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Contents 

1 Introduction 3 

2 About This Manuai 4 

3 What’s New in TRS2006? 5 

4 Conventions 6 

5 Instaliation 8 

6 TRS2006 Launcher 10 

7 Configure TRS2006 12 

8 Launching TRS2006 26 

9 Driver 27 

1 0 Surveyor 44 

11 Surveyor in Depth 62 

12 Engineer’s Guide 154 

1 3 Railyard 226 

14 Trainz Exchange 231 

15 iTrainz Chat & Portal 232 

16 Content & Assets 243 

17 Content Manager Plus 244 

18 PaintShed 264 


19 Content Creator Plus 


,280 




20 Track IR 298 

21 gMax 300 

22 Keyboard Controls Summary 302 

23 Credits 312 

24 Beta Testers 313 

25 Third Party Group 315 


1 - Introduction 

Welcome to the next generation of Railroad Simulation and the fourth in the 
current Trainz series. 

With this, the 2005 Edition of Trainz Railroad Simulator (TRS2006), we have 
created an open-ended, interactive, living, breathing world that lets you 
customize the experience to suit your own personal tastes. Whether you want 
to drive trains, manage the movements of passengers and goods, control 
industry outputs or create your very own unique railroad route or layouts, 
TRS2006 is the platform that helps your dreams come true. 



The team at Auran wish to thank you for purchasing this evolutionary product 
and we trust you will not only enjoy what’s in the box, but that you will also join 
the rapidly growing online Trainz community to expand and enhance your 
experience. Here you are able to download new content for free, share your 
creations and ideas. Discover more about the world of Trainz at 
www.railroadsimulator.com. 





2 - About This Manual 

The manual you are reading is designed to show you how to install TRS2006, 
configure it to suit your PC and then get started with each of the major 
components. 

To gain a deeper understanding of each module and component, and to make 
the most out of your Trainz experience, there are a number of other Guides 
included in this manual. 

As Trainz is constantly evolving, you should also visit the online community 
section of the Trainz website to discover more about the latest updates and 
improvements. 

The website also contains additional documentation which provides more 
information for those users who want to have a go at creating their own custom 
content. 


3 - What’s New In TRS2006? 

If you have enjoyed previous versions of the Trainz product, we’d like to 
bring you up to date with a list of the major new features you will find in 
TRS2006. 

• All new localized content appeals to regional markets. 

• Deeper and more complex routes take advantage of the many 
new features added since the release of TRS2004. 

• Cab Control Graphical Interface available when in Cab Control. 

• Wheeislip and Coupler breakage enhancements made to the 
physics engine. 

• New Animated Turnouts give trackwork a more realistic 
appearance. 

• iTrainz in game chat allows users to talk to other users while 
playing. 

• Backdrops: a new object type that is rendered regardless of the 
view distance settings. 

• View camera can now be placed within passenger cars. 

• New Content Manager Plus makes it easier to access and 
organise content. 

• Improved tutorials help first time users into the game. 

• Hint and Tips added to Loading Screens. 

• Added functionality on the Mini-map screen; query industry and 
consist information. 

• Re-styled Driver and Session menu screens allow for easier 
navigation of installed routes and sessions. 

• New PaintShed with more flexible interface that is included as part 
of the installation. 

• Over 50 rules, more than double the amount included with 
TRS2004. 

• Bogey and bridge sounds supported. 




4 - Conventions 

Throughout this manual we use abbreviations and terminology that are 
explained here. 


TRS2006 

CMP 

CCP 

DS 

Click LMB 
Click RMB 
Click LMB+H 
Click RMB+H 
Zoom 


Compass 
Red Lights 
Green Lights 
KUID/KUID2 
Turnout 


Switch 

Driver 


Consist 

Loco 

Vehicle 

Route 


Trainz Railroad Simulator 2006 

Content Manager Plus 

Content Creator Plus 

Download Station 

Click on the left mouse button 

Click on the right mouse button 

Click on the left mouse button and hold it down 

Click on the right mouse button and hold it down 

Zooming in or out using the mouse wheel or 

PageUp/PageDown keys 

The three-dimensional compass cursor in Surveyor. 

Red LED-like buttons 

Green LED-like buttons 

Unique identifier for an object 

To simplify things this refers to a point or a 

junction, so as not to confuse it with a switch lever, 

which is used to control a turnout. 

Lever used to control a turnout 
An artificial intelligence (Al) avatar that can be given 
commands in a Driver session (also the name of 
the driving simulation module). 

Any mixture of rolling stock and/or locomotives 
Short term for Locomotive. Normally refers to the 
powered unit of any consist. 

Refers to a piece of railroad rolling stock. Can be a 
loco, passenger car or freight wagon. 

A map defining world objects, (rails, industries, 
scenery, etc.) textures and terrain. 

A Driver session associated with a Route capable of 
being run as a self-contained activity. 


Session 


Product 

Any commodity produced or required by industries 
that can be transported by a capable vehicle. 

Passengers 

A special type of Product associated with passenger 
stations and passenger cars. 

Railroad 

Equivalent to the term "railway" in Australia and 
Britain. 

Bogey 

British/Australian term for a truck (wheelset) on a 
piece of rolling stock. 

Industry 

BR 

QR 

SAR 

Interactive scenery component placed on a route. 

British Rail 

Queensland Rail 

South Australian Railways 


Tip: Train terminology varies greatly throughout the world (even 
between English speaking nations), so please take note of any 
unfamiliar terms in this section. 



5 - Installation 

Before installing, ensure that you have sufficient disk space (of at least 4GB) 
and that you have no other programs running. 


WARNING; Please turn off any virus scanning programs for the 
instaiiation! Don’t forget to turn your virus scanner back on once 
the instaiiation is over. 


Begin the installation process by inserting the TRS2006 DVD Disk or CD Disk 
1 into your CD/DVD drive. 

CD Users 

Begin the process by inserting disc #1 into your CDROM drive. If you have 
auto play enabled you will be presented with the install shield program that will 
guide you through the installation process. If the install shield does not appear 
try double clicking on your CDROM drive through My Computer or manually 
browse the contents of the CD and double click on the SETUP.EXE file found 
in the root directory of the CD to start the installation process. 

DVD Users 

Begin the process by inserting the DVD into your computers DVD drive. If 
you have auto run enabled on your computer you will be presented with the 
Trainz2006 DVD menu. If you don't have auto run enabled and no menu 
appears try double clicking on your DVD drive through My Computer or 
manually browse the contents of the DVD and double click on the 
AUTORUN.EXE file found on the root directory of the DVD. 

Once you are presented with the DVD menu you can choose to either install 
TRS2006 or view the bonus movie that has been included. 

When you choose to install TRS2006 the DVD menu will close and the Install 
Shield will now begin to guide you through the installation process. 


instaii Shieid 

The Install Shield will now guide you through the steps of the installation 
process. When prompted, enter your CD Key in upper case. 

For further help in installing TRS2006, please refer to the Readme file found 
in the install directory of Trainz or on the TRS2006 Disk. 


Tip: Once you have installed TRS2006, be sure to register with Planet 
Auran to get all the benefits that come with being a registered user 
such as new content and the forums. See section 7.1 for further 
details. 



6 - TRS2006 Launcher 

Once you have successfully installed TRS2006, Double Click on the TRS2006 
icon on your Desktop (or at Auran > on the Start menu) to access the Trainz 
Launcher menu. 



The Trainz Launcher menu has a number of items: 

Start 

This wili iaunch Trainz. 

Options 

Enabies you to customize your settings for Trainz, including your Planet Auran 
settings, display settings and advanced graphics features such as shadows. 
Chapter 7 of this manuai examines these settings in detaii. 

Manage Content 

This wili start Content Manager Plus, a utility to help you manage your Trainz 
content and to download additional content. Chapter 17 of this document 
examines the CMP utility. 


Manual 

Cpens up the .PDF version of the Trainz manual (i.e. what you are reading 
now). The Adobe® Reader® application must be installed for you to view this 
manual. 

Website 

This will open up your browser to the TRS2006 community website where tens 
of thousands of Trainz fans are ready to help you with your questions and 
share experiences. 

Extras 

A number of extra documents from Auran and the 3rd Party Content Creators. 

Read Me 

Cpens the readme text file which details last minute information about this 
release of Trainz. 

Quit 

Closes the TRS2006 Launcher menu. 

We strongly suggest that you check out these other menu items and 
familiarize yourself with the Cptions, Read Me and Trainz Website. 




7 - Configure TRS2006 

This is where you can customize various options to maximize your enjoyment 
of Trainz Railroad Simulator 2006. 



7.1 Planet Auran 

Planet Auran is the rapidly growing online community that is free for all 
TRS2006 users to join. 

Why join? Because there is an incredible wealth of additional information and 
content available that will enormously expand your enjoyment of TRS2006. 
Highlights include: 

• Additional files and utilities that help you get the most out of 
TRS2006; 

• Online forums (message boards) where you can ask questions 
you have about using TRS2006 and learn from others; and 

• Interactive online features like iTrainz Chat and iPortal. 


If you have not already joined, click on the "Sign up for a new account" 
button to register. This will launch your default browser with the Planet Auran 
registration page that will guide you through the registration process. You will 
need to have an Internet access and be online to do this. 



Once you’ve registered, by using Content Manager Plus you’ll have access to 
over 40,000 different items such as routes, engines, rolling stock, buildings, 
bridges, track, etc so that you can build exactly the rail empire you want to. 

Once you have joined Planet Auran, you can enter your Username and 
Password and check the "Always Online" box. 







7.2 Display Settings 

Next, click on the Display Settings menu tab. DirectX mode or OpenGL mode 
can be used depending on your graphics hardware requirements. For older 
systems, DirectX generally improves rendering speed. Experiment to see 
which graphics setting works best with your hardware. Display Resolution 
determines what resolution your screen will run at. Bit Depth should be left at 
32 bit unless your graphics card doesn't support 32 bit graphics. 



Note: Ensure that your latest graphics drivers are installed for 
maximum performance. 


7.3 Tuning Settings 

This is where you can configure TRS2006 to create a balance between your 
hardware and your graphical performance and frame rate. Each of the sliders 
affects the way the graphics are handled in Trainz and only the latest systems 
will allow you to run with "full sliders" (moved to the right) and maintain 
satisfactory frame rates. Even then, by adding more objects or trains to a 


scene, it is possible to make the latest hardware struggle. Quite simply, the 
better your hardware, the better the performance. 



To balance scene density and frame rate, your challenge is to decide whether 
to decrease the sliders, thereby lowering the quality or upgrade your hardware 
to improve performance. 


Note: These settings are also accessible in the Driver and Surveyor 
modules under the main menu. See sections 9.14 and 11.13.8 for 
further details. 


Ground - Texture Passes 

Determines the number of ground textures per area. Set Texture Passes to the 
first notch (0) and you will see square textures. Moving the setting to '1' and 
you will notice one set of textures blend into the next one. Some graphics 
cards handle multiple textures better than others. 





Ground - Detail Level 

Defines the degree of definition in the terrain. The lower the settings, the lower 
the number of ground polygons drawn. 

Ground - Draw Distance 

Defines the maximum viewable distance of the ground. A higher setting will 
stop the ground "popping" into view, but requires a more powerful video card. 

Scenery - Draw Distance 

Determines the maximum viewable distance of the scenery objects. Generally 
you should set this at a similar scale to the ground draw distance. 

Detail Maximums - Trains Poly Count 

Determines how many polygons will be allocated to the locos and wagons on 
screen. The number of cars displayed at one time also affects this rate, so a 
low setting with lots of cars will result in some deformation of the models. 

Detail Maximums - Spline Editing 

Can be set at 3 levels. At the simple setting, the splines are drawn in "white 
line" form until you have finished laying the last spline point. At the detailed 
level, the splines are updated dynamically as you are laying them. 

Effects - Gamma 

Sets the brightness of the screen while in TRS2006. If you are finding the 
screen too dark move the Gamma slider to the right, if it's too bright move the 
Gamma slider to the left. 

Effects - Good Weather Fog 

Adjusts the distance the "fog" is drawn. The lower the setting, the less fog is 
drawn. Fog itself, however, doesn't place a high load on your system. Rather, 
it is used to disguise the visual artifacts that can occur in the distance if your 
sliders are set low. Therefore, it is recommended that if you have your general 
performance sliders set low, you should increase the fog slider to hide the 
visual "clipping". 


Effects - Bad Weather Fog 

Works in the same manner, but is only drawn when it is raining or snowing. 

Effects - Particle Effects 

Level of effects such as smoke from a locomotive or factory chimney. The 
lower the setting, the less smoke etc. you will see, but your graphics 
performance will increase. 

7.4 Advanced Options 

These options let you tweak some of the other hardware related systems to 
improve performance even more. The main bottleneck on current graphics 
cards is the Shadows option. Turning this option off will generally improve your 
performance dramatically. For a full explanation of the other options, please 
read the Readme found on the Trainz Launcher. 






7.5 Configuration Fiie Settings 

You can also tweak performance of TRS2006 to suit your PC hardware by 
using a text editor iike Notepad to edit the "trainzoptions.txt" fiie. You wili find 
the "trainzoptions.txt" file in the directory into which you've instailed TRS2006. 


WARNING; Please be aware that these command line parameters 
are to be used at your risk. If you experience any problems with 
your copy of TRS2006, including crashing or visual problems, 
return your "trainzoptions.txt" to its original state (see Section 
9.4) before contacting the Auran helpdesk. Auran will not be able 
to provide support on issues that relate to the use of these 
options. Before you start playing with the "trainzoptions.txt" file 
why not make a backup of the default "trainzoptions.txt" file by 
saving the file with a different filename, say "trainzoptions.BAK". 


7.5.1 Command Line Parameters 
-DepthBits = XXX 

Select the number of bits used for the z-buffer (depth buffer.) Available choices 
are generally 16, 24, or 32. Some video card drivers incorrectly interpret '32' 
as '16', so '24' may give better results on these cards. When a stencil buffer is 
used, the depth bits may need to be adjusted down according to the size of 
StencilBits; ie. 24 depth + 8 stencil = 32 total. It is possible that this option can 
be overridden by the settings for the video card driver. 

-StencilBits=XXX 

Selects the number of bits used for the stencil buffer. Usually 0, or 8. A stencil 
buffer is required for Trainz to render shadows. Some cards do not support 
stencil buffers, or do not support stencil buffers in certain resolutions / modes. 
Where a card does not support a Stencil Buffer, the driver will sometimes 
attempt to use a Software stencil buffer, which is very slow. Generally a 24 or 
32 bit DepthBits is required in order to enable the Stencil Buffer. 


-disabiestencii 

Overrides the StencilBits selection and forces it to zero. 

-CoiorBits=XXX 

Selects the number of bits used for the color buffer. Usually 16, 24, or 32. 
Larger numbers result in better color accuracy and less dithering. Some cards 
may require ColorBits = (DepthBits + StencilBits) 


-Jet=XXX 

Provide the path to the Jet folder. In the release version of Trainz, this is the 
path from the Trainz directory to the bin directory, ie. "bin". For internal builds, 
this usually points at the "Jet" directory, not "Jet/Bin". This option is required, 
if it is set incorrectly Trainz will crash at load time. 

-ResourceMemory=XXX 

Specifies the amount of memory reserved (in megabytes) for resource disk 
caching. This will prevent Trainz from accessing the disk as often, reducing 
caching time and 'stutter' caused by slow disk access. This option defaults to 
0 . 

-vsync 

Activates 'vertical sync'. This option may be overridden by the video card 
driver settings. When active, vertical sync results in smoother updates (no 
visual tearing) but lower frame rates. This is usually a good thing. This is 
equivalent to "-vsync = 1". 

-vsync=XXX 

See "-vsync" for more info. Allows finer control over vsync, attempting to synch 
to every second frame ("-vsync=2") or every third frame ("-vsync=3") etc. 
Larger numbers lower the maximum possible frame rate further but may 
improve the chance of achieving a steady frame rate. Probably not useful for 
most people. 




-frequency=XXX 

Attempt to force the refresh rate of the display to the specified frequency (in 
Hz.) If the video card does not support the specified frequency at the specified 
resolution, this may cause Trainz to exit on load with a "check your settings" 
message. Some common frequencies are: 60, 70, 72, 75, 85. Higher numbers 
provide visually better results as long as the display properly supports the 
requested frequency. Selecting a frequency which is supported by the video 
card but too high for the display is untested and could cause the display to 
become garbled. 


■width=XXX 

Manually specify the window/screen width (in pixels). When in fullscreen 
mode, this must match one of the available display resolutions, and an 
appropriate height must be selected. When in dualhead or surround modes 
this is the horizontal resolution across all displays, not across a single display. 


■height=XXX 

Manually specify the window/screen height (in pixels). When in fullscreen 
mode, this must match the Width setting used. Width-to-Height ratios other 
than 4:3 are untested. When in dualhead or surround modes, this is still the 
vertical height of a single display. 

■640 

Equivalent to specifying "-width=640" and "-height=480". 

■800 

Equivalent to specifying "-width=800" and "-height=600". 

■1024 

Equivalent to specifying "-width=1024" and "-height=768". 

■znear=XXX 

Override the default z-buffer near distance. Specified in meters. The default is 
0.1 meters. Smaller numbers allow the viewing of objects closer than 10cm but 
rapidly decrease the z-buffer accuracy and will cause visual artifacts on most 


graphics cards. Larger numbers will improve the z-buffer accuracy and may 
provide less artefacts, especially in 16-bit depth buffer modes, however there 
may be problems viewing nearby objects such as inside cabin view. 

■zfar=XXX 

Override the default z-buffer far distance. Specified in meters. The default is 
1500m. Decreasing the far distance will result in slightly improved z-buffer 
accuracy but will result in far-away objects not being visible (Note: this may not 
result in a speed gain if a high draw distance is specified in the Trainz tuning 
screens as Trainz will still consider the far-away objects as visible even if the 
video card is unable to render them.) Increasing the z-buffer distance probably 
isn't useful as Trainz doesn't allow the selection of draw distances greater than 
about 1300m, and the z-buffer accuracy will be decreased causing visual 
artefacts. 

■disablefog 

Causes fog to be completely disabled. 

■fullscreen 

Causes Trainz to take over the chosen display. This is the preferred mode. 

■windowed 

Causes Trainz to run in a window. This is useful for debugging, however may 
result in reduced frame rate and cause visual 'stutters', especially in DirectX 
mode. 

■dualhead 

Enables support for dual-display mode. This will only work if you have two 
displays attached to a single video card acting as a single, large display (i.e. 
single frame-buffer). This wont work if there are two displays on different video 
cards or configured to act as independent displays. Currently dualhead 
support is only utilized in the Driver module. This option requires that a 
dualhead resolution is selected (ie. 8:3 ratio) and that Trainz is run in fullscreen 
mode. Cn some video cards this option may require you to switch to the 
appropriate resolution prior to launching Trainz. 



-surround 

Enables support for triple-display (triple-head / surround gaming) mode. This 
will only work if you have three displays attached to a single video card acting 
as a single, large display (ie. single frame-buffer.) This wont work if there are 
three displays on different video cards or configured to act as independent 
displays. Currently surround gaming support is only utilised in the Driver 
module. This option requires that a surround gaming resolution is selected (ie. 
12:3 ratio) and that Trainz is run in fullscreen mode. On some video cards this 
option may require you to switch to the appropriate resolution prior to 
launching Trainz. 

-disablecarz=X 

Default 0 (carz enabled). If set to 1 (carz disabled), then carz will not appear 
on roads. This may (untested) result in smoother framerates. Experimental 
only. 

-framestoaverage=XXX 

This option controls the 'smoothing' of frame rate timing. Increasing this option 
may result in less visual 'stutter', however can cause period 'surges' if rapid 
changes in frame rate occur. Increasing this option may be useful for high-end 
machines with fast graphics cards where the frame rate remains fairly 
constant. Default is 4, maximum is currently 16, minimum is 1 (no averaging.) 

-heartbeat=XXX 

Specify the time interval at which the physics heartbeat occurs (in seconds). 
Defaults to O.OSsec. Larger intervals decrease processor usage for physics at 
the expense of accuracy. Intervals larger than O.OSsec are not recommended. 
Changing this option is probably unnecessary and may have a negative 
impact on physics accuracy. 

■filter=XXX 

Specify the texture filtering mode. Default is trilinear which provides the best 
visual results. Other options are bilinear and none. This option is unlikely to 
provide performance gains, except perhaps on minimum-spec (or lower) 
graphics cards. 


■intro=XXX 

Changes the playing mode of the Trainz loading movies. Available options are 
"disable" and "fullscreen". Fullscreen causes the movies to be played in 
fullscreen mode instead of centered on the screen. Disable skips the intro 
movies. 

-quit 

Causes Trainz to quit after the loading sequence has completed. Used for 
diagnostic purposes only. 

-DisableEnvMap 

Causes Trainz to not render Environmental maps. This may improve 
performance on certain minimum-spec (or lower) graphics cards. 

-framerate=XXX 

Requests that Trainz limit the frame rate to the specified number of fps. Not 
tested. Doesn't appear to work with vsync enabled. May help with maintaining 
a stable frame rate on faster machines. 

-render=renderdirectx 

Cause Trainz to use the DirectSD API for graphics rendering as opposed to 
OpenGL (default). This may improve performance or compatibility where the 
video card drivers do not correctly support OpenGL. 

-autopilotsignaldistance = XXX 

Modifies the autopilot signal-visibility distance, specified in meters. Default 
value is 200m. Smaller values are not permitted. This will affect how the 
autopilot reacts to the signals - how soon it will begin to slow down and how 
close to the signal it will attempt to stop. 

-disableztest 

Turns off z-buffer testing for coronas (signal flares, headlights, sun.) This will 
make the flares shine *through* other objects, however will reduce artefacts 
with the ground and train clipping the flare. 



-showcachebar 

This option enables the display of the cache bar. The cache bar is the 
horizontal red bar that appears in the bottom left corner of the screen when 
assets are being loaded such as when you open a route up or a moving 
around in a large route. Unlike previous versions of Trainz, TRS2006 does not 
have the cache bar displayed by default. 

-debug 

Including this option enables debug mode. The main feature of debug mode is 
that it allows you to accelerate the game speed by holding down the Shift key. 
This can be useful for content creators that might want to test their sessions 
more quickly. However debug mode is not a supported feature and the 
behavior of Trainz in not guaranteed when using the Shift speed-up. 

-allownoctrirightclick 

Disables the requirement of having to hold the Ctrl key when using RMB top 
open the menu of a vehicle or industry in Driver. Previous versions of Trainz 
did not require the Ctrl key to use RMB to access the menu and this option 
allows for those who prefer the older way. 

7.5.2 Defaults 

If you have been tweaking the "trainzoptions.txt" file and caused your 
TRS2006 install to become unstable you can either copy in the backup file we 
asked you to create in Section 9.2 or you can return it to the default 
"trainzoptions.txt" file by making it read as follows: 

-DepthBits=24 

-StencilBits=8 

- fullscreen 

- Jet=bin 

-cabinf ov=65 

-driver! ov=55 

-Def aultAutoMip=none 


7.6 Troubleshooting 

If you get any error messages or have problems while running Trainz, please 
read the Readme found on the Trainz Launcher for general information on how 
to solve these issues. Make sure that you have the latest video card drivers 
installed and that you have installed DirectX 9 or above. 

You can also visit the website and go to the Technical Support section for the 
latest fixes and solutions. Another excellent source of information is the Trainz 
forums where users just like you offer tips and tricks for almost any aspect of 
using Trainz or getting the most out of your experience. 



8 - Launching TRS2006 

Use your mouse to highlight the menu options in the Trainz Launcher then use 
the LMB on the "Launch Trainz" menu option and you will see the loading gear 
rotating whilst Trainz takes a few moments to load. 

In the Trainz Main Menu, there are 3 game modules to choose from: Surveyor, 
Driver and Railyard, as well as the Trainz Exchange option. 

The following sections of this TRS2006 Manual give you a basic 
understanding into each of these areas. 


Note: To find out more about the Driver module, read Chapter 9. 
Surveyor is covered in Chapters 10 and 11. 


9 - Driver 


9.1 Introduction 

The Driver Module provides a lot more than just a train driving simulation. 
TRS2006 provides you with a number of different ways of controlling the trains 
on your railroad. 

Firstly you can hop into the cab and explore the tracks from behind the throttle. 
You can choose either the simple DCC speed control system or the realistic 
Cab controls using each of the levers and switches in the cab. You can watch 
the trains from trackside as they come thundering past, or from a bird’s eye 
view tracking along with the train. 

You can even switch to a Map View and control all the junctions, monitor 
signals and control traffic flows from a 2D perspective. 

While running multiple consists, you can choose to control each train yourself, 
or let the computer Al system control the trains as you control the switches. 

Finally, you can even issue specific orders to Drivers that you allocate to each 
train. 

In addition to the various systems of control, there is also a fully interactive 
industry model that automatically generates waybills for goods that need to be 
delivered to the various industrial sites. Your task under this mode is to 
maintain the operation of these industries by controlling movement of goods 
and resources along your railroad. You can watch as your train or the trains 
under the control of your drivers are each loaded and unloaded at the various 
industries. For more information about configuring an industry, see section 
10.4.4 of this manual. 


Note: This chapter is only an introduction to Driver. More detailed 
instructions can be found in Chapter 12 - Engineer’s Guide. 




9.2 Starting your Railroad Career 

Once you have launched TRS2006, start Driver by Clicking LMB on the Driver 
menu option. 



Once Driver ioads you wili see a iist of avaiiabie Routes with the number of 
sessions avaiiabie for each route shown in the brackets next to it. Click on a 
route, then seiect a session. 


When you dick on a Session, check the text information contained in the 
Description window that appears in the top ieft of the screen. Note how the 
"Load” button appears at the bottom right of the screen when a session has 
been seiected. 


9.2.1 Tutorial Sessions 

TRS2006 includes 6 introductory tutorial sessions to heip you get started with 
using Driver. The 6 tutoriais iisted in order are: 


• Tutorial 1 - Controls 

• Tutorial 2 - Waybills 

• Tutorial 3 - Diesel Cab 

• Tutorial 4 - Steam 

• Tutorial 5 - Drivers 

• Tutorial 6 - Commodities 


(British Midlands 2) 

(British Midlands 2) 

(City and Country USA 2) 
(Outback Australia 2) 
(Highland Valley Industries) 
(City and Country USA 2) 


Note: The tutorial sessions take place on several different routes and 
won’t appear in order on the Driver Main Menu. To get to a tutorial, find 
its corresponding route in the above list and expand that route in the 
Driver Main Menu. 



Tutorial 1 - DCC 
Tutorial 2 - Cab 
Tutorial 3 - Steam 


tBjitish Midlands 2 [4], 


British Midlands 2 [6] 
City and Country USA 2 [4] 
Oemo Modula City 2004 [1] 
Highland Valley Industries [4] < 
Highland Valley Industries Z [1] 
Marias Pass Approach [3] 
Multi Industry Tutorial [1] 


Busy Busy Day 


Tutorial 1 - Controls 


Tutorial 2 - Waybill; 


City and Country USA 2 [4] 
Demo Modula City 2004 [1] 
Highland Valley Industries [4] 
Highland Valley Industries Z [1] 


New Route [1] 
Outback Australia 2 [3] 


Marias Pass Approach [3] 


Rosworth Vale II] 


Multi Industry Tutorial [1] 


The Black Forest [I] 


New Route [1] 


Wadalbavale Line [4] ' 
Winter in the Alps [1] 
Scenarios [13] ‘ 


Outback Australia 2 [3] 
Rosworth Vale [1] 


Wadalbavale Line [4] 




select 
on the 


To get started Click LMB on the "British Midlands 2" route. Then 
"Tutorial 1 - Controls". Once the session has been selected. Click LMB 
load button found in the bottom right corner of the screen. 




DRIVER 


Rout 


Sessions 







Trainz will now start running Tutorial 1 where you will be guided through all the 
basic controls that make up the TRS2006 Driver interface. Once you have 
gone through Tutorial 1 , go through the other tutorials and see what else there 
is to do. 

9.3 Camera Controls - Controlling Your View 

There are many different views of the 3D world in TRS2006 as well as a Map 
View that gives you a 2D top down view. You can zoom in or out, pan around 
and change the camera focus point with each of these views. 

Shown here is the Camera HUD Panel. The different camera view icons and 
their shortcut keys are listed as follows. Try to explore the Trainz world with 
them. 



9.3.1 Cab View 

Firstly, make sure the view is focused on a locomotive (Click LMB 
on a loco to focus the view) then Click LMB on the Cab View button 
(or use the "1 " key). Your view is now from in the driver’s seat of the 
cab. Use RMB+H to look around the cab and out of the different windows. You 
can also change your viewpoint in the cab by pressing the "[" and "]" keys. If 
the locomotive is a dual cab unit you can press the "Alt+C" key to switch 
between the cabs. 

9.3.2 External View 

When you first start Driver you will generally be in the External View 
with the scene focused on a particular locomotive. Use RMB+H and 
move the mouse around to rotate and elevate the view (you can 
also use the cursor keys), with the locomotive at the center of the screen at all 
times. Want to get closer? You can use your mouse wheel to zoom in and out, 
or use the Page Up/Page Down keys on your keyboard. 

If you Click LMB on one of the cars attached to the train, the view changes so 




that the selected car now becomes the focus of the view. You can also press 
the and "+" keys on the main keyboard to select the next or previous car in 
the consist. You can even Click LMB on other trains to shift the focus to the 
selected train or click on the consist icons in the 2D Map View as well. 



9.3.3 Tracking Views 

Now Click LMB on the Tracking View icon and your view changes 
I to the nearest Tracking camera. There are two types of cameras; 
Static and Tracking, and these are placed in the 3D world in 
Surveyor mode. Static cameras will stay fixed in direction and allow the 
tracked object to move out of the frame. Tracking cameras are fixed in place, 
but pan with the tracked object, keeping it in the center of the view. If there are 
no Tracking/Fixed Cameras within visual range of the tracked object, the view 
reverts back to the external view until a Tracking Camera comes within range. 


9.3.4 Free Roaming View 

@ The Free Roaming view is extremely flexible and operates in a 
similar fashion to navigating in Surveyor. To move the camera focus 
point, simply Click RMB in the 3D world to where you want the new 
central focus point to be. The view smoothly moves to the new focus point. 
Now you can use the cursor keys to rotate or change elevation and the mouse 
wheel or Page Up/Page Down keys allow you zoom in and out. By holding 
down RMB and moving the mouse you can continuously change the focus 
point and hence the view. By combining this mouse movement with the cursor 
keys and the zoom function it lets you roam around the scenery at your will. 


9.3.5 Map View 

The icon for the Map View is at the bottom right of the screen or you 
I can use the Ctrl-M shortcut key. You will find the Map View is useful 
to get an overview of where your trains are in relation to the 
industries, the track configuration, plotting your train movements, and 
checking turnout settings and signal states. 



On the 2D Map View you will see the position, length and name of each 
Consist, the direction set for each turnout and important names for assets 




such as turnouts, industries and stations. Zoom in and out using the "Page Up" 
or "Page Down" keys (or your mouse-wheel) to see more or less of the route. 

The map follows the movement of the currently selected Consist. The currently 
selected Consist shows as green and all other Consists show as gray on the 
map. Click LMB on one of the gray Consists to center the map view on that 
Consist. 

Click RMB on a point in the map to center the map view to a new location, 
losing focus on any particular Consist. 

You can also set the turnouts by clicking on them and seeing the direction 
arrows change. Also visible are the state of any signals on the Route. 

Exit the map screen by Clicking LMB again on the Map Screen button, or 
press Ctrl-M. 

9.4 Driver Commands - Who Goes Where 

Open the "FreeformiPortal" session on the "Tidewater North" route. Click LMB 
on the Driver picture in the lower left of the screen and a list of allocated 
Drivers appear along the left side of the screen. Click LMB on the Driver "Ami" 
who should be at the bottom of the list. The camera focuses on the loco of the 
selected Driver. 


We will get this driver to pick up the logs from the Logging Co. and take it to 
the Lumber Mill. 




Click RMB on the driver's picture to bring up the Driver Command menu. 
Select Drive To > RichWood Logging Co. > Log pickup from the 
subsequent pop out menus. Note that an icon representing the logging yard 
appears at the bottom of the screen next to the driver picture. The Driver will 
immediately begin to carry out his duties, and you can queue up additional 
orders whilst he is driving. 



Click RMB on the driver’s picture and select Load from the Driver Command 
menu. The Load icon appears to the right of the logging yard icon. Continue 
on with the sequence and selecting Drive To > Lumber Mill 1 > Logs Drop 
off and then the Unload command. 

You should now have a group of four “Command” icons across the bottom of 
the screen that represent the commands you have given to this Driver. 



Your Driver will continue with his duties in the order that they appear along the 
bottom of the screen, taking into account speed restrictions and other rail 
traffic. Each time a task is completed, the Command icon disappears and the 
Driver commences his next task. 

Not only can you issue orders to several Drivers at once (up to 7), you can also 
give Drivers orders to accomplish tasks based on the Waybill list of industry 
requirements at the same time. Once your orders are allocated, watch as your 
railroad comes to life around you. 




When you need to exit, move the mouse to the top left of the screen, a menu 
scrolls down and you Click LMB on the Exit button (X) or hit the Esc key. A 
pop-up window asks if you want to save this session - very handy if the real 
world interrupts your Railroad Operations. 

9.5 Drive that Train - You Take Control 

There are times when you will want to get into the cab of your very own 
locomotive and take charge. When any one of your Drivers has no current 
commands, the Driver HUD appears on the right hand side of the screen. If 
you are in DCC mode, you will see a speed dial. This is a simplified control 
system not unlike the DCC (Digital Command Control) systems used on model 
railroads. Using the dial you can control the speed of your loco and get a feel 
for driving without having to worry about monitoring brake pressures or 
knowing which lever to pull and when. 



Click LMB+H on the speed dial and drag to change speed. Click LMB on the 
Stop icon to stop the train. There are momentum effects built into this control 
system, so don’t expect the train to stop and start immediately. Alternatively 
use the "W" and "X" keys to accelerate and decelerate respectively. Use the 
"S" key to get to idle state and the "A" key to apply the handbrake. 

