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steve t

the White Pebble Rapids Rail Road, Narrow gauge railroad in Ontario, Canada. [howto page] - 0 views

shared by steve t on 24 Feb 09 - Cached
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    How to use Topo Maps in Trainz by colorado71 A. USING OF GLOBAL MAPPER 1. Configuration of Global Mapper Install Global Mapper on your computer. Download custom_shaders rar from http://trainz.uv.ro/tutorial/files/custom_shaders.rar Unpack the archive and copy the file custom_shaders.txt in the installation folder of Global Mapper. Run Global Mapper and select the option spectrum_trainz from "shader" bar on the program's tool bar. 2. Georeference your topo map Select the map (scanned map, satellite image, topo map etc.) you want to reproduce in trainz. You must know the geographical coordinates (latitude and longitude) of two points on it, so you can georeference it with Global Mapper. From the File Menu of Global Mapper select "Rectify (Georeference) Imagery" click OK and select your image. Open it and the dialog box "Image Rectifier" will appear. Zoom the image over the first point of which coordinates you know, select it, insert its latitudinal and longitudinal position as __/__/___ (for example 21/38/45) and press "add GCP to list." Proceed in the same manner with the second point. Save the image as GeoTIFF. 3. Select your future trainz map a) Open the map thus created with GlobalMapper. From the File Menu select "Export Raster and Elevation Data" - "Export GeoTIFF." In the dialog box which appear select "Export Bounds" and press "Draw a Box." Select the area of your future trainz map and save it as GeoTIFF. b) From the File Menu select "Download Online Imagery/Topo/Terrain Maps" (or simple open the DEM map for the area of your image map). Select the server from which you want to download the digital elevation map (http://seamless.usgs.gov/ or http://srtm.csi.cgiar.org/ for example) and then press OK. From the File Menu select "Export Raster and Elevation Data" - "Export DEM," then select "Export Bounds" in the dialog box, and finally, press "Reset to Last Exported Bounds." B. USING OF MICRODEM 1.
steve t

Wales and West - 0 views

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    Why not boot up Google Earth and try the first bit. Zoom into the start of your area at 500m and then place a placemark, and name it "1", hit CTRL+S to save the current screen, and then hit ALT+CTRL+S to save the Placemark. That part of the task takes 10-20 seconds, so it's not too bad. The next part of the stage you'd need to purchase TransDem. In TransDem you'd then hit: SHIFT+O (Load the Google Earth image) - couple of seconds ALT+R ( Load the Google Earth placemark) - couple of seconds SHIFT+U ( Convert to UTM) - between 5 and 10 seconds to complete ALT+S (Saves 2 files that TransDem uses in the final stage when it creates your route in Trainz) - couple of seconds As you can see, converting to UTM takes the longest, and when you have a load of them to do, that's the one that becomes the bottle-neck. I did all the Google Earth stuff first and only when I had all the pictures and placemarks I needed did I start the TransDem part. You can get free Dem data from http://netgis.geo.uw.edu.pl/srtm/Europe/ If the site is down, try searching on Google for "srtm dem" and you should find a link to the official Nasa site for Dem. Have fun. Smiley.
steve t

Portals - Trainz Discussion Forums - 0 views

  • Happy to detail the Basic Portal setup that I have used to get 40 - 50 car consists emerging from, on the route I use on TRS2006. Please note that this is what works for me and therefore may not work for you. The portal is sited on straight track that runs for nearly 3 baseboards with at least one (1) junction along the length of track and one 04 signal (absolute) protecting that junction. The back end of the portal is 140 metres in from the far edge of the board in approximately the middle of the edge. The business end of the portal is approximately 1420 metres from the signal and the signal is a further 50 metres from the junction. From the junction to the join in the baseboard with the rest of the layout is another 210 metres approximately.
  • ou need to programme the commands you want when you set the trains up in the portal config box. The portal config box is opened when you select the ? of the scenery tab and click on your portal. All in surveyor of course.
  • To save you constructing lots of repetitive commands, you could set up a series of commands using the "schedule library" rule which you need to add to your session, and then activate the "copy commands from" in the driver commands. Both accessed via the "edit session rules" icon in surveyor. You can then use the "copy commands from" instruction in the portal dialog box to copy your pre-constructed commands over from the schedule library you set up previously
steve t

