1. Baseboard Layout
2. Track
3. Texture
4. Topolgy
5. Detailing (roads, cities, etc)
First Class Trainz - 0 views
Scripting Tutorials - 0 views
Portals - Trainz Discussion Forums - 0 views
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.
Best process for creating routes - Trainz Discussion Forums - 0 views
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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.
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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. __________________
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
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.
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
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...
Need help with understanding signalling. - Page 2 - Trainz Discussion Forums - 0 views
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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
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
VR Reading Room - Trainz articles - 0 views
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
TPR Forum :: Index - 0 views
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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