The current speed and the track speed limits are shown at the top right of the 
screen in the Time and Display HUD Panel. Make sure you obey all signals 
and speed restrictions along the way. 


I Cumerit Speed: 

Ohph 

Speed Limit: 

65 hph 

Time: 

10:18:46 


9.6 Driving in Diesel/Electric Cab Mode - Are you ready? 

Cab Mode provides a more realistic driving experience taking into account 
factors such as the different power levels at each throttle notch, or the length 
of the train when applying the brakes. Each of the levers, switches and dials 
in the 3D cab can be used to operate the locos or you can use the Hotkeys or 
Cab Control HUD to carry out the same function. (This lets you control the 
locos from outside, even in Cab Mode). 

The following tips will get you started, but we recommend that you check out 
Chapter 12 - Engineer’s Guide of this manual more detailed information about 
driving using Cab controls. 


> 

Flow: 

-- -- - --- - - -*( 

0 pai 

Brake Pipe: 29 psi 

Brake Cyi: 

72 pai 

Main Rea: 

140 pai 

Equaiizer: 

29 pai 

Throttle: 

0 

Reverser: 

neutral 

Brake: 

k 

application 

£ 


Launch Driver and select "Tutorial 3 - Diesel Cab" from the expanded list of 
the "City and Country USA 2" route. Click LMB on the "Load" button at the 
bottom right of the screen to launch the Driver Session. Follow through the 
tutorial’s instructions to learn how to drive a locomotive in cab mode. 

To start a locomotive in cabin mode, release the train brakes ("Q"). If the brake 
cylinder has not emptied you may need to also release the independent brake 
("D"). Put the reverser into forward pressing "F". Increase the throttle ("W") 
slowly and the train will begin to move forward. Use "X" to decrease the throttle 
and "S" to set the throttle to idle. Use "A" to apply the brakes, and "Z" to lap 
the brakes. Watch the information in the Cabin HUD Panel to get information 
on speed, throttle, brake settings and Reverser direction. 





Note: You cannot engage the Reverser unless the throttle is at idle. 


See Chapter 12 - Engineer’s Guide of this manual for more detailed 
information about driving a locomotive in cabin mode. 

9.7 Driving a Steam Engine - Are you up to the challenge? 

Entering the cab of a steam locomotive for the first time during a new session, 
you will find that the light-up crew will have prepared you a nice hot fire. Fire 
temperature can be gauged by looking at the color; an orange fire is relatively 
cool, and a white-hot fire is required to raise the necessary pressure to power 
the locomotive. You should have a nice head of steam already raised and you 
can check the gauge pressure either in the cab or on the Cabin HUD Panel 
(pictured below). 

Launch Driver and select "Tutorial 4 - Steam" from the expanded list of the 
"Outback Australia 1" route. Click LMB on the "Load" button at the bottom right 
of the screen to launch the Driver Session. Follow through the tutorial’s 
instructions to learn the basics of a driving a steam locomotive in cabin mode. 


Brake Pipe: 

43 pai 

Brake Cyl: 

5G pai 

Main Rea: 

119 pai 

Equaiizer: 

42 pai 

Brake: 

application 

Boiier: 

199 pai 

Reguiator: 

0 

Cutoff: 

75% 

Water: 

72% 


Opening the firebox doors to increase the airflow and add more coal to the fire 
by pressing the spacebar. The doors MUST be open to shovel coal. Care 
should be taken not to add excessive coal, as this will lower the temperature 
of the fire for a time. As the fire heats up, the boiler pressure should start to 
rise. Always ensure there is sufficient water in the boiler by checking the water 


gauges; they should show be half to two-thirds in the glass. Water level in the 
boiler is increased by use of the injectors. 

Once full pressure has been attained and the brakes released ("Q" and "D"), 
you can move the locomotive by opening the regulator. The "cutoff" is the 
percentage of the piston's travel that steam is applied to it and is affected by 
use of the reversing gear. Full stroke length is 75% and is used for starting the 
train. As the train begins to gather momentum, the cutoff is reduced and the 
expansive qualities of steam are used to generate power without depleting 
boiler pressure so rapidly. As the cutoff is reduced, there is increased potential 
maximum speed and reduced cylinder power output. 

Long cutoff (40-75%) delivers higher tractive effort and increased coal/water 
consumption. Short cutoff results in lesser tractive effort, but more efficient fuel 
consumption. Operating at high speeds in full forward gear will soon deplete 
the boiler. A parallel can be drawn with an automobile, where fifth gear is great 
on fuel, but not so efficient when you come to a hill. The cutoff is a very 
important tool in managing the available steam. 

When nominal boiler pressure is exceeded. Safety Valves lift to vent excess 
pressure to the atmosphere. A good crew will avoid this waste of steam and 
fuel by striking a good balance between the temperature of the fire, the 
pressure in the boiler, and the conditions of the road ahead. When 
approaching a heavy ascent for example, a hot fire will be required to maintain 
adequate steam pressure. Conversely when approaching an easy section with 
a very hot fire, pressure can be eased to prevent lifting safety valves by adding 
more water to the boiler. 

Observe the water level in the locomotives tender periodically, especially after 
working the locomotive hard, as it may require a visit to a steam filling station 
several times en route. 

See Chapter 12 - Engineer’s Guide of this manual for more detailed 
information about driving a locomotive in cabin mode. 





9.8 Operating Turnouts 

You change the direction of the Turnout (Junction/Switch) by Clicking LMB on 
arrows associated with the Switch. The green arrow points in the direction the 
Turnout is set to. If you are in the Cab, hold the Ctrl key when you Click LMB 
or use the J key to change the junction ahead (Ctrl-J if you are reversing). 

You can also change turnouts in the 2D Map View, which is useful for planning 
your train’s movements well in advance of its progress. 


Tip: Click between the arrows to change their direction. 


9.9 Signals 

TRS2006 primarily uses a basic block signal approach but there is a large 
amount of flexibility built in to allow customized signaling systems that 
reproduce many of the different types of signaling found around the world. 

The most typical light signal states are shown below. For a more complete 
discussion of signaling (including semaphores) see the Signaling Guide. 
Indications are as follows: 

Green - Line Clear 

The next signal is either green or yellow, proceed at normal speed. 

Yellow - Caution 

The next signal is red, proceed at low (half) speed. 

Red - Stop 

The block is occupied, terminates, or is closed. 

All of the signals are red unless a train is approaching one, in which case it will 
turn green to allow passage of the train. There are several reasons why a 
signal may not be showing green in the presence of a train: 

1. The line may terminate or be closed, meaning a turnout within 
the block it protects is set against it; 


2. A part of a train may be occupying a part of the block it protects, 
the signal shows red preventing any further traffic from entering 
the block; or 

3. A part of a train may be occupying a part of the adjacent block 
when the signal will display Caution to indicate that the next 
signal is at stop. 

When a train encounters a green light, it is permissible to pass the signal at 
normal speed. The signal will stay green until the rear of the train enters the 
block, at which time it will change to red. Once the train leaves the block, i.e. 
passes the next signal, the first signal will turn yellow, meaning it is safe to 
proceed as far as the next signal which is now at stop. 

When a light is at Yellow, the Driver must proceed at half speed and of course 
you must always stop at a Red signal unless the Controller allows you to pass. 

During Driver sessions, any of the circumstances that result in a red or yellow 
signal can be revealed. Move the mouse pointer over the signal lamp, and a 
message will display the status of the block. Clicking on the signal lamp will 
transport you to the obstacle whether it is a turnout that needs switching, a 
terminating line or another train. Alternatively, your path can be cleared using 
the 2D Map Screen overview. 


Tip: If your Al Drivers seem to be misbehaving, you may have placed 
your signals incorrectly. Read the Signaling Guide for more 
information on how to place signals correctly. 


9.10 Industry Information 

Behind each interactive industry in TRS2006 is a complete resource model 
where industries consume resources and produce goods. Click Ctrl+RMB on 
an interactive industry and a pop up menu will appear. You can Click LMB on 
View Details to open up a pop up window that describes the industry and the 
current Commodity levels. 






See the section 10.4.4 of this manual for more detailed information on how to 
configure commodity levels in an industry. 



Close the window by Clicking LMB on the "X" in the top left corner. 


9.11 Waybills - Who Needs What 

Click LMB on the Waybill icon to bring up a list of industries that have 
created waybills showing that they require certain products for 
delivery. Click LMB on each industry icon in the list to show what 
quantities of products are required. 

Waybills are automatically produced by an industry when that industry reaches 
a percentage of capacity of a particular commodity. Once the full amount 
required by the Waybill has been delivered, the Waybill is deleted from your 
list (although another one may well have appeared in its place). 

The tutorial sessions "Tutorial 2 - Waybills" (British Midlands route) and 
"Tutorial 5 - Drivers" (Highland Valley Industries route) introduce you to how 
Waybills can be used to keep you informed. 

9.12 Commodities 

® You can allocate which commodities are carried by a particular item 
of rolling stock. Click on the Commodities icon on the lower right of 
the screen to bring up the Commodities Menu. Click on an 
appropriate icon and then click on an item of rolling stock. The icon shows that 
the rolling stock is now limited to carrying only that type of Commodity. To stop 
any commodity being loaded or unloaded, use the "Stop" icon. To allow the 
default load only, use the "Default" icon. You can only assign commodities to 
vehicles built for carrying that type of commodity. 

Play through "Tutorial 6 - Commodities" on the "City and Country USA" route 
for an introduction to working with commodities. 

9.13 Decoupling 

To activate decouple mode, click on the Decouple icon (or press the 
"Ctrl-D" key), then move your cursor over the couplers between train 
cars until you see a red decouple icon. When the red decouple icon 
appears, click LMB to decouple the consist at this point. When you have 
successfully performed the decouple operation, the red coupler icon “opens” 
and a message is displayed on the screen. The act of decoupling creates a 








new consist and your camera remains focused on the same car or loco as 
before the decoupling operation. To re-couple, ensure that you are operating 
at speeds below 5mph (8kph). Experiment with different camera positions to 
make this task easier. 


Tip: In DCC mode you must apply the handbrake ("A") before 
uncoupling to avoid runaway wagons. 


9.14 Other Functions 

At the top ieft, there is a group of icons that iet you carry out other general 
functions. 



Exit (Esc) 

, Quit the current session back to the Driver Main Menu or Surveyor 
' screen with the option to save the session before exiting. 

Pause (P) 

I Suspend the current session so that you can answer that important 
I phone caii or finaily stop for a lunch or dinner break. 

Save (Ctrl-S) 

, Lets you Save your progress inciuding where each train is iocated and 
' the state of each industry. To reload a Saved Session, choose the 
"Saved Session" option from the Driver Main Menu screen. 

Performance Settings (Ctri-T) 

© This is where you can tweak the graphics siider settings to improve the 
visual quality of your game. See section 7.3 for more details of what 
these settings do. 


Imperial/Metric (G) 

I Toggles the settings from Imperial to Metric or vice versa. This will affect 
parts of Trainz that involve the display of measurement/speed 
information such as the Time & Speed HUD Panel. 


Find (Ctri-F) 

Lets you locate a particular item such as a junction, station, loco or 
interactive industry. Selecting the item will move the camera position to 
that position on the route. See section 11.13.4 for further details of the Find 
functionality. 


On Screen Help (Ctrl-H) 

, Toggles the display of on screen icons such as turnout direction 
markers. 


More details of what these icons do can be found in section 12.6 of this 
manual. 


9.15 Mastering Operations 

The tutorials mentioned in section 9.2.1 show you how simple it is to get 
started in Driver mode to operate the railroads that come with TRS2006 or 
those built by yourself or others. For an expanded explanation of the 
capabilities of Driver Mode, see Chapter 12 - Engineer’s Guide of this manual. 




10.1 Introduction 

Welcome to Surveyor, the user-friendly World/Route/Layout builder. Surveyor 
is a tool where you can jump in straight away and have some fun, but also may 
take some time and patience to master. 

Using Surveyor and your imagination you can create terrain, paint it with 
textures and then populate it with trees, shrubs, buildings, roads, power lines, 
animals and people. You can create lakes and rivers, change the weather 
conditions and even change the color of the sunset. 

There is the ability to create your railroad, with track, stations, signals, 
maintenance facilities, turntables and the plethora of trackside infrastructure 
that combine together to form a working railroad. You can edit the default 
Routes or start out from scratch making your own creation. You can also 
download a huge number of Routes created by others from the Trainz 
Download Station and modify them to suit your tastes. 

In Surveyor you also place the locomotives, rolling stock and drivers that are 
the "actors" on the stage you create for each of your Driving Sessions. 


10.2 What’s new in Surveyor Mode in TRS2006? 

If you are familiar with earlier versions of the Trainz product, we thought we'd 
give you a quick list of significant differences in the Surveyor module between 
TRS2006 and the earlier versions: 

• Backdrop scenery items 

• Animated turnouts 

• More than 50 rules 

• Custom content search filter 

10.3 Flexibility and Framerates 

Welcome to the Surveyor world builder tool. Surveyor is a tool that needs 
some experimentation. It is free-form, open-ended software at its best and our 
users will probably find ways to utilize it beyond anything we originally 
envisioned. 

With this freedom also comes a dilemma. The Surveyor tool has no 
constraints on the amount and variety of objects that can be placed in your 3D 
world. Therein lies the issue, the more types of objects, the slower will be the 
performance of the Driver component of the software. You can minimize these 
frame rate effects by keeping the variety and number of objects minimal. Their 
effect on frame rate is in that order, first variety and then quantity. Keep this in 
mind when putting your world together and you will have a more pleasant 
driving experience. 

With Surveyor you can create terrain, populate it with trees, shrubs, buildings, 
roads, vehicles, aircraft, ships, power lines, animals and people. Then of 
course there is the ability to create your railroad, with track, stations, signals, 
maintenance facilities, turntables and the plethora of trackside infrastructure 
that combine together to form a working railroad. 

Let's not forget the new working industries that give your railroad purpose and 
the locomotives and rolling stock that are the actors on the stage you create. 

We will start with a step-by-step guide to creating a very basic operational 




route. This will demonstrate the main aspects of Surveyor. The sections that 
follow that provide a detailed description of each of the tools available to you 
within Surveyor. 

Surveyor is a powerful editor that lets you create your own worlds, landscapes 
and railroads. Create hills, mountains, valleys and streams, populate the world 
with all types of scenery objects, and of course lay your track, signals, 
turnouts, consists and even program the operation of the Route. 

You can edit the default Routes or those created by others. Or you can start 
out from scratch making your own creation. You can also download a huge 
number of Routes created by others just like yourself from the TRS2006 
Download Station and modify them to suit your tastes. 

The following tutorial provides you with just the basics to help you get started 
in making your first TRS2006 route. 

10.4 My First Railroad 

In this section we will be building a single baseboard map with a hill in the 
center and a simple oval of track connecting a power station to its source of 
fuel, a coal mine. If you feel you are ready you may wish to skip this section 
and move to the more detailed instructions beginning with Chapter 11 - 
Surveyor in Depth. 

Begin by selecting the Surveyor option on the TRS2006 Main Menu. The 
following screen appears. 



lA simple yet elegant circular route based 
|upon the rolling fields of the British 
Midlands. Try running several passenger 
^services at once and co-ordinating traffic 1 
'avoid hold-ups on the long stretches of 
bsingle track. Rename the stations to nam 


British Midlands [0] 
British Midlands 2 [4] 




Outback Australi 
Queensh 


SURVEYOR f^ouTEs 


City and Country USA [( 
^ City and Country USA 2 [: 
Electric Commuter [I 
Glasgow to Falkirk [C 
Highland Valley [( 
^ r|^|jWand Valley Industries [i 
Industrial Wasteland [C 
Multi Industry Tutorial [1 
Outback Australia ft 


Razorback Classic [( 
Robe River Iron [( 
Rosworth Vale [1 
The Black Forest [1 
Tidewater Point Rail [( 
i Wadalbavale to Karrah Bay [C 


The details of this screen will be discussed later in this document. 


For the purpose of this tutorial, Click LMB on Create New. We are going to 
create our route from scratch. A new window will pop up as follows, asking you 
for some map details. 








For now click in the "Route Name:" fieid and type "My First Layout" and leave 
the rest of the fields as they are. Click LMB on the tick (checkmark) to be taken 
to the Surveyor editor. 

The next thing you notice is the baseboard marked out with a grid and with a 
3D compass in the center of the screen. 



This compass is always centered on your screen. If you get close enough to 
the compass, you will see that the compass is marked with the East, West, 
North and South compass directions to assist you in aligning your route 
geographically. 

10.4.1 Compass Movement and Camera Skills 

The first task to learn in Surveyor is how to move around the baseboard and 
control your camera. Mastering these two basic skills will make your time in 
Surveyor much more enjoyable. 

In the middle of the baseboard is your Surveyor Compass. There is also a 
small white arrow on the screen. The arrow is your default cursor, which you 
can control by moving your mouse. Move your cursor to the right of the 
Compass and Click RMB. The compass will move to that position and the 


screen is re-centered on the compass. 

Next, Click RMB+H and move your mouse slowly towards the edge of the 
screen. You will notice the compass following the cursor as you move around 
the terrain. Learn to control the speed of movement by moving the compass 
close to or away from the center of the screen. Keep practicing these 
movements until you can successfully control the direction and speed you 
wish to move. 

Use the arrow keys on your keyboard to rotate the camera around the 
compass. The left and right arrows rotate the camera. The up and down 
arrows change the elevation of the camera. Press the Page Up and Page 
Down keys to zoom in and out or you can use the mouse-wheel on your 
mouse if you have one. 

When you zoom in close, notice how the compass has the four directions N, 
S, E and W. This is helpful to stay orientated in your TRS2006 world, 
positioning your railroad properly with respect to the rising and setting sun. Yes 
on a clear day, the sun does rise and set in your TRS2006 World!!! 


Tip: Spend some time using a combination of the mouse and 
keyboard commands that control the viewing pane in Surveyor. This is 
an important skill to develop and some time invested now will reward 
you with effortless flitting around the map as you construct your 
railroad empire. 


Tip: The Undo/Redo buttons are found on the top menu panel. Use 
them if you want to retrace your steps backwards and forwards 
respectively. 




10.4.2 Make a Mountain 

Okay let's start by clicking on the Topology Tab. It's the Tab at the top of a Tab 
Panel on the far right of the screen. Out from the right of the screen flies a 
menu panel. 



For now select the Height Up tool (each tool has a label which pops up when 
you move the cursor over the tool) with a Click LMB. Then Click LMB+H on 
the Radius tool and drag it around until its dial is in the 12 o'clock position. Do 
the same with the Sensitivity dial. When you move the mouse cursor back onto 
the Surveyor map it has changed to a dotted circle. 

Place the circle around the center of your square baseboard and Click 
LMB+H. the longer you hold the LMB the higher and bigger the hill becomes. 
Move the mouse around while LMB+H and you can create various peaks and 
ridges as shown above. Don't go overboard here as you'll want to leave some 
room for trackwork...not that mountain ranges have ever stopped a track 
laying engineer. 


10.4.3 Ground Texturing 

When you are happy with your hill Click LMB on the Painting Tab from the tabs 
at the right of the screen (it's the second one down). 



The Topology menu disappears to be replaced by the painting menu. Scroll 
down the texture palette until you find a texture you like. Again select the 
radius of the texture effect by Click LMB+H on the Radius dial and moving it 
until you are happy with the size of the painting circle. Then Click LMB to apply 
the texture to the terrain. 

Select a couple of different textures and play with blending them (overlapping), 
rotating them using the Direction tool or the "[" or "]" keys. Select a Texture with 
a directional pattern in it. Click LMB+H on a spot on your route and then press 
the "[" or "]" keys repeatedly to see how this works. 

Change the size of the pattern (the scale of the texture) by using the Scale 
tool. Change the size of the area covered (the white circle) using the Radius 
tool or the "+" or keys. 


You can get some very artistic and realistic effects. Keep playing until you are 
happy with the result. 




Now make sure that you are back to having only the mountain, nicely textured 
in the center of the route. Use the Undo function to undo any extra texturing 
that you may have been playing with. 

10.4.4 Coal for Industry 

Now let's place a couple of linked industries. First select the Object tab from 
the tab panel and select the Coal Mine object. 

You will find this under Object Type "Industrial". Make sure you are in the Add 
Object mode by Click LMB on the Add Object button. Then move the view to 
one side of your board and Click LMB on the map to place the Coal Mine. You 
can move and rotate the object by Click LMB on the Move and Rotate buttons 
respectively. To do this, Click LMB+H on the mine in the view window and then 
move the mouse accordingly. Position the Coal Mine as shown below. 



Next set the coal mine's properties by first Clicking LMB on the Edit Properties 
button (highlighted in bright green in the screen above) and then Click LMB on 
the Coal Mine. First let's give it a name. Type in "Lignite Coal Co" in the name 
box. We will set the rate of coal production to 200. Do this by Clicking LMB on 
the underlined default production rate and entering 200 in the pop up window. 
Similarly we will change the diesel consumption to a value of 0. Set the Start 
Amount for each to 0. Click LMB on the tick and we have defined our active 
Coal Mine. 



10.4.5 Give me Power 

Next we'll set up a coal-fired power station. As we did for the Coal Mine, select 
the Power Station. It is in the same list as you found the Coal Mine. Place it 
on the other side of the baseboard (and the mountain). Move and rotate the 
power station as required to line up the tracks as shown below. Set its 
properties which in this case is only to name it to "Kinetic Power Co". 










10.4.6 Lay your Tracks 

Now we will link up these two industries via a simple oval loop. The goal is to 
link up the Coal Mine's loading track to the oval and run it around to the Power 
Station's coal unloading track. Go to the tab panel and select the Track tab. 


Choose the type of single track you want to use. 
Make sure you are in the Add Track mode (the large 
green button above is lit when you are in that mode). 
Start laying track by Click LMB on the board where 
you want to start the track. You will notice a white 
circle associated with the track wherever you Click 
LMB on the board. These are called Spline Control 
Points. We will manipulate these points later to 
move the track either horizontally or vertically. 
These Spline Control Points are also attachment 
points for bridges, tunnels and other spline enabled 
objects. 


The track is drawn between consecutive spline points. Click LMB on the map 
to add another spline point and the track smoothes itself out between the two 
points, a very useful feature. However, there are limits! 




Attach one end of the track to one of the coal mine loading tracks (there are 
four) and the other end to the power station track by Clicking LMB one new 
end point onto the track as shown in the screen shot above. Do the same on 
the other side so you have a continuous loop. You can also smooth out your 
track laying efforts by Click LMB the Move mode button in the track menu and 
then Click LMB+H on any of the track spline points in the view window. Move 
the mouse to move the spline points and watch as the track follows. Play with 
this until you are happy with your loop of track. 

Just for fun, let’s add a siding. Click LMB on the Add Track Button and click on 
your existing loop of track. A new spline point appears and you can now Click 
LMB again, away from the loop and create a siding. 



10.4.7 Locomotives, Rolling Stock and Trains 

We will now place a train of a locomotive and rolling stock on the track. Select 
the Trains Tab from the Tab Panel. Then scroll down and select a locomotive 
from the list of available items. Let's choose a ATSF F7A unit. Once it is 
selected. Click LMB on any spot on the track you laid in the view screen to 
place the locomotive. The locomotive will appear on the track with arrows 
above it defining the ends of the consist and which direction will be forward 
when you drive it. 







Next, select the green coal car (called "coal hopper") from your list of engines 
and rolling stock. Click LMB on the placed locomotive towards the back of the 
loco and the coal car will appear behind the locomotive. Keep on Click LMB 
on the last car in the consist to add more coal cars. Stop when you have added 
5 coal cars. You will now see a consist on the track. 



in green below at the bottom of the tab). Then Click LMB on the locomotive in 
the view panel. In the pop-up window type, click on the existing name (ATSF 
F7A2 in the screen shot below) and type in "Coal Train" to replace it. Give it 
a running number of 10 by clicking on the underlined "running number" text 
and typing "10". 



10.4.8 Assign a Driver 

Our next challenge is to assign a driver to the Consist. 


Tip: This is optional as you may wish to drive your own trains in your 
route. But using Drivers adds a whole new dimension to TRS2006 so 
we will do that next. 


Tip: If you save a session without entering any Rules, a default set of 
Rules is applied for you. 


Move the mouse to the top of the screen to bring down the top menu and Click 
LMB on the word "Surveyor" in the menu to pull down the Surveyor menu. We 
will explain all of these options later in this document. 







Edit FlDutB 
'Bit STesston 
Fj BrfnrmancB SBttings 
SjruBjfor Options 
dBlp 


For now, Click LMB on the Edit Session option. A pop-up window named "Edit 
Session" appears. 



This window is where the ruies that define a session’s behavior are added and 
configured. As this is a new empty session, three default rules are already 
included and configured so some minimal functionality is already available and 
the session can be run. 


Click LMB on 2nd rule named "Driver Set Up Rule" such that it is highlighted 
in blue. Then Click LMB on the Edit button to open the properties window for 
that rule. 



Tip: In any of these windows if you decide not to go through with the 
change, click on the red "X" to cancel your selections. 


The Driver Setup Rule is responsible for assigning driver characters to trains 
for the session. It will automatically try to find every loco and have a driver 
character assigned to it already. In this case, you will see how a driver 
character has been assigned to the ATSF F7A locomotive. 

As this is a simple session without the need for complex driver arrangements, 
the automatic assignment done by the rule is sufficient, but for the sake of 
configuring a rule, click on the driver character icon to bring up a list of drivers. 








Choose any driver from the pop-up list and click on the green check (tick) to 
return back to the Driver Setup ruie properties window. You wili notice that the 
driver character icon has changed and that the driver you chose is now 
assigned to the locomotive. 

Ciose the Driver Setup ruie properties window by ciicking LMB on the green 
check mark at the bottom right. Then ciose the Edit Session window with 
changes saved by ciicking LMB on green check near the bottom right corner. 

Sessions and the ruies used to define them are looked at in more detaii in 
sections 11.13.7 and 11.4 of this manuai. 

10.4.9 Save and Drive 

Once again move the mouse to the top menu and Click LMB on the word 
Surveyor to puil down the Surveyor menu. Click LMB on the Save option to 
save your creation and make it availabie in the Driver moduie. 


Tip: Save your work in Surveyor regularly to ensure you don't lose 
your work should the unforeseen happen. You can also use the Save 
As option in the menu to save different versions of your route. 


Ideally, you will have previously learned to use Driver mode either through the 
previous chapter of this manual and the tutorial sessions. If not, this is a good 
time to do so. Once you have learned how, you can load "My First Layout" into 
Driver and experience the thrill of driving on a route that you have built from 
scratch!!! 


Tip: In TRS2006 you can try out your new route and session simply by 
hitting "Ctrl-F2". This will transfer you directly into Driver. When you 
leave Driver mode, you will automatically return to Surveyor so that 
you can continue to work on your route having tried it out. 


Well done! You have created your first Railroad by going through the steps of 
building the terrain, texturing it, placing objects, laying track, putting down 
consists and assigning drivers. This has been a quick peek into the powerful 
capabilities of Surveyor, feel free to experiment within Surveyor and discover 
its flexibility. 

10.5 Becoming a Master Railroad Empire Builder 

The preceding "quick start" tutorial has shown you how simple it is to get going 
with Surveyor to build your railway empire. In the following section you will 
learn how to further develop your routes and sessions into vast railway 
empires. 






11 - Surveyor In Depth 

11.1 The Surveyor Main Menu in Detail 

Let's go back to the Main Surveyor screen as shown below and explore it. At 
the left in the description field will be a description of the route if the author of 
the route has included one. 

To create a new route from scratch, Click LMB on the Create New button as 
you did in the tutorial we just described above. 


SURVEYOR i^ouTEs 


jA simple yet elegant circular route based 
^upon the rolling fields of the British j 

T Midlands. Try running several passenger 
services at once and co-ordinating traffic to 
^’avoid hold-ups on the long stretches of 
gsingle track. Rename the stations to names 
Wrom your local line and even add a few 


British Midlands 
^ British Midlands 2 
City and Country USA 
City and Country USA 2 
Electric Commuter 


I-IV 





Glasgow to Falkirk 
Highland Valley 
Highland Valley Industries 
Industrial Wasteland 
Multi Industry Tutorial 
Outback Australia 
Outback Australia 2 
Queensland 
Razorback Classic 
Robe River Iron 
Rosworth Vale 
The Black Forest 
Tidewater Point Rail 
tWadalbavale to Karrah Bay 


[ 0 ] ^ 
[4] ^ 
[0] I 
[ 2 ] I 
[0] q 

[0] 'i, 
[ 0 ] 

[ 2 ] 

[ 0 ] 

[ 1 ] 

[ 0 ] 

[ 2 ] 

[0]^ 
10] Tf 

[0] Jl 

[1] i ^ 

[1] : i 

[0] 


[O]!’ 


1*9 






On the right of the screen, you will see a list of Routes. For each route, there 
may be one or more sessions. If the route does not have a session, that 
means the route has been built but: 

• No rules have been set to govern operations on that route. 

• No consist has been developed and placed on that route. 

In order to operate trains on the route (using Driver mode) you need to add at 
least one train to that route. You may of course optionally add rules as well. 
How to do this will all be described below. 


In the list above the routes and sessions that do not have a "c" beside them 
are those that have come prepackaged with the TRS2006 software. They 
cannot be deleted or removed nor can they be changed and replaced. But you 
can load them up and then change them and save them with a new name if 
you wish. 

The route and sessions with "c" beside them are ones that you have created 
or that have been created by others and which you have downloaded from the 
Internet. These may be changed by you and replaced or saved with a new 
name. In the above example, there is one route (Ontario Northland Railway) 
which is created by others and it has two session stored with it - the 
Capuskasing Freight and the Polar Bear Express session. 

If you wish to work with a route or session in this list. Click LMB on that route 
and then Click LMB to load it into Surveyor. 


Tip: Changing objects that are part of the "world" such as ground, 
buildings, track, signals etc means that you're are changing the Route. 
Altering the dynamic components such as locos, rolling stock, industry 
parameters and Rules, means that you are changing the Session that 
belongs to the Route. 



11.2 Create a New Route 

Here we will assume that you have clicked on Create New from the Surveyor 
Main Menu to build a new route and associated sessions from scratch. This is 
the first screen that you will see. 



CREATE A NEW ROUTE 

Route name : 

Session name : | 

Geographical region : J 


*1 love a sunburnt country, 

A land of sweeping plains, 
of rugged mountain ranges, 
of droughts and flooding rains.' 

- Dorothea Mackellar 

Threading the dust in a big 
sky country of gum tree, windmill, 
wheat and sugar cane. A vivid 



Working scale : 4^ 

Working units : 


Howto complete this screen is section 11.13.1 of this manual. 

11.3 Testing Your New Route in Driver (CTRL-F2) 

Before we explain how you can start to buiid a new route in Surveyor, iet us 
alert you to a handy new feature which is very usefui during route construction. 

In TRS2006 you can now try out your new route and session simply by hitting 
"Ctri-F2" while you are in Surveyor mode. This wiil transfer you directiy into 
Driver. When you ieave Driver mode, you wili automaticaliy return to Surveyor 
so that you can continue to work on your route having tried it out. This avoids 
your having to save your session and then sign out of Surveyor and then load 
your session into Driver. 


Please note that on your way back from Driver, you wili be asked if you wish 
to save your Driver session for reloading in future just as you might do in a 
regular driver session. 

11.4 The Baseboard and the Surveyor Tabs 

Once you have completed the New Route setup, you will see this screen. It in 
effect is the "table" up on which you build your route. The baseboard you see 
here is 720 meters by 720 meters square and each grid square is 1 0 meters 
by 1 0 meters in size. If you chose Imperial measures instead of metric the grid 
squares still remain that size. As described later, you can use the Extend 
function in Surveyor to add more baseboards and the Merge function to merge 
routes. 



Surveyor Tool Tabs 

Down the right hand side of the Surveyor main screen are seven menu tabs 
representing all the tools you need to know about to successfully make your 
own route and session in Surveyor. 

Leave your mouse cursor hovering over the first tab and you will notice a 
yellow text box appear saying Topology 'FT. This message is a ToolTip and 
gives you information about the function of that icon. You will also notice the 












"Hotkey" information ('F1') telling you which keystroke you can press as an 
alternative to clicking on the icon. Most functions in Surveyor have a ToolTip 
and Hotkey associated with them. 

If you are in doubt as to what a particular icon will do, simply hold your mouse 
over it and the ToolTip will tell you what action that icon performs. Hotkeys in 
this document are shown in brackets after the tool description. 


11.5 Topology Menu (FI) ^ 

11.5.1 Basic Topology Functions L 

The Topology Menu provides the tools for creating 
various types of terrain. In this section you will 
learn how to make hills, valleys, mountains, lakes 
and rivers. 

Tip: You will learn these features faster if you 
first start a new route per the instructions 
eariier in the tutoriai before trying the features 
to be described now. 



Click on the Topology Tab (or press the F1 key) to open the Topology/ 
Menu. Here you will see a number of different tools that can be used to|® 
shape the terrain. Hold your mouse cursor over each one to see a short ^ 
description as well as the appropriate Hotkey to press. To see the whole 
menu as in the diagram above, click on the Advanced button to expand |_ 
the menu. 


Height Up (U) 

Click on the Height Up (U) and notice that the Mode changes to 
Height Up. Click on Height Down (D) and Adjust Height (A) to see 
how each time a tool is selected, the Mode changes. 

Click on the Height Up icon once again to select the Height Up tool, and notice 
that your mouse cursor changes to a circle. This circle is the "area of 
influence" for your cursor when using the land shaping tools. 

Click LMB once near the center of your baseboard. Notice that the terrain is 
stretched upwards. Next, Click LMB+H, and the terrain continues to rise up as 
long as you hold the LMB down. Notice how the hill becomes very steep and 
the base of the hill is the approximate size of the cursor circle. 

Click LMB on the Radius Tool ("+") to enlarge the circle of influence to its 









maximum size. Click LMB and hold near the compass icon once more. The hill 
this time is a lot wider and flatter. Click LMB on the Radius Tool to reduce 
the size of the circle of influence. 