Trainz - Wikibooks, collection of open-content textbooks - 0 views

shared by steve t on 04 Aug 08 - Cached
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    A Brief Description Of Trainz * Development stage: 00% (as of February 19, 2008)Things You Can Do In Trainz * Development stage: 00% (as of February 19, 2008)Versions Of Trainz
steve t

Track Radius - Trainz Discussion Forums - 0 views

  • There is a track radius tab to find the radius of track...but when I lay track I like to have a full circle of "FT 15 Degree 250 Meter Radius" Fixed Track. I keep this on all layouts, and never delete it...when I need it, I slide it across the route, and lay track on it using the "Hold Shift" key method of laying track. Then when I am done laying track, I slide the circle of track out of the way, and put it asside on my "Painters Pallet" of often used assets, that I have on a out of the way on a unused baseboard. The PRR Horseshoe Curve is the equivilent of "FT 15 Degree 200 Meter Radius" Fixed track. Some branch lines use much tighter fixed track equivilents. It seems that this is the only way to get a perfect circle of track in Trainz. __________________
steve t

Let me spin you a YARN ... - Trainz Discussion Forums - 0 views

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    This announcement is a little slow since some of you have already noticed (like in this thread, for example), but I've released the first batch of my road models. A kazillion roads have already been created for Trainz but, nevertheless, none of them seem to meet everyone's needs. So I've created Yet Another Road Network -- a set of models mostly suited for modeling U.S. roads. These probably won't meet everyone's needs either, but hopefully some people will find them useful
steve t

Hump yards - Trainz Discussion Forums - 0 views

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    Hump yards Hi all is there a track object that slows down wagons whilst going over humps in hump freight yards (its a system where a shunter would shunt a number of wagons up an incline then as they near the top the wagons roll away from the rest of the train with the use of gravity then the system on the track slows wagons which then sorted in to differant sections of track.
steve t

TUTORIAL: How to use Topo Maps in Trainz - Trainz Discussion Forums - 0 views

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    mapselow are a set of screenshots demonstrating a few of the various capabilities of Global Mapper. To view a full-size version of any screenshot, simply click on the image. Global Mapper's 3D View window displaying several USGS 24K DLG files draped over a USGS 24K USGS DEM for Blue Springs, MO.
steve t

Down to the Basics pt1: Sense of Operation - Trainz Discussion Forums - 0 views

  • I use Maggs Re-rail portal along with pguy's Portal Timetable rule for interchanges. It will emit a string of cars at the time you want without an engine. They appear on the interchange track, that piece of track on which both railroads have joint rights. I then pick them up with my switcher. Dropping off cars is a bit of fun because you have to drop kick them into the interchange track (portal) or you will loose your engine. I find if I get up to a speed of 20mph pushing the string of cars, uncouple the engine and cut the throttle, the cars roll into the interchange track and I reverse and go back to the yard. This allows more than one interchange operation per session - like one in the morning and one in late afternoon. One could also use AI to bring the foreign road train onto the route and do the drop-off and pick-up, but I have had problems with that in the past. I think once you start to use portals, you will find there are many possibilities. Do you have any grade crossings with other railroads? This always makes for an interesting operations feature. There is a diamond crossing rule that takes care of the signaling. My road has 9 grade crossings with foreign roads, all of them with active cross traffic.
steve t

