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steve t

First Class Trainz - 0 views

shared by steve t on 18 Aug 08 - Cached
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    Hi all. Welcome to the First Class Trainz Blog. Our first project is the route Wales&West+ This major route will use Dem terrain throughout, and will have accurate trackwork and building/road placement.
steve t

Scripting Tutorials - 0 views

shared by steve t on 15 Aug 08 - Cached
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    Scripting Tutorials By popular request, I've made the Tutorials also available in PDF. I've done this with Acrobat 6, which seems to do a reasonable job but does have its peculiarities. For example, as a footer on each page you get the location where
steve t

Portals - Trainz Discussion Forums - 0 views

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    if you get this far you might want to check out posts by segy, who's worked out how to get 100 trains out of portals to a timetable using SCS2006 (Scenario Creation System) and "un-portal" rule. I'm still figuring this one out! HTH
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

Best process for creating routes - Trainz Discussion Forums - 0 views

  • 1. Baseboard Layout 2. Track 3. Texture 4. Topolgy 5. Detailing (roads, cities, etc)
  • here's an infinite number of ways to do it, but I generally do it the same way as previously mentioned. I try to work on no more than 3 or 4 boards at a time although I have worked on 10 or 12 at a time. If you get too many boards out there, the task can seem overwhelming and you can easily become discouraged. I usually work in this order: 1. track (fixing spline point elevations as I go) 2. terrain (bringing terrain to track) 3. adjust remaining terrain to my liking 4. add buildings and roads. sometimes bldgs first and sometimes roads first 5. a base texture, usually copied and pasted 6. signals 7. foilage 8. details I find it important not to work in your signalling and test the route out as you work. If you get the route too big before testing, then it can become a daunting task to find problems with your layout.
  • Well, I remeber an old article, but I don't know where it is. This is how I would do it. 1. Terrain 2. Trackwork 3. Roads 4. Buildings 5. Landscaping 6. Textures This is how I would do it. I look forward to pics
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    My 2.1 cents worth - I like to use existing terain and put on my civil engineering and surveyors hat to find the best locations for tracks and roads. I leave the grey with yellow grid during this process as it helps me to visualize the nuances of the terain. Once track and roads are down, I texture the roadbeds. (And don't forget all the foreign roads that cross your railroad and provide interchange traffic.) Next I place depots, terminal faciilities and industries. Next comes signalling At this point I have an operational railroad. I can choose to run trains or work in adding details. __________________
steve t

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

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    wile ago i came accross a great way to make realistic mountians and/or valleys. Now first of this might be known by older members but i haven't seen this way used on any other route ive downloaded. Step One : Next to your railway line/road raise the land by about 2 ( anythings ok but 2 works the best ) so it turns out lik
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

PLEASE HELP, MANY QUESTIONS!!! - Trainz Discussion Forums - 0 views

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    Go into the rules for your session, and in the driver commands rule, tick the "Uncouplez From" order. This allows you to specify how many vehicles back from the loco to make the cut, and doesn't require that the order is given when the train is in the relevant formation, unlike "uncouple".
steve t

Content Downloading Problem - Trainz Discussion Forums - 0 views

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    extract
steve t

Anyone got a copy of the UK signalling tutorial? - Trainz Discussion Forums - 0 views

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    if you search the forums for signal tutorial you will get a lot of posts http://forums.auran.com/trainz/searc...earchid=403204 have a look at this site http://www.signalbox.org/index.php
steve t

AI and switches - Trainz Discussion Forums - 0 views

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    Two important things you need to do are A) Decide which is the busiest line or at least the one you are most likely to drive manually on.Set the points so that the AI doesn"t have to change them when a train goes from A to B.This is known on the real railways as the points "lying NORMAL" for the Main Line.B) When the AI has a problem driving over a piece of track hover your cursor over the signal before the problem and it'll tell you whats wrong, e.g. "The line ahead is unsignalled".What you have to do here is tinsert a signal before the next signal and that should sort it...
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

monorail trs2006 - Trainz Discussion Forums - 0 views

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    There is a thread in the TRS2006 forum named Monorail Information, which contains a lot of information on downloading and using the monorail content. It also contains an external link to the project Release Notes, which probably contain more information that you want to know about the project. You should be able to answer all your questions from the Release Notes and from messages in the Monorail Information thread. To address your specific questions: * Stations are sensitive to the direction you lay the track through the station. To work correctly, you have to lay the track in the direction the train will run. I believe this is in the release notes. * The original cabs did have problems with the DCC mode. This, along with some other significant items, have been fixed in the content currently on the Download Station. Don't use the original content on the Au
steve t

VR Reading Room - Trainz articles - 0 views

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    VR Reading Room Trainz
steve t

Thanks everyone - downloads pass 500,000 - Trainz Discussion Forums - 0 views

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    I want to thank everyone who has downloaded some of my content. Although 500,000 downloads pales in comparison to some of the great creators that we have, I feel very honored that my content has been popular enough to pass the 1/2 million mark. Thanks everyone for the support and encouragement to keep creating and hopefully get better in what I'm trying to do. Mike
steve t

PLEASE HELP, MANY QUESTIONS!!! - Trainz Discussion Forums - 0 views

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    Go into the rules for your session, and in the driver commands rule, tick the "Uncouplez From" order. This allows you to specify how many vehicles back from the loco to make the cut, and doesn't require that the order is given when the train is in the relevant formation, unlike "uncouple". HTH
steve t

Trainz Classics - Trainz Discussion Forums - 0 views

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    Go to first new post TRS06
steve t

TPR Forum :: Index - 0 views

shared by steve t on 02 Aug 08 - Cached
steve t

Tips and Tricks-Surveyor - Trainz Discussion Forums - 0 views

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    Here's a tutorial for those new to the TRS2004/2006 Surveyor module. It deals with many aspects of getting your new route off to a good start. It covers such things as: Working with track and switches Making your turnouts look nice Controlling train speed through a switch An introduction to signalling Working with signals
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