Tip: The "+" and are the keyboard keys between the "0" and 
"backspace" keys on your keyboard. They are not the keys on the 
number pad at the right of your keyboard. 


Zoom Out (Page Down) so that you can see the whole circle. In Surveyor, you 
will often need to zoom in and out and use the arrow keys to rotate your 
camera to get the best view of what is happening. Whilst holding the LMB, 
move the mouse around the terrain and the hill "follows" your cursor. Zoom In 
(Page Up) for a closer view. 

Next, increase the sensitivity by moving the Sensitivity Dial ("]" and "[") to the 
maximum setting and Click LMB. Now the hill grows a lot faster. You may need 
to zoom out again (Page Down) to see the whole hill. 

As you make hills, you will find you need to Click RMB to move your camera 
position and also orient the camera in the direction you wish to face by using 
your arrow keys. A little practice makes hill creation a breeze. 


Height Down (D) 

Height Down works the same as Height Up tool. Firstly move to a flat 
area then make an indentation by Clicking LMB where you want the 
terrain to be lowered. Again, notice that size of the cursor circle 
determines the amount of land that is lowered and the sensitivity determines 
how quickly it lowers. 



Adjust Height (A) 

Adjust Height (A) allows finer control of the up and down movement. 
Click LMB and hold then push your mouse away from you to raise 
the terrain. Click LMB and hold then pull the mouse towards you to 
lower the terrain. 



Combined with the zoom function (Page Up, Page Down), spinning the 
camera (arrow or cursor keys), and adjustment of the radius and sensitivity 
dials, you can now make a wide variety of different hills and valleys. Practice 
this until you are comfortable to move on. 


Get Height (G) 

1 Select Get Height (G), then Click RMB on the side of a hill. Notice that 
I the number in the Height Value field changes. You have captured the 
height of the spot you clicked on. This is useful when you want to then go to 
another spot and set the spot to the same height. 


Watch the Height Value field change as you Click RMB on different parts of the 
terrain. 


Use Height (H) 

Click on Use Height (H) Then Click LMB to apply the selected Height 
Value to the terrain. The Use Height tool creates a plateau at your 
selected height and the radius of your cursor circle determines the amount of 
land that is leveled at one time. 


Click LMB+H then move your mouse around the terrain to plateau a broader 
section. 


Plateau (P) 

Plateau (P) works in a similar fashion, and simply creates a plateau at 
the current height of the compass. Click LMB on the side of a hill to 
create a plateau at that level by raising or lowering the terrain. 

As an alternative to Get Height to select a Height Value, you can also enter 
specific height in the Height Value field. You can enter positive or negative 
values. Negative values allow you to depress the terrain. 



Add Water (W) 

H To create a "riverbed", make your circle radius as small as possible. 
Next, enter -10 in the Height Value field. Then click on Use Height. Now 







make your riverbed by Click LMB+H, then "painting" the new height along the 
terrain creating your riverbed as shown below. 



Now Click LMB on Add Water (W) and paint the water texture along the 
riverbed by Clicking LMB and moving your mouse around. The radius of the 
cursor circle determines the texture panel size. You results will look like that 
shown below where we have partially completed the "water painting" job. Paint 
enough squares so that they will cover the area of your riverbed. 



Adjust Water Height (E) 

At first as you see above, the water "floats" above the terrain. Adjust 
Water Height (E) works like the Adjust Height tool. Select the Adjust 
Water Height tool and Click LMB and hold (on the water texture) then drag 


your mouse forward and back, adjusting the water texture height until it is the 
appropriate height. Note how it properly fills the riverbed as you move the 
water downward. 



Remove Water (Q) 

Click LMB on Remove Water (Q) and you then delete the water texture 
one panel at a time by Clicking LMB on each water panel. 


11.5.2 Advanced Topology Functions (Shift-FI) 

The Advanced features menu can be opened and 
closed by using Shift-FI or clicking on the 
Advanced Tab. 

Extend Section (X) 

Navigate to the edge of a baseboard by 
Clicking RMB to move the compass. Then 
select the Extend Section (X) tool. Click LMB in 
the void just off the edge of the baseboard to add 
another baseboard in that direction. 

Bring up the Surveyor Main Menu by clicking on 
the word Surveyor on the top menu which drops 
down if you move your cursor to the top of the screen. 







Select Mini Map (Ctrl-M). You will see a mini map showing 2 baseboards. 
Zoom in and out by clicking on the "+" and icons. 


Tip: The "+" and are the keyboard keys between the "0" and 
"backspace" keys on your keyboard. They are not the keys on the 
number pad at the right of your keyboard. 


Close the mini map by clicking on the Red Light (Ctrl-M) to toggle back to the 
full screen view. 

Navigate to another edge and add two more baseboards then press Ctrl-M to 
view the mini map once more. Navigate around the mini map by Clicking RMB. 
Notice the main map also moves. This is very useful for navigating on large 
maps. Use Ctrl-M to close the mini map once more. 

Deiete Section 

Click LMB on the Delete Section button. Then Click LMB on any 
baseboard section to delete it. 


Displacement Maps 

The final group of Topology tools relates to using a displacement map. A 
displacement map is a grayscale image used to create an instant height map. 

Select Area (B) 

Click on Select Area (B). Click LMB and drag the mouse to make a large 
square as shown below. The size of the square (or it can be a rectangle) 
determines the area that will be affected by the next operation. 





Fill Area (F) 

Scroll through the Displacement Maps (by clicking on the left and right 
arrows) until you find one called the Volcano, then click on Fill Area (F). 
The terrain is instantly transformed into the shape determined by the 
grayscale images of the displacement map chosen. In this case, we have our 
volcano. 



Note: If you can't Click LMB on this button, it is probably due to your 
not having used Select Area (B) to select an area to fill. 







Click Undo to remove the volcano. 


Repeat the process using the Valley gray scale map to build a valley. Then 
move the Direction dial and increase the Threshold dial. Click LMB on Fill Area 
once more. This time the valley is bigger and faces a different direction. By 
holding Shift whilst selecting your area, larger areas are selected at one time. 


Cancel Selection (D) 

Click LMB on Cancel Selection (D) to cancel the selection. 


m 


Making Your Own Displacement Maps 

You can also make your own displacement maps using a simple paint program 
(e.g. MS Paint) and then drop them into the \World\Custom\Displacements 
folder in your TRS2006 directory to make them accessible. 


11.6 


Paint Menu (F2) 



Wif'. 




11.6.1 Basic Paint Functions 

The Paint Menu provides access to a wide 
variety of ground textures. Textures in 
Surveyor are "bitmaps" which are created 
to look like various ground types such as sand, 
grass, rocks or gravel. You can even create 
your own textures using a simple paint 
program or a digital camera. (The resultant 
.bmp file must be 128x128 pixels) 

Click on the Paint Tab (F2) to open the Paint 
Menu. You will see a number of default 
textures, grouped by region. Use the slider 
button to scroll through the list. 


Click the left and right arrows to view textures from the different regions 



Click on one of the textures, and you will see a copy of it appear in the small 
current texture window. Click LMB on the terrain and use your mouse as a 
paintbrush to paint on the texture. 


Scroll through the textures until you find a striped texture. Paint a section of 
terrain. You can see that a complex texture pattern makes easy work of 
creating stunning ground textures. 


Rotate the Direction Dial 90 degrees. Apply the texture again. Notice how the 
texture direction has changed. 


Hold down the "[" key and apply the texture once more. Notice the direction 
dial is spinning and the texture is being applied in various directions. This tool 
helps to eliminate repetitive patterns in your textures when you don't want 
them. 







Now move the Scale dial to the minimum setting and apply the texture, then 
move the scale dial to the maximum setting and notice the difference when 
you apply the texture this time. You can avoid repetitive texture patterns and 
create ultra-realistic effects by using the scale and direction tools along with 
choosing the right textures. 

Get Texture (G) 

Click on the Get Texture (G) tool then Click LMB on a texture already 
painted onto your terrain. Notice the current texture window changes to 
show the newly selected texture. This is a useful way to find a texture that you 
have already used without scrolling through all the textures to find it again. 

The Radius Dial ("+" or changes the area of influence of your cursor circle. 
Use the larger radius for quicker painting and the smallest radius for more 
accurate and detailed work. 



Tip: The "+' and are the keyboard keys between the "O" and 
"backspace" keys on your keyboard. They are not the keys on the 
number pad at the right of your keyboard. 


Fiii Grid (L) 

The Fill Grid (L) will fill all unpaInted areas of an entire baseboard with 
one texture. This is useful for finishing off an area where fine texturing 
is not required. 



Select Area (B) 

You can also texture a rectangular area 
by clicking on the Select Area (B) and 
using the mouse to drag a rectangle of any 
size. 




11.6.2 Advanced Paint Functions (Shift-F2) 

The Advanced Tab (Shift-F2) has a "favorites" 
texture palette. Drag and drop textures from 
the top palette into the box in the advanced 
menu area to build up a set of your favorite 
textures for ease of access. Just Click LMB+H 
upon a texture and drag it to the box below. To 
remove a textures from the favorites box, just 
Click LMB+H on the texture and drag it out of 
the box and then stop holding the LMB. 


radius 


Fill Area (F) 

Then Click LMB on a texture in the favorites box and use the Fill Area 
(F) tool to texture the whole rectangle. If you do not select an area first, 
Clicking LMB on Fill Area (F) and Surveyor will fill all areas on which there are 
no textures with the selected texture. 



Note: If you can't Click LMB on this button, it is probably due to your 
not having any textures in the favorites box. 


Cancel Selection (D) 

Click LMB on Cancel Selection (D) to cancel the selected area. 


m 








11.7 



11.7.1 



Objects Menu (F3) 

Object Management Functions 

There are a huge number of objects 
in TRS2006 that you can place onto 
the terrain. There are two different 
types of objects - objects and spiines. Well ^ 
explain spiine objects later. For now we will m 
concentrate on single objects. I — 

Open the Objects Menu by clicking on the 
Objects Tab (F3). The default mode is Add 
Objects 

Begin by scrolling through the list of objects by 
clicking on the left and right arrows of the object 
list. The selected object shows as a rotating 3D 
object in the viewer window. 



Note: You can control what is shown in your list by selecting specific 
Object Regions (such as USA) and Object Types (such as Trackside). 


Add Object (A) 

Check that you are in Add Object mode, or Click LMB on Add Object (A) 
^^1 to select this mode. Click LMB on the terrain and the selected object is 


placed wherever you click. You can repeat this several times quickly adding a 
number of trees or buildings. 


Tip: It is easy to click twice and get multiple copies of your object. Just 
use Undo to delete the unwanted copies of the objects. 


Tip: If there is a green checkmark with the letters "IND" shown in the 
lower left corner of the Viewer window, this is an indication that this is 
an "interactive" piece of industry capable of participating with 
"interactive" rolling stock. 


Move Object (M) 

Click on the Move Object (M) and Click LMB+H on any object and then 
drag the object around the terrain to new positions. 




Rotate Object (R) 

Now click on the Rotate Object (R) and Click LMB+H and move the 
mouse left and right to rotate the objects. Note that a display shows you 


the number of degrees of rotation. 


You can use the move and rotate tools to create rows of trees or to align 
houses next to a road. You can set objects to "randomly rotate" or not by 
choosing the Randomly Rotate option in the Surveyor Options menu in the 
Surveyor Main Menu. 


To find a particular object in the list of objects, click on the Object Selection 
text box, and then type the first few letters of the object name. Type in "tree" 
and the list automatically positions alphabetically at "tree". Click on the Up and 
Down arrows (or use the "+" or keys) to scroll up and down the list. 


Tip: The "+" and are the keyboard keys between the "0" and 
"backspace" keys on your keyboard. They are not the keys on the 
number pad at the right of your keyboard. 


Above the Object Viewer Window are the Object Region and Object Type lists. 
Scroll through and select either a region or an object type or both in order to 
shorten the selection list. 








Get Object (G) 

Click on the Get Object (G) tool and then Click LMB on an object 
already placed on the terrain. Notice that the object selected now 
appears in the selection window. 

Change the mode to Add Object (A) and Click LMB again on the terrain where 
you wish to place another copy of the newly selected object. 

Adjust Height (H) 

When placed on a route, Objects are placed at ground level at that point 
in the route. If the ground is raised the object follows it. But you can 
place an object at a relative height to the ground at any point. 

Click LMB on Height Adjust (H) to enable the adjustment of the height of any 
Object. Note that only objects which have been designed to be height 
adjustable will allow you to adjust their height. So if you cannot adjust the 
height of an object, the likely reason is that it wasn't designed to do so. 

While in the flight of fancy shown below, we have height adjusted a station to 
make it defy gravity (only in TRS2006!!!), this function is very useful. For 
example, you can place objects on top of each other such as a building on a 
platform. 





Delete Object (D) 

Select Delete Object (D) then Click LMB to delete an object. Continue 
Clicking LMB to delete a number of objects. If you click on the wrong 
object, click on Undo (Ctrl-Z) to undo the last action and replace the last 
deleted object. 



Edit Properties (N) 

1 Click LMB on Edit Properties (N). Then Click LMB on any object in your 
route. A menu will then open up allowing you to edit the properties of 
the object. For wimple objects, this usually involves naming the object if you 
wish. 


For more complex operating industries, you are given the opportunity to 
change production and consumption rates for resources and other properties 
as we experienced in the earlier tutorial with the power plan and the coal plant 
objects. 

11.7.2 Special Object Types 

As well as the regular objects that are static and exist primarily for cosmetic 
purposes, there are also a range of interactive and special object types with 
unique features. These objects usually have track included that can be linked 
to the track on your main route. 

Industries 

An industry is a scenery item with track that also produces and consumes 
products. Train vehicles can load and unload products at an industry allowing 
real world railroad activity (i.e. the transportation of goods) to be simulated. 
The products produced and consumed by an industry can be viewed and 
tweaked by using the Edit Properties button as mentioned above. 

Section 1 0.4.4 of this manual has a simple example showing how to place and 
integrate an industry into a route. 


Tip: Industries can be easily found in the scenery object list by 
selecting the "Industry" category. 







Note: To be of any use, an industry’s track must be connected up to 
your railroad and to load/unload, the vehicles used must be capable of 
carrying that particular product. 


Fixed Track 

Fixed track scenery items are fixed, non-flexible segments of track and can be 
thought of as the Trainz equivalent to the sectional track model train 
manufacturers have. 

A piece of fixed track can be placed like any ordinary scenery object and then 
connected to normal track splines. It is also possible for fixed track pieces to 
snap together when one piece is moved in close proximity to an end point of 
another. 



The end points of a fixed track are identified by the red arrow seen hovering 
above the track. 

When rotating a piece of fixed track, other pieces of fixed track attached to it 
will also be rotated resulting in the track pattern being maintained during 
rotation. The same also applies for moving connected pieces of fixed track. 


Tip: Fixed track pieces can be easily found in the scenery object list 
by selecting the "Fixed Track” category. 


Note: Gradients are not really supported with fixed track. It is 
advisable to use fixed track for flat areas only. 


Animated Junctions 

New to TRS2006 are animated junctions. These junctions differ from normal 
junctions in that they are pre-defined fixed track pieces and have animated 
components. As an animated junction is a pre-defined fixed track piece, extra 
detail like guide rails can also be present in an animated junction. 

Animated junctions are added and manipulated on the Surveyor baseboard in 
the same way fixed track pieces are. 



Note: You will find the animated junctions in the "Fixed Track" 
category. The names of all animated junctions included with TS2006 
are prefixed with "Turnout". 




Turntables 

Turntables are scenery objects with multiple incoming pieces of track where a 
special traverser track segment (usually rotating) can move around to offer 
access to all track pieces. Simply placing a turntable object on the baseboard 
and connecting the tracks is all that is required to have it functioning. 



Tip: The names of all turntables included with TS2006 are prefixed 
with "Tside Turntable". There is no turntable object category. 


Crossings 

A crossing is a scenery object that allows rail track and a road to cross each 
other. As well as being a scenery object that can be connected to the route's 
track, a crossing can also be linked up to road splines (see section 17.7.3 for 
details on road splines), as the screenshot below shows. 



Crossings support animated gates that are automatically activated as a train 
enters and leaves a proximity region surrounding the crossing. 

The operation of crossings is automated and even the Carz will stop when the 
gates are lowered for a train to pass through. 


Tip: The names of all crossings included with TS2006 are prefixed 
with "Tside Crossing". There is no crossing object category. 


Backdrops 

Backdrops are a new object type introduced with TRS2006 that are rendered 
regardless of the view distance settings. This means they will always be visible 
and won't disappear like other distant scenery items, thus making them 
suitable for scenic backdrops. 



Tip: The names of all backdrops included with TS2006 are prefixed 
with "Backdrop". There is no backdrop object category. 








11.7.3 Spline Management Functions 

The next mode to explore is Spline Mode. 
Spiines are generaliy long thin objects such as 
roads, power lines, fences and rows of trees. 
They consist of two or more "spiine points" 
denoted by white circles. These spline points 
can be piaced any distance apart and the^ 
spline object is then "stretched" between ^ 
the spline points as you place them on the ^ 
route. 

Spline Mode (S) 

To enter Object Spline mode. Click 
LMB on the large Spline Mode (S) 
button at the top left of the tab menu. 




Asphalt road 3 m no traffic 
Asphalt road 3 m no traffic 
Barbed Wire Fence 1 
Bdge Road 2 \ 

Boulevard 
Boulevard Bridge 1 
Boulevard Bridge 2 
Boulevard Bridge 3 


Add Spline (A) 

£^When you Click LMB on Spline Mode 

(S), the default selection will be Add fcESSHfc 



Spline (A). 


Click LMB on the terrain to anchor the first spline point, and Click LMB again 
some distance away to place the second spline point. You will see white circles 
at each end of the spline. These spline points determine the points of a spline 
that may be selected or moved. For example, in the picture below, we have 
paced the "Powerline B" spline on the route. 

To extend the spline further. Click LMB again on the last spline point, then 
Click LMB once more nearby to extend the spline. 

You can simplify this process by holding down the Ctrl key then placing several 
spline points. Release the Ctrl Key and place your final spline point to anchor 
the spline in place. 



Move Spline (M) 

You can move any spline point by selecting the Move Spline (M) tool 
and then Click LMB+H and dragging the spline point to a new position. 

Sometimes when you place a spline point, the spline "snaps" to a nearby 
spline point and creates a curved spline. To avoid this happening, hold the 
Shift key down when placing the spline points. This "forces" the spline point to 
go where ever you tell it to go. 

You can also use Shift-Click LMB to a spline to be placed on top of another. 
This is useful to create a right angle turnout such as a fence. 

pline (G) 

Click LMB on the Get Spline (G) tool and then Click LMB on a spline 
object already placed on the terrain. Notice that the spline object 
selected now appears in the selection window. This is a quick way of finding 
the spline you want in case you wish to place additional ones into your route. 

Change the mode to Add Spline (A) and Click LMB again on the terrain where 
you wish to place the newly selected spline object. 


m 









Delete Spline (D) 

Click LMB on Delete Spline (0) then click on a section of spline 
between two adjacent white circles to remove unwanted spline 
sections. If you delete a section that is not an end section of a spline, the 
spline will be split into two splines. 

Split Spline (Q) 

If a spline is already curved, you can split it into two sections by using 
the Split Spline (Q) tool. Simply Click LMB on the middle spline (or any 
non-end spline point) and you now have two separate splines. 

Toggle Traffic 

Many of the roads (which are splines) that you will be placing on 
your route will have vehicles (affectionately known as "Carz") 
traveling on them automatically. You will see them moving in Surveyor after 
placing the roads. Clicking LMB on Toggle Traffic turns all traffic off on these 
types of roads. Clicking LMB on the button again will have traffic resume. If the 
Toggle Traffic mode is ON, the button will be lit up in a bright green color. 
Please note that when you toggle traffic on and off, it affect all spline roads on 
your route. 

Roads are placed as splines as shown below. 







11.7.4 Advanced Spline Management Functions (Shift F3) 

Click LMB on the Advanced Menu (Shift F3) to 
access even more tools. A drop down menu is 
then revealed as shown at the bottom of the 
tool tab above. This provides you with the 
following tools. 

Spline Height (H) 

The Spline Height (H) tool can be used to raise or lower the height of 
certain types of splines (for example catenaries or road bridges). Click 
LMB on Spline Height then Click LMB+H on a spline point (the white circle) 
and drag the mouse forward or backwards. 

Delete Spline Point (X) 

Click LMB on Delete Spline Point (X) and then Click LMB on a white 
spline circle to remove unwanted spline points. You cannot delete an 
end spline point, but you can delete the whole section using the Delete Spline 
(D) tool. 

Insert Spline Point (I) 

Click LMB on Insert Spline Point (I) then Click LMB between two 
existing spline points. Notice that a new spline point is created. You may 
need to zoom in closer in order to insert a new spline point. 






Note: Don't overuse spline points as each one will add load onto your 
graphics card and may noticeably degrade performance. 


Smooth Spline (S) 

Lay a road spline down on level ground on your route using at least four 
spline points. Use Spline Height (H) to pull up two spline points in the 
middle of the road. The road now floats above the ground. 

Click LMB on Smooth Spline (S). Now Click LMB on the raised spline section 
and the spline is instantly raised up to meet the road. To make a few minor 
adjustments, click LMB again on the road a few more times. Sometimes it 










takes a few passes to get the road just right. 

Find another level untouched area of your baseboard. Next, make and texture 
a small hill using the Topology tools. 

Lay a single section of road spline over the top of hill with a single pair of spline 
points at either end. Note that it clings to the surface of the hill. Now Click LMB 
on Smooth Spline (S) and then Click LMB on the road. As shown below, this 
will level the terrain between the two spline points, thereby creating a cutting 
through the hill to flatten the road. 

Smooth Spline (S) levels the track between two spline points, bringing the land 
up or down to match the leveled spline. 



Tip: Turntables and railroad crossings are actualiy standard objects 
rather than track objects but they both have spline points so that you 
can attach spline objects such as roads and track to them. 


Tip: Piace a raii crossing as you would do a normal object and then 
connect track segments to the track spline points. Next, connect road 
spiines to the road spline points. If you have laid the crossing correctly, 
when you load the map into Driver, road traffic will stop and allow your 
trains to run through the crossing. 


Tip: To get your catenaries to match your track in an electric route, it 
is generally best to place the spline points directly on top of the track 
spline points. This ensures that the curvature matches that of the track 
and makes it easier to match the height of the track also. Whilst laying 
your catenaries, press Alt-0 to show the track spline points then hold 
the shift key to allow placement of the catenary spline on top of the 
track spline. 


Get Vertex Height 

Click LMB on the Get Vertex Height and Click LMB on the highest spline 
point on your spline. The height is displayed in the Height Value box. 

Apply Vertex Height 


Click LMB on Apply Vertex Height then Click LMB on another spline 

I 


point. The spline point is raised to the same height as you first vertex. 


This is useful for ensuring level spline segments. 


Remove Gradient 

Click LMB on Remove Gradient and then Click LMB on a spline section 
to remove the gradient between two spline points. 






11.8 



Track Menu (F4) 



iQ 


11.8.1 Track Mode Tools 

Learning how to lay track, place 
signals and create turnouts can be 
the key to running a successful 
TRS2006 Driver session. Track sections in 
TRS2006 are made up of flexible length track 
pieces created by placing 2 spline points. We 
call this "flexi-track" and it makes laying any^ 
lengths of track extremely simple. Select^ 
the Track Menu (F4) and the default 
selection will be Track Mode (T). 

Add Track (A) 

The Add Track (A) tool should already be 
highlighted, so you are ready to lay your 



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4m standard bump 

L_ Austin Cable Arch Bridge ^ 
1 Austin Cable Arch Bridge ... ^ 

J 

1 Bridge track 1t 
Bridge track 1t new 

T 

n Bridge track 2t 


W Bridge track 2t new 
1 Bridge Brick Steel It 
I 1 Bridge Brick Steel 2t 


ni 


first length of flexi-track. Click on the left or right 
arrows of the track selection dialogue to select faiblMilik 
the type of track you wish to lay, then Click LMB on the baseboard wherel- 
you want to anchor your starting point. (We suggest you start with Single 
Track). 


Click LMB again a short distance away to place another spline point. A straight 
section of track has now been laid between the two spline points. 


To extend the track further. Click LMB again on the last spline point (the white 
circle), then Click LMB once more nearby to extend the track. Unless all three 
spline points are exactly in a straight line, you will notice that the track is now 
curved. To connect two sections of track, just drag the end spline point of one 
on top of the end spline point of another and they will automatically connect. 


Move Track (M) 

To bend the track in any direction, select the Move Track (M) tool and 
then Click LMB and hold on one of the white spline point circles. Drag 


your mouse around the terrain and notice how the track bends. The shape of 
the curve is also affected by how close the spline point you are pulling is to the 
next spline points. 

Straighten Track (B) 

Click on Straighten Track (B) and then Click LMB on a bent section of 
laid track. Notice that the section of track straightens between the two 
spline points and the next track segment is also affected. 



Note: Double track cannot be straightened. 


Click again on the straightened track and it returns to a curved track. This tool 
is especially useful when creating turnouts and yards and tidying up messy 
track sections. 

Choose a different type of track by clicking on either the Track Region or Track 
Type dialogue box and scrolling down the list until you find a bridge. Lay a 
short section of bridge on the flat ground just as you did for the single track. 

Get Track (G) 

Click on Get Track (G) and then Click LMB on your original track. The 
bridge showing in the selection window is replaced by the track. Press 
"A" to change the mode to Add Track and you are ready to lay another section 
of track. 

Delete Track (D) 

Click on Delete Track (D) then click on the bridge section to delete it. 
(Note: any trackside objects you place on a track segment will also be 
deleted when the track is deleted). 




Split Spline (Q) 

Click on the Split Spline tool (Q) and click on a middle spline point 
(white circle) in the track. The track breaks in two at that point. 










Creating a Turnout 

Depending on which part of the world you live in, there are different names for 
where one section of track branches off from another. Sometimes these are 
called turnouts, junctions, points or switches. We call them turnouts in this 
document. 

This section will teach you the basics of creating turnouts. 

To create a wye turnout, begin by laying two spline points. 

Next, Click LMB to the left of your first section of track and drag the new 
section towards the existing track. 

Click LMB about halfway along the first track and the track bends to the shape 
of a turnout. You have just created your first turnout. 



To tidy up the turnout and make it look a little better, select the Straighten 
Track (B) tool then click on the lead out track to straighten the section leading 
into your new turnout. 

Add a new spline point to your turnout by going to the Advanced Menu (Shift 
F4) and selecting the Insert Spline (I). Click on the left-most track to add the 
new point. 


Use Move Track (M) to grab the new spline point and move it around until you 
are happy with the shape of the turnout. You now have a perfectly created wye 
turnout 

Note that a turnout lever has automatically been added to the Turnout. The 
Red and Green arrows indicate which way the turnout will be set when you 
begin to operate your new route. To change the turnout’s set direction, either 
Click LMB on the turnout in Mini-Map mode or use the "Junction Direction" tool 
as discussed in section 11.8.5. 

The Switch lever can be deleted using the Trackside Object Delete function. 
But you must replace it with another of your choice if the Turnout is to function 
properly. 

Later we will show you how to change turnout levers and add signals to 
complete the job. 


Tip: If you are trying to move or delete a piece of track and it won't 
move or deiete, you wiil receive an audibie beep. This means that the 
track is attached to a non-movable item such as an interactive industry 
object, raii crossing or perhaps even a ioco or item of roliing stock. In 
the case of vehicles, they need to be moved at least 2 spline points 
away from the section of track you wish to edit. 


Animated Junctions 

Animated junctions are supported in TRS2006 but cannot be created as track 
splines. Instead, you need to place an animated junction object on the 
baseboard. See section 11.7.2 for details. 




11.8.2 Advanced Track Mode Tools (Shift-F4) 

In TRS2006, there are two ways you can lay 
track. Either lay the track and bring the land up 
to meet it, or create the land, then lay your 
track over it. Well show you both ways using 
Advanced Track Menu (Shift F4). 


Click LMB on the Advanced button to drop 
down the Advanced Track Menu. 

Adjust Spline Height (H) 

Begin by laying a short section of curved track using 4 or 5 spline 
points. Click LMB the Adjust Spline Height (H) and Click LMB and hold 
on a track spline point. Drag your mouse forward and back to raise and lower 
the spline point. Raise the track off the ground, and then bring the camera 
down close to the ground to get a better view. 

As you can see below, the track spline points will have arrows attached to 
them showing you the height of the track above the ground. 




— ^^ 1 ^ — 



Smooth Spline Height (S) 

Select the Smooth Spline Height (S). Click on the raised track section 
and the ground is instantly raised up to meet the track. To make a few 
minor adjustments, click again on the track a few more times between each 
pair of spline points. Sometimes it takes a few passes to get the track just 
right. 



Find a level untouched area of your baseboard. Next, make a small hill using 
the Topology tools. 


Lay a single section of track over the top of hill with a single pair of spline 
points at either end. Note that it clings to the surface of the hill. Now Click LMB 
on Smooth Spline Height (S) and then Click LMB on the track. As shown 
below, this will level the terrain between the two spline points, thereby creating 
a cutting through the hill to flatten the track. 

Smooth Spline (S) levels the track between two spline points, bringing the land 
up or down to match the leveled track. 



Delete Spline Point (X) 

Click LMB on the Delete Spline Point (X) and Click LMB on a track 
spline point (not a spline end point as they cannot be deleted). Notice 
that the spline point is removed and the curvature is also affected. 


Insert Spline Point (I) 

Click on Insert Spline Point (I) to add a new spline point. Once again the 
track curvature is affected. Careful placement of spline points is one of 


the secrets to good track laying. But be careful not to put in too many as the 
more you have the greater the complexity of the route and the harder your 
computer has to work to give you smooth operations. 








.Get Gradient (J) 

Next, select the Get Gradient (J) and Click LMB on your raised track 
section between two track spline points. The gradient between those 
points is shown in the Gradient Value box as a percentage slope. The value 2 
means 2% or 1 in 50. 

Gradient (K) 

Enter in a new gradient value in the Gradient Value text box, then Click 
LMB on Apply Gradient (K). Click LMB on the track near your first spline 
point to raise the track. 

Now Click LMB on Undo (Ctrl-Z) and then Click LMB near the 2nd spline point. 
Notice that the gradient has now been applied in reverse. The rule is that the 
gradient is always applied "away" from the spline point closest to where you 
click. 

Remove Gradient 

Click LMB on remove Gradient and then Click on a track section to 
remove the gradient between two track points. 

Get Vertex Height 

Click LMB on the Get Vertex Height and Click LMB on the highest spline 
point on your track. The height is displayed in the Height Value box. 

Apply Vertex Height 

Click on Apply Vertex Height then Click LMB on another spline point. 
The spline point is raised to the same height as you first vertex. This is 
useful for ensuring level track segments. 

Show Curve Radius 

Next, click on Show Curve Radius then move your mouse along a track 
segment. The curve radius is shown next to your mouse cursor. The 
number is the radius measured in meters so a low number means a tight curve 
and a high number means a straighter track. 








Track in TRS2006 usually tries to "average" a curve so you can use Straighten 
Track to "end" a curve. This stops the track trying to bend back in the other 
direction. 

Even using Show Curve Radius, creating a nice curve can be a little tricky at 
first. Here are some tips. Move your camera vertically above the track and 
zoom out. Lay down five spline points in a gentle 90-degree curve. The curve 
is probably a little wobbly. 

Use Move Track (M) to straighten the ends then use the Straighten Track (B) 
to straighten the two end sections. You now have a nice consistent curve 
through 90 degrees. 

11.8.3 Building Bridges 

Bridges and tunnels work much the same way as for normal track but can be 
a little harder to lay due to the type of terrain involved. It is sometimes easier 
to make the bridges and tunnels on flat ground then move them into place. 

Select the Track Type "Bridges" by clicking on the Track Type arrow keys, then 
scroll through the list of bridges until you find the bridge type you are looking 
for. 

To place the bridge, select the Add Track (A) tool and lay the bridge just like 
you did for the track by clicking to place spline points. It is best to lay bridges 
between two hills although you can lay the bridge and then remove the terrain 
beneath it. 

Below we have placed the bridge called "Bridge Truss Spline" on some flat 
terrain. 








You can insert a spline point in the middle of the bridge using Insert Spline 
Point (I) and then Clicking LMB on the bridge section to insert the new point. 

Click on Move Track (M) and Click LMB and drag the middle spline point. This 
allows you to bend the bridge. Don't bend it too far or it will "break". Below we 
have Inserted a spline point into the middle of the bridge and curved it. 



When you depress the ground under the bridge, the bridge piers will reveal 
themselves as shown below. Note that we have painted the ground and added 
water as well. 



To create a bridge that is level, you can use the Get Vertex Height tool. Click 
on the spline point at one end of the bridge and you will notice the Height 
Value is entered into the Spline Height dialogue box. 

Click on the Apply Height tool then click on the other two spline points. This 
applies the same height to each of those spline points. 

11.8.4 Building Tunnels 

Tunnels work in the same way as bridges. Repeat the steps above but firstly 
select a tunnel rather than a bridge. For your first tunnel, lay it on a flat section 
of ground so that the hills don't interfere with the operation. (You can always 
add the hill afterwards). Here is an example of the double track "Tunnel Stone" 
placed on flat terrain. 






Once you have 3 spline points in a tunnel, select Move Track (M) and Click 
LMB and drag the middle spline point to create a bend in the tunnel. Notice 
that in TRS2006, the tunnel exits "snap" to the terrain at 45-degree 
increments. You may need to re-route your track to align it correctly to the 
tunnel entrance and exit. 

Ensure that you hide the tunnel exit properly by using the terrain Height Adjust 
tools and the track Smooth Spline tool to tidy up the entrance. 

To join track to bridges or tunnels you should always use single track (even for 
a double track, bridge or tunnel). Lay the spline point away from the bridge first 
and then move the track towards the end spline. The track will snap to the 
bridge object. Use Smooth Spline to tidy up the terrain. 


11.8.5 Trackside Object Management 



Trackside Mode (Y) 

The second mode in the Track Menu 
is Trackside Mode. Click LMB on 
Trackside Mode (Y) to change the 
Track Tab menu to the Trackside Mode menu. 