more realistic AI-driver attitude - Trainz Discussion Forums - 0 views

  • more realistic AI-driver attitude I would like to see (as an update to all Trainz-Versions or at least as part of any new Trainz-Version) more realistic artifical inteligenced drivers in Trainz.
  • As for the "Ball and Flag" system given in this and another thread, we have the "Wait for Trigger..." driver command, which, I admit, is hidden by default. Go into the driver commands rule to make it visible. With enough forethought, it behaves in exactly the same way, Just on triggers and has to be inserted for every driver using that single track. Though that only works with AI. Us humans have the layout map. Having these automated systems would be a help, but there are already driver commands that work the same way.
  • I agree that the shortest route thing is annoying as well. I've gotten around it by by placing a trackmark on the main track, and I use that when I'm programming the drivers. Another thing I've done is to place a freight car or two on the sidings to force the AI to take the mainline instead of driving through the yard. I agree with Stefan. The routing should be based on locale rather than built-in short-distance seeking algorithms, which I think cause a lot of overhead on the program because the AI system is constantly seeking for an open path. John
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  • Similarly the idea of operating a train through a series of switch backs, switching industries, or turning a locomotive on a Wye (all referred to in item 4 in Stefan's original post) can be handled by way of trackmarks. In the case of a switchbacks, simply put a trackmark at each deadend point, so that setting up an AI driver on route with switchbacks becomes "drive to trackmarK 1" followed by "Drive to Trackmark 2", &c. Same way for industry switching and turning trains: assigning trackmarks allows for the dispatcher to provide directions to AI drivers to Drive to the Trackmark for Stefan's Warehouse and uncouple car 123456" then Driver to Trackmark for JCitron's warehouse via trackmark 3, and uncouple car 125789."
  • That remote control system (changing a junction from three miles away) can already be done with triggers or trackmarks (depending on which rule you use).
steve t

A Big Thank you to Phil Skene - Page 2 - Trainz Discussion Forums - 0 views

  • Hi Phil, Port Ogden & Northern works well in TS2009 Both of these are faulty CityScene1,<kuid2:184151:224:2> CityScene2,<kuid2:184151:223:2> And they have the same error; Error: Texture 'maincscape.texture' is missing or could not be loaded for mesh 'hash-7A\content cqs47c18240\CityScene1.im'.
  • It is possible to merge the later versions of "Austral Bay" with "IndustRail". If you go to VanDenH at the extreme top right of the route and go into map view you will see that there is a tunnel with a 90 degree left curve leading out of the locomotive refueling depot. To link the two routes together, remove the building that hides the entrance to the tunnel and the track bumper. Merge the IndustRail to Austral Bay and link the sections of track at the joint. The time consuming part is repairing the disconnects at all interactive industries in IndustRail. You will find that at most, if not all, of the industries the track will be unattached at one end. Remember to also do the stations. It's a bummer of a task.
steve t

How to make realistic Valleys/Mountains - Page 2 - Trainz Discussion Forums - 0 views

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    What I tend to do, and it works fairly well, is to run my track out first. I then use apply Vertex height or apply gradient to position my track at the proper gradient and height. That is stage 1. Stage 2 is where I use Smooth spline height on the track sections, to bring the land up to my track. I then use the 'Get height' in Topography, and 'Use height' to play a large flat area spanning the full width of the baseboard, at the level of the track. Every 5 or 10 meters in height, I lay down a new flat section at the new height. I make sure I am careful not to allow the sensitivity of the Topo radius brush over ride my neighboring lower or higher section. I make nice gradual transitions between each section level.
steve t

Single line running token rule?? - Trainz Discussion Forums - 0 views

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    This is an old request. On the old forum i did a single route with twenty trains running around and around without conflicts. The easiest rule is not to put signals on the single track. Put a signal at the end of the loop before the train re-enters the single line. Set the junctions for trains to enter the loop in the direction of travel. UK Sample train drives along single track (no signals) the junction lever was set left at default so train enters left loop and encounters signal at end of loop. If another train is between that signal and the next, the signal will remain red until the train ahead clears the next signal or an oncoming train enters the other loop. __________________ http://www.auran.com/TRS2004/DLS.php...textsearchID=1
steve t

