MB
and a limited maximum speed.
Miscellaneous
Here you can choose Main View settings, icon sizes, sound
settings and delete confirmation choices.
Searching
The Search panel allows you to put in one or more search
parameters to find the content you are looking for quickly.
Results of the search are immediately shown in the Main
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View panel unless the Settings for CMP have been selected
so that the user needs to click on the Apply button to perform
the search.
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Each new parameter and value must be satisfied for items
to show in the Main Panel view, in other words all search
parameter lines are “AND”.
You can also save your own custom searches and they will
appear as one of the tabbed Search Filters in the main view.
Here is how:
Once you are happy with the parameters you have selected
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The search filter is now added to the tabs in the Main View
panel. You can manage your Search Filters in the Settings
dialogue (see Settings).
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.
Once the keywords have been added, in the future you can
use the Keyword search parameter to find the relevant items
quickly and easily.
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Note: Some built-in content is not available for use in Surveyor.
This is determined by the content creator who contributed
the item.
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Selecting Assets to Download
Downloading assets has never been simpler. Just select the
items you want to download in the main view panel (you can
select multiples by using the SHIFT and CTRL key modes),
then drag and drop them on the Download Helper panel.
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Tip: After viewing the dependencies in the main view you can
return to your previous view by clicking on the “Click here to
resume your previous search” text in the Search panel. This is
true of assets that have been correctly created and they and
their dependencies are on the Download Station.
You can remove all the items in the list by clicking on the
Clear button.
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To keep an item in the Download Helper list, but not
download it immediately, uncheck the checkbox to the far
left of the asset. Use this feature to manage your download
quota if you don’t have a First Class Ticket.
Once the downloads are complete you can clear the list by
clicking on the Clear button, or this can be done automatically
by checking the Remove Downloaded Items from the List
Automatically checkbox on the Miscellaneous tab in Settings.
Archiving
The Archive function in CM allows you to “back up” your
downloaded or custom content. It is not designed as a way
of distributing content to others. For that, use the CDP
method instead.
Why not use CDP’s to archive your content? You could, but
the advantage of archives is that CM knows about what you
have put in your archives. Every time you create an archive,
CP records what assets are in the archive and where the
archive has been saved.
Then, when you need the asset (if you have deleted it),
instead of downloading the asset again needlessly, it takes
the asset from the archive. If you have moved the archive,
say to a CD-R, then a dialog box appears requesting you select
the location of the archive. CM then updates the location of
that archive for use next time.
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Some points about Archives beyond what has already been
mentioned above:
Creating Archives
Select the assets you want to archive and drag them onto the
Archiver panel. If the asset(s) have dependencies you will be
prompted to select which item’s dependencies you want to
include in the archive. You cannot archive built-in assets.
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In each case the action loads the selected archive into the
Archiver panel and a dialogue box appears asking if you want
all of the assets installed. You can select the “all” option in
the dialogue or you can bypass this dialogue and then select
which assets to install in the Archiver panel…select the assets
by highlighting them (you can use the Shift and Ctrl keys
to select multiple) , then right-click and choose “Install”. A
dialogue box confirms the assets have been installed.
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First it is important to know how assets are stored for use in
TS12. TS12 stores its assets in a database, the Trainz Asset
Database (TAD).
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Creating Content
Besides importing new content/CDPs you can create new
content for TS12 in a number of ways.
Note: You can only use this option with assets you have
created.
Clone
Use this option to base a new asset on an existing asset.
Select an asset in the Main View and either right-click then
choose Clone from the context menu or click on the Clone
button in the tool bar or choose the File -> Clone option in
the menu.
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A new asset appears with a KUID based on your user ID and
in Open for Edit mode. Notice the Clone status icon appears
in the CM main view. You can clone any local assets.
Editing Content
There are a range of options when it comes to editing
content. Similar to creating content, once the content has
been edited, it needs to be committed to the TAD before the
changes are manifest in TS12.
Edit in Explorer
This is the same as the Open for Edit option, but also opens
up an Explorer window with the Open for Edit asset’s folder
showing. To do this select an asset in the Main View and Click
RMB, then choose Edit -> Edit in Explorer from the menu.
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Edit Script
This is the same as Open for Edit, but also opens the asset’s
script file ready for editing. The default script editor is
Notepad, but you can also select a custom editor in Settings
-> Miscellaneous.
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.
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Uploading
The uploading process has now been streamlined and is
integrated with the Download Station and Planet Auran.
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You can still stop the upload process at this point, by clicking
on the “Do not process” link.