Add Object (A) ^ 

To add a trackside object Click LMB 
on the Add Cbject (A) button. The 


select the object you wish to place from the list, 
Click LMB at one or the other side at some 
point of the track. Your object will be placed 
beside the track and will be "attached" to it. So 
if you move the track it will move with it. 



Tip: Some of the most important Trackside objects are the Al Direction'- 
Markers. These are used by the Drivers for navigating (pathfinding) 
around your route. A Driver under Al control will not enter a track 
segment against the direction of the Al Direction Marker. Therefore 
these are useful for controlling Northbound or Southbound traffic etc, 
but, used incorrectiy, they can aiso provide barriers stopping Drivers 
getting to where you want them to go. 


Move Object (M) 

Click LMB on Move Object (M). Then Ciick LMB+H on a Trackside 
Object on your track. Drag your mouse aiong the track to move the 
object to a different position. 

Rotate Object (R) 

To change the side of the track for a trackside object, ciick on the Rotate 
tool (R) and Click LMB on the object. It will switch sides of the track and 
rotate 180 degrees. The direction that a trackside object faces is controlied by 











the selection of Geographic region for the route. 

Get Object (G) 

Click on the Get Object (G) tool and then Click LMB on an object 
already placed at the trackside. Notice that the object selected now 
appears in the selection window. 

Change the mode to Add Object (A) and Click LMB again at another point on 
the track where you wish to place another copy of the newly selected object. 

Delete Object (D) 

Select Delete Object (D) then Click LMB to delete a trackside object. 
Continue Clicking LMB to delete a number of objects. If you click on the 
wrong object, click on Undo (Ctrl-Z) to undo the last action and replace the last 
deleted object. 

Junction Direction (J) 

If you have a turnouts placed on your route, each should have a switch 
lever attached to it. The switch lever at a turnout has a green and red 
arrow. To change the default direction of travel (for when you drive on this track 
in the Driver module). Click LMB on the Junction Direction (J) tool and then 
Click LMB once on the green and red arrows. The direction is now changed 
(green denoting the default direction of travel). 

You can also make 3-way turnouts by simply adding a third track to the 
turnout. There are now three direction arrows. 

Define Name (N) 

Next, select the Define Name (N) tool and click again on the turnout. A 
dialogue box opens allowing you to type a name for the turnout in the 
box. Click the Check (proceed) icon to save the name and proceed. 







11.8.6 Signaling Systems 

You can place signals on your route by choosing them from the Trackside 
menu. They may be moved and rotated in the same fashion as other trackside 
structures, and like other objects, they are categorized by Region. 



Australian & UK signals appear on the left of the track, USA signals appear on 
the right. European signals vary depending on the track. 









Careful placement of signals will allow you to operate complex operations 
involving several moving consists without incident. It is important to consider 
that the signals are there to protect the trains from each other, and any 
situation where their paths may cross should be protected by a signal. 

Extended sections of single line should be relieved by sections of double track 
or "crossing loops" that enable trains to either pass or cross each other. At the 
entrance to a section of single line there can be two signals protecting the 
same block, i.e. one on each track to enable faster trains to pass slower ones. 

Keep in mind that once your train passes a signal, any following train will not 
be permitted to pass until your train reaches the next signal, so if traffic is 
going to be heavy, don't place them too far apart. 

To protect Al trains from over running terminating track, a rail end marker or 
buffer must be used. 


Note: At the time of writing, TRS2006 signals are not capable of 
detecting a train crossing a block via a diamond crossing. If you wish 
to operate a fully automated system, diamond crossings should not be 
used in the path of Al trains. However it is possible through the use of 
Trainz script to develop a signaled crossing which does control 
intersecting trains properly. It is recommended that you place at least 
one signal per track segment (i.e. between each junction). 


11.8.7 Trackmark and Trigger Management Tools 



Trackmark Mode (V) 

The third mode in the Track Menu is 
Trackmark Mode. Trackmark mode is 
used for the management of 
Trackmarks and Triggers. These are used to 
assist in setting up the rules for a session, 
which allows you to design operations for your 
route. 


; Jracks - Add trackmark 



marker 

trigger 

Track Direction Marker 
Track Priority Marker 


r. 


Click LMB on the Trackmark Mode (V) to 
change the Track Tab menu to the 
Trackmark Mode menu. 


Trackmarks 

Trackmarks mark specific points out on the 
track in a route. They are named and then used 
in Rule building. For example, they can be 
used to guide Drivers to take their trains to 
specific points on the route. They are also used to program scenarios suchl 
as those in the tutorials described in the Engineer's Guide. 




Add a red Trackmark by Clicking LMB on the center of the track where you 
would like a Trackmark to be placed. 











Add Trackmark (A) 

To add a Trackmark, Click LMB on the Add Trackmark (A) button. Click 
LMB at a point on the track. A trackmark will be placed on the track and 
will be "attached" to it. So if you move the track it will move with it. Note that 
the trackmarks will not be visible when you are operating your route. 

Trackmark (M) 

Click LMB on Move Trackmark (M). Then Click LMB+H on a Trackmark 
Object on your track. Drag your mouse along the track to move the 
to a different position. 

Rotate Trackmark (R) 

Select Rotate Trackmark (R) and the default direction of the Trackmark 
is reversed. 


Get Trackmark (G) 

Click on the Get Trackmark (G) tool and then Click LMB on a trackmark 
already placed at the track. Notice that a trackmark now appears in the 
selection window. 

Change the mode to Add Object (A) and Click LMB again at another point on 
the track where you wish to place another copy of the trackmark. 

Delete Trackmark (D) 

Select Delete Trackmark (D) then Click LMB on a trackmark to delete it. 


Define Name (N) 

To name your trackmarks so that you can find them again later on and 
use them in rules, Click LMB on Define Name (N). Then click on the 
trackmark and a dialogue box comes up where you can name the trackmark. 






Move 


objeci 




Finding a Trackmark 

To find the trackmark, use the Find Object (using the Type: Trackside to 
shorten the list if you wish) or Ctrl-F and select the trackmark from the list. The 
trackmark is located, and the screen is re-centered. This is useful for finding 
your way around the map. 

Triggers 

Similarly, you can also place Triggers, which are used when creating Rules or 
TRS2006Scripts. A trigger is point that can trigger an event such as a train 
starting off or sounding a horn. The can detect specific train passing a certain 
point and will then trigger other rules to be executed when that happens. See 
the section on Rules for more information. 


Simply Click LMB on trigger instead of trackmark in the selection list and then 
use exactly the same commands as for trackmarks to place your triggers as 
shown below. 















A trigger’s scope is defined by its radius which extends outwards from the 
trigger along the track. The default trigger radius is 20 meters and in most 
cases, this is sufficient. If needed, this can be altered and the advanced trigger 
tools in section 11.8.8 explains this further. 

For a train to be visible to a trigger, the train must be within range of the 
trigger’s radius and there must be no obstructions such as a junction which 
can block the trigger’s view. Therefore caution is advised when placing 
triggers near junctions. 

Once placed, triggers will most likely be used in session rules. Several rules 
such as Trigger Check can monitor and react to trigger so it is possible to use 
this to initiate other events whenever a train enters a trigger for example. 
Sessions are examined in section 11.14 later on in this chapter. 

Direction Trackmarks 

Direction trackmarks look exactly like regular trackmarks except they are 
yellow in color. They are used to indicate to the Al driver what direction is 
allowed on a section of track. 

Only the placement of the directional trackmarks is required. The Al drivers will 
automatically take the trackmarks into account. By placing direction 
trackmarks carefully, the Al trains can be restricted and coerced to take certain 
paths. 



Note: An Al driver will not go against a direction marker, so be careful 
where you place them, otherwise you could be blocking out a potential 
path that is needed to travel somewhere on your route. 


Priority Trackmarks 

Priority trackmarks look exactly like regular trackmarks except they are purple 
in color. They are used to indicate to the Al driver the priority level of a section 
of track. 

All trains and track sections have a priority value in the range of [1 - 3] with the 
default value being 2. This priority value does not indicate a numerical scale 
of precedence, but rather is used for matching by the Al driver. This means the 
driver will try and take the train along track sections that have a priority equal 
to that of the train. 



The priority trackmark is the mechanism used to give a track section a priority 
value. Editing the properties of a train as shown in section 11.11.1 is how the 
train priority is adjusted. 

The Al driver will automatically take into account priority values so nothing else 
further is needed apart from setting up priority values on trains and track as 
needed. 


Note: The priority system is not an explicit path setting mechanism as 
a driver will still go over tracks of differing priorities if it can’t find a path 
along track with matching priority settings. 



11.8.8 Advanced Trigger Management Tools 

The advanced settings of the Trackmark tools 
menu are used to set the radius of triggers. 

The radius defines the scope of the trigger and 
is explained in the previous section (11.8.7). 

Get Radius 

Click on the Get Radius tool and then Click LMB on a trigger. The 
trigger’s radius will now be in the text field adjacent to the button. Note 
that triggers have a default radius of 20 meters so this may not appear to have 
changed. 

Set Radius 

Click on Apply Radius then Click LMB on a trigger to apply the value in 
the radius field to that trigger. 

Adjust Radius 

Click on Edit Radius then Click LMB on a trigger and drag the mouse 
with the LMB still being held down to chage the trigger radius. There is 
no visual indication of the radius as you drag it however. Use Get Radius to 
find out the new radius of that trigger. 






11.9 Tools Menu (F5) 

The Tools Menu (F5) offers some additional 
tools for helping to create your TRS2006 world. 

11.9.1 Ruler Management Tools 

The ruler tool is used to measure track lengths, 
radius when laying curves, even the size of 
your basement or garage. 

Add Ruler (R) 

To add a ruler. Click LMB on Add 
Ruler (R), then Click LMB at your^ 
chosen point in your terrain and IS 
drag the mouse to the other end point for HI 
the ruler and release the mouse button. The 
ruler stretches out just like you experienced 
with spline objects. 




7 


Changing the Scale of the Ruler 

To change the scale of the ruler, go into the Surveyor Main Menu and choose 
Edit Route. Change the units to real Scale, HO, 00 or whatever scale you 
prefer. 


Move Ruler (T) 

To move the ruler. Click LMB on Move Ruler (T) and then Click 
LMB+H on either end of a ruler and then drag it to move that end of 
the ruler. 



Delete Rule (Y) 

Use Delete Ruler (Y) to delete the ruler. Leaving a large number of 
rulers on your route can cause severe slowdowns, so make sure you 
delete them when they are no longer necessary. 



11.9.2 Camera Management Tools 

Cameras are used in Driver to follow where your trains are going. You can 







place static cameras, which focus on a section of track until the whole train 
passes by, or tracking cameras, which pan across following the train 
movement. To select which camera to work with. Click LMB on either of the 
arrows in the middle of the tool list to switch between Static and Tracking 
camera mode. 

Place Camera (A) 

Before placing a camera, maneuver your normal viewpoint as close 
as possible to where you want to place the camera. Click on Place 
Camera (A), then Click LMB exactly where your Compass meets the 
ground. This places the camera in 3D space, and puts you automatically into 
Move Camera (M) mode. A Green box and a flashing green light appear. 

Move Camera (M) 

Use your zoom keys, and cursor keys to position the camera exactly 
as you want it placed, then Click LMB again to lock the camera in 
place. (Note that you stay in move mode until you choose to add 
another camera). Zoom out a little and you will see the 3D camera object. A 
red camera means it is a static camera, and green is a tracking camera. Below 
we see the camera view and a Red static camera. 





Delete Camera (D) 

To delete an unwanted camera, select Delete Camera (D) and Click 
LMB on a 3D camera object. Cameras have a "range" in Driver of 
150-200 meters so careful placement is required. 



11.9.3 Copying and Pasting Tools 

Another very useful tool is the copy and paste function. 

Select Area (B) 

Click LMB on Select Area (B) and Click LMB and drag to create a 
rectangle around the area you wish to copy. The white box shows the 
area that will be copied. 

Paste Mode (P) 

Click LMB on Paste Mode (P) and Click RMB to navigate around your 
terrain to the new location. Click LMB where you want the selection 
copied. 

Cancel Selection (X) 

Click LMB on Cancel Selection (X) to cancel the selection. 





Paste Height, Textures or Paste Objects 

You can control what is and is not copied and pasted. 
You can copy height, textures, objects or any 
combination by selecting and deselecting the appropriate icons. These are 
"toggle" switches. Whilst in Paste Mode, click on Paste Height, Paste Textures 
or Paste Objects to include or exclude those elements from your paste 
function. The buttons will remain highlighted in bright green if toggled "on". 



Paste Rotation ("[" or "]") 

You can also rotate your selection using Paste Rotation ("[" or "]") 



Relative Height (L) or Absolute Height (S) 

You can paste either relative or absolute heights by 
Clicking LMB on either icon to toggle between them. The 
default is absolute height. 









11.10 World Menu (F6) 

The final menu for Surveyor is the World Menu. 
Here you can see what your route looks like in 
various weather conditions and you can also 
set the clouds and lighting conditions for your 
Driver sessions. 

11.10.1 Weather Management Tools 

Weather Control ("[" or "]") 

nrrrn The Weather Control ("[" or "]") dial 
shows what your route will look like in 
rain (move the dial left) or snow 


(move the dial right). 

The Clouds text box determines which 
clouds will appear on this route. Change 
the clouds by scrolling through the list until your 
find the clouds you would like to use. Or, as in 
the illustration below, Click LMB on the current 
selection and a drop down list appears from 
which we have selected the OLD Sky. 


IMEI 



The Water text box works in the same manner, identifying the default water 
texture. 


Mastering the Lighting 

The main feature of the World Menu is the lighting clock and associated tools. 
With these tools you can set different lighting conditions for different times of 
day, creating varying moods and ambient tones. 

RGB Color Controls 

By controlling the mix of Red, Green and Blue in a 
color, you can create any color. These controls are 
used to set the color of the selected item. They will 
brightly colored when an item has been selected which can be colored. If no 
item is selected, they will be much darker in color and the dials will not be 
moveable. 

Time of Day ("+" or "■") 

The main clock is a 24-hour clock and the small red lights 
around the outside determine what the colors will look like 
at that particular time of day. Click on the 12 o'clock light 
and it will highlight and the three-color RGB dials will also 
be highlighted allowing you to adjust the color at that time 
of day. 

To choose the time of day. Click LMB+H and drag your moue or use the "+" or 
keys. Note that the lighting in your route changes as you do so that you can 
see the effect of your choice on your route. 





Tip: The "+" and are the keyboard keys between the "0" and 
"backspace" keys on your keyboard. They are not the keys on the 
number pad at the right of your keyboard. 


Ciouds Window 

In the Clouds window a white line appears at the bottom of the 
window. Ciick in the center of the Ciouds window, and the 
white iine moves to the center. Click at the top of the window 
and it moves to the top. These are the three-color bands in 
the sky that you can adjust using the RGB dials. 











Note: You must have one of the red buttons on the clock selected to 
be able to select a band in the sky. 


Let's begin with the lower band. Click on the bottom of the clouds display 
window (make sure you have one of the red lights around the clock selected). 
Now move the three RGB color dials and notice the sky colors change. Repeat 
this for the middle and upper bands. 

There are three other colors that we can change and they are ambient, sun 
and water. 


Note: Remember to repeat the processes that follow for all the red 
lights around the clock. 


Ambient Color Preview 

Click LMB on the top Ambient Color Preview box and adjust the RGB values 
to set the directional lighting primarily changing the color hue of buildings and 
other objects 

Sun Color Preview 

Click LMB on the middle Sun Color Preview box and adjust the RGB values. 
This alters the ambient lighting, primarily affecting the terrain. 

Water Color Preview 

Click LMB on the lower Water Color Preview box and adjust the RGB values. 
This alters the color of areas of water. 

Add Clock (A) 

xn To add new red lights, select the Add Clock (A) tool and Click LMB on 
the outer rim of the clock to add new "lights" as required. 


Move Clock (M) 

You can also select Move Clock (M) to move the lights to a new time 
slot by dragging them around the clock. 


Delete Clock (D) 

Click LMB on Delete Clock (D) to delete the red lights by Clicking LMB 
on them. 




Reset Colors 

If you wish to reset the RGB colors to the defaults used by TRS2006, 
Click LMB on the Reset Colors button. 



Diurnal Cycle 

To run the full 24hour cycle and see the effects, click on the Diurnal 
Cycle button. This runs the full day in around 30 seconds. Click on it 
again to stop the cycle at any time. You can also Click LMB and drag 
the hour hand to see how the colors blend over time. 



11.10.2 World Origin Management Tools 

The World Origin is a marker that you place anywhere on your route to set the 
latitude, longitude and altitude of the Origin Marker. 



You can then place Trig Stations (found in the Objects Menu) anywhere on 
your route to identify the exact lat/long and altitude of the Trig Station. Zoom 







Tip: Use the '?' icon to name the Trig Station using the format "xx 
xxx.xxx N/S XXX xx.xxx W/E" and then use Ctrl F to bring up a list of ail 
named objects. Click on the lat/iong you are looking for from the iist 
and you effectiveiy have an uniimited number of bookmarks. 


The piacing of a World Origin marker adjusts the sun position (the higher the 
latitude, the lower the sun position). We don't currently model seasons, so the 
sun position is approximated for a typical 12-hour length daylight cycle. 

Add/Move World Origin 

To add a World Origin and then move it if you wish, Click LMB on 
Add/Move World Origin (0) and then Click LMB anywhere on your 
world to add the World Origin or Click LMB+H to move it around. Having 
added the World Origin, the next two commands below will become available 
to you as well. 



Find World Origin 

To find the World Origin in your world, Click on Find World Origin (F) 
and the view will be centered on the World Origin. 


Edit World Origin 

To edit the properties of the World Origin, Click LMB on Edit World 
Origin (E) and you can set up the latitude (setting it north or south of the 
equator), longitude (setting it East or West of the Greenwich Mean Time line), 
and altitude. 







11.11 Trains Menu (F7) 

In TRS2006, you may assemble consists and 
place them on track anywhere within the world 
you have created in Surveyor. The Trains tab is 
used for this purpose. 


11.11.1 Building and Placing Trains 



Train Mode (T) 

Clicking LMB on the Train Mode (T) 
button in this tab allows you to 
assemble consists. A list of all 
engines and rolling stock is displayed below 
this button. Below the list are selection lists for 
Train Origin and Train Company. If "AH" is 
selected in both of these lists, all consists and 
rolling stock will be displayed. By selecting 
a region or company in these lists the list 
displayed can be restricted to just that 
company or just that region or both. 




Add Train (A) 

Click on Add Train (A) to enable the building of a consist. Click LMB on 
the engine or rolling stock asset in the list that you would like to place 
on the route. Note that a picture of the asset appears in the Train Viewer 
window in the bottom of the tab. If you Click LMB on the asset in the Train 
Viewer window, the picture will rotate to show you different views of the 
selected item. Click RMB+H on the item in the picture and move your mouse 
forward and back to increase and decrease the size of the item in the Train 
Viewer window. 



Click on a location on a track in your route and your item will be placed at that 
point. 


Tip: If there is a green checkmark with the letters "IND" shown in the 
lower left corner of the Viewer window, this is an indication that this is 
an "interactive" piece of roliing stock capabie of participating with 
"interactive" industries. 


Tip: There is a little red button at the top right of the list labeled the 
Favorites Toggle. If you click on this button, it turns Green and the list 
will display only those engine and rolling stock assets that you flagged 
as a Favorite using the Railyard module (described in the Engineers 
Guide). This allows you to eliminate those assets in which you have 
no interest making asset selection easier. Click LMB on the Favorites 
Toggle button once more to view all assets. 


Continue to select items to be added to your consist. Clicking LMB on one end 
of the consist or the other to add engines or rolling stock. The Red and Green 
arrows adjust to mark the ends of the consist. Note that if you Click LMB too 
far away from the end of the consist, your addition will begin a new consist. 
The Green arrow indicates in which direction the consist will move when 
moved forward when operated in Driver. 


Tip: If you want to move the consist that you are building to another 
point on the track, use the Move Consist function available by 
switching to Consist Mode (described below) 


Rotate Train (R) 

Click LMB on Rotate Train (R) to enable rotation of the engine or cars 
in a consist. Once enabled. Click LMB on any engine or car in a consist 


to change the direction in which it is facing. 


Get Train (G) 

Click LMB on Get Train (G) to enable you to quickly find a copy of an 
engine or car already placed on the track. Once Get Train (G) is 


selected, Click LMB on any car in any consist on the route and that car will be 






selected from the list in the Trains tab and displayed in the Train Viewer 
window. This makes it easy to find any engine or car if you wish to add more 
of them to the route. 


Delete Train (D) 

Click LMB on Delete Train (D) to enable you to delete any engine or car 


i already placed on the track. Once Delete Train (D) is selected, Click 
LMB on any engine or car in a consist on the route and that engine or car will 
be deleted. The consist will shorten if necessary to close the space taken by 
the car or engine and keep the consist intact. 

Decouple Carriage (X) 

Click LMB on Decouple Carriage (X) and then move the cursor to a 
point near the connection between two items in a consist until an image 
(colored Red) of a coupler appears. Click LMB on the coupler and it will be 
seen to open. Additional Green and Red arrows will appear above the point of 
uncoupling to mark off the two consists that have now been made from the one 
original consist. 


Note: To re-couple these consists or any two trains, use the Move 
Train (M) button described a bit later. 


Edit Properties (P) 

H Each engine or car in TRS2006 can be assigned properties. Click LMB 
on Edit Properties (P) to enable the setting of properties for engines and 
vehicles. Click LMB on an engine or car in a consist on the route and a new 
Properties window opens up. 



A name will be assigned to the engine or car by adding a number to its name 
as found in the list of locos and cars. You may change the name to any unique 
name that you wish. Names for locos and rolling stock persist only for this 
particular session. 

You may also change the running number for an engine or car by Clicking LMB 
on the underlined text after the words Running Number. A new window opens 
in which you may enter the number of your choice. If the engine or car has 
been designed with a number that is changeable, the number will change to 
match your selection. 







11.11.2 Train Management Tools 



Consist Mode (C) 

Click LMB on Consist Mode (C), onel 
of two large buttons at the top of the I 
tab, to enable the placing ofl 
complete consists available in the list of| 
consists below the button. 

A consist window appears at the bottom of the 
screen which display the currently selected 
consist in the list at the top of the tab. 

Click LMB on any consist in the list and it will 
appear in the consist window for your 
reference. 

You can Click LMB on any of the vehicles in 
the consist window to change their 
direction. Click LMB and hold on a vehicle 
and drag it outside of the consist window to 
remove it from the consist. 


I Passenger HST BR 

I Passenger Super Chief 
' Passenger Indian Pacific 
Freight US 1500t 
Freight US SOOt 
Freight US 3000t 
Passenger HST BR 
Passenger HST MML 
Coal UK soot 



Rename Consist Template 

I Click LMB on the Rename Consist Template (large gray 
I colored button labeled "Rename" under the consist list) 
button to rename the consist currently selected in the list. A window will open 
up in which you may do the renaming. 


Delete Consist Template 

Click LMB on the Delete Consist Template (large grey 
colored button labeled Delete under the consist list) button 



to delete the consist currently selected in the list. A window will open up in 
which you will click on the Yes or No button to confirm or deny the deletion. 


Add Consist (A) 

Click LMB on Add Consist (A) to add one of your chosen consist to your 
choice of points on the route. Click LMB at any point on the track to 


place the complete consist there. 


Move Consist (M) 

Click LMB on Move Consist (M) to enable you to move any consist on 
your route along the track to adjust its starting position. Click LMB+H on 


any consist to move it back and forth along the track. 


To join two separate consists together, move one consist along the track until 
it touches the other consist then release LMB. The two sets of associated Red 
and Green arrows that marked out the will then combine into one set for the 
new consist. 


Rotate Consist (R) 

Click LMB on Rotate Consist (R) to enable the rotation of any consist 
so that it is pointed in the other direction. Click LMB on the consist to 
change its direction. The Red and Green arrows will also switch positions to 
reflect the rotation. 


Get Consist (G) 

Click LMB on Get Consist (G) to enable the addition of newly built 
consist to the consist list as well as the quick selection of copies of 
consist already on the track from the list of consists. Then Click LMB on any 
consist on the track. 


If the consist is already in the consist list, it will be selected in that list so that 
it is easy for you to add a copy of that consist to the route. 


If the consist is not in the list (likely because you have assembled and placed 
it previously in Train Mode, you may now give it a name in the window that 








opened up and the consist will be added to your list for future use. This is a 
great way to build up a list of your favorite consists for use on many different 
routes. 


Tip: When you name a consist, that name persists in the consist 
inventory across other routes and sessions where it is used. 


Delete Consist (D) 

Click LMB on the Delete Consist (D) button (not to be confused with the 
big gray colored Delete Train Template button in the middle of the Tab) 


to enable the deletion of consist placed on the track. Then Click LMB on any 
consist to remove it 


Decouple Vehicle (X) 

Click LMB on the Decouple Carriage (X) button to enable the 
decoupling of parts of a consist to break them up into smaller consists. 
Then Click LMB on the coupler icon that will appear when you move the cursor 
between cars or engines in a consist. You will see that the red and Green 
arrows will show that you now have two consists. Use Move Consist (M) to 
move them apart if you wish. 

Change Heading (H) 

Click LMB on the Change Heading (H) button to enable the changing of 
ISrl the heading of a consist. Then Click LMB on any consist and the Green 
and Red arrows will move to opposite ends of the consist setting the direction 
that will be forward when the consist is started in Driver mode. 


11.12 Surveyor Title Bar 

The Title Bar appears at the top of the Surveyor screen and has several tools, 
plus the Main Menu drop-down box. 








The Title Bar is set to hide by default. Moving your mouse to the top of the 
screen will display the Title Bar. 

Quit (Esc) 

I The Quit button is not really part of the Title Bar as it is always there 
I regardless of whether the Title Bar is visible. However when visible, the 
Quit button sits on top of the Title Bar. 


Surveyor Menu 


Surveyor Main Menu 

Clicking on the word Surveyor on the title bar opens up the 
Main Menu drop-down box. Full details on these menu 
options are listed in section 11.13. 

Quick Drive (Ctrl-F2) 

The Quick Driver button is shortcut that you can use to run the current 
IbI session in Driver. This can be handy for session creators who can jump 
quickly into their session and test it without having to quit Surveyor. 


Edit Session Ruies 

This button opens up the Edit Session window where the rules that 
define a session are added and configured. See sections 11.13.7 and 


1 .14 for further details on this window. 


Content Search Filter 

Clicking on this button opens the Content Search Filter window which 
you can use to define you own filters for use in the asset lists found 
across the various tool menus such as Qbjects, Track and Trains. 











To create a new search filter, select a Region and enter the Author and an Era 
if desired (1980s, 1990s etc.). The main text field is keywords for the filter to 
use when finding assets. 

For the sake of an example, just enter the word "airport". To save this custom 
filter. Click LMB on the text field next to the "Search Filters" field at the bottom 
of the window. Scroll to the top of the pop-up list and Click LMB on the 
"Save..." item. 



World of Trainz 
TrainzLand 

Trainz Harrowgaugers 
Trainz Eastern Routes 
Swedish Trainz Worksh... 
Steam Locomotives / T... 

Signils 

Razarbac^ P.3!'r"3j?s 

RailsimUK 

EustDnn 


When the name entry box appears, enter in a name for the filter and Click LMB 
on the check icon. Close the Content Search Filter window be clicking on the 
"X" in the top left corner and return to the main Surveyor screen. Open up the 
Objects menu (F3) and select your filter. Click LMB to select your category and 
note how the only assets in the object list are airport assets. 

Undo (Ctrl-Z) and Redo (Ctrl-Y) 

Undo and Redo are very useful functions for clearing up 
mistakes and recovering deleted objects etc. The 
number of levels you can undo or redo is determined by your computer 
memory. To use, just click on the appropriate Icon and your last step is Undone 
or Redone. If you have done a number of things quickly, such as painting a 
number of textures, be aware that these may all be become undone in one 
click. 

Bookmarks 

Bookmarks are used to set a location on your 
map that you want to return to later. To set a 
Bookmark, right click on the first Bookmark icon and notice that it changes to 
a green color. This sets that bookmark at the point where the compass is 
located. 

Navigate to a new area on the map and Click RMB on the second bookmark 
to set it to that location. To recall the first bookmark. Click LMB on the first 
green icon. The map is re-centered to the original location. 

You can also set and recall Bookmarks using Ctrl-1 through Ctrl-0 to set the 
bookmarks and use keys "1" to "0" to recall them. 

Wireframe View (F9) 

The Wireframe View button (F9) replaces the textured terrain with a 
see-through wireframe. This mode is useful for seeing what lies 
beneath the ground such as under hills when placing and moving tunnels. Use 
F9 again to return to the regular view. 












Lock Menubar (F10) 

You can lock the Menubar by toggling the Lock Menubar icon in the 
upper left corner of the screen. If it is locked, the Menubar will always 
be there for easy access. To hide the Menubar again, click again on the Lock 
Menubar icon and move your mouse to the bottom of the screen and it will 
disappear shortly. 


Surueyor Menu 


11.13 Surveyor Main Menu 

There are additional functions in Surveyor that 
are located in the Surveyor Main Menu at the 
top of the screen. To open the Surveyor Main 
Menu, Click LMB on the word Surveyor on the 
main Title Bar. (If the Title Bar isn't visible, 
move your mouse cursor to the top of the 
screen and it will drop down). 

11.13.1 Creating and Saving Routes & 
Sessions 



New Route 

Click LMB on New Route to replace your existing route with a totally new 
route. You will be asked to Save if you have made changes to the route that 
you were working on. In the Create a New Route window that next opens up, 
enter or select the following information: 


CREATE A HEW ROUTE 

Route name : 

Session name : | 

Geographical region : ^ [| 


\ United States 


The spectacular land of Mustang, 
metropolis and margarita; 
of the glamorous extra fare 
passenger express, and the 
legendary Pullman Porter. 

From the bright lights and 
bustling crowds of the American 
city, through sprawling suburbia. 


Working scale : ^ 

Working units : ■ 


I 










Give the new route a Route Name (replacing the name New Route and give 
this instance of the route a Session Name as well. This allows you to have a 
single route with multiple instances of it available. For example, you may have 
different sets of trains in different sessions. The options are endless. 

Select a Geographical Region from the list for your route. One impact of 
selecting a region is that the cars will drive on the appropriate side of the road 
for your region. It will also affect the default latitude and longitude settings for 
the World Origin, the placing of Trackside objects and the default selection of 
Metric or Imperial measures. 

Set the Working Scale to Real Scale if you wish to develop a virtual railroad 
rather than a scale model one. This setting affects the markings on rulers that 
you can use to size things up on a route as you build it. If you select HO scale 
instead for example, the rulers will measure distance in actual inches or 
meters in HO scale. If you are developing a virtual version of a model railway 
select the appropriate scale. 

Set Working Units to metric or imperial measures as you wish. This will affect 
the measurements used when displaying the operating conditions in the 
engines as you are operating them. 

Save and Save As 

Use Save if you simply want to save the route and session that your are 
working on with the same names that you saved them with last time. 

Use Save As if you wish to save either the route or the session you have 
created with new names. 

In either case you will see one or more of the following menus appear 
depending on where you are in the route and session building process. Note 
that the buttons that the items that you select have green buttons. If you 
cannot click on a red button to turn it green, it is because that option is not 
available to you at this time. 



If you wish to save it with a new name, click on the name New Route and a 
drop down menu appears as follows. 




Save 


Please enter a name for the new 
route and session. 


0 Saue new route and session: 


1 Hew Route I 

AA HTML-Tests (C) 


ATest (C) 


Banks Heath 


British Midlands 


British Midlands 2 










You may now either type a name of your choice on top of the New Route name 
or you can click on any of the names in the list below if they have a (c) beside 
them. The (c) beside the name means that this is a route that has been 
created earlier by yourself or is a downloaded route created by someone else. 
The Names in dark black type such as "British Midlands" are routes that came 
with the TRS2006 product and cannot be overwritten. So you have the option 
of clicking on any of the routes with a (c) beside them if you wish to overwrite 
them with the route you are working on now. If you do choose to overwrite a 
route, you will see the following menu: 



Click LMB on Yes or No depending on which choice you would like to make. 


Tip: Be careful when overwriting a route as the route being overwritten 
is erased forever. Some route builders chose to store successive 
versions of a route with a different name or with a version number so 
that they can recover a prior version if they wish. 


WARNING; If you Save As and use the same name for the Route 
you have just edited and Click LMB on the green tick you wiii get 
a diaiogue box appearing that asks if it is OK to overwrite the 
route, If you Click LMB be aware that aii dependent Sessions for 
that Route wiii be iost. if you don't want to be in danger of iosing 
Sessions choose a different name for the Route. As the Routes 
that come with TRS2006 cannot be overwritten, this warning does 
not appiy to Sessions dependent on these Routes. 



Do you wish to create a new route 
or ouerwrite the existing route? 

9 Save new route and session: 
Hew Route 

0 Ouerwrite existing route and: 

4 Do not saue session 
0 Ouerwrite existing session 
9 Create new session: 


Default 



If this variation of the menu appears, you now must decide if you are going to 
override the route and the session information or just the route information. 
Click LMB on one of the buttons to the left of the following three options. 

Do Not Save Session 

This will save the route as you now have developed it but will not replace the 
session information such as the trains placed on the route and the information 
you have modified using the Edit Session menu item described below. This 
allows you to save just the route that you are working on with the same name 
as you loaded it with. 

Overwrite Existing Session 

This will save the route as you now have developed it and it will also replace 
the session information such as the trains placed on the route and the 
information you have modified using the Edit Session menu item described 
below. The existing session information will be overwritten. 




Create New Session 

This will save route as you now have developed it. 


also create a new 




session with information such as the trains placed on the route and the 
information you have modified using the Edit Session menu item described 
below. So now you will have a route with more than one session saved for it 
as the Session you loaded the route with will continue to be saved as well with 
the old name. 

If you choose this option, enter a new name for your session in the field 
provided. 


Tip: One of the great features of TRS2006 is that you can save many 
different operations session setups with a given route. E.g. an early 
morning passenger run or a midnight freight haul. 