(Type a title for your page here) - 0 views

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    Midnight Crossing Railroad short fiction by Chuck Brite, ã2005 Rummm. Rummm. Rummm. Billy Thompson gunned the car's engine impatiently as he waited for his friends to come out of the convenience store. It didn't help. Then he leaned on the horn a couple of times, but that didn't help either. Finally, after what seemed an eternity, they came outside, their arms full of snacks.
steve t

djbZone Trainz - Early U.S. Style Tunnel - 0 views

shared by steve t on 25 Jul 08 - Cached
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    This tunnel is based on photos of tunnels that were built in the western United States in the late 1800's to early 1900's. It is not a representation of any particular tunnel and should be generic enough to use on layouts for various parts of the world.
steve t

TTBWRR TallTrees - Videos and Movies - 0 views

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    Videos and Movies These are videos of areas modeled in the Tall Trees route. The 'MOVIES' are of various engines and scenic views of the Tall Trees route.
steve t

Need help with understanding signalling. - Page 2 - Trainz Discussion Forums - 0 views

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    I think you can define blocks as between signals, as Frosty90 does in her/his reply. But the turnouts do have some sort of overriding function if they have, as they should, a signal protecting the opposite direction of travel. This feature sometimes, but not with all consists, holds following trains at a red until the consist in front has cleared the "opposite direction" signal at the next turnout, even if that is miles down the track. I have found the only reliable solution is to take away the "opposite direction" signal. But, of course, you can't do that if you have a loop, as in this query, or you want two-way working. Somebody, somewhere, must know the rules that are programmed in (TRS04). I am going only from reading the manual, the forum and experimenting.
steve t

Need help with understanding signalling. - Page 2 - Trainz Discussion Forums - 0 views

  • Hi Mick, Stop thinking of how to signal a layout. Erase everything you ever knew or read about signaling. Forget everything! Now, all Auran did was let us signal one section of track. This piece of track may be 3 miles long or 10 miles long. SO WHAT! It doesn't matter, just plop one signal down and you have what Auran calls a block. It's that simple. I'm not kiddin'. (It's really two blocks with one signal, the track before the signal and the track after the signal would be two blocks.) Take this 3 miles of track and plop 3 signals down and you now have 4 blocks. That's all there is to
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    OK, folks, I found this set up to WORK after a year of experimenting. I don't know the proper terms to use so bare with me and if anybody tried to explain this to me earlier, I'm sorry for not understanding it. Here goes,
steve t

Built-in Assets Removal - Trainz Discussion Forums - 0 views

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    Hi, Thanks for reply. I,ve managed to do what I wanted after reading another thread. This was the procedure I did. Opened up CMP - disabled the built-in asset I wanted to get rid of - then opened that asset for editing. Opened up Windows Explorer - found the open asset in the 2006 editing file - cut and pasted the asset folder to My Documents and then deleted the folder. (It does not work if you try and delete the folder directly from the editing file) Re-0pened CMP and then started up trainz from CMP. Loaded up the route - every instance of that asset will have disappeared - then click "Delete Missing Assets" and save. Tidy up CMP by using the "revert" option on the asset. Is there an easier way of doing this??? Regards, John (My apologies to the member who give me this idea. I cannot 'refind' the thread to give you acknowledgement.)
steve t

UP - Railpage Australia™ Forums (North America) - 0 views

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    OMAHA (April 2) - Preserving the environment for future generations, says Union Pacific, is a responsibility UP and its employees embrace. That explains, in part, why the company has been the leading innovator in developing hybrid locomotive technology, improving the fuel efficiency of its locomotives to the point where they can move one ton nearly 830 miles on a single gallon of diesel fuel. Employee programs contributed to saving 58 million gallons of diesel in 2008.
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