Track
Laying and Troubleshooting
A Tutorial For New Train Simulator Surveyors
Updated September 1st, 2009
Welcome. This article is intended as tutorial on
track laying and troubleshooting for folks new to Auran's great train
simulations. It is written based on TRS2004 and TRS2006,
but most of the principles should apply to later Trainz versions, such as Classic and TS2009. The articles
assume that you have at least some experience playing with Surveyor and
understand the basic tools. Illustrations are shown using USA track
arrangements and signaling, ie: running on the right side, etc.
Here’s the disclaimer: I’m not a technical guru like some Trainz
folks, but I have spent thousands of hours playing with Surveyor. A lot of that time has been spent beating my
head against the wall when things don’t work the way I think they should. :-)
From that experience, I’ve learned that most--but not all--problems
result from incorrect track laying and/or incorrect signal placement. This is especially true when you’re running
a lot of AI trains.
So,
here are some tips that might save you grief.
These are my ideas and, of course, there are probably other ways to get
the job done that work equally well.
Suggestions for changes or additions to this text are welcome and if the
article proves to be of value, we’ll add additional material.
The Tutorial is now divided into a number of separate
pages to make loading a bit faster and to make it easier to find a specific
section. If you are newcomer to Trainz,
however, I strongly recommend that you read the text in the order
presented. It’s like a math course;
each new section builds on the material presented earlier.
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indicates that a section is available in Adobe Acrobat format. You'll need the free Acrobat Reader to view them. Download a copy here. You don't need the Google toolbar, just uncheck it.
Table
of contents
Every track section has a
direction
Parallel tracks
Turnouts
Splines and switch levers
Using signals with switches
Editing your track may be a source of trouble
Troubleshooting track problems
Part 2 – Making Your Turnouts Look Nice 
Doing it on the level
Using the vertex height tool
Dealing with turnouts on a grade
A great solution to the problem
Programming the ISS
Using the ISS in a multiple switch
junction
Signal aspects
Basic signals
The
‘02’ signals
The
‘02’ caveat
The
‘01’ and the ‘03’ signals
Installing
and testing signals
Signaling
with diverging routes
Cornfield Meets
Dealing with AI issues
Working with signal blocks
Bridges on level ground
Elevated bridges
A portal is a stargate
Basic portal setup
Portals can create new trains
Setting a portal to accept trains
Important considerations when
using portals
The effects of caution signals on train movement
The importance of distance between signals
Approach and departure signals
The rules are different on two-way single track
The ruler tool can do more than measure distance
To keep track straight, you need a reference that doesn't move with the track
Looking down from directly overhead
Using the Guide Angle tool
Installing Andi Smith's 24 track turntable
Adding a new driver command and a new rule
Operating your turntable locos under AI control
Using signals, and an engine house or a roundhouse with your turntable
The camera detection radius
Installing a Static Camera
Installing Tracking Cameras
The key principle in muliple camera placement
Signalling diamond crossings
Signalling double crossovers
Integrating the Invisible Speed Signal for crossings
Signalling double track junctions
Determining where to put mileposts
Placing mileposts and signals in a tunnel
Using dummy junctions to improve train movement
Adding automatic bells and horns at your passenger stations
Using the Invisible Speed Signal to slow passenger trains at a station
Using trackmarks at portals
Improving signal operations at a divergence
Case Studies in AI Train Operations
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