If this menu appears, you may save the new route and session with the current 
route name (New Route) or you can click on the field and enter a new name 
for the route. The existing session (Default) will be stored with the new route. 





Save Session 


Do you wish to overwrite the existing 
session or create a new session? 


0 Overwrite existing session 
^ Create a new session: 


Hew Route 



When this menu appears, you have the option of overwriting the existing 
session information or creating a new session. Click LMB on the red button to 
the left of Create a new session and enter a new session name by Clicking 
LMB on the field below it and entering a new name. Note that a drop down list 
of existing sessions appears. You may select one of these for overwriting if you 
wish. 



If you select Save or Save As and there have been no changes since the last 
save operation, this message will appear. Click LMB on OK to return to 
Surveyor. 

11.13.2 Delete Missing Assets 

Delete Missing Assets will remove any links to missing objects. This may have 
occurred if you have downloaded a new map and don't have all the custom 






content installed, or have older content that is not compatible with your version 
ofTRS2006. 



This menu will appear asking you to confirm or deny the action. 

11.13.3 Mini-Map (Ctrl-M) 

Click on Mini-Map to bring up an overview of your current map. Ctrl-M is a 
quicker way of bringing up this map. You can also toggle the Mini-Map on and 
off using Ctrl-M. 



Whilst in mini-map mode, you can navigate around the terrain quickly by 
zooming out and Clicking RMB to move the baseboards around the screen. 


There is also the ability to show/hide certain types of items in the Mini-Map 
view. Click LMB on the "Map Display Options" text in the top left corner of the 
Mini-Map window and select/deselect the items you want to show/hide as 
desired. 



Click on the "X" in the upper left corner of the Mini-Map to close this window. 




11.13.4 Find Object (Ctrl-F) 

Find Object (Ctrl-F) brings up a dialogue box that lets you type in the name of 
an object. The map will be re-centered if any "named object" with that name is 
found. An error is displayed if there is no object by that name. 



Only certain objects can be named such as turnouts, signs and stations. By 
selecting a type other than "AH" you can narrow down your search. 



11.13.5 Merge Route 

Merge Route is an important tool for joining one saved route to another. Select 
Merge Route and a list of all your saved maps are displayed. 



Choose which map you would like to join to the current map from the list and 
click on the Check Mark. You will see the baseboards from both maps and red 
shading on the baseboards where the current map and the new map overlap. 







Use the four small arrows at the bottom of the box to move the map to be 
merged left, right, up or down and use the four white arrows on the mini-map 
to navigate around the mini map. Click LMB on Proceed once you have 
uncovered all the red overlapping sections. 


Tip: You cannot rotate a new map but you can join to it on any side. 
Large maps will take some time to merge. Before merging, rotate the 
camera so that you are facing North. This helps you understand which 
side of your existing route you want to join to. 


Once you have merged two maps, you will have to edit the joins to smooth out 
different level terrain, and also to join track from the old section to the new. 

You can change the map name, scale or measurement units using the Edit 
Project dialogue box. 

11.13.6 Edit Route 

Click LMB on Edit Route and a window opens in which you can modify the 
properties associated with a route. This is the same screen that appears when 
you clicked on Create New on the Surveyor main menu. 



You may now change the Route name, add a Description, change the Working 
scale and the Working Units (which were discussed above in section 11.13.1). 

11.13.7 Edit Session 

Click LMB on the Edit Session item to open up the Edit Session window. This 
window is where sessions are constructed and configured using with rules. A 
default minimal session with several basic rules is already provided. 



Further details about this window and how it is used to construct a session can 
be found in section 11.14 of this manual. 

11.13.8 Performance Tuning Options (Ctri-T) 

One of the most important menu options in the Main Menu is the Performance 
Tuning option (Ctrl-P). Here you can see how to adjust the settings to improve 
performance depending on your PC specifications. In general, if your frame 
rate is too slow then adjust the sliders towards the left. These setting are 
discussed in more detail section 7.3 of this manual. 







1 1 .1 3.9 Surveyor Options (Ctrl-0) 

The Surveyor Options menu (Ctrl-0) provides different defauit behaviors for 
the TRS2006 interface. You can adjust the mouse scroliing speed and aiter the 
way the keys work. 


Surveyor Options 
compass speed : ^ 


compass movement : ©keys 

0 mouse 

camera behaviour : Q panning 

^ rotation 

fixed track vertex height : 0 on 

Coff 

spline point rotation : 0 on 

Qoff 

function keys open panels : 0 on 

Qoff 

randomly rotate new objects : 0 on 

Ooff 

contextual information : 0 on 

Ooff 

auto place switches : 0 on 

Qoff 



✓ 


If the mouse is moving too fast for you when you hold down the RMB, adjust 
the Compass Speed slider to the left. 

Select the keys option for Compass Movement to use the cursor keys for 
moving the compass. The mouse will then move the camera. 


Select Panning as the default Camera Behavior and the map slides left or right 
when you navigate around the terrain. Rotation means that the map will rotate 
slightly as you navigate. 

Fixed Track Vertex Height if set to On ensures that as you lay track, the spline 
points are "fixed" at that height so that when you adjust the terrain height, the 
track doesn't move. You can then use Smooth Spline to adjust the terrain and 
Adjust Spline Height to move the spline points up or down. 

With Spline Point Rotation set to Off you can turn the white circles from 
spinning to static. 

You can set the Function Keys Open Panels so that the Function Keys (F1, 
etc) open the panels by turning this option On. If you set this option to OFF, 
the Function Keys will enable that panel but will not open the panel. Once you 
know all the hotkeys, this function can speed up your map making. 

Use Randomly Rotate New Objects when you are placing forests etc. You may 
want to switch it to Off when laying rows of houses. 

Contextual Information determines the level of help graphics that displays in 
Surveyor. Set it to Off and only the current Menu graphics are displayed, (e.g. 
Track spline points won't display whilst the Texture Menu is open). 





11.13.10 Help System 

There is also a Help option in the Main Menu. The Help text menu that 
appears describes the various functions of each of the keys in Surveyor. 



11.14 


Session and Rules Management 


11.14.1 Introduction 

One of the powerful features of TRS2006 is the ability to apply Rules to a 
Session. TRS2006 ships with some standard Rules to get you started, but like 
other assets, new Rules will become available for download enabling you to 
expand the possibilities. 

What can rules do? Well they can set basic parameters in a Session including 
which driver is in each Train, the weather state, control method, set up industry 
dependencies, what Driver Commands are available in the Driver Module and 
set the time and time rate. 

They can also be combined, so that when a particular train hits a trigger the 
weather may change or a sound may be played. 

Then there is the ability to pull HTML pages and sound files into the game. On 
top of that the Rules can be arranged to occur in a particular order. 

All of this adds up to an open-ended system to manipulate the Driver 
experience, even for someone who has no real programming experience. We 
expect Rules to be one of the strongest features of TRS2006 as there really is 
no limit to what can be done using Rules. 


Note: If you don't want to have anything to do with Rules (Keep It 
Simple) then fear not, a default set of rules including assigning Drivers 
to Trains is automatically saved when you save a Session in Surveyor. 


In this section we will describe how to use the Edit Session interface to add, 
delete and edit rules. The rule themselves are a large complex topic with their 
own document known as the "Session and Rules Guide" which is available 
from the Trainz website. 






11.14.2 Edit Session 

Recall that a Session is different from a route as it may include for example 
different trains. Click LMB on Edit Session on the Surveyor Menu and a 
window opens in which you can modify the properties associated with a 
Session. From here, you may change the Session Name, add a Description, 
and the operating Rules to be used in this session. 



11.14.3 Adding Rules 

Click LMB on the Add Rule button (labeled "Add") to add a new rule to the 
session. A window opens up with the set of rules that you can choose from. 
Click on any one of the rules to add it to the list of rules to be included in this 
session. 

Once you have added the rules you want, it is time to edit them to make them 
specific to your needs. See the individual descriptions of the major rules below 
for guidelines on editing them. 




! the starting optior 



M list of drivers fo 



■hMl commands 


Simultaneous List 
Startup Options 


Trigger Check 
Trigger Rule 
Variable Check 
Variable Modify 
Variable Modify Continuo.. 
Variable Show 
Vehicle Physics 
Wait for Camera View Mo.. 
Wait for Click on HUD Icon 



11.14.4 Editing Rules 

Each rule may have a number of parameters associated with it that need 
configuring in order to modify it to your requirements. Highlight the Rule in the 
list that you wish to modify and Click LMB on the "Edit" button to bring up the 
Rule's Properties Window. All editable parameters are made available to 
configure in this window. By clicking on the available hyperlinks, you can edit 
the rule’s parameter. 



^Accept all trains 

)Accept trains matching specific criteria 


..Check 


□ Trigger only once 

□ Wait for child rules to complete even if no trains are present in rule triggers? 

□ Only activate when the entering vehicle of the train is heading forward into the trigger. 

Triggers List 

Add Trigger 






[151j 










You can also edit the name of any Rule by Click LMB on it's text descriptor and 
typing in its new name. This can help identify a particular Rule in a complex 
Rule arrangement. Note that it is possible to have multiple rules of the same 
type in a session where each rule instance has its own configuration. 

11.14.5 Managing the Rules 

The Rules in your Rules List can be further manipulated by the four command 
buttons at the bottom of the Edit Session window. 

The Outdent, Indent, Promote and Demote commands are used to order the 
Rules in a Hierarchical and Ordered fashion. 

Some rules (like the Trigger Check Rule) require indented child rules 
immediately below them. This determines what happens when the Trigger 
Check Rule is activated. Other rules, like the Ordered List Rule also use child 
rules below them to fulfill its purpose. The child rules below the Ordered List 
Rule can be re-ordered by using the "Promote" and "Demote" buttons to alter 
the order in which they are executed. 

As you can imagine the combinations are limitless. 

You can also Delete Rules altogether by selecting the Rule with a Click LMB 
and then Click LMB on the "Delete" button. 

Outdent (Rule) 

To Outdent a Rule by one level select the Rule by Click LMB to highlight 
it and then Click LMB on the "Outdent" button. This removes the Rule 
from dependency upon the Rule it was Indented under. 


Note: Be careful here as Rules subsequent to the Outdented Rule that 
are Indented will now only be executed if the Outdented Rule 
conditions are met. Use the "Promote" and "Demote" buttons to re- 
order the Rule List if this is not the desired outcome. 


Note: The top level of the Rule Hierarchy is reached when the Rule is 
lined up as far left as it can get (Further presses of the Outdent button 
have no effect). 


Indent (Rule) 

To Indent a Rule by one level select the Rule by Click LMB to highlight 
it and then Click LMB on the "Indent" button. This makes the selected 
Rule dependent on the next higher Outdented Rule above it. The indented 
Rule will not be executed unless the Rule next up in the Hierarchy is activated. 

Promote (Rule) 

I To Promote a Rule up the Rule List select the Rule by Click LMB to 
^=-| highlight it and then Click LMB on the "Promote" button. Once the Rule 
las reached the top of the Rule list it can no longer be Promoted. 


Demote (Rule) 

ZIT1 To Demote a Rule down the Rule List select the Rule by Click LMB to 
highlight it and then Click LMB on the "Promote" button. Once the Rule 
las reached the bottom of the Rule list it can no longer be Demoted. 


Delete (Rule) 

If you want to remove a Rule from the list select it by Click LMB on it and then 
Click LMB the "Delete" button. A dialogue box pops up confirming the deletion. 
Click LMB the "Yes" button to confirm the deletion or Click LMB the "No" button 
to cancel. 






12 - Engineer’s Guide 

12.1 Introduction to the Driver Module 

Driver is a lot more than just a driving simulation. First, you get to explore the 
tracks from behind the throttle, from trackside as trains come thundering past, 
from a bird's eye view tracking along with the trains or from a free-roaming 
camera. 

Then you can switch to an overview map and control all the junctions and 
monitor signals and traffic flows. Running multiple consists, you can control 
each train yourself, letting the computer Al system control the trains as you 
control the switches. 

You may also operate in accordance with the waybill system. This system 
issues waybills for resources that need to be delivered to and from various 
interactive industries in order to maintain the operation of these industries and 
the railroad. 

12.2 Entering Driver Directly from Surveyor (Ctrl-F2) 

Before we explain how you normally launch a driver session in TRS2006, let 
us alert you to a handy feature for those of you who will be building your new 
or modified routes and sessions in Surveyor. 

In the middle of your Surveyor construction session, you can now try out your 
new route and session simply by hitting "Ctrl-F2". This will transfer you directly 
into Driver. When you leave Driver mode, you will automatically return to 
Surveyor so that you can continue to work on your route having tried it out. 
This avoids your having to save your session and then exit Surveyor to load 
your session into Driver. 

Please note that on your way back from Driver, you will be asked if you wish 
to save your session for reloading in future just as you might do in a regular 
driver session. 


Now, let's get on with the normal approach to launching into driving trains. 


12.3 Launching the Driver Module 

Click LMB on the TRS2006 icon on your desktop or start the TRS2006 
program from the Start Programs function in Windows. You will then see the 
loading screen with a randomly chosen TRS2006 hint and a rotating gear in 
the bottom right corner that keeps rotating as Trainz loads. 


Whilrohd Simulr tor 

fMOR^REALISTIC PHYSJCS ^ 

^hhancedj^eelslip and Coupler Breakage physics offer a more'^ 


FT ^h^n^nrtir i/n rirn/inrt narianna 





Tip: The loading time will vary with the amount of custom content that 
you download into the system. It will also take longer after you have 
added custom content as TRS2006 then rebuilds its "cache" files to 
include the new content. 


The TRS2006 Main Menu then appears as shown below. There are four 
modules to choose from: Surveyor, Driver, Railyard and Trainz Exchange. 





Click LMB on the button to the left of Driver to launch Driver (or press the "D" 
key). The following Driver Main Menu now appears: 



On the Driver main menu you will see a list of available Routes and Sessions. 
When you Click LMB on a Session you can view the information (if any) 


contained in the Description window. Choose the Session you want to load 
into Driver by clicking LMB on it, then Click LMB on the "Load" button at the 
bottom of the screen. 



To load a saved Driver session, Click LMB on the "Saved Session" button and 
a screen loads which lists all of your saved Driver sessions. Click LMB on the 
one you want to load to highlight it and then Click LMB the "Load" button at 
the bottom of the Screen. 










Click LMB on the Routes button to return back to the Driver Main Menu screen 
with the route/session selection. Expand the list of sessions for the "British 
Midlands 2" route. Select one of the two tutorials and then Click LMB on the 
Load button on the bottom right corner of the screen. Trainz will load the 
session for the chosen tutorial and you will find yourself outside a coal train 
with an instructions window to guide you through the tutorial. 


12.4 Tutorials + Manual = Fun 

To help you get into the various activities available to you In the Driver mode 
we have included six tutorials. They are: 


Tutorial 1 - Controls 
Tutorial 2 - Waybills 
Tutorial 3 - Diesel Cab 
Tutorial 4 - Steam 
Tutorial 5 - Drivers 
Tutorial 6 - Commodities 


(British Midlands 2) 

(British Midlands 2) 

(City and Country USA 2) 
(Outback Australia 2) 
(Highland Valley Industries) 
(City and Country USA 2) 


Note: The tutorial sessions take place on several different routes and 
won't appear in order on the Driver Main Menu. To get to a tutorial, find 
its corresponding route in the above list and expand that route in the 
Driver Main Menu. 


We will refer to each of these tutorials in the relevant section. You can use the 
tutorials to get an "in-sim" handle on how to control your railroad, whether you 
are driving a steam locomotive across the American Midwest, climbing the 
Alps in a powerful electric locomotive or acting as a yardmaster in a busy 
industrial belt route. 

This section of the manual complements the tutorials by giving you "blow-by- 
blow" descriptions of the controls and information you have at your command 
while in the Driver module. 

First though we will go through the common interface items to all Driver 
sessions. 


12.5 


Anatomy of the Driver Screen 


12.5.1 Introduction 

Let's take a look at the Driver Screen and where you can find the information 
and controls you need. We're going to select one of the tutorials and use it 
to demonstrate the common features of the Driver Screen. 

At the Driver Main Menu select the "Tutorial 1 - Controls" session from the 
"British Midlands 2" route. Load it by Clicking LMB on the "Load" button at 
the bottom of the screen and it will begin to load the session. 


Current Speed: 
Speed Limit: 
Time: 

40 mph 
11:36:34 





The Tutorial 1 session does not have any train driving in it, but rather it is a 
guided tour of the Driver module’s key interface components. 

12.5.2 Driver Menu 

At the top left of the screen is a drop down menu known as the Top Menu. It 
only appears when the mouse pointer approaches the top left of the screen. 






12.5.3 HUD Panels 

At the top right of the screen are the Heads Up Display Panels. Depending on 
whether you are in DCC or Cabin control mode it displays different information 
relating to the currently selected train. It is also where you will find the camera 
control panel, the train's current speed and the speed limit for the section of 
track the train is on. 


Current Speed: 0 mph 
Speed Limit: 40 mph 

Time: 07:58:31 



12.5.4 Driver Selection Panel 

On the bottom left is the Driver Selection Panel. The picture at the bottom is 
your currently selected Driver. 



By clicking on the Driver’s picture, you can see a list other available drivers (up 
to seven). 


12.5.5 Tool Panel 

Finally on the bottom right is the Tool Panel. Here you'll find the waybill, 
loading, uncoupling and map buttons. 



12.5.6 Hiding the Interface (F5) 

You can remove all the interface displays and panels from the view screen by 
pressing the "F5" key. Pressing the "F5" key again re-displays the interface. 

12.5.7 Screenshots ("Print Screen" or "PrtScr") 

Want to do some virtual railroad photography? To take a "shot" of the screen 
press the "Print Screen" key ("PrtSc" on some keyboards). The picture is 
saved as a .TGA graphics file to your TRS2006 directory in the Screenshots 
folder. Screenshots are stored in sequential order starting with the filename 
"Screen_001.tga". The next screenshot will be saved as "Screen_002.tga" 
and so on. 

Use a graphics utility program to convert the TGA file to other file formats as 
you require. 


Tip: You can use the Hide the Interface (F5) toggle to maximize your 
view of the action when taking screenshots. 


12.5.8 Throwing Switches to Set Turnouts 

Turnouts determine the direction your train wili take. You can identify turnout 
control switches by a transparent green/red arrow hovering over a red circie. 
The green arrow indicates the direction the turnout is set to. 





If you have On Screen Help activated then the switch names and the turnout 
direction will be visible at all times. If not you will need to move the mouse over 
the turnout control switch to see its name and the turnout direction. The switch 
controlling the turnout may be set back a little from the actual place where the 
track meets, but will always be on the side where the two (or three) tracks 
combine to form one track. 



To change the turnout's direction all you need to do is Click LMB on the green 
circle below the green/red arrow. The switch throws the turnout and the 
green/red arrows change to reflect the turnout direction. 


Note: If you are in the Cab View, hold the Ctrl key when you Click LMB 
on the turnout switch. 


There may also be three-way turnouts. In this case there are three arrows. 
Two will be red and one will be green indicating the direction the turnout is set 
to. Each Click LMB on the turnout controlling switch cycles through the three 
directions: left, right or straight on. 

You can also change the turnout direction of the next and previous turnout 
relative to the currently selected Consist. Press the "J" key to switch the next 
turnout or press "Ctrl J" to switch the previous turnout. 


In the Map View (see sections 9.3.5 and 12.8.4) you can also see the turnout 
names and the directions they are set to. 


--0.QC -0 21 


-Junction 3231 


You can Click LMB on them to change their direction. Signal states 
immediately respond to reflect the change in turnout direction. This is very 
useful for planning your train's movements as you can also observe the 
location/movements of other consists and the location of industries. 

12.5.9 Operating Turntables 

Turntables are functional in TRS2006. To operate a turntable Click LMB on 
one of the red curved arrows either side of the turntable platform to rotate the 
turntable in that direction and line up with the next available track. The curved 
red arrow turns green to indicate the turntable is moving. 






Note: The turntable platform will line up with the next available track 
at either end of the turntable platform. 


12.5.10 Signaling System 

The standard TRS2006 signaling system is based on an elementary controlled 
block principle. The network is divided into blocks in both directions, all of 
which are protected by signals. 



Indications are as follows: 

Green - Line Clear 

The next signal is either green or yellow, proceed at normal speed. 

Yellow - Caution 

The next signal is red, proceed at low (half) speed. 

Red - Stop 

The block is occupied, terminates, or is closed. 

All of the signals are red unless a train is approaching one, when it will turn 
green to allow passage of the train. There are several reasons why a signal 
may not be showing green in the presence of a train: 


1. The line may terminate or be closed, meaning a set of points or 
turnout within the block it protects is set against it; 

2. A part of a train may be occupying a part of the block it protects, 
the signal shows red preventing any further traffic from entering 
the block; or 

3. A part of a train may be occupying a part of the adjacent block 
when the signal will display Caution to indicate that the next signal 
is at Stop 

When a train encounters a green light, it is permissible to pass the signal at 
normal speed. The signal will stay green until the rear of the train enters the 
block, at which time it will change to red. Once the train leaves the block, i.e. 
passes the next signal, the first signal will turn yellow, meaning it is safe to 
proceed as far as the next signal which is now at stop. 

During Driver sessions, any of the circumstances that result in a red or yellow 
signal can be revealed. Move the mouse pointer over the signal lamp, and a 
message will display the status of the block. Clicking on the signal lamp will 
transport you to the obstacle whether it be a junction that needs switching, a 
terminating line or another train. 

Alternatively, your path can be cleared using the Map Screen overview, using 
a simple dispatch simulation style display. 

12.5.11 The Radio Message Box 

The Radio Message box can be shown at the top of the Driver screen to alert 
you to in game messages that may be of interest. To open the message box, 
click LMB on the "Toggle new message" microphone icon located at the top 
left of the Button Bar located in the bottom right corner of the screen. Click 
LMB on the button again to close the Radio Message box. 


App^ng handbrake on Consist 6 


Current 
Speed I 
Time: 



12.6 



The Driver Menu Bar 
12.6.1 Introduction 

The Driver Menu Bar is a drop down menu that appears when you move the 
mouse cursor to the top left of the screen. When it has fully appeared the 
buttons on it become active. 



Exit Driver (Esc) 

I Click LMB on this button or press the "Esc" key to exit this Driver 
Session. A window pops up giving you the option to "Save" your current 
Session in its current state, "Exit" without saving or you can "Cancel" your exit 
command. 


Saved Driver Sessions are available to resume at a later time. Select "Saved 
Sessions" when entering the Driver Module to see a list of saved session. 
Click LMB on the required saved session and then Click LMB on the "Load" 
button to resume where you left off. 


Pause Session (P) 

I Click LMB on this button or press the 'P' key to pause your current 
session. The "Pause" button will be highlighted indicating the session is 
paused. The session will resume and the "Pause" button loses its highlight 
when you Click LMB on the "Pause" button or press the 'P' key a second time. 


Save Session (Ctrl-S) 

, Click LMB on this button or press the 'Ctrl S' keys. A window pops up 
^ giving you the option to save your current Session in its current state 
under a name of your choice. If you don't want to save the session, cancel by 
Click LMB the red cross. Clicking on the green tick will save the session. If that 
name already exists you will be given the option to overwrite the existing file 
or cancel the save. 


Saved Driver Sessions are available to resume at a later time. Select "Saved 
Sessions" when entering the Driver Module to see a list of saved sessions. 
Click LMB on the required saved session and then Click LMB on the "Load" 
button to resume where you left off. 


Performance Settings (Ctrl-T) 

© Click LMB on this button or press the "Ctrl T" keys to bring up the 
Performance Settings dialogue box. The sliders here adjust the 
performance settings and gamma levels of the Driver module for this and 
future sessions. 



You can accept your changes by Click LMB on the green tick. To reset to the 
default settings Click LMB on the "Reset" button or close the dialogue without 
applying any changes to the performance settings by Click LMB on the red 
cross. 

See section 7.3 of this manual for descriptions of what the various 
performance settings do. 


Metric or Imperial Units (G) 

I Click LMB on this button or press the "G" key to toggle between metric 
(speed in kph, pressure in kpa) and imperial (speed in mph, pressure in 
psi). The default units are set in the Surveyor Module when saving the 





Session. If you are not happy with the default units, go into the Surveyor 
module, change the units and save the session. 


Find Object (Ctrl-F) 

I Click LMB on this button or press the "Ctrl-F" keys to open up the Find 


Object window. 



To filter the objects listed in the "Objects" list Click LMB on either of the buttons 
at the end of the displayed line labeled "Type" to select which class of object 
to show in the "Object" list. Selecting "AH" will show all of the available objects 
(this is default). You can also select the object type by Click LMB on the "Type" 
text box to see a drop down list of all object types and then Click LMB on the 
object type of interest. 



Click on the name of the object in the "Object" list that you wish to view. Use 
the scroll bar at the right of the "Object" list if it spans more than can be viewed 
in the list window. 


Click LMB on the red "X" to cancel what you are doing or Click LMB on the 
Green Check Mark to move the camera focus to the highlighted Object. You 
will automatically be in the Free-Roaming Camera mode. 


On Screen Help (Ctrl-H) 

I Click LMB on this button or press the "Ctrl H" keys to toggle between 
’ activating/deactivating the On Screen Help. The "On Screen Help" 
button will be highlighted if this option is active. 


When active. On Screen Help will show the names and direction of all turnout 
control switches. You can identify turnout control switches in the view screen 
by a transparent green/red arrow hovering over a red circle. The green arrow 
shows the direction the turnout control switch is set to. 


When On Screen Help is deactivated you need to move your mouse cursor 
over a turnout control switch to see its name and the direction the turnout is 
set to. 


Note: In Cab View (internal) the mouse over trick doesn't work when 
the On Screen Help is de-activated. If you want to check the status of 
an up-coming turnout control switch, activate the On Screen Help 
(button or "Ctrl H"). 


12.7 View the World - The Camera 
12.7.1 Introduction to Looking Around 

Let's take a look at the various views that are available to you whilst in the 
Driver module. Get a clear view of the Driver Screen. Then you will be ready 
to try out the various camera views available to you. Take a moment to get 
familiar with these view controls, some time spent doing this will maximize 
your enjoyment in Driver. 





The camera views are also reviewed during the DCC tutorial. 

There are four camera views in TRS2006 and the Map view. You are free to 
move between them at any time to make the most of your Driver experience, 
although there will be times when it's advantageous to focus on a view to 
accomplish a particular action. 

The four Camera Mode buttons are on panel on the HUD at the top right of the 
screen. 



We suggest you also review the Map View topic under the Tool Menu section 
as the Map View is also an integral part of viewing, controlling and getting 
around your railroad. 


12.7.2 



Cab View - The Internal Camera (1) 

To go inside the Cab, click on Cab View button on the Camera 
Mode Panel or press "1". 


Note: If you do not end up inside the cab, you have probably not 
selected the locomotive. Click LMB on the locomotive and try again. 
Look around the internal view by clicking RMB+H and moving your 
mouse or pressing the cursor keys on the keyboard. The left, right, up 
and down movements emulates the movement of your head pivoting 
on your neck. 


You can also move to different internal cameras by using the "[" and "]" keys. 
Depending on the locomotive the view may move around inside the cab, onto 
the running boards or even outside the locomotive. These keys will move you 
smoothly through the available camera views each time you press them. 
Holding down the Ctrl key whilst using "[" and "]" will snap the camera to the 
next position. 


To zoom in and out use the mouse wheel or the "Page Up" or "Page Down" 
keys. 

When in Cab View in Cabin Control mode you can manipulate the train 
controls directly with the mouse, or watch them move as you use the 
keyboard. There may also be secondary animations... things like a window you 
can open/close or a seat you can raise and lower. Why not explore a little with 
the mouse and see what you can manipulate? 


Note: Some locomotives use "generic" cabs so in Cab View their cabs 
and control layouts appear the same. However, many locomotives 
have unique cabs and hence different control layouts. 


In Dual Cab locos, pressing the "Alt-C" keys will change the camera to the 
other cab. 


Note: Some rolling stock have had internal views activated. Choose 
the rolling stock of interest by Click LMB on it and then select the 
internal camera. In some cases you can also press the "[" and "]" keys 
to different viewpoints inside/outside the rolling stock. 


12.7.3 The External View Camera (2) 

The External View Camera mode is selected by default when you 
I enter Driver with the focus point of the camera on the front car or 
loco of the selected consist. You can select External View Camera 
by clicking on the External View button on the Camera Panel or by pressing 
the "Keypad-2" key. 



To look at your focus point from different angles. Click RMB+H and moving 
your mouse or press the cursor keys on the keyboard. 


If you want to zoom in and out use the mouse wheel or the "Page Up" or "Page 
Down" keys. 





To change the focus point Click LMB on any of the cars or move the view from 
car to car sequentially by pressing the and "+" keys. 

You can also change your focus point to another consist by Clicking LMB on 
it directly, via the MiniMap view (see Section 12.8.4) or by selecting a different 
train from the Driver Selection Panel (see Section 12.5.4). 


12.7.4 



The Tracking View Camera (3) 

The Tracking View Camera Mode is selected by clicking on 
Tracking View on the Camera Panel or by pressing the "3" key. 


Note: If you don't move to tracking view that is because there is no 
tracking camera nearby as described below. 


This view requires the placement of cameras within the layout itself (using the 
camera tools in the Surveyor module as described in section 11.9.2). In the 
Driver module, when you select Tracking View, the camera view switches to 
the nearest camera to the currently selected train if and only if there is a 
camera in range of the train. These cameras are stationary fixtures in the route 
you have selected. Upon detecting your locomotive approaching, they become 
active. The Tracking Camera turns or pans appropriately to follow your consist 
as it passes and until the consist is out of range, whereupon the default 
External View Camera is automatically activated if another Tracking Camera 
can not pick it up. Not all layouts will be partially or completely equipped with 
Tracking Cameras but you can if you wish add them in the Surveyor module 
to an existing layout as well as a new one. 


12.7.5 The Free-Roaming Camera (4) 

@ The Free Roaming Camera is not connected to any given train it 
works like the view controls in the Surveyor Module. Click LMB on 
the Free Roaming Camera button or press the "4" key to enter this 
camera mode. 


Click RMB and the scene will move smoothly to centre on the cursor. By Click 


RMB+H and then moving the mouse the view will track the cursor. The further 
the cursor is pushed to the edges of the screen the faster the scene travels to 
catch up. By moving the cursor while Click RMB+H to the corners of the 
screen the view will rotate to follow. You may also use the cursor keys in 
conjunction with the mouse control of the view to frame the scene as you see 
fit. Don't forget you can also use the mouse wheel or the "Page Up" or "Page 
Down" keys to zoom in and out. 

12.7.6 Finding and Viewing any Object (Ctri-F) 

© To take the Free-Roaming Camera to a specific object, move your 
cursor to the top left of the screen causing the Top Menu to appear. The 
second button from the right of this menu is a "Find Object" button. Click LMB 
on "Find Object" to open up the Find Object menu. Click LMB on either of the 
button at the end of the displayed line labeled "Type" to select which class of 
object to show in the list. Selecting "All" will show all of the available objects. 
Click on the object in the list that you wish to view using the scroll bar at the 
right of the list if it spans more than can be viewed in the list window. 

Click LMB on the red "X" to cancel what you are doing or Click LMB on the 
Green Check Mark to move the camera focus to the highlighted Object. Once 
there, you may use the free-roaming camera to roam the area at will. 

Use of the find functionality is discussed further in section 12.6.1. 

12.8 The Tool Panel 

The Tool Panel is located in the bottom right corner of the Driver screen and 
contains several buttons that provide access to various miscellaneous tools in 
Driver and are discussed in the sections that follow. 







12.8.1 



Waybills - Who Needs What? 

Waybills are automatically created by the active industries on 
session you have selected. In the session "Tutorial 2 - Waybills", 
Radcliff Power Plant has generated a waybill for coal. 


the 

the 



Click LMB on the Waybill button on the Tool Panel in the bottom left of the 
screen to bring up the Waybill window in which outstanding waybills governing 
the operation of the session are listed. 


The icons of the industries with active Waybills that need filling are listed on 
the left of the Waybill window. If there are lots of them you may need to scroll 
using the scrollbar. Click LMB on the industry icon to bring up its waybill on the 
right panel of the Waybill window. 


As you fulfill the listed industry's waybill by moving the relevant product to that 
industry they are removed from the Waybill window... job done! 

Of course industries continually consume resources so as they run low on 
resources they will generate new waybills... so keep an eye on the Waybill 
window for new jobs to appear. 


To close the Waybill Window Click LMB on the "X" button at the upper left of 
the Waybill Window. Clicking the Waybill Icon 


Commodities Panel - Which Carries What? 

The Commodities Panel is accessed by clicking on this button. The 
Commodities Panel is used to assign commodities to specific rolling 
stock. 



Assigning Commodities to Vehicles 

A list of available commodities for this route is depicted as icons on the panel. 
Click LMB on the required commodity and then Click LMB on the piece of 
rolling stock in the view screen you want to carry that particular commodity. 
The rolling stock selected must be capable of carrying the commodity you 
have selected. You will know this is the case as when you move the cursor 
over the rolling stock the commodity icon will appear. Click LMB to assign that 
commodity to the car. 

You can move the commodity panel by LMB+H and dragging it around and 
dropping it so it gives you a clearer view of the available rolling stock. 

Some cars may carry a variety of commodities. For example the "Oily Rag" 
tank car can be assigned to carry only diesel, petroleum or crude oil. The 
variety of commodities that a car is capable of carrying is determined by the 
content creator when they create the asset. The commodities available to be 
assigned to a valid piece of rolling stock are determined by the industries that 
are placed on the route for the session you have selected. 


12.8.2 



Note: Only rolling stock that is "active" may be assigned to a 
commodity. Some older pieces of "non-active" content are not capable 
of carrying commodities. 





There are two other icons that appear on the Commodity Panel. 

Stop Icon 

@ The first icon is the "Stop" icon. By selecting this icon with a Click 
LMB and then Click LMB on a piece of rolling stock it makes the 
selected car inactive. It will not load or unload any commodities even 
if presented to a valid load or unloading track and issued a Load or Unload 
command. 