We try and get this done quickly, but we also have weekends,
public holidays, sick days, urgent matters and sometimes an
overwhelming amount of content to approve, so we ask for
your patience.
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15 - CONTENT CREATOR PLUS
15 - CONTENT CREATOR PLUS
Introduction
Content Creator Plus (CCP) is a program launched from within
Content Manager to generate a config.txt file for Trainz model
assets, or to edit and amend existing config.txt files.
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Choose the correct Kind for the model, and the main input
screen will be displayed.
Tree view
Tag space
Error Message Box
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The License text entry will display the license details you would
like to have included in the model. Typically include details
of model usage, distribution, limitations, or modification
approvals for your model, that you wish to apply. When you
have entered the details, use the Save option. These details
will now be included in all config.txt files for models that you
create, when you choose to place these tags in your asset.
Menus
File -> Save
Save the current config.txt file. Used to save and replace a
previously saved file.
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Edit -> Cut, Copy, Paste
To remove, copy or paste containers or multiple tags, useful
for reproducing similar entries, such as multiple sound files,
or attached track entries for example.
Help
The Help file and Details about the program.
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Next is the tag section. This shows the list of non compulsory
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tags. (A non compulsory tag is an optional tag for additional
functionality). Clicking LMB on one of the choices will add
the tag in the tag space that represents the container. Any
non compulsory tags may also be deleted. Occasionally,
some containers have no additional optional tags.
The Kind: This is the label or title of the container (the asset
Kind): When clicking on a container, a new container display
is loaded in the tag space. In this example, the main container
“traincar” is selected, and the name of that container is set
as the title, “Traincar”.
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button will remove the tag from the container (it will be
placed back in the tree view menu, for possible re-selection).
The list of values: For every tag, there is an associated value
to be entered so that the program passes that value to the
tag. There can be different ways of entering the value (combo
box, text box, tick box, or several text boxes).
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Opening an Existing Asset
In Content Manager, select the existing model and use RMB
to open a menu, choose Edit in Content Creator Plus and
the program will load the config.txt file for examination or
editing.
While loading the file, CCP will parse the file and show any
warning and error messages based on missing or incorrect
tags, or tags that should not be included in the file.
Note: As soon as the file is opened with CCP, changes are made
to the config.txt file, even if you exit the file without saving.
For this reason, If you wish to retain the original config.txt for
reference, you should open the asset in Explorer, and make a
backup of the config.txt file, before you open it in CCP.
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VectorX
Vectors are a series of required values. The X represents
the dimension of the vector (the number of input values
required). For a Vector3, there will be three text boxes
requiring three floating point numbers (numbers which
include a decimal point) to be entered.
KUID Entry
The KUID entry is made up of three different parts: The user
ID, the content ID and the version ID ‘
When the personal details option has been filled in, the first
field will be filled automatically with your user ID. Otherwise,
the program will default to a -1 user ID. The second entry is
the content ID which represents the Identification number
of the asset that you are currently creating. The third value
is the version ID which is the version identification number
of the content that you are currently creating or editing.
The maximum value for the version ID is 127. If this limit is
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reached, a different Content ID is used for the model.
Boolean Entry
A Boolean entry is a simple true or false value. It is represented
by a check box.
Clicking LMB in the box will toggle the tick mark on or off. A
tick represents true and for an unchecked box, the entry is
false.
Data Choices
Where a large list of choices is offered, it is convenient to
display the available selections in a combo box.
File Browser
A file browser GUI is used to locate data stored on the
computer hard drive, a mesh file name and local path for
instance, a script file, an animation file or a texture file.
Clicking on the small browse button with LMB will open a file
browser.
Once the file is located click LMB on the OK symbol and the
field will be filled with the file name and path name.
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The file type selections in the browser will reflect the types
that are required to fill the dialogue box. In the following
browser opened from the mesh dialogue box, the correct
available mesh extensions are offered (*.IM, *.LM, *.LM.
TXT). From a script dialogue box, the file types will be of the
*.gs or *.gse types. A texture search will offer the *.bmp,
*.jpg and *.tga file types.
Asset Browser
This kind of GUI is a KUID entry but for simplicity, a list of
installed assets by name, instead of kuid, is presented in the
browser. It is used to retrieve dependencies of the model,
such as an interior, bogey or horn sound for a traincar.
Click LMB on the small browse button and this browse form
will pop up. Some browsers will filter the file types so a valid
file is offered for selection.
Some files shown may have similar names, and you will
need to determine the correct file. If you know a kuid for
the required asset to be selected, you can locate that kuid in
CM, note the name of the asset and then locate it by name
in this browser. It is advisable to give all assets relevant and
distinctive names.
