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steve t

Trainz : Trainz Resources Directory, Everything For The Railroad Modeller - 0 views

  • Trainz Content Creation Content Manager Driver Installation/Patches Paint Shed Rail Yard Registering Trainz Scripting Surveyor Trains General Video Cards
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    Trainz Content Creation Content Creation Content Manager Content Manager Driver Driver Installation/Patches Installation/Patches Paint Shed Paint Shed Rail Yard Rail Yard Registering Trainz Registering Trainz Scripting Scripting Surveyor Surveyor Trains General Trains General Video Cards Video Cards
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

Freight Yards, What are all those tracks?, Part III: Through and Way Freight Trains - 0 views

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    yards explained
steve t

Yard Design - 0 views

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    "The Ten Commandments of Model Railroad Yard Design By Craig Bisgeier If you got here "
steve t

TrainzObjectz - Proteus Yard 2 (TRS2006) - 0 views

  • Proteus Yard is a mythical goods yard serving a small industrial estate containing eight different industries. The layout uses the Trainz 1.3/UTC scripting to deliver a number of random trains of wagons which must be sorted and delivered to the various factories on the estate.
steve t

LAYOUT DESIGN FOR OPERATION - 0 views

  • THE INTERCHANGE Once you have loaded or emptied a car at one of the industries on your layout, where will the car go? It goes either: to another industry on your layout, or off your layout altogether. The latter requires hidden layover tracks, a hidden fiddle yard, and/or hidden interchange tracks. My "waybills" send empty cars to the interchange, and usually send loaded cars to the interchange. The interchange is switched "at night". The yard engine pulls from the yard the cars for the interchange, parks them, pulls the cars from the interchange tracks to the yard, and runs the parked cars to the interchange. Once the cars are in the hidden, off-layout track(s), the waybills are updated. All this adds operation and adds purpose to moving the cars around. SUMMARY
steve t

Yard Problem - Trainz Discussion Forums - 0 views

  • Have you tried this template? http://members.westnet.com.au/nightc...template01.jpg Do a search on the DLS for CS_Yard and you will find it, CS_Yard Template_1 (KUID: 37522:9972). Lay your track along the template, then use the "straighten track" tool on the section in yellow sections like so, you will end up with this... http://members.westnet.com.au/nightc...template02.jpg I use this one all the time to create yards.
steve t

Track Priority - Trainz Discussion Forums - 0 views

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    There is a script called "priorityz" (search for "smileyman") which allows you to change the train priority en-route (suppose you have a semi-fast service, non-stop to the first station taking the fast line (priority "1") , then calling on the slow line at all stations to the Terminus (priority "2") then proceeding to the yard for disposal (priority "3") Of course, "priorityz" is also useful if you forgot to assign a priority in Surveyor and you're stuck with the default "2"! Priorityz will let you change the priority at will. Hope that helps! Ian
steve t

TPR Forum :: View topic - hump yard - 0 views

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    protolars ind track
steve t

Tanker Trouble - Trainz Discussion Forums - 0 views

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    "Try any of these: 60ft Tanker GATX 7497,"
steve t

Making yards - Trainz Discussion Forums - 0 views

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    curves
steve t

McCall Yard - 0 views

steve t

AI Sorting yard. How? - Trainz Discussion Forums - 0 views

  • Hi PikeWake, Yes it is possible so long as you have enough patience, it will take quite a lot of commands. Extra commands you will need are "Couple At Trackmark" kuid 57145 81100 "UcouplezFrom" kuid 66277 80005 "Uncouplez" kuid 66277 80000"Hornz" kuid 66277 80001 You will also need trackmarks on each siding both the pick up sidings and the drop off sidings and one on the main exit line.
  • Bill69 has already said what is needed. You need to add to the track two trackmarks, one at the buffer end (not to near the buffer as the buffer stop will effect it) and one just inside the junction. Do this for each spur and name the trackmarks (say 101B at buffer end and 101J for junction end). Commands would be :- couple at trackmark 101J uncouplez from two couple at trackmark 102J uncouplez from four couple at trackmark 103J uncouplez from six drive to trackmark 001B uncouplez Then repeat the above using the names of the next spur.
steve t

Trigger Help - Trainz Discussion Forums - 0 views

  • I have two sw engines. Each one operates on a trigger. The first goes into the yard, couples to a consist and then takes the consist to a factory and loads. It returns the cars to another spur and uncouples and returns to the stall and waits for the trigger. A portal train brings empties and leaves them on the first track and then goes to the spur and picks up the fulls and takes them to the portal. On the exit it trips the trigger and the process starts over. The second sw operates much the same with a 10 minute wait before it begins. This system works great but you have to state in the trigger rule the name of the loco. You might call the trigger train "Chem-Train" or "Milk-Train" and then that is the only loco that can trip the trigger.
  • The best way to learn about triggers is het up a new track and draw a line of track that goes from one side of the start grid to the other side, -Then pick a train and make sure it has a driver.
  • In the cases of Accipiter777 and Mr_D using the post message and the wait for message and clear commands would eliminate the need for the trigger being set of by another train and would not require Double engined trains to have the AI at the front. These commands dont need to know what engine is being used it has its own tags that the driver sends out and any driver set up to wait for it will then carry out the next task. __________
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
  • ...2 more annotations...
  • 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

Aotearoa113 V2 UTC route update. - Trainz Discussion Forums - 0 views

  • This is an updated version of sirgibby UTC HO scale route, Aotearoa113 located at http://www.trainzone.co.nz/layouts.htm Some of the modifications include replacing the default auran track with better looking higher looking track. I also replaced the almost all scenery, and made the route fully interactive. I also recorded and added a sound script. Only 2 other routes I know of make use of that ability in trainz and they are both payware. The route has 1930’s style traffic and built for steam operations. But you may run anything almost without it looking to out of place. Also the main line and yard is modeled PRR style stuff but again you can run almost anything without it looking to out of place.
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    2009
steve t

just doing a catchup in the last few weeks - Trainz Discussion Forums - 0 views

  • just doing a catchup in the last few weeks after not being able to upload for sometime. Recently I have uploaded a lot of oz stuff including new station buildings yard buildings of varying types and bridges. I have also been uploading locos and rollingstock, some of these are Vline grain hoppers and a refrigerated 4 wheel wagon, NSW 30 and 79 class locos as well as private and govt. 4 wheel coal hoppers.
steve t

TPR Forum :: View topic - Scenarios that use SCS2006 - 0 views

  • Route: Crewe - Scenario: 50 Trains Scenario: Goods Yard 1
steve t

trainzobjectz.co.uk - 0 views

shared by steve t on 21 Oct 09 - Cached
  • 60009Christmas Lights Layouts and Scenarios 100007Proteus Yard2 100022PROTEUS2 (scenario)
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.
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