Default Icon 

^ The second is the "Default" icon. By selecting this icon with a Click 
LMB and then Click LMB on a piece of rolling stock you are returning 
it to its default state. The default state allows the car to pick up any 
compatible commodity. Going back to the "Oily Rag" tank car, if it is set as 
default it can pick up and carry any liquid commodity (petroleum, crude oil or 
diesel). However it still would not be able to pick up and carry a 20ft container 
or lumber for example as these are not valid loads for this car. 



When you have finished assigning commodities to rolling stock, you can close 
the Commodities Panel by Click LMB on the "X" at the top left of the panel. 


Note: All rolling stock starts off in the "Default" state for the purpose of 
carrying commodities. 


Commodity Levels in a Vehicle 

To check a car's current state Click RMB on the car and select View Details 
from the pop up menu with a Click LMB. An information dialogue box will pop 
up describing the list of commodities the car can carry and how much (if any) 
of each commodity is loaded. Click LMB on the "X" at the top left of the window 
to close. 



Commodities Tutorial 

Before you run the tutorial that looks at Commodities we suggest you 
complete and are familiar with the DCC and Driver Commands portions of this 
manual. 


To go through an in-game tutorial on the aspects of commodities discussed 
above go to the Driver main menu and Click LMB on the "5 Commodity 
Tutorial" Session for the City and Country USA 2 Route. Then click LMB on 
the Green Light labeled "Load" in the lower right hand corner of the screen. 
The program loads in the route and session information for the tutorial and the 
session will start. 

12.8.3 Decoupling 

Being able to make up and break up consists is a classic operational feature 
of the world of railroading. Decoupling is key to this. 


Decouple Mode (Ctrl-D) 

Click LMB on the Decouple button or press the "Ctrl D" key to 
I activate decouple mode. The button will light up to indicate that you 
are in this mode. A Radio Message window pops up indicating you 






are in decouple mode. Now move your cursor over the couplers between train 
cars you want to decouple until you see a red decouple icon. 



When the red decouple icon appears, Click LMB to decouple the consist at this 
point. When you have successfully performed the decouple operation, the red 
coupler icon "opens" and the Radio Message updates to announce a 
successful uncoupling. 

The act of decoupling creates a new consist and your camera remains 
focused on the same car or locomotive as before the decoupling operation. 


To re-couple, ensure that you are operating at speeds below 5mph (8kph). 
Experiment with different camera positions to make this task easier. 


12.8.4 Breaking Out the Maps - Where are We? 

Without a map, it is easy to get lost. TRS2006 provides maps of each and 
every route to help us find our way. 


Map Screen (M) 

The second icon on the Tool panel at the bottom right of the screen 
(activates the Map Screen (M). Click LMB on the Map button to the 
left of the de-couple button to switch to a full screen Map View of the 




current terrain. The map shows the position, length and driver (if present) of 
each consist, signal states, the direction of each turnout (green/red arrows) 
and important names such as industries, turnouts, trigger points and stations. 
Zoom in and out using the "Page Up" and "Page Down" keys, the mouse 
wheel or by LMB on the zoom in and zoom out magnifying glass icons above 
the Tool Panel at the bottom right of the screen. 



The map follows the movement of the currently selected consist. The currently 
selected consist shows as green and all other consists show as gray on the 
map. Click LMB on one of the gray consists to select that consist, centering 
the map view on that consist in the process. The map will then move to follow 
it. 

Click RMB any point in the map to center the map view to a new location. You 
will lose focus on the current consist. The map is now stationary (it stops 
following the selected consist) and under your control. You can Click LMB on 
the up, down, left and right arrows to scroll the map. Click LMB on any consist 
to have the map resume following it. 

You can also throw the switch levers on turnouts by Click LMB on the turnout 
(green/red arrows). The green/red arrows will toggle and any changes to 




signal states will also occur on the map. This is very useful for planning your 
train's movements as you can also observe the location/movements of other 
consists and the location of industries. 

Exit the map screen by Clicking LMB again on the Map Screen button, or 
press the 'M' key. 

12.9 The Driver Selection Panel 

By default the Driver Selection Panel shows a picture of the Driver of the 
currently selected Train along with a miniature icon of the locomotive they are 
driving. If a Driverless train is selected a white box with a "?" is shown in the 
picture frame. 



To the right of the Driver picture are the sequence of Driver Command icons 
assigned to that Driver by Click RMB on the Driver's picture you can add more 
Driver Commands (see Section 12.12 on Driver Commands for more 
information). 



Note: If a Driver is not currently assigned to a locomotive there will not 
be a locomotive icon under their portrait. This means this Driver is 
available to be assigned to an available locomotive (see Section 9.4 
on Driver Commands for how to do this). 


You may select other Drivers by Clicking LMB on the handle above the 
selected Driver picture. A complete iconized list of the Drivers available (a 
Session can have up to seven Drivers). Along with the Driver's picture you will 
also see their assigned locomotive and active Driver Command icon. Click 
LMB on the Driver you want to select from the list and that Driver and his Train 
are shown in the Driver screen and their picture moves to the currently 
selected Driver slot. 


You can also select a Driver from the keyboard moving them to the currently 
selected Driver slot and making their train the focus of the Driver screen slot 
by pressing the "Ctrl-#" keys where the # is the number of the Driver. 






While the Driver List is visible you can Click RMB on their icon to bring up the 
Driver Command Menu for that Driver. You can then select what you want that 
Driver to do from the list of Driver Commands (see Section 12.12 for more 
information on Driver Commands). You can do this without changing the 
currently selected Driver/Train. 

To close the Driver list Click LMB on the handle at the top of the list and it will 
slide down and disappear. 

Now you know the basics of the Driver Screen layout and how to view your 
world you can start on a tutorial to actually do something in Driver. 

12.10 DCC Diesel / Electric / Steam Mode 

12.10.1 Introduction 

We've grouped all the locomotive types (diesel, electric and steam) together, 
because in DCC Mode the control mechanisms are the same for all of them. 
Think of DCC Mode as equivalent to a high cost Digital Command Controller 
with momentum and braking effects. It's easy to use and quickly gets you 
moving your train(s) around the route. As in most places in TRS2006 you can 
use the mouse and/or keyboard commands to control the simulation. 

12.10.2 The DCC tutorial 

Go to the Driver Main Menu and Click LMB on the "Tutorial 2 - Waybills" 
Session for the British Midlands 2 Route. Then click LMB on the Green Light 
labeled "Load" in the lower right hand corner of the screen. The program loads 
in the route and session information for the tutorial and the session will start. 

An introduction to the tutorial comes up as a window and describes what you 
will be doing in this tutorial - other windows will pop-up along the way to 
explain aspects of the tutorial and help you achieve the tutorial goals. Click 
LMB on the checkmark in the lower right corner of these windows to proceed. 

Once you have read through the introductory screens you will see a stationary 
British Railway Class 37 diesel locomotive hitched up to an empty car coal 


consist. You are ready to roll... 

Go through the tutorial to get a feel for the DCC mode. If you are not already 
familar with the basic controls, play through the first tutorial "Tutorial 1 - 
Controls" before attempting this one. 

Below we look at each of the aspects of the DCC mode of operation, so use 
it as a reference if you get lost during the tutorial. 

12.10.3 DCC Control and Driver HUD 

The information displayed in the HUD (Head Up Display) is dependent on the 
Driving Mode selected in the Driver Settings menu. When in DCC mode, the 
DCC Panel as shown below appears at the right side of the screen. 



The DCC Panel consists of a throttle knob and four buttons which are 
discussed in the sections that follow. 


Note: If the currently selected train has Driver Commands in progress 
the DCC Control Panel on the HUD is no longer visible and the train 
is not manually controllable. To regain manual control Click RMB on 
the driver and select "Abandon Schedule" or "Stop Train" from the 
pop-up Driver Command Menu. See Section 12.12 for more 
information on Driver Commands. 


Tip: The DCC Control Panel and the Camera Panel can be 
shown/hidden by pressing the "F9" key. This can also be a reason why 
the DCC Panel is not visible. 




DCC Throttle Control (W/X/S) 

In DCC mode, a simple rotary dial controller is available 
below the Camera Selection Panel on the HUD. This dial 
controls the movement of the currently selected train and is 
analogous to a model railroad DCC controller knob. Click 
LMB+H on the dial and drag it clockwise to move forward. 
The top central position of the dial is the stopped location. Dragging the dial 
anti-clockwise will make it move in reverse. 


n 


stop (S) 



To quickly reset the dial and bring the current consist to a halt, click 
on the "Stop" button or press "S". 


You can aiso use the "W" and "X" keys for reverse or forward controls and "S" 
key for stop. If you are using the keyboard to control the throttle you can refer 
to the position of the rotary diai on the HUD to see your current throttle setting. 


Handbrake (A) 

The "A" key can be used as a handbrake to rapidiy stop the train or to stop 
loose wagons from rolling away. 


Lights (L) 



Activate the headlights by clicking on the "Light" button to the right 
of the throttie controi or pressing the "L" key. 


Horn (H) 

Press 'H' to operate the horn or click on the "Horn" button to the right 
I of the throttie control in the HUD. For long blasts of the horn, simply 
hold the 'H' key down or Click LMB+H on the "Horn" button. Some 
muiti-tone horns only have a single blast pattern. 



Bell (B) 

Toggle the Bell on or off by pressing the 'B' key. 


Pantographs (Keypad 1) 

Lastiy, if your locomotive has pantographs, ciick on the "Pantograph" 
I button on the right of the throttle control to raise and lower them or 
press the "Keypad 1" key. If the locomotive has multiple pantographs 
subsequent key/button presses will raise them individually or together before 
cycling back to all down. 



Speed Limit and Current Speed 

Your current speed and the track speed limits are shown at the top of the HUD 
above the Camera selection panel. You can toggle the units between metric 
and imperial by either selecting the "Units" button on the drop down Top Menu 
or pressing the "G" key. 


Current Speed: 

Ohph 

Speed Limit: 

G5 hph 

[Time: 

10:18:« ^ 


You will need to check your current speed regularly against the track speed 
limit and signal indications to make sure you operate the train safely. 

12.11 Driver Commands and Working with Industries 

12.11.1 introduction 

Driver Commands add a whole new world to TRS2006, allowing you to control 
a railroad, not just a train. When coupled with Interactive Industries, active 
rolling stock and Waybills this aspect of the Driver Module really will bring your 
railroad to life. 

12.11.2 Operations, Industry and Driver Commands Tutoriai 

Go to the Driver main menu and Click LMB on the "Tutorial 5 - Drivers" session 
for the Highland Valley Industries route. Then click LMB on the Green Light 
labeled "Load" in the lower right hand corner of the screen. The program loads 
in the route and session information for the tutorial and the session will start. 


An introduction to the tutorial comes up as a window and describes what you 







will be doing in this tutorial - other windows will pop-up along the way to 
explain aspects of the tutorial and help you achieve the tutorial goals. Click 
LMB on the green checkmark at the bottom right corner of these pop-up 
window to proceed. The red arrows in the bottom left allow you to navigate 
back to pages you have already seen if needed. 

Once you have read through the introductory screens you will see a stationary 
CN diesel locomotive. You are ready to roll... 



Go through the tutorial to get a feel for bringing your railroad to life working 
with interactive industries, operating turntables, coupling/de-coupling and 
utilizing the power of Driver Commands. 

Below we look at each of the aspects of the Driver Commands so use it as a 
reference if you get lost during the tutorial. 

12.11.3 Interactive Industries 

Interactive Industries are scenery objects that produce/consume commodities 
that are transported by rail. Your job is to get the right train with the right rolling 
stock to the right industry for loading and then to move the commodities to the 
right industry that consumes it. 


Sound easy? Read on! 


Commodities 

An Interactive Industry can produce commodities, it can consume them or it 
can do both. 

An example of an Interactive Industry that only consumes commodities is the 
Power Station. It consumes Coal. 

An example of an Interactive Industry that only produces a commodity is the 
Forestry industry. It produces Logs 

An example of an Interactive Industry that both consumes and produces is the 
Lumber Mill. It consumes Logs and produces Lumber and Wood Chips. 

Below is a flow chart of the Interactive Industries (in rectangular boxes) and 
the Commodities (in rounded boxes) included in TRS2006. 



Tip: Further industries and commodities are available form 3rd Party 
Content Creators via the Download Station. 



Active Rolling Stock 

You also need to use the right rolling stock to move commodities around the 
railroad. Older rolling stock, including some of the rolling stock included with 
TRS2006 is not able to carry commodities, let's call them non-active rolling 
stock. Of course TRS2006 also includes examples of rolling stock that are 
capable of transporting Commodities, we'll call these active rolling stock. 


Note: In the Surveyor Module active rolling stock and Interactive 
Industries are denoted by a "Tick" in their 3D preview window. See 
Chapter 11 - Sureveyor In Depth for details. 


Active rolling stock may also have animations associated with them, so you 
will see the wood chips being loaded or the panels on the hoppers open as the 
coal is unloaded. 

To find out the status of a piece of active rolling stock Click RMB on the rolling 
stock and select View Details from the pop up menu. 



See section 12.8.2 on Assigning Commodities to learn more about the 
flexibility of the new active rolling stock and how to assign the match active 
rolling stock to the appropriate commodity. 


Note: As new content is developed by the community we expect new 
Commodities, Interactive Industries and Active Rolling Stock to 
become available. The possibilities are endless with the open 
architecture we have implemented in TRS2006. If you are interested 
in creating your own Interactive Industry, Commodity or Active Rolling 
Stock, please refer to the User Asset Creation Guide available from 
the Trainz Launcher menu under Manuals. 


Waybills 

To help you out we've put in a waybill system that will tell you which Interactive 
Industry requires what quantity of which Commodity. See section 12.8.1 on 
Waybills to learn more about the Waybill system in TRS2006. 

industry Detaiis 

You can also get the details of what Commodity each Interactive Industry is 
producing and how much so you'll know where to source Commodities to 
complete your railroad's Waybill requirements. Click RMB on an Interactive 
Industry to bring up a pop up menu. Click LMB on View Details to bring up a 
window which describes the details of the type and quantity of each 
commodity produced by that Industry. 






Some Interactive Industries also have one or more visual cues as to their 
Commodity status. For example, the Coal Mine has piles of Coal that rise and 
fall depending on production and Train loading respectively. 


Note: The Power Station Industry details also indicate if the Power 
Station is operating. This is important to know as a Power Station Rule 
may be operating (see the World Builder Guide for more information 
on Rules) which means other Interactive Industries are dependent on 
the Power Station for electricity. No electricity, no production! 


Loading and Unloading 

Each Interactive Industry will have loading and/or unloading tracks depending 
on whether it is a Commodity consumer, producer or both. These track 
locations vary depending on industry, they are usually obvious or they may be 
sign-posted. Some industries may load/unload different Commodities on 
specific tracks, others use the same track for everything. 


Note: Some Interactive Industries have loading/unloading animation. 


To successfully load/unload you will need to be at the right track, with the right 
piece of active rolling stock and traveling at the right speed. 



Note: Some load/unload tracks may require the train to be fully 
stationary for a length of time (eg: container car) while others will allow 
loading/unloading "on the fly" (eg: coal car). 


Special Industry - The Steam Filling Station 

Because of their fuel capacity diesel locomotive fuel consumption is not 
modeled in TRS2006. Similarly electric locomotives are also considered to 
have infinite fuel (unless someone scripts a Rule that makes them dependent 
on the Power Station operating!). 

However the same cannot be said for Steam locomotives. From time to time 
they will need to have their coal/oil and water replenished. Included with 
TRS2006 is a Steam Filling Station that provides a steam locomotive with its 
coal/oil and water requirements. 



Treat the steam locomotive like a mini-industry that consumes coal/oil and 
water. Check on its current stockpile of these Commodities by Click RMB on 
the locomotive tender (or the locomotive if it does not have a tender) and Click 
LMB on View Details. If they are running low you'll need to get the locomotive 
to the Steam Filling Station to top up. 


Note: Steam locomotives use coal/oil and water in both the DCC and 
Cabin control modes. 



If a steam locomotive runs out of either coal or water it will no longer be able 
to move. How embarrassing! 

12.12 Driver Command Explanations 

Not only can you issue orders to several Drivers at once (up to seven), you 
can also give Drivers orders to accomplish tasks based on the Waybill list of 
industry requirements at the same time. Once your orders are allocated, watch 
as your railroad comes to life around you. 


Note: You can only give Driver Commands to Drivers, you can't give 
a Driver Command to a Driverless consist, whether it has a locomotive 
attached or not. 


12.12.1 Assigning Driver Commands 

Click RMB on the picture of the Driver that you want to issue Driver commands 
to or on his icon in the Driver list (see Section 12.5.4 for more information on 
the Driver Selection panel). Click LMB on the Driver Command that you want 
to add from the list that appears in the pop up menu. 

If the Driver Command has sub-menus (eg: Load) indicated by a ">" to the 
right of the Driver Command move the mouse cursor over the Driver 
Command to make the sub menu appear. You may need to do this again if 
there is a further sub-menu below this (eg: Load > Coal Mine > Loading Track 
#1 ) before you Click LMB on the option you want. 


Note: The Driver Commands available to a Driver are updated 
continuously depending on the current activity the Driver is performing 
and the Driver Commands activated for this Session (set in the 
Surveyor Module). 


Driver Commands are listed in the order they will be performed as icons along 
the bottom of the screen to the right of the currently selected Driver. This 
sequence of Driver Commands is known as a Schedule. As each command is 
completed it is removed from the Schedule and the next command is 
executed. 


Note: If the Repeat Schedule command is added to the Schedule the 
commands are no longer removed from the Schedule after they are 
completed. Once the train has completed the last command before the 
Repeat command it begins with the first (leftmost) command in the 
Schedule again. 


If the Driver list is visible, then to the right of the Driver icons will be an icon 
which indicates which Driver Command they are currently performing. 


Note: No icon, no Driver Command. 


12.12.2 Driver Commands Guide 

Now let's examine each of the Driver Commands included in TRS2006 and 
what it does. 


Note: Due to the open nature of the TRS2006's scripting and Rules it 
is inevitable that new Driver Commands will be created by our talented 
content creation community. If you are using 3rd Party generated 
Driver Commands please refer to the documentation accompanying 
them to determine their effect and operation. 





Drive 

The Drive command is a default command and is oniy availabie if the train is 
stationary. 

It immediately moves the train in its current forward direction as rapidly as 
signals and speed limits allow. The manual DCC or Cab controls are disabled 
and the Info Panel relating to them disappears from the HUD. 


Note: Forward default forward direction of a consist is defined in 
Surveyor. See section 11.11.2 for details. 


Stop Train 

The Stop Train command is a default command and is only available if the 
Train is moving. 

As its name suggests it will stop the train by applying maximum braking effort. 
Once the train stops the manual DCC or Cab controls are enabled and the Info 
Panel relating to them re-appears. 

Change Direction 

The Change Direction command is a default command and is only available if 
the train is moving. 

It stops the train by applying maximum braking effort and then starts it moving 
in the opposite direction as rapidly as signals and speed limits allow. 

Move To Train 

The Move to Train command is a default command. This command is used to 
order a Driver to get off his current train and move to another train or to assign 
an unassigned Driver to a train. Once selected the mouse cursor will change 
to a cross hair. Click LMB on another locomotive to move the Driver to his new 
train. 


Note: If there was another Driver in the locomotive you have selected 
the Driver to move to they will be bumped off the train as if they had 
been given a Get Off Train command. 


Both the driver's original train and his new train will stop by applying maximum 
braking effort. All schedules are also cancelled as if each train had been given 
an Abandon Schedule command. 


Get Off Train 

The Get off Train command is a default command. This command is used to 
order a Driver to get off his current train immediately. 

The train the Driver has just got off will stop by applying maximum braking 
effort. The Driver will now be unassigned and available to be assigned to a 
new train using the Move to Train command. 


Notify 



When the Notify command is activated, a message is added to the 
Radio Message box. See section 12.5.11 for details on how to 
access the Radio Message box. 


Note: Use the Notify command when you want to be reminded that 
you need to pay attention to the originating train. For example this may 
be to give it some new commands or to switch some turnouts for the 
next stage of its journey. 


Couple 

The Couple command has a sub-menu that lists all the available 
I rolling stock and locomotives on the Route that have an available 
coupler that you can couple to. Click LMB on the locomotive or item 
of rolling stock you want to couple to and the train will immediately try to find 
a path to the selected item. 





If it can't find a valid path to the item a Radio Message box will pop up 
indicating the problem. Click LMB on white microphone button as described in 
section 12.5.11 to open the Radio Message box 

If it can find a valid path the train will move to the selected item as rapidly as 
signals and speed limits allow and couple to the item. 

The train will then stop if there are no further commands. 


Note: When searching for a valid path the Al will automatically switch 
turnouts that have not been blocked by Al direction markers (see the 
World Builder Guide for more information). When acting on a valid 
path the Al will switch turnouts accordingly. 


Decouple 

✓“"N. The Decouple command has a sub-menu that lists all the 
jfc) locomotives and rolling stock in the order they are arranged behind 
the locomotive with the Driver. Click LMB on the locomotive or item 
of rolling stock you want to decouple and the train will decouple such that the 
selected item is now at the head of a new consist. Upon decoupling a Radio 
Message box will pop up announcing that consist X has successfully 
decoupled from consist Y. 


Note: If the train was moving either under the Drive command or 
manual control when you issue the Decouple order the train will first 
come to a stop before it acts upon the Decouple command. 


Drive To 



The Drive To command has a 2 levels of sub-menus. The first sub- 
menu lists the industries and stations that are available to Drive To 
on the Route. The second sub-menu under the industry you select 
lists the loading/unloading tracks for the chosen industry/station. Click LMB on 
the loading/unloading track item for the industry/station and the train will 
immediately try to find a path to the selected item. 


If it can't find a valid path to the item a Radio Message box will pop up 
indicating the problem. Click LMB on the green radio tower button in the Radio 
Message box or press the "Enter" key to close the Radio Message box. 

If it can find a valid path the train will move to the selected item as rapidly as 
signals and speed limits allow. The train will then stop if there are no further 
commands. 


Note: When searching for a valid path the Al will automatically switch 
turnouts that have not been blocked by Al direction markers (see the 
World Builder Guide for more information). When acting on a valid 
path the Al will switch turnouts accordingly. 


Drive To Trackmark 

® The Drive To Trackmark command has a sub-menu that lists all the 
names of all Trackmarks on the Route. Click LMB on the name of the 
Trackmark you want to move the train to and the train will 
immediately try to find a path to the selected item. 


If it can't find a valid path to the item a Radio Message box will pop up 
indicating the problem. 


If it can find a valid path the train will move to the selected Trackmark as 
rapidly as signals and speed limits allow. The train will then stop if there are 
no further commands. 


Note: When searching for a valid path the Al will automatically switch 
turnouts that have not been blocked by Al direction markers (see the 
World Builder Guide for more information). When acting on a valid 
path the Al will switch turnouts accordingly. 





Load 



The Load command is usually given in schedule after a Drive To 
command is issued to move the train to an industry loading track. 


The train will follow normal loading procedures, either a slow drive by or 
halting to take on the Commodity. If there are multiple items of rolling stock to 
fill the train will fill all of them before completing the Load command. 


If there are no further commands in the schedule the train will come to a stop 
after loading. 


If the Load command is given and the train is not at a valid loading track (ie: 
Matched industry loading track commodity with empty active rolling stock 
suitable for carrying the commodity) a Radio Message box will pop up 
indicating the problem. 


Note: If the industry doesn't have enough of the commodity to fill all of 
your cars the train will load as much as it can before moving on to the 
next command. 


Unload 



The Unload command is usually given in schedule after a Drive To 
command is issued to move the train to an industry unloading track. 


The train will follow normal unloading procedures, either a slow drive by or 
halting to drop off the Commodity. If there are multiple items of rolling stock to 
unload the train will unload all of them before completing the Unload 
command. 

If there are no further commands in the schedule the train will come to a stop 
after unloading. 


If the Unload command is given and the train is not at a valid unloading track 
(ie: Matched industry unloading track commodity with active rolling stock laden 


with suitable commodity) a Radio Message box will pop up indicating the 
problem. 


Note: If the industry doesn't have enough capacity to unload all of 
the commodity from the cars of the train it will unload as much as it 
can before moving on to the next command. 


Wait For 

The Wait For command has a sub-menu listing a range of times from 
5 seconds to 1 hour. Click LMB on the required time you wish to wait 
for before executing the next command in the schedule. 

If you want the train to wait for a time not listed or for more than an hour you 
can add more Wait For commands to achieve the desired delay. 



Note: The time selected to wait for is in game time. This means that if 
you have your game clock running at 60X normal time a 1 hour Wait 
For command will take 1 minute of real time before it moves on to the 
next command in the schedule. 


Abandon Schedule 

The Abandon Schedule command immediately deletes the current schedule of 
commands and stops the train as if you had also given a Stop Train command. 

Resume Schedule 

The Resume Schedule command is used if the train has come to a halt for 
whatever reason and still has commands to execute in its schedule that you 
want it to resume. 


Note: If the reason the train was halted has not been removed (eg: a 
red signal) the train will not resume its schedule when given the 
Resume Schedule command. 






Repeat 

The Repeat command is used to cycle the current schedule of commands 
from start to finish over and over. 

For example you may need to get a coal train to run continuously between a 
Coal Mine and a Power Station to keep it operating. To your coal train you can 
issue a Drive To > Coal Mine > Loading Track #1 command, followed by a 
Load command, then a Drive To > Power Station > Coal Unload command, 
then an Unload command and finally a Repeat command. 


Note: You can add more commands after issuing a Repeat command. 
These new commands will be inserted into the schedule immediately 
before the Repeat command. 


Cancel Repeat 

The Cancel Repeat command removes the Repeat command at the end of the 
schedule and thus the schedule will no longer be repeated. Commands will 
removed from the schedule as they are completed. 


Note: The Cancel Repeat command only appears on the Driver 
Command list if there is a Repeat command in the schedule. 


12.13 Driving in Diesel/Electric Cabin Mode 

12.13.1 Introduction 

Diesel and Electric locomotives are similar enough in this simulation to group 
together for the cab driving tutorial. Cabin Mode provides a more realistic 
driving experience than DCC with more real world physics being employed. 
For instance the simulation takes into account factors such as the different 
power levels at each throttle notch and the length of the train when applying 
the brakes. Each of the levers, switches and dials in the Cab View can be used 
to operate the locos or you can use the HotKeys to carry out the same 
function. (This lets you control the locos from outside the cab, even in Cabin 
Mode). 

12.13.2 The Diesel / Electric Cab Mode Tutorial 

Go to the Driver main menu and Click LMB on the "Tutorial 3 - Diesel Cab" 
Session for the route "City and Country USA 2". Then click LMB on the Green 
Light labeled "Load" in the lower right hand corner of the screen. The program 
loads in the route and session information for the tutorial and the session will 
start. 

An introduction to the tutorial comes up as a window and describes what you 
will be doing in this tutorial - other windows will pop-up along the way to 
explain aspects of the tutorial and help you achieve the tutorial goals. Click 
LMB on the "X" in the top left of these pop-up windows to close them. 

Once you have read through the introductory screens you will see a stationary 
F7 diesel locomotive hitched up to an empty car coal consist. You are ready 
to roll... 


Go through the tutorial to get a feel for driving a train in Cabin mode. 




12.13.3 The Driver HUD 

The Current Speed and Speed Limit panel remains 
but you will notice that the DCC Control panel has 
been replaced by the Diesel Cab Info panel. This 
panel contains all the critical information for 
monitoring what the locomotive of your currently 
selected train is doing. 


Note: If the currently selected train has Driver 
Commands in progress the Diesel Cab Info 
Panel on the HUD is no longer visible and the 
train is not manually controllable. To regain 
manual control Click RMB on the driver and 
select "Abandon Schedule", "Get off Train", "Move to Train" or "Stop 
Train" from the pop-up Driver Command Menu. See section 12.12.2 
on Driver Commands for further information. 


Current Speed: 0 mph 
Speed Limit: 40 mph 

Time: 

11:54:29 ^ 

bi 


Flow: 

0 pai 

Brake Pipe: 57 psi 

Brake Cyl: 

58 pai 

Main Rea: 

120 pai 

Equalizer: 

57 pai 

Throttle: 

0 

Reveraer: 

neutral 

Brake: 

application 




We will go through each of these items individually before looking at the 
individual commands for controlling a diesel/electric locomotive in the Cab 
Mode. 

Train Braking System Overview 

The Westinghouse or 'Automatic' airbrake is the standard braking system 
used by TRS2006. It was introduced in 1 869, and has endured with essentially 
little modification to the present day. 

TRS2006 currently considers all the vehicles in a consist to be fitted with 
Westinghouse equipment regardless of era or region. The system is based on 
a pressurized air pipe connected to reservoirs on all the vehicles in the train. 

Simply put a pressure reduction in the pipe results in airbrake application. 
When the brake pipe is pressurized or "charged", the Westinghouse is 
considered a "failsafe" system. This means that a brake application can be 
actuated by anything from an emergency application on a loco, passenger car 
or guard's van, a burst hose, a derailment or an otherwise parted train. 


Flow - Brake Pipe Flow 

The Flow field displays the movement of air in the train Brake Pipe. It should 
return to zero before attempting to move away from a standstill, as the 
presence of brake pipe flow indicates that the brakes have not released on all 
of the vehicles in the train. The time it takes to make a full service application 
is dependant on the length of the train. The brakes will release on the forward 
vehicles much more quickly than they will on vehicles at the rear. It may take 
several minutes to release the brakes on a very long train after a full service 
application. The Flow Gauge is the only true indication of system equilibrium 
when viewing from the cab, as Brake Pipe Pressure is measured at the 
locomotive. 

If the flow gauge pointer is bouncing it means the brakes on the train are in the 
process of applying or releasing, avoid heavy acceleration during this time. 

Brake Pipe - Brake Pipe Pressure 

The Brake Pipe field displays the pressure in the Brake Pipes. Flexible hoses 
connect the Brake pipe or Train Pipe between vehicles along the length of the 
train. Pressure changes required to control the braking are relayed from 
vehicle to vehicle via this pipe. The Train Pipe is fed by the Main reservoir. The 
maximum pressure is generally prescribed by the Railway's administration 
and is maintained by a feed valve. Over use of the airbrakes over a long 
descent can deplete the air in each vehicle's auxiliary reservoir more rapidly 
than the brake pipe can recharge them resulting in runaways. 

A fully pressurized brake pipe results in brake release. 

Brake Cylinder 

The Brake Cylinder field displays the pressure in the Brake Cylinders of the 
currently selected locomotive/car. Each car is fitted with one or more brake 
cylinders. A piston inside the cylinder moves as a result of pressure changes 
in the train pipe. The piston's force is transmitted via rigging to brake blocks or 
discs at the wheels. Since a pressurized cylinder results in brake application, 
a reading of 0 Brake Cylinder pressure indicates that the brakes are released 
on the locomotive. The Brake Pipe Flow Gauge and the Train Pipe Pressure 




Gauge are the driver's means of estimating brake cylinder pressure at the rear 
of a train. 

If there is any brake cylinder pressure showing on the gauge or HUD, the 
brakes have applied on the vehicle you have selected. By selecting a vehicle 
toward the rear of a long train, you can see how much longer it takes for the 
brakes to apply at the back of the train. 

Main Res - Main Reservoir 

The Main Res field displays the pressure in the Main Reservoir. This is a 
storage tank for compressed air used by the braking and some auxiliary 
systems. It is fed by a compressor. 

Equalizer - Equalizing Reservoir 

The Equalizer field displays the pressure in the Equalizing Reservoir. The 
Equalizing Reservoir overcomes the difficulty of setting the brakes to a desired 
level on a long train. Small changes in train pipe pressure made by the driver 
will not display correctly on the gauge until the pressure has stabilized along 
the length of the train, as brake pipe pressure is measured at the locomotive. 
When applying the brakes, air will vent from the Equalizing Reservoir and it's 
rate is not affected by the length of the train. A relay valve detects pressure 
reduction and discharges air from the brake pipe until it's pressure is the same 
as that of the equalizing reservoir. This serves as a guide for the driver as to 
the pressure the train pipe will settle at, and thus how hard the brakes will 
apply. Watch the equalizing reservoir when making a brake application to 
gauge how hard the brakes will be applied. 

Throttle - Notch Setting 

The Throttle field displays the current throttle notch setting which can range 
from 0 (no application of tractive effort) to 8 (maximum application of tractive 
effort). 

Reverser - Which Way 

The Reverser field displays the Reverser setting. The Diesel/Electric Reverser 
has 3 positions; Forward, Reverse and Neutral. As it suggests it determines 


the direction of travel. 


Brake - Stopping or Going 

The Brake field displays the current application of brakes. The train brake can 
have the following settings: Release, Lap, Application, Emergency and Handle 
Off. 

12.13.4 Diesel Electric Cabin Mode Controls 

To control a locomotive in Cab Mode you can either manipulate the various 
buttons, levers and dials in the Cab View (1) with the mouse or you can utilize 
the keyboard shortcuts. Because different trains may have unique cab layouts 
we will be focusing on the keyboard shortcuts. 



If you want to operate the Cabin controls directly in Cab View you can do so 
by moving the mouse over the various controls and viewing the tooltip 
describing the control. Then Click LMB+H and move the control into the 
appropriate position. We will be noting the tooltip text so you can relate it to an 
explanation of the keyboard controls. 





Train Brakes (Q/Z/A/Pause Break) 

The tooltip text in the Cab View for the Train Brake is "trainbrakelap lever". 

Release (Q) 

Select the Release setting by moving the trainbrakelap lever into the 
"Release" position or by pressing the "Q" key. 

In this position it connects the train pipe to the main reservoir, raising pressure 
in the pipe and thus releasing the brakes. While motoring it gently maintains 
brake pipe pressure to counteract any leaks in the system. 

Leave the handle in the Run/Release position while motoring. 

Lap (Z) 

Select the Lap setting by moving the trainbrakelap lever into the "Lap" position 
or by pressing the "Z" key. 

This shuts off the flow of air from the main reservoir into the train pipe, and 
closes the connection to the atmosphere that is made during a brake 
application. It can be used to make a partial application, and TRS2006 also 
permits a partial release both on Freight and Passenger trains. 