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After an asset is loaded with the browser, LMB clicking on
the small “C” content button will take you to that asset in
CMP. You can then verify that it is the correct asset, or check
details.
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16 - KEYBOARD CONTROLS
16 - Keyboard controls
KP = Number Pad
Some controls will not work with this Help window open.
Capital letters represent the letter to press (no need to press
the Shift key.)
A comma (,) means there is more than one option. Choose
either option.
Shift X means hold the shift key down and press the X key.
DCC Mode
Down X, COMMA
Forward W, FULLSTOP
Stop S, SLASH
Handbrake (if throttle at A, APOSTROPHE
idle)
cab mode
Brake Release Q, KP9, KPPGUP
Brake Lap Z, KP6, KPRIGHT
Brake Application A, KP3, KPPGDN
Emergency Brake PAUSE
Independent Brake E, KP4, KPLEFT
Independent Brake Bail D, KP0, KPINS
Throttle Up W, KP8, KPUP
Throttle Down X, KP2, KPDN
Throttle Idle S, KP5, KPCLEAR
Reverser Handle Forward F, KPSTAR
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16 - KEYBOARD CONTROLS
Reverser Handle Backward R, KPSLASH
Dynamic Brake Toggle C, KP7, KPHOME
Steam controls
Shovel Coal SPACE
Coalman Wave SHIFT SPACE
Fans SHIFT F
Regulator Up W, FULLSTOP, KP8, KPUP
Regulator Down S, SLASH, KP2, KPDN
Reverser Up F, KPSTAR
Reverser Down R, KPSLASH
Injector Up I
Injector Down O
Blower Up N
Blower Down SHIFT N
all locos
Lights L
Lights SHIFT L
Toggle on/off Flashing Ditch ; (semi-colon)
lights
Pantograph KP1, KPEND, END
Horn H, KPPLUS
Sand V, KPMINUS
Bell B
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16 - KEYBOARD CONTROLS
Camera Movements
Up UP ARROW
Down DOWN ARROW
Left LEFT ARROW
Right RIGHT ARROW
Zoom In PAGEUP (OR MOUSEWHEEL)
Zoom Out PAGEDOWN (OR
MOUSEWHEEL)
Forward Along Consist PLUS (on top row, not
Numpad)
Backward Along Consist MINUS
Interior Cab View 1
Chase View 2
Lineside View 3
Free Roaming View 4
Driver 1 CTRL 1
Driver 2 CTRL 2
Driver 3 CTRL 3
Driver 4 CTRL 4
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16 - KEYBOARD CONTROLS
Driver 5 CTRL 5
Driver 6 CTRL 6
Driver 7 CTRL 7
Other
Metric Speed Display G
Decouple CTRL D
Train Reverse Heading ALT C
Display Work Orders (Scenarios) K
Objective Window (scenarios) ENTER
Switch Forward Junction J
Switch Rear Junction CTRL J
hud_help_toggle CTRL H
Reset Tripmeter T
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16 - KEYBOARD CONTROLS
Map View
Background ALT B
Gradients ALT G
Junctions ALT J
Signals ALT S
Triggers ALT T
Trackmarks ALT M
Industries ALT I
Named Objects ALT N
Objects ALT O
Consists ALT C
Trackside Labels ALT L
General
Close ESCAPE
Find Object CTRL F
Map View M, CTRL M
Pause P
Save CTRL S
Load CTRL L
Display Performance Tuning CTRL T
Dialogue
238
17 - EXTRA FUN
17 - Extra Fun
Want to have some extra fun?
Also try Ctrl + Alt + Shift + Z in a map with road traffic or Ctrl +
Alt + A (then click on the map) for a spectacular effect.
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18 - CREDITS
18 - CREDITS
N3V Games Trainz Development Team
Director
Graham Edelsten
Studio Head
Paul Olsen
Programmers
Chris Bergmann
Terry Palmer
James Moody
Artists
Rob Shaw
Saxon Dixon
Quality Assurance
Gareth Pavlich
Siddhartha Mukherjee
Misty Guy
Production Assistant
James Giles
Marketing
Mick Solomons
Operations
Mike Crossman
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18 - CREDITS
Web Lead
Lionel Thomas
Content Creators
We would like to offer a special thank you to our content
creators, without whom we would not have a product to
release.
Alpha Testing
Thanks to the TrainzDev community for their assistance
during development of the features, tools and content
pipeline.
Beta Testing
Thanks to the hundreds of testers who participated in Beta
testing and helped us make this the best ever version of
Trainz.
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NOTES
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NOTES
243
2011 © Copyright N3V Games Pty. Ltd.