Watch the equalizing reservoir when making a service, and when its pressure 
has decreased by 10-30 psi, move the handle to the lap position. 

Modern locomotives are fitted with self-lapping brake systems, which shut off 
the flow of air automatically when a reduction is made. To make an application 
on self-lapping systems, simply move the handle into the initial service 
position, the brakes will be held at that level until they are released. Greater 
braking effort can be achieved by moving the handle further into the braking 
range. 

On self-lapping systems, simply move the handle to the initial service position 
and leave it there. If braking is insufficient, move the handle further into the 
braking range. 


Application (A) 

Select the Application setting by moving the trainbrakelap lever into the 
"Application" position or by pressing the "Z" key. 

This shuts off main reservoir connection and opens the train pipe to the 
atmosphere. The resulting reduction in train pipe pressure causes the brakes 
to apply. A full application or "equalization of pressures" occurs at 64-psi for a 
90-psi train pipe such as that in use on the F7 diesel. 

Air vents out of the equalizing reservoir, and its gauge provides a guide as to 
the amount of reduction being made. The flow of air must be lapped off at the 
desired pressure by moving the brake handle to the lap position. 

Gradually the Brake Pipe pressure will stabilize at the same pressure as the 
equalizing reservoir. A heavy freight train can generally be slowed by a Brake 
Pipe reduction of 10-psi, a fast moving passenger train can require heavier 
reductions of up to 30-psi. 

The brakes of a long train will take more time to react, as changes in pressure 
must be transmitted by the train pipe to every vehicle in the consist. The 
brakes will be held at this level until the handle is moved to the release/run 
position, when air will flow from the main reservoir into the brake pipe and the 
brakes will gradually release. The flow gauge serves as a guide to air 
movement within the Brake Pipe, a reading above zero indicates that the 
brakes are either in the process of application or release or are otherwise 
venting air somewhere in the consist. 


Note: Use the 'A' key to apply handbrakes to consists without 
locomotives to prevent them from rolling away. 


Emergency Brake (Pause Break) 

Select the Emergency setting by moving the trainbrakelap lever into the 
"Emergency" position or by pressing the "PauseBreak" key. 

Like the service position, this allows air to escape into the atmosphere, though 



the air is vented from the system more rapidly so the train will stop more 
quickly. 

Independent Brake (E/D) 

The Independent Brake as the name suggests is independent of the main train 
braking system. It is used to apply braking force only on the selected 
locomotive. 


Note: Not all locomotives have an independent braking system. The 
tooltip text in the Cab View for the Independent Brake is 
"independentbrake lever". 


Independent Brake (E) 

In Cab View the independent brake lever has a continuous range from fully off 
(red range) to fully on (green range). Set the Independent Brake by moving the 
independentbrake lever across this range. 

In keyboard control mode the Independent Brake is set by pressing the "E" 
key. However, this only toggles the Independent Brake between being fully on 
or fully off. 

Application of the Independent brake takes some pressure away from the 
Main Reservoir and the Brake Cylinder pressure will rise. Remember this only 
applies to the locomotive and not the rest of the train. 

Independent Brake Bail (D) 

The Independent Brake Bail can only be operated from the keyboard by 
pressing the "D" key. It immediately vents only the locomotive brake cylinder 
without affecting the braking effort on the rest of the train. 

If the Train Brake or the Independent Brake is applied when you use the 
Independent Brake Bail the locomotive Brake Cylinder will fill again with air 
and rise in pressure. 

This is mainly used to "stretch" the train by allowing the locomotive to "run 


away" from the rest of the train. This stretches the train to the limits of the 
couplers and reduces strain. 

Reverser (F/R/V) 

The tooltip text in the Cab View for the Reverser is "reverser lever". The 
Reverser has three settings: Forward, Reverse and Neutral. You select the 
Forward setting by moving the reverser lever into the Forward position or by 
press the "F" key. Select the Reverse setting by moving the reverser lever into 
the Reverse position or by pressing the "R" key. The Neutral setting is selected 
by moving the reverser lever into the Neutral position or by pressing the "V" 
key. 

As the settings indicate, the Reverser position determines the direction the 
train will travel relative to the cab with the driver. This is important to remember 
in dual cab locomotives. 

The Neutral position disengages any tractive effort regardless of throttle 
setting. The locomotive should always be stopped before changing the 
reverser setting to the opposite direction. 


Note: You cannot change the position of the Reverser unless the 
Throttle is at the idle position. 


Throttle (W/S/X) 

The tooltip text in the Cab View for the Throttle is "throttle lever". In Cab View 
select the required Throttle setting by moving the throttle lever to the required 
notch position (0 = no tractive effort, 8 = maximum tractive effort). 

When using the keyboard press the "W" key to increase the Throttle one notch 
position, while the "X" key to reduces the Throttle one notch position and the 
"S" key immediately sets the Throttle notch position to zero. 

Correct use of the throttle depends on various factors such as the type of 
locomotive, the weight and length of the train, the severity of grades and 
weather conditions. The variety of operating conditions cannot be discussed 



in the context of this manual, and generalized operating instructions are 
therefore provided. 

For each throttle position, a definite maximum load current and corresponding 
tractive effort may be developed. The increase as the throttle is moved from 
one position to the next is immediate. Since the total tractive effort of the 
locomotive is divided into eight steps available at the eight throttle notches, it 
is necessary to advance all the way into the last notch in order to develop full 
tractive power. Further, since the current is controlled, it is perfectly safe to do 
so, in fact it is often necessary under certain conditions. 

The load indicating meter or Ammeter provides the best guide for throttle 
handling when accelerating a train. By observing this meter, it will be noted 
that the pointer moves to the right (increased amperage) as the throttle is 
advanced. Thus for maximum acceleration without slipping, the throttle should 
be advanced one notch each time the pointer begins moving back toward the 
left, until full power is reached in notch 8. 

It is well understood that the worst treatment that can be given to a traction 
motor is to allow it to stand at "stall" for any appreciable length of time with 
load current applied to it. It is therefore most important, having given due care 
to ensure that the brakes are released, and that the train slack is out, to start 
the locomotive to move as quickly as possible, accelerating to a speed that will 
bring the load meter pointer down in a minimum of time. 

When starting off, it is good practice to advance the throttle promptly to a notch 
that will start the train moving. If after starting, acceleration is too fast, you can 
back off the throttle once all the slack is out, in order to maintain desired 
speed. Once the slack has run out, the throttle may be advanced as desired 
to suit operating conditions and the needs of the schedule. It is good practice 
to hesitate at each notch position, to allow the engine to come up to the new 
run speed, and to prevent slipping. 

When decelerating, it is also important to consider the action of slack running 
in and out on the train. Always avoid reducing the throttle from high power to 


idle before allowing traction motor voltage to decay. Pressing the "S" key 
returns the throttle to 0, but it is only intended for emergency use, as such 
sudden changes in power propagate a wave motion throughout the train. This 
kind of surge increases the risk of drawbar or coupler failure, along with 
possible damage to loads or a very uncomfortable ride for your passengers. 

Avoid heavy handed use of the throttle, sudden changes in force send surges 
along the train. 

Dynamic Brake (C) 

The tooltip text in the Cab View for the Dynamic Brake is "dynamicbrake 
lever". To activate the Dynamic Brake, ensure the Throttle is set to the Neutral 
position, then move the dynamicbrake lever fully into the green range or press 
the 'C key. The throttle lever and corresponding keys are now used to control 
braking effort. 

To deactivate the Dynamic Brake move the throttle lever to the 0 notch setting 
or press the 'S' key. Then move the dynamicbrake lever fully into the red range 
or press the 'C key. The Dynamic brake is now inactive and the Throttle will 
once more control tractive effort. 

The Dynamic Brake is a means of reducing locomotive speed by an electrical 
system, which converts the traction motors into generators. The operation and 
effect of this system applies braking power only to the locomotive(s). Power 
required to rotate the generators through gearing on the wheels and axles, 
retards the locomotive's travel. Current generated by the traction motors is 
dissipated in resistance grids located in the engine hood of the locomotive. 
The grids are cooled by motor driven fans that are powered by a portion of the 
current generated. 

Although similar in effect to an independent air-brake application. Dynamic 
Brake is fully electrical; it does not produce friction between brake shoes and 
tires, thus avoiding heat and wear on these parts. The load indicating meter 
shows the current generated by the traction motors and may be compared in 
effect, with a brake-cylinder pressure gauge. 



Dynamic braking is valuable in many phases of locomotive operation. It is 
particularly valuable when descending grades, though it can effectively be 
used to retard train speed while coming to a halt if desired (10 mph minimum), 
reducing the necessity for air brake. 

Advance cautiously through the braking range until desired braking effort has 
been reached. The amount of braking strength available varies with train 
speed, and with the throttle in notch 8 continues to rise, as the speed 
decreases until reaching its maximum value at around 20 mph. It is 
permissible to start from a standstill on a downgrade with Dynamic Brake 
applied. 

When braking a heavy train on a severe grade, the maximum available 
braking effort may not be sufficient to maintain desired speed. An application 
of the Train Brake may be used in addition to the Dynamic Brake, in order to 
maintain permissible track speed. 

Lights (L) 

The tooltip text in the Cab View for the Lights is "light switch". Toggle the 
headlights on or off by moving the light switch or by pressing the "L" key. 

Horn (H) 

The tooltip text in the Cab View for the Horn is "horn lever". To operate the 
horn move the horn lever or press the "H" key to operate the horn. For long 
blasts of the horn, simply hold the horn lever or 'H' key down. Some multi-tone 
horns only have a single blast pattern. 

Bell (B) 

The tooltip text in the Cab View for the bell is "bell switch". Toggle the Bell on 
or off by moving the bell switch or by pressing the "B" key. 

Pantographs (Keypad 1) 

The tooltip text in the Cab View for the Pantographs is "pantograph switch". 
Activate the Pantographs on your locomotive by moving the pantograph 
switch to its various positions or press the "Keypad 1" key. If the locomotive 


has multiple pantographs subsequent key presses will raise them individually 
or together before cycling back to all down. 


Note: Only electrical locomotives will have pantographs and hence 
pantograph switches. 


12.13.5 General DIesel/ElectrIc Train Operating Principles 
Grades 

When starting to climb a hill, the locomotive and train will slow down, and the 
increased load will be indicated by the load meter pointer moving toward the 
right. 

When traveling down a hill, due care may be required to keep your train under 
control. When making a long descent, keep in mind that several successive 
brake applications and releases can result in depletion of the system, and it's 
therefore sometimes necessary to plan your approach to braking. It may be 
necessary to set a constant partial application to control your speed. 

Many locomotives are fitted with dynamic brake, which may be used in 
conjunction with the train brake to control speed when descending a grade. 
When descending a long grade, try to estimate how much braking is required 
to keep the train moving under controlled speed. It's safer to make an 
application that may initially slow the train more than desired, than it is to make 
several successive applications and releases. 

Operating Over Crossings 

The severe mechanical shocks encountered by the traction motors when 
passing over crossings and station yards, may cause the brushes to bounce 
and flashover the motors. 

At speeds above 40 mph, reduce the throttle to fifth notch position or below 
while all units are passing over the crossing. This is not necessary at low 
speeds. It is also recommended during dynamic braking at high speeds for the 
same reason. This procedure will ensure decay of motor and generator 



voltage to a safe level before the shock occurs. 

Running Through Water 

Under ABSOLUTELY NO CIRCUMSTANCES should any locomotive be 
operated through water deep enough to contact the bottom of the traction 
motors. 

Water any deeper than 3 inches above rail level is likely to cause damage to 
the traction motors. Every precaution should be exercised under 
circumstances of water over track, and speed should not exceed 2 mph in 
such conditions. 

Auran cannot accept responsibility for damage caused by attempting to 
operate your Trainz in sub-marine environments. 

12.14 Up to Another Challenge? - Driving in Steam Cabin Mode 

12.14.1 Introduction 

So you want to get one of the steam-powered behemoths from yesteryear 
moving? Controlling a steam engine is quite different from a diesel or electric 
engine. Forget about dynamic brakes and "notch" throttle settings, these 
machines use steam regulation as the method of control. Cf course you still 
have the train brake, but the regulator/reverser are the combined 
throttle/power settings and balancing these and maintaining your steam is the 
art of steam engine driving. 

12.14.2 The Steam Cab Mode Tutorial 

Go to the Driver main menu and Click LMB on the "Tutorial 3 - Steam" session 
from the route "Cutback Australia 2". Then Click LMB on the Green Light 
labeled "Load" in the lower right hand corner of the screen. The program loads 
in the route and session information for the tutorial and the session will start. 

An introduction to the tutorial comes up as a window and describes what you 
will be doing in this tutorial - other windows will pop-up along the way to 
explain aspects of the tutorial and help you achieve the tutorial goals. Click 


LMB on the green checkmark in the bottom right corner of these pop-up 
windows to proceed. 

Cnee you have read through the introductory screens you will see a stationary 
Queensland Railways PB15 steam locomotive ready to roll... 

Go through the tutorial to get a feel for driving a train in Cabin mode. 

Below we look at each of the aspects of the Cabin mode of operation, so use 
it as a reference if you get lost during the tutorial. 

12.14.3 The Steam HUD 

In some respects the Steam Cab HUD Panel is 
similar to the Diesel/Electric HUD Panel in terms of 
the fields that monitor Train Brake readings. You will 
of course note that there are no Throttle or Reverser 
fields, these have been replaced by the Regulator 
and Cutoff. In addition you have the Boiler and 
Water fields which monitor your current steam- 
making capacity. 


Note: If the currently selected train has Driver 
Commands in progress the Steam Cab Info 
Panel on the HUD is no longer visible and the 
train is not manually controllable. To regain manual control Click RMB 
on the driver and select "Abandon Schedule" or "Stop Train" from the 
pop-up Driver Command Menu. 


Current Speed: 0 kph 
Speed Limit: G5 kph 

Time: 12:13:3G 


Brake Pipe: 

Brake Cyl: 

Main Res: 

Equalizer: 

Brake: 

Boiler: 

Regulator: 

Cutoff: 

Water: 


293 kPa 
389 kPa 
823 kPa 
289 kPa 
application 
1008 kPa 
0 

75% 

74% 


Let's go through each of these items individually before looking at the 
individual commands for controlling a steam locomotive in the Cab Mode. 


Note: Only steam specific HUD items that differ from those of 
diesel/electric locos will be listed here. See section 12.13.3 for details 
on HUD items that are generic to both diesel/electric and steam locos. 





Boiler - Under Pressure 

The Boiler field measures the current steam pressure in the boiler. 

The steam pressure in the boiler is dependent on a number of factors and 
maintaining a head of steam is one of the challenges in running a steam 
locomotive. 

Of course driving the locomotive uses up steam and reduces the boiler 
pressure. See Section 12.15 on General Steam Driving Principles to learn how 
to drive a steam locomotive with an eye to maintaining your head of steam. 

When the nominal boiler pressure is exceeded, Safety Valves lift to vent 
excess pressure to the atmosphere. A good crew will avoid this waste of steam 
and fuel by striking a good balance between the temperature of the fire, the 
pressure in the boiler, and the conditions of the road ahead. When 
approaching a heavy ascent for example, a hot fire will be required to maintain 
adequate steam pressure. Conversely when approaching an easy section with 
a hot fire, the rate of pressure increase in the boiler can be eased to prevent 
lifting safety valves by adding more water to the boiler, or indeed more coal if 
there is hard work to do up ahead. 


Note: Nominal Boiler Pressure is different for each locomotive type. 


Note: Take care not to add excessive coal, as this will lower the 
temperature of the fire for a time. A great rule of thumb is "a little coal 
often", try between 2-4 shovels every kilometer (that's 3-6 shovels 
every mile). 


Regulator - Give Me Steam! 

The Regulator field displays the current position of your regulator the range of 
values is expressed as a percentage (0-100%). 

The Regulator in conjunction with the Reverser setting determines how much 
and at what portion of the piston stroke that steam is sent to the cylinder. 


Together the Reverser (or Cutoff setting) and the Regulator act as the Train's 
throttle. 

Cutoff - How Much Steam? 

The Cutoff field displays the percent cutoff as dictated by the position of the 
Reverser lever (sometimes known as a Johnson Bar) is expressed as a 
percentage (minus 75% to plus 75%). Negative values indicate the valve gear 
has been set to move the locomotive in reverse. 

The higher the Cutoff value the greater the duration of steam application to 
each piston stroke. 

Long cutoff, represented by higher percentage values (40 to 75%) for the 
cutoff, maximize the tractive effort applied to the locomotive wheels. This is 
mainly used to get the locomotive moving from a standstill or when tackling an 
ascent. 

Short cutoff, represented by lower percentage values (less than 40%) for the 
cutoff, are used to maximize the speed attainable by the locomotive during 
easy sections of the route and where speed restrictions permit. 

Water - Nearly Steam 

The Water field displays the percentage of the boiler filled with water. The 
water level should be maintained at around 66% as a hot fire without much 
water is a potentially catastrophic situation. The steam pressure in the boiler 
may rise faster than the safety valves can cope and... well you just don't want 
to go there! 

The injectors allow water to move from the tender (or engine mounted water 
tank) to the boiler. Moving the water into the boiler can also be used to reduce 
the rate of pressure increase in the boiler as the thermal energy of the fire is 
now being used to heat the incoming cool water. 




12.14.4 Steam Cab Controls 

To control a locomotive in Cab Mode you can either manipulate the various 
buttons, levers and dials in the Cab View (1) with the mouse or you can utilize 
the keyboard shortcuts. Because different locomotives may have unique cab 
layouts we will be focusing on the keyboard shortcuts. 

If you want to operate the Cabin controls directly in Cab View you can do so 
by moving the mouse over the various controls and viewing the tooltip 
describing the control. Then Click LMB+H and move the control into the 
appropriate position. We will be noting the tooltip text so you can relate it to an 
explanation of the keyboard controls. 


Note: If you are operating a multi-steam locomotive consist you will 
need to control each locomotive individually in Cab Control mode. Try 
a triple header and see if you can keep up with the task! 


Note: Only steam specific controls that differ from diesel/electric locos 
will be listed here. See section 12.13.4 for details on cab controls that 
are generic to both diesel/electric and steam locos. 


Reverser (FIR) 

The tooltip text in the Cab View for the Reverser is "reverser lever". The 
reverser determines the steam Cutoff and has a range of -75% to +75%. 
Negative values indicate the valve gear has been set to select reverse 
movement, conversely positive values set the valve gear to select forward 
movement. The neutral or mid-gear position (0% cutoff) prevents any tractive 
effort being applied to the locomotive wheels. 

You adjust the reverser setting by moving the reverser lever either 
forwards/backwards or by pressing the 'FV'R' keys. The Neutral setting is 
selected by moving the reverser lever into the Neutral position. 


Note: The Reverser is sometimes known as the Johnson Bar. 


See Section 12.15 on General Steam Train Operating Principles for more 
information. 

Regulator (W/X) 

The tooltip text in the Cab View for the Regulator is "regulator lever". In Cab 
View select the required Regulator setting by moving the regulator lever to the 
required position (0 to 100%) or pressing the "W" key to increase or "X" to 
decrese. 

Fireman (Space) 

To maintain your steam you need to ensure you have a fire in the firebox 
sufficient to maintain boiler pressure. As the fire burns it consumes fuel (coal 
or oil). To stoke the fire by adding fuel, press the 'Space' key. In some 
locomotives you will see an animated fireman actually shoveling coal - make 
sure you have opened the firebox door with your mouse in Cab View or your 
fireman will not go to work. As the fire is stoked it burns hotter (red is a cool 
fire, white is a hot fire) and starts to raise the boiler pressure. 

Lights (L) 

The tooltip text in the Cab View for the Lights is "light switch". Toggle the 
headlights on or off by moving the light switch or by pressing the "L" key. 

Whistle (H) 

The tooltip text in the Cab View for the Whistle is "whistle lever". To operate 
the whistle move the whistle lever or press the "H" key to operate the whistle. 
For long blasts of the whistle, simply hold the whistle lever or "H" key down. 
Some multi-tone whistles only have a single blast pattern. 

Bell (B) 

The tooltip text in the Cab View for the bell is "bell switch". Toggle the Bell on 
or off by moving the bell switch or by pressing the "B" key. 


12.15 



General Steam Train Operating Principles 
12.15.1 Making Steam - Fire & Water 


Note: Not all of these functions are currently implemented so that they 
may be controlled on steam engines in TRS2006. 


A Steam Engine needs a full head of steam to operate effectively. To generate 
the steam you build a fire in the firebox by shoveling coal through the firebox 
door found in the middle of the backhead. The backhead Is that part of the 
boiler that makes up most of the front of the cab of the locomotive. 

You must also have the boiler filled up appropriately with water. A hot fire and 
an empty boiler Is a catastrophic situation. Maintaining the water level in the 
boiler is of great concern. The water glass in the engine shows you the level 
of water in the boiler. Try and keep It at about 2/3 of the way up the glass. 

When the session begins the light-up crew has already got your boiler up to 
pressure and your water levels will be good to go. 

While standing in the station or otherwise stopped, you may use the steam 
available in the boiler to add more water to the boiler. To do this, you adjust 
the valve on the backhead that controls the provision of steam into the Steam 
Injector. The Steam Injector is a precision piece of equipment which uses a 
venturi system to use high pressure steam to push water form the tender into 
the boiler under pressure through a check valve which only allows water Into 
the boiler if the pressure behind the water exceeds the pressure in the boiler. 
Use the Steam Injector to bring the water level up to the right level and then 
turn it off. 

Once the train is moving, the Steam Injector can be set carefully to just the 
right setting so that the amount of water entering the boiler matches that being 
used up as the steam is used to drive the train. If you have equilibrium here, 
the water level will be maintained at a given level. But as an engineer, you 
must continually adjust the flow of water as steam will be used up at different 


rates depending on the speed of the engine and how hard it is working which 
can vary dramatically with grades. 

A second system is often available on engines for pumping water into the 
boiler. These are axle driven water pumps. They pump at a rate governed by 
how fast the axles are turning which in turn is governed by the speed of the 
train. Obviously they are no help when you are stopped. But when you are 
running they can be used to continually feed water into the boiler. How do you 
adjust the feed rate when you cannot adjust the speed of an axle driven 
pump? The Bypass Valve is adjusted for this purpose. This valve adjusts how 
much of the water from the axle pumps is simply bypassed back into the 
tender and how much goes to the boiler. So the bypass valve also needs 
attention as you are driving. 

On some locomotives, there are steam driven water pumps that provide yet 
another way of pumping water into the boiler. 

Another key control valve on the backhead is the Blower Valve. The Blower 
Valve is used to control a jet of steam that is blown up the middle of the 
chimney in the smoke box at the front of the steam engine. It accelerates the 
flow of air through the chimney pulling a strong draft through the firebox to 
keep the fires burning strongly. When the engine is moving the exhausting of 
the steam used in the cylinders that drive the train provide a good draft. But 
when the train is stopped or if you fire is not burning as hot as you would like, 
it is wise to open up the blower to maintain this draft through the fire. 

12.15.2 Reverser & Regulator 

The Steam Reverser Handle (also called a Johnson Bar or Steam Cutoff) has 
multiple positions and adjusts the steam locomotive's valve gear in such a way 
that the pistons drive the driving wheels in the appropriate directions. In the 
center or neutral position, no tractive effort will be developed by opening the 
throttle. 

When first starting a steam engine, place the Reverser Handle in the full 
forward position. Once the consist is moving forward at a constant speed, 



bring the Reverser Handle back towards the short cutoff position, thus 
adjusting the valve gear appropriately for most efficient operation to preserve 
your use of coal and water. Move the Reverser Handle forward into the high 
cutoff range when accelerating or climbing grades. 

The Reverser is used with the Regulator to control a combination of speed and 
tractive effort. 

Correct use of the Regulator depends on various factors such as the type of 
locomotive, the weight and length of the train, the severity of grades and 
weather conditions. The variety of operating conditions cannot be discussed 
in the context of this manual, and generalized operating instructions are 
therefore provided. 

Opening the Regulator on a steam engine delivers steam to the valves which 
govern the distribution of the steam to the main cylinders which in turn drive 
the driving wheels through the main rods on each side of the engine. 

When starting off, it is good practice to advance the Regulator very gently. The 
finest of steam era engineers started their trains so smoothly that passengers 
hardly noticed that they were moving. It is also important to pick up the slack 
in all of the couplers in along train. Once the slack has run out, the Regulator 
may be advanced as desired to suit operating conditions and the needs of the 
schedule. Steam engines are notorious for the ease with which you can get 
wheel slippage, which is quite a spectacular site to watch. To avoid slippage, 
start gently and do use the senders if conditions warrant. Sanders deposit 
sand just in front of the driving wheels to improve traction. 

When decelerating, it is also important to consider the action of slack running 
in and out on the train. Always avoid reducing the Regulator quickly. Sudden 
changes in power propagate a wave motion throughout the train. This kind of 
surge increases the risk of drawbar or coupler failure, along with possible 
damage to loads or a very uncomfortable ride for your passengers. 


12.15.3 Cylinder Cocks 

When first starting up an engine with cold cylinders, water condenses quickly 
in the cylinder as steam is introduced. Excess water in the cylinders is not 
compressible and the cylinders can be badly damaged. Relief valves called 
Cylinder Cocks are provided on the cylinders to let the water escape easily. 
Always start an engine with the cylinder cocks open using the Cylinder Cock 
Valve on the backhead. After the engine has traveled a short distance, close 
the valve to cease the release of steam through these valves. 

When a steam engine is brought to a stop, the valves should be open once 
more before resuming the above cycle. 

12.15.4 Grades 

Naturally gradients also affect the train so keep an eye on your speed and 
adjust the Cutoff/Regulator accordingly. On a positive gradient (uphill) you will 
begin to lose momentum, so you might need to lengthen the cutoff to say 40%. 
This is where it is important to maintain your boiler pressure as a longer cutoff 
consumes more of your steam. 

If you are on a negative gradient (downhill) you may want to coast by reducing 
the Regulator to 0%, leaving the Cutoff at 20% and then touching the brakes 
to keep to the speed limit. 


Note: When traveling down a hill, due care may be required to keep 
your train under control. When making a long descent, keep in mind 
that several successive brake applications and releases can result in 
depletion of the system, and it's therefore sometimes necessary to 
plan your approach to braking. It may be necessary to set a constant 
partial application to control your speed. 




Note: When descending a long grade, try to estimate how much 
braking is required to keep the train moving under controlled speed. 
It's safer to make an application that may initially slow the train more 
than desired, than it is to make several successive applications and 
releases. 


12.15.5 Wheeislip 

For various reasons, the locomotive may break traction which may occur 
during motoring or braking. Possible causes of wheel-slip are many, ranging 
from bad weather, to leaves on the rails. 

Sand is used to control wheeislip. It is poured onto the track via pipes which 
open ahead of the driving wheels increasing the friction between the steel 
wheels and the steel rails. It will often be necessary to reduce power in order 
to regain traction once wheel-slip has begun. This sanding system can be 
activated by moving the appropriate lever in the cab View or can be toggled 
on and off by pressing "V" . If the wheel slip is light reduce the Regulator, apply 
sand and advance the Regulator again. 


12.16 Cab Controls HUD 

A new feature to TRS2006 is an on screen graphical representation of the 
Raildriver Cab Controller. By no means a replacement for the real thing, it 
allows you to drive a train under cab controls without having to remember all 
the keyboard controls. 

The Cab Controls HUD is accessible through the Cab Controls HUD rule. For 
the HUD to appear, the rule must be added to the session and configured to 
"Show" the HUD. When the session starts and runs the rule, the Cab Controls 
HUD appears below the Cabin Controls at the right side of the screen and has 
has five vertical levers. 



From left to right the five levers are Reverser, Throttle/Regulator, Dynamic 
Brake, Brake and Indendent Brake. See sections 12.13 and 12.14 for details 
on how these settings affect diesels/electrics and steam locomotives 
respectively. 


Note: The Cab Controls HUD will not appear unless your session is in 
Cabin Control Mode. 




13 - Railyard 

13.1 Introduction 

Railyard allows you to examine each of the engines and rolling stock assets in 
your collection in detail and discover the background and specifications of 
each item. 



From the TRS2006 main menu Click LMB on the button next to "Railyard" or 
by pressing the "R" key and the Railyard screen will load. 

The Railyard screen is where you can find out more about your locomotive and 
rolling stock assets. Your collection appears in a list on the right hand side of 
the screen and includes any custom content that you have downloaded. 


RJ^LYARQ::^ 


he 


tiglihi^in or q||. rifi: 


II I - ft jg s 

- m 






Name QQ 
AN GM Class 
AN Guard Van 
AN 83^; 


A-gf Bagga^ar - 
^TTSF Chair Car ™ 
. ATSF Diner - 
ATSF F7A - 




I ATs|>leasur4 
ATSF Pullman - Pine series ' 
ATSF SD40-2 
AT&SF Caboose 2006 
Baby Ruth Hi-Cube Boxcar 
BN SD40-2 
BR Class 37 blue 
BR Class 37 yellow 
BR Class 50 
BR Deltic blue 
BR Deltic green 


r 


TifoJJ- 


13.2 Playing With Rollingstock 

Click LMB on any entry and the selected engine or rollingstock item appears. 
Click LMB, RMB+H and roll you mouse forward or back to zoom in or out. Click 
RMB+H and roll it from side to side to rotate the camera around the asset to 
see all sides of it. 


Rotating 


You can Click LMB+H on either 
lower right hand corner to have 
moving the mouse. 


of the circular arrows in the 
the asset rotate without you 


Zooming 

^ Click LMB+H on either the "+" or in the lower left corner to 
(/ zoom in or out. 


Horn/Whistle 

If the asset you are viewing is a locomotive you can hear its horn/whistle 
by Click LMB on the "Horn" icon. Alternatively, press the "H" key. 






Light 


The light is toggled by Click LMB on the "Lights" icon. Alternatively, 
press the "L" key to toggle the light. 


Pantographs 

. If the asset you are viewing is an electric locmotive with 
^you can activate the pantograph animation by Click 
"Pantograph" button. Alternatively, press the "P" key to 
pantographs. 


pantographs, 
LMB on the 
animate the 


Navigating the Collection 

Click LMB on the areas above or below the red ball on the vertical bar at the 
right of the screen to move the list up or down. 


Click LMB on the Info button to replace the list of assets with a display of 
information about the requested item. 



Information. 


AN GM Class 


Having long endured the operating hardships of 
bad coal and bad water on the rugged Trans 
Australia Railway, the Commonwealth Railways 
turned their attention toward dieselisation during 
the late 1940s. 


Clyde Engineering acquired the services of 
former SAR Chief Mechanical Engineer Fred 
Shea, to design and oversee the production of 
GM-EMD F7 model suitable for use on the 
Commonwealth Railways system, importantly o 
the Trans Australia Railway. The equipment wai 


Click on the List button to return to the list. 


Click on the Toggle Info Red Arrow In the lower right to shift the list to the left 


revealing more information about each item in the list. Click LMB again on the 
"Info" button to make the info panel disappear and be replaced by the asset 
list. 


Note: Some assets have no information, in that case the Info panel will 
be blank. 


Inrtion of engines and T“. .. Name ^^3 j 


Origin Company 

Button down or use GM ClaSS 

AU australian 

AN Guard Van , 

ausggf 

AN 830 Class 

'nu ausfrffiRh 

- - ~ATSF Baggage Car — 

US atsW^ 

ATSF Chair Car - 

\ US atsf 

ATSF Diner 

i| US atsf 

ATSF F7A - 

I US atsf 

ATSF F7B - 

II US atsf 

ATSF Pleasure Dome — 

US atsf 

ATSF Pullman - Pine series = 

US atsf 

ATSFSD40-2 

US atsf 

AT4SF Caboose 2006 

US at&sf 

Baby Ruth Hi-Cube Boxcar 

US baby 

BN SD40-2 

US burlington 

BR Class 37 blue 

UK british 

BR Class 37 yellow j 

I UK british 

BR Class 50 ' J 

UK british 

BR Deltic blue ' [T 

I UK british 

BR Deltic green ' |J 

UK british 

<> ^ 



Beside each item in the list is a red button. Click LMB on the red button to flag 
that the selected item should be in a list of your favorites. Click LMB on a few 
more. Then Click LMB on the Favorites button to sort the list with your 
favorites at the top. By developing a Favorites list here, you will be able to use 
the Favorites list instead of the longer list when you assign locos and items of 
rolling stock to consists later in Surveyor. 

To see more categories for your assets, Click LMB the left pointing red 
arrowhead at the bottom of the asset list. The asset list moves to the left 
exposing the extra categories which are Origin and Company. 

Origin is usually a country like UK, USA or AUS. Company is the Railroad 
Company that the asset belongs to. You can sort your assets alphabetically by 
Origin or Company by Click LMB on the heading. 






Note: If you have the "Favorites" button selected you can still sort your 
favourite assets by Name, Origin or Company. 


To hide the extra categories Click LMB on the right pointing arrowhead at the 
bottom of the asset list. 

To leave the Railyard, Click LMB on the "Main Menu" button at the bottom left 
of the screen. 


Tip: Your selection of favorites can be displayed in Surveyor in the 
Trainz Menu. Click on the Red Light to toggle between the full list and 
your favorites selection. 


14 - Trainz Exchange 



This is the Trainz mini-browser designed to showcase the latest content, 
events and updates in the world of Trainz. 

By registering with Planet Auran and logging on to the Internet, you will find 
tons of new information uploaded here on a regular basis. What is in the box 
is really only the beginning of your enjoyment with Trainz. 

Content and information displayed in this window is updated and varies. 

You can even download the latest assets directly from links in Trainz 
Exchange wihtout have to exit Trainz. 


Note: Details on registering with Planet Auran can be found in section 
7.1 of this manual. 




15 - iTrainz 

TRS2006 introduces new online support features that allow interaction 
between Trainz users over the internet through Planet Auran. 

There are two modules in TRS2006 that make use of the online interaction 
capabilities, iTrainz Chat and iPortal. What these modules do and how to use 
them is examined in the sub sections that follow. 


Note: To use the iTrainz features such as iChat, you must be 
registered with Planet Auran and have your TRS2006 installation 
setup with your Planet Auran account. Chapter 7 of this manual 
describes how to do this. 


Note: Although interaction with other online Trainz users is indeed 
possible, this is not to be mistaken for being a multi-player shared- 
world gaming environment. 


15.1 iTrainz Chat 

iTrainz Chat is a module that allows you to exchange instant messages with 
other online Trainz users when in a Driver session. As well as being able to 
exchange instant messages with other online TRS2006 users, you can 
manage your contacts list and see when your contacts are online. 


Note: You can only exchange iTrainz Chat messages in a Driver 
session. iTrainz Chat messaging is not available in Surveyor or any 
other Trainz module. 


15.1.1 Online Chat Rule 

To access the iTrainz Chat features you must be in a Driver session that has 
the Online Chat rule included in the session's configuration. 

The Online Chat rule itself is very simple to use and does not have any 
configuration requirements of its own to deal with. Simply having the rule 


present in the rules list (as shown in the screenshot below) is all that is 
required to have iTrainz Chat available when running that session. 



Remember that to work correctly, iTrainz Chat does require that TRS2006 is 
configured with your Planet Auran account. 


Tip: When configuring a session to have iTrainz Chat, make sure the 
Online Chat rule is flush against the left hand side of the rules list so 
that iTrainz Chat will be available throughout the session. Having 
Online Chat nested as a child rule may mean that iTrainz Chat is not 
initially available when the session first starts. 


Tip: If an existing session created by someone else does not have the 
Online Chat rule included, you can easily create your own iTrainz Chat 
capable version of that session by adding the rule and using the Save 
As option on the Surveyor Menu Bar. See section 11.13.1 for further 
details on saving sessions. 


15.1.2 Interface 

When a session with the Online Chat rule is started, the Chat HUD panel will 
appear at the right hand side of the screen along with the other Driver 
interface HUD panels. 






Located at the left side of the Chat HUD panel is the status button. This button 
is used to indicate the current state of the iTrainz Chat connection to Planet 
Auran as well as being clickable to open access to iTrainz Chat features. 
There are three possible states that the status button can be in: 



Currently connected to iTrainz Chat on Planet Auran but there are no 
new messages. This button can be clicked to open the Contact List 
window. 


Not Connected 

© Indicates that you are not currently connected to Planet Auran. There 
can be several reasons why this is the case that will be examined 
later in this chapter. 


New Message 

.There are new messages or invites (an invitation) to chat groups for 
I you to look at. Clicking on the new message/invite clears the New 
Message state and changes it back to Idle state. 



Adjacent to the status button there are three head icons colored red, white and 
black. Each of these icons has a number value. These icons represent three 
different categories of fellow Planet Auran users as defined by you: 


• ^Red -Friends 

• J White - Acquaintances 

• ^ Black - Offline users 


The number indicates how many users from that particular category are also 
connected to Planet Auran with TRS2006 iTrainz Chat. If you are not 
connected, all user groups will be 0. 


You manage which users belong to which category through the Contact List 
that can be opened by clicking on the Status button (which is examined in the 
next section). 


15.1.3 Contact List 

The Contact List is where you manage your contacts, check on the status of 
a contact, initiate chat windows and send/receive invites (invitations to chat). 

A contact is simply a Planet Auran/Trainz community member you have 
designated as being on your contact list. You can either list that user as a 
friend or ignore them. 

To open the contact List window, click on the Status Button on the Chat HUD 
Panel. Note that you must be online and connected to Planet Auran to open 
the Contact List window. 



If you have never used iTrainz Chat before, your list will be empty but that 
doesn't mean you don't have friends. It just means you haven't built your list 
of contacts yet. 


Tip: The Trainz forum is a great place to meet new friends. Go to 
http://www.auran.com/TRS2006/ and foliow the Forum links to make 
some new friends. 


For the sake of an example and further explanation, this manual will assume 
that from now on, you have some assorted contacts (both friends and users 
you want to ignore). 





Across the top of the Contact List window there are 4 check boxes with 
adjacent icons. These checkboxes determine which contacts from your list will 
be visible. 


• # Friends 

• SI Online 

• Q Invites 

• [«j Ignored 


- Only show friends (either online or offline) 

- Only show users currently online (friends and 
acquaintances) 

- Show invitations and sent invitations. 

- Show ignored users. 


By default all of these checkboxes are enabled. Once you start un-checking 
these boxes, users in your contact list may disappear according to 
circumstances. Before hunting for a lost friend, ensure the checkboxes are 
appropriately set. 


Sending Invites and Broadcasting 

At the bottom of the Contact List window is a section containing the send 
broadcast button, invite button and an associated text input box. 



Clicking either icon results in the entered text being used for that icon's 
purpose. 

Invitations - Adding New Friends 

1^ Other users are added to your Contact List by inviting them. The invited 
user need not be online for an invitation to be issued as the invite is held on 
the Planet Auran server system until it can be pushed to the invitee when they 
next come online. 


To add another user on your contact list, enter their Planet Auran name in the 
text entry box and then click on the Send Invite icon. 


As this user is an invitee, their name only appears on the contact list if the 
Invites checkbox at the top of the window is enabled. 


Note: The username must be the EXACT Planet Auran/Trainz forum 
username of the user you wish to add to your contact list. Usernames 
are not case sensitive and there is a 20 character limit. Be careful of 
underscore characters - spaces are not allowed in Planet Auran 
usernames. 


Once invited, that invitee's name will appear on your list with a head icon 
adjacent to it. Depending on whether that user is connected or not, the head 
will either be red (online) or black (offline). 



If the username entered is not valid, the name may flash briefly on the contact 
list and disappear straight away. Regardless of the flash or not, the invalid 
username won't be added to the list. 

The list of contacts you add is global to all sessions with iTrainz Chat enabled 
so what contacts you add/remove on one session will affect all other sessions. 
The Contact List is not specific to any one session. 


Note: iTrainz Chat is only supported in TRS2006 and not every 
registered Planet Auran member is a TRS2006 user who will be able 
to join you for iTrainz Chat. 





Broadcasting 

y Clicking on the Broadcast icon in the lower left corner of the Contact List 
opens up the Broadcast window. 



In the text entry box at the top of the Broadcast window, enter in your 
broadcast message and press "Enter" to send the message to all of your 
online friends. Note that only friends that have a chat window with you already 
opened will see the broadcast message. 

Contact List Members - Your Friends 

At the center of the Contact List window is your list of buddies which are listed 
in the order that you added them. 


Contact List 




% proby 

IfiJ 

l.'ft 1 cafe 

LftJ 

% lance jago 

L&J 

% windwalkr 

LqJ 


Next to the left side of each name, there is an icon indicating that user's status. 

Online Friend 

• An Online Friend is someone who is in a session with the iTrainz Chat rule, 
online and who you have opted to flag as a friend. 


Offline Friend 

• A friend who is not currently connected with iTrainz Chat. 


Ignore 

[iJ A user on your list that you have opted to ignore. You cannot receive invites 
or messages from someone you have chosen to ignore. 

Clicking on the contact's name opens a chat window with them, while clicking 
on the information icon to the right of that name opens the Buddy Info window 
for that contact. See the next two sections for further discussion of these 
features. 

15.1.4 Buddy Info 

To the far right of the usernames in the Contact List window is the information 
icon: 

% lance iago 
• windwalkr 



Clicking on this icon opens up the Buddy Info window for that user, where you 
can choose whether to make a contact a friend, ignore them, or delete them 
entirely from your list. 



To set the buddy as being a friend or someone to ignore, select the 
appropriate radio button. Close the window to return back to the Contact List 
which will now be updated to reflect that buddy's new status. 









Note: Now that the status of a buddy has been changed, that buddy 
may not be visible anymore in the Contact List because of how the 
checkbox settings at the top of the window are currently set. 


Clicking on the Remove Buddy link closes the Buddy Info window and returns 
back to the Contact List with that buddy removed. 

15.1.5 Chat Window 

The Chat Window is where the user can exchange text messages with a 
specific contact. A chat window with someone in your list is opened by either 
clicking on their name or the icon to the left of their name in the Contact List 
window. 



Messages can be sent to the other user that the Chat Window was opened 
with by clicking on the text entry box at the bottom of the window, typing the 
message and pressing "Enter" to send. Your typed messages will be shown in 
the Chat Window along those from your friend. 

The Chat Window can be closed by clicking on the 'X' in the top left corner of 
the window. Each time the chat window is closed and re-opened the chat 
history is restored with the selected contact for the current session. 


15.2 iPortal 

The iPortals is a special type of portal asset that allows train consists to be 
transferred between your Driver session and that of another online TRS2006 
user. 

This however does not mean Trainz has multiplayer game functionality. The 
iPortals allow a train to be moved between two separate sessions. Otherwise 
the sessions are still independent and have no other links or synchronization. 

15.2.1 Placing and Configuring an iPortal 

An iPortal is a scenery object with track and is placed and linked into your 
route in the same way an industry is as described in section 11.7.2. The two 
iPortal assets can be easily found in the scenery items list as they both start 
with "iPortal". 

To function in the Driver session, the iPortal needs to be configured. There are 
no rules needed, just open the properties window for an iPortal placed on your 
route. 



To get the iPortal working, not only must your TRS2006 installation be 
configured to work with your Planet Auran account, but the iPortal itself also 





has several parameters that need setting as well. 

iPortal id 

Unique ID name that this portal is to be identified by. 

Send to user 

Name of the remote TRS2006 user that you wish to exchange train consists 
with. This setting isn’t needed if you are just transfering trains to other iPortals 
on your own route. 

Destination iPortal id 

Unique ID name of the destination iPortal that this iPortal is to exchange trains 
with. This can either be remotely located on another user’s system or from 
your own route. 

Send Trains 

Specifies whether trains are sent over the internet and exchanged with 
another user or just transferred locally to another iPortal. 

Check for trains 

Enable this option if you want the iPortal to wait for trains that another iPortal 
may send to it. 

Driver mode after create 

Determines how trains emitted from the iPortal will be controlled on your route 
once they have exited the iPortal. 

Trains transferred through an iPortal will retain their vehicle loads so one 
potential fun activity is to operate your route such that it requires an incoming 
loaded train from someone else through the iPortal. 

Don’t forget to use iTrainz Chat so you can communicate with your friend and 
arrange iPortal exchanges. iTrainz Chat will also let you know if your friend is 
online. 


16 - Content & Assets 

Content broadly describes anything that you can add to your TRS2006 
software that will expand the collection of objects available to you within the 
game. This includes locomotives, rolling stock, track, vehicles, people, 
buildings, bridges, tunnels, routes, rules, sessions, scenarios etc. Content is 
created by community members just like you and is available from many 
places on the Internet. The major source of content is a huge library of over 

30.000 objects that can be accessed using Content Manager. This section of 
the manual will tell you a little more about identifying and utilizing new content 
for TRS2006. 

16.1 The KUID System 

Whilst you should not need to know much about the KUID (or Koolthingz 
Unique IDentifier) system, it is a term you will come across if you start delving 
into the world of custom content. A KUID is simply a way of identifying content 
for your TRS2006 software. Here is an example: 

<KUID:43750:12345:02> 

The first part of the KUID (43750 in this example) identifies the content creator, 
so all content from any particular author will have the same first set of digits. 
When you register at Planet Auran, you will be given a unique content creator 
I.D. that you can find in your User Profile. 

The second set of digits is the unique identifier for a specific asset from the 
author. 

There is also a third number. This is the item’s version number and is used to 
allow Content Creators to update their creations without having to introduce a 
new KUID. 



17 - Content Manager Plus 

17.1 Introduction 

Content Manager Plus (CMP) has a number of functions rolled into one 
integrated package giving you control and access to the many thousands of 
assets available for Trainz. The main functions that CMP offers are: 

• Download Station Index 

• Downloading Content 

• Content Management 

• Archiving/Backup 

• Uploading Content 

• Creating/EditingA/erifying Content 

• Paintshed 

We will examine each of these functions in the sections below. 


Note: Content Manager Plus can only be used with TRS2006, it 
cannot be used with previous versions of Trainz. 


17.2 Getting Started and Customizing CMP 

First let's take a look at the layout of CMP. 



17.2.1 Menus 

The menu items generally duplicate in-game functions. Many menu actions 
have keyboard shortcuts which are shown to the right of the action listed in the 
menu. 

17.2.2 Bars 

There are four bars that you can use to monitor and control various CMP 
functions. The Status Bar is fixed, however the other bars are floating and 
dockable which allows you to arrange the appearance of CMP as you see fit. 
The visibility of each bar can be toggled in the View menu. 

Tool Bar 

A bar of buttons that allow the user to quickly access commonly used functions 
like New Asset, Clone Asset, Open for Edit, Disable/Enable Toggle, Delete, 
Launch Trainz and Help. 






Ticket Status 

If you have a First Class Ticket (FCT) it shows how many days are left on the 
FCT and your total downloads (right-click to reset this). If you don't have a FCT 
it shows your daily download total and the limit (currently 1 00MB). . .click on the 
ticket to open a browser window which allows you to upgrade to a FCT. 


1 1 Fi r’st ■' 1 

90 days left 

? 1 1 ^ 

256.56 MB downloaded Total 


Status Bar 

Displays warning/error messages in red/orange/yellow as well as a running 
total of items displayed out of the total items available including those on the 
download station. 

Network Speed 

A panel that displays your relative download speed in a graphical form when 
you are downloading. Note that it dynamically adjusts the Y axis to keep the 
graph on screen. 



A 



17.2.3 Main View Panel 

The Main View panel can show assets in text or thumbnail mode. Click LMB 
on the Q button on the title bar to select one or the other. 

The thumbnail view shows assets with a thumbnail picture of the asset as 
uploaded to the Download Station. Thumbnails are downloaded from the DS 
as required, so they may take some time to appear. 


The text view is more like a spreadsheet with columns containing various 
information on each asset. You can elect to view more or less columns by 
right-clicking on the header and selecting the columns to show or hide. The 
column width can be adjusted by dragging the vertical dividers in the header. 
The order of the columns can be changed by dragging and dropping the 
column header to a new location. 

Just under the title bar are a number of tabs. Clicking on these tabs 
immediately shows a filtered view of the assets in the Main View panel which 
correspond to search filters as described in the Sorting, Searching and 
Organizing Content section. 

17.2.4 Action Panels 

The width of the panels can be adjusted by dragging the vertical divider to the 
right of the Action panels. There is a minimum width. 

You can view/hide the Action panels by toggling with the TAB key or from the 
View menu. 

Each of the Action panels can be opened and closed by clicking on the @ icon 
in the Action panel's header bar. The action panels are: 

Download Helper 

Used to download files from the Download Station. See section on the 
Download Station and Downloading for details. 

Search 

Used to find assets. See section on Sorting, Searching and Organizing 
Content. 

Asset Details 

Drag an asset(s) from the Main View panel onto this panel to see the asset in 
more detail, including a thumbnail picture. Use the < and > navigation buttons 
to scroll through multiple assets. You can rate an asset by clicking on the star 
rating (1 to 5 stars), alter its name and description as well as view license 






information. 

Uploads 

Used to upload assets to the Download Station. See section on Uploading for 
details 

Archiver 

Used to archive/backup assets. See section on Archiving for details. 

Pick List 

This is used as a "clipboard" for assets. Drag and drop an asset(s) from the 
Main View onto the Pick List panel to add it. You can remove an asset by 
clicking on the button to the right of the asset name or remove all assets by 
clicking on the Clear button. To view the Pick List assets in the Main View 
panel, click on the View In Main List button. 

17.2.5 Icons 

Throughout CMP there are a number of icons with specific meanings which 
help you quickly identify an asset's attributes. All icons have tool tips so if 
you're not sure what the icon represents hover over it with the mouse cursor 
to show its tool tip. 

Category 

These icons denote the category of the asset, be it a train, route or other 
component of the Trainz world. 

Status 

These icons give you information on the Location, Archive, Modification, 
Version, Editing, Origin and Error status of the assets. 

Ratings 

A zero to five star rating for an asset. Adjust the rating by selecting the number 
of stars for an asset in the Asset Details action panel. 


17.3 Settings 

You can bring up the Settings window by either clicking on the Settings button 
in the Tool Bar or using the File -> Settings menu option. The settings are 
divided between four tabs: 

Archives 

Lists all the archives of which CMP is aware. You can Add, Remove or Update 
archives. Note that removing an archive only removes it from the list, it does 
not remove the archive file. 

Filters 

Lists all the search filters including the default ones. You can remove individual 
search filters (default or custom) and restore the default filters. Warning! 
Restoring the default filters will also remove any custom filters. 

Internet 

Enter your Planet Auran username and password and your internet 
connection type to get access to the Download Station while on-line. Don't 
have a Planet Auran account yet? Then click on the Register Now! link to 
register and get access to the Download Station and Community Forums... it’s 
easy and free! 

Miscellaneous 

Here you can enter your user ID (available once registered with Planet Auran). 
You must have a user ID to make content for TRS2006 and to find your 
content using the "My Content" search filter. 

You can also choose Main View settings, icon sizes, sound settings and delete 
confirmation choices. 

Then there is the option to remove assets from the Download Helper pane 
automatically once downloaded, what to do with assets that are open for edit 
when launching TRS2006, ability to choose a custom script editor and whether 
you want search filter parameters to be applied automatically or require the 
use of the Apply button. 



17.3.1 First Class Ticket and Overcoming Download Limits 

All registered users of TRS2006 gain free access to the Download Station. 
However, we limit your daily downloads to 100 MB and a maximum speed of 
4 kilobytes per second. 

You have the option of upgrading your Download Station access with a First 
Class Ticket (FCT). The FCT gives you unlimited downloading from the 
Download Station. What is more, the downloads are at broadband speeds so 
you get what you want faster. You can get a FCT from our website. ..in fact 
clicking on a non-FCT in CMP will open a browser window at our web shop. 

17.4 Sorting, Searching and Organizing Content 

17.4.1 Sorting 

You can sort on a column by clicking on the column's heading. Subsequent 
clicks toggle the direction of sort, ascending or descending order. 

17.4.2 Searching 

The Search panel allows you to put in one or more search parameters to find 
the content you are looking for quickly. Results of the search are immediately 
shown in the Main View panel unless the Settings for CMP have been selected 
so that the user needs to click on the Apply button to perform the search. 

17.4.3 Default Search Filters 

A number of default Search Filters are defined for the most common searches. 
These are listed in the form of Tabs in the Main View panel. Clicking on the tab 
immediately applies the named search filter. 

Note that you can modify a default Search Filter by adding or removing search 
parameters. Let's say you select the "AH" Default Search filter and add an 
extra search parameter in the Search panel (see below). When you do this, 
the Search Filter tab changes to "Current Search" to indicate that the assets 
being viewed no longer reflect the Default Search filter. 


17.4.5 Adding a Search Parameter 

The default Search panel has a search parameter of "Name" with no value 
entered. 

To change the search parameter click on the drop down list and select the 
required parameter from the list. If the parameter allows a value to search on, 
then click on the value input box immediately to the right of the parameter and 
select or enter the required value. 

To add another search parameter click on the "+" button to the right of an 
existing search parameter and a new search parameter line appears with the 
default "Name" parameter with no value set. 

Each new parameter and value must be satisfied for items to show in the Main 
Panel view, in other words all search parameter lines are "AND". 

There is also a "?" button to the left of the parameter name. If this is enabled, 
you can click on it to add a logical operator of "does not equal" to the 
parameter e.g. "does not equal" Built-In will show only those items that are not 
Built-In to TRS2006. 


Tip: when searching on Author ID, put in the author's UserlD 
(#nnnnnn) rather than their username. Once the items have been 
found, CMP downloads further information about the asset inciuding 
the author's username. Thereafter you can also search using the 
author's username. 


17.4.6 Removing a Search Parameter 

To remove a search parameter, click on the button to the right of the search 
parameter. 

To remove ali the search parameters click on the Reset button. This returns 
the Search panel to its default of "Name" parameter with no value entered. 



Current Search and Saving Search Filters 

As soon as you modify an existing search filter your search is displayed on the 
Current Search tab. 

You can also save your own custom searches and they will appear as one of 
the tabbed Search Filters in the main view. Here is how... 

Once you are happy with the parameters you have selected for your custom 
search, click on the Save button to bring up a Save Filter dialogue. Enter a 
name for the search filter and click on the Save button. 

The search filter is now added to the tabs in the Main View panel. You can 
manage your Search Filters in the Settings dialogue (see Settings). 

17.4.7 Keywords 

You can use keywords to enhance the description of assets and make them 
easier to find. By default all assets have their name text as keywords. Content 
Creators can also add keywords to their content when they create assets to 
assist in finding them amongst the thousands available. 

You can also add your own keywords to content by right clicking on one or 
more selected assets and clicking on Edit Keywords in the context menu. 
Enter the desired keyword and click on the Add button. You can continue 
adding keywords in this way to the selected content. 

Once the keywords have been added, in the future you can use the Keyword 
search parameter to find the relevant items quickly and easily. 

17.4.8 Disabling, Enabling and Deleting Assets 

Once an asset is installed on your computer it is available within Trainz for use 
in Surveyor. TRS2006 comes with about 7,000+ items of built-in assets which 
are also available in-game. 


Note: Some built-in content is not available for use in Surveyor. This 
is determined by the content creator who contributed the item. 


For some, this large quantity of assets can be overwhelming and you may 
want to limit what you see in Trainz, or perhaps you have no interest in a 
particular countries' locomotives and rolling stock. 

To reduce the number of assets visible in-game you can use the Disable or 
Delete function in CMP. 


Note: When disabling or deleting items you may be "breaking" assets 
that are dependant on that item. To check if the item you are about to 
disable/delete is a dependency, select the item, right-click and choose 
View Dependant Assets. This brings up a dialogue box listing the 
assets that are dependant on that item. Do you still want to 
disable/delete it? 


Disabling an asset means that it is still present on your computer, but not 
available within Trainz. To disable an asset, select it (one or more) and click 
on the Enable/Disable button on the tool bar. To make a disabled asset 
available in Trainz, select it (one or more) and click on the Enable/Disable 
button on the tool bar. 

Deleting an asset removes the asset completely from your computer. Of 
course this makes it unavailable in Trainz. If it was a Download Station item it 
will still be listed in CMP, but you will have to re-download it to make it active 
in the game. To delete an asset, select it (one or more) and click on the Delete 
button on the tool bar. 


WARNING: Make sure you back up your custom (non-DS) assets. 
Once they have been deleted there is no way to recover them. 


Note: Built-in assets cannot be Deleted, but they can be Disabled. 
Installed, non-built-in assets can be Disabled or Deleted. 




Tip: Want to just quickly see an asset in Trainz from within CMP? 
Seiect the asset and right-click, from the context menu choose View 
In... and then the relevant Trainz module. After viewing the asset, 
return to CMP by quitting out of the Trainz module. Note that assets 
must be on your local machine to do this as you cannot view items you 
haven’t downloaded. 


17.5 The Download Station and Downioading 

The Download Station, at time of writing, has nearly 40,000 assets available 
for you to download and add to your Trainz software. CMP maintains an index 
of assets on the Download Station which is constantly being updated via the 
internet as new assets are added. 

Important! Before you start downloading from the Download Station, you must 
register your TRS2006 serial number with Auran and enter your username and 
password in the Internet tab of the Settings window. 

Use the searching and sorting capability of CMP to browse through the assets 
and find what you are looking for; see the section on Sorting, Searching and 
Organising Content. 

17.5.1 Selecting Assets to Download 

Downloading assets has never been simpler. Just select the items you want to 
download in the main view panel (you can select multiples by using the SHIFT 
and CTRL key modes), then drag and drop them on the Download Helper 
panel. 

You can also add assets to the Download Helper panel by right clicking on 
them and selecting Download from the context menu. 

1 7.5.2 A Word About Dependencies 

Some assets require other assets (dependencies) to make them complete, for 
example a locomotive needs bogies, engine sounds, engine specifications 
etc... CMP takes care of this automatically* *. When you drop an item into the 


Download Helper panel, CMP checks the selected assets for dependencies 
and then adds them below the parent asset so the asset is complete. Assets 
with dependencies have a "?" icon to the left of the asset's name. Clicking on 
the arrow head will show the dependencies in the main screen display. 

If you drag a lot of items onto the Download Helper, it may take some time to 
check all the assets for dependencies and add them. 

If you already have the assets (parent or child) on the local machine the 
Download Helper will not download them again. If the asset is in a known 
Archive (see Importing Content and CDPs Archiving), when you start the 
download process CMP will get the required assets from the archive. 

To view dependencies for a local asset, select it and right-click then choose 
View Dependencies from the context menu. A dialogue opens up listing the 
dependencies for the asset. You can view the dependencies in the main list by 
clicking on the button. 


Tip: After viewing the dependencies in the main view you can return 
to your previous view by clicking on the "Click here to resume your 
previous search" text in the Search panel. 


* This is true of assets that have been correctly created and they and their 
dependencies are on the Download Station 

17.5.3 Managing Your Downioad Heiper List 

As you add assets to the list and their dependencies are found, the total size 
in MB of the selected assets are shown at the top of the Download Helper 
panel. 

You can remove individual items from the list by clicking on the button to 
the right of the asset's name. Removing an asset removes its dependencies 
too. Removing a dependency just removes it, although the parent asset may 
not work properly if the removed dependency was critical. 



You can remove all the items in the list by clicking on the Clear button. 

Assets are downloaded in the order they are arranged in the Download Helper 
panel list. To change the order of the list, just drag and drop the assets until 
they are in the order you desire. Note that dependencies can only be arranged 
beneath the dependency's parent asset. 

To keep an item in the Download Helper list, but not download it immediately, 
uncheck the checkbox to the far left of the asset. Use this feature to manage 
your download quota if you don't have a First Class Ticket. 

17.5.4 Starting and Stopping a Download 

Once you have selected the assets for download and arranged your download 
list you can begin the download by clicking on the Start button. CMP contacts 
the DS and begins downloading assets. As each asset is downloaded a blue 
bar shows the download progress for the asset and the DS icon to the right of 
the asset's name is replaced by a Local icon to indicate success in 
downloading/installing the asset. 

The speed of the download is graphed in the Network Speed toolbar if it has 
been selected as visible. 

Once the download has started you can stop it by clicking on the Stop button. 
Assets not yet, or partially downloaded, remain in the Download Helper list 
ready for download. To resume the download, just click on the Start button 
again. 

Once the downloads are complete you can clear the list by clicking on the 
Clear button, or this can be done automatically by checking the Remove 
Downloaded Items from the List Automatically checkbox on the Miscellaneous 
tab in Settings. 

17.6 Importing Content and CDPs 

To import existing content, either in folder form, or as a CDP there are two 
options available in the File menu. 


Import Content allows you to specify a folder containing the content and on 
confirmation CMP will import all the content it finds in the selected folder and 
its sub-folders. A dialogue box appears listing the items that have been 
imported... you can view the items in the main list by clicking on the button in 
the dialogue box. 

Import CDPs allows you to select one or more CDP files in an open file 
dialogue. CMP imports the asset(s) in the CDP file(s) and a dialogue box 
appears listing the items that have been imported... you can view the items in 
the main list by clicking on the button in the dialogue box. 

17.7 Archiving 

The Archive function in CMP allows you to "back up" your downloaded or 
custom content. It is not designed as a way of distributing content to others, 
use the CDP method instead. 

Why not use CDP's to archive your content? You could, but the advantage of 
archives is that CMP knows about what you have put in your archives. Every 
time you create an archive, CMP records what assets are in the archive and 
where the archive has been saved. 

Then, when you need the asset (if you have deleted it), instead of downloading 
the asset again needlessly, it takes the asset from the archive. If you have 
moved the archive, say to a CD-R, then a dialog box appears requesting you 
select the location of the archive. CMP then updates the location of that 
archive for use next time. 

Some points about Archives beyond what has already been mentioned above: 

1. When an asset is archived it is flagged with an archive status 
icon (H). 

2. Built-in assets cannot be archived. 

3. If an asset is already installed and an archive containing that 
asset is installed the already installed assets are marked as 
"open for edit". 


4 . 



You can use the Archive Settings (select Settings) to add or 
remove archives as well as update their location. 

17.7.1 Creating Archives 

Simply select the assets you want to archive and drag them onto the Archiver 
panel. If the asset(s) have dependencies you will be prompted to select which 
item's dependencies you want to include in the archive. Note that you cannot 
archive built-in assets. 

Another method is to select the asset(s) you want to archive in the main list, 
then right click and choose Archive from the context menu. The asset(s) are 
added to the Archiver panel. 

Any unwanted asset(s) can be deleted from the archive list by clicking on the 
button to the right of the asset's name. 

When you are ready to create the archive, click on the Archive button in the 
Archiver panel and you will be prompted to name and save the archive to a 
location. 

The named archive and its location are stored in CMP's archive list for future 
reference. 


Note: Assets that are "open for edit" need to be committed before 
being able to be added to an archive. 


17.7.2 Installing Assets in Archives 

There are a number of ways of installing/restoring assets in an archive. 

1. In CMP, select the archive from a list which appears when 
clicking on the "?" button in the Archiver panel header. 

2. Double-click on an archive (.cmpa) file in Explorer. 

3. Drag and drop an archive onto CMP. 


In each case the action loads the selected archive into the Archiver panel and 


a dialogue box appears asking if you want all of the assets installed. You can 
select the "all" option in the dialogue or you can bypass this dialogue and then 
select which assets to install in the Archiver panel... select the assets by 
highlighting them (you can use the Shift and Ctrl keys to select multiple) , then 
right-click and choose "Install". A dialogue box confirms the assets have been 
installed. 

17.8 Creating and Editing Content 

There are a number of ways to create and edit content in CMP. 

First it is important to know how assets are stored for use in TRS2006. Rather 
than a mixture of Jet Archive and "open" custom folders as things were 
handled in the past, TRS2006 stores its assets in a database, the Trainz Asset 
Database (TAD). 

To create new assets they must be developed and then committed to the TAD 
before they can be used in TRS2006. 

Similarly, assets that you want to edit need to be "copied" out of the TAD 
(Open for Edit), edited and then committed back into the TAD before the 
changes can be seen in TRS2006. 

To help create valid or "sane" content for TRS2006 we have developed 
Content Creator Plus (CCP) which checks content to make sure it meets our 
content creation guidelines before it is committed to the TAD. See the section 
on CCP for more information. 

To Commit an asset to the TAD that is Open for Edit, select the asset(s) in the 
Main View and right-click, then choose Edit -> Commit from the context menu. 


Tip: Keyboard shortcut to commit one or more selected assets is Ctrl- 
M. 


An asset modified locally is flagged with a Modified status icon in the Main 
View. 



17.8.1 Creating Content 

Besides importing new content/CDPs you can create new content for 
TRS2006 in a number of ways. 

New 

Use this option to create an entirely new asset from scratch. Clicking on the 
New button in the tool bar or selecting File -> New from the menu will launch 
CCP and begin the creation process. See Chapter 19 of the manual for more 
details on CCP. Once the asset has been created it needs to be Committed to 
the TAD to become available in TRS2006. 

Create New Version 

Use this option to update an existing asset. Select an asset in the Main View 
and right-click, then choose Create New Version from the context menu. Anew 
version of the asset is created which is Open for Edit and the KUID version for 
the new asset is incremented. You can now make the desired changes and 
then Commit the new version to the TAD. This new version will automatically 
obsolete the older version it was created from. 


Note: You can only use this option with assets you have created. 


Clone 

Use this option to base a new asset on an existing asset. Select an asset in 
the Main View and either right-click then choose Clone from the context menu 
or click on the Clone button in the tool bar or choose the File -> Clone option 
in the menu. A new asset appears with a KUID based on your user ID and in 
Open for Edit mode. Notice the Clone status icon appears in the CMP main 
view. You can clone any local assets. 

Paintshed 

Refer to the Paintshed section of the manual for information on how to create 
assets from Paintshed templates and to create new Paintshed templates. 


17.8.2 Editing Content 

There are a range of options when it comes to editing content. Similar to 
creating content, once the content has been edited, it needs to be committed 
to the TAD before the changes are manifest in TRS2006. 

Open for Edit 

Use this if you want to extract the asset out of the TAD. To do this select an 
asset in the Main View and right-click, then choose Edit -> Open for Edit from 
the context menu. The asset is flagged with an Open for Edit status icon. 
Behind the scenes your TRS2006\Editing directory now has a copy of the 
asset sitting in a folder. If you want to automatically open the folder in Explorer 
use the next option "Edit in Explorer". 

Edit in Explorer 

This is the same as the Open for Edit option, but also opens up an Explorer 
window with the Open for Edit asset's folder showing. To do this select an 
asset in the Main View and right-click, then choose Edit -> Edit in Explorer 
from the context menu. 

Edit in Content Creator Plus 

This is the same as Open for Edit, but in addition loads the selected asset into 
CCP. To do this select an asset in the Main View and right-click, then choose 
Edit -> Edit in Content Creator Plus from the context menu. 

Edit Script 

This is the same as Open for Edit, but also opens the asset's script file ready 
for editing. The default script editor is Notepad, but you can also select a 
custom editor in Settings -> Miscellaneous. Select an asset in the Main View 
and right-click, then choose Edit -> Edit Script from the context menu. If the 
asset selected doesn't have a script associated with it you will get an error 
message and the asset will be left in the Open for Edit mode. 



17.8.3 Reverting Content 

When an asset is Open for Edit it can be returned to its previous state in the 
TAD by using the Revert option. This essentiaily deietes the asset's editing 
foider and turns off the Open for Edit flag. To Revert an asset seiect the asset 
in the Main View and right-click, then choose Edit -> Revert from the context 
menu. 

Another Revert option, availabie only for built-in content, is to Revert to 
Original. In this case the modified asset is reverted back to its originai state as 
supplied with TRS2006. Seiect a buiit-in asset in the Main View and right-dick, 
then choose Edit -> Revert to Originai from the context menu. 


WARNING; When reverting assets all changes made to the asset 
are lost. In the case of Revert to Original this means any and all 
changes, in the Revert case it means all those changes made 
since the asset was last committed to the TAD. 


17.9 Uploading 

The uploading process has now been streamiined and is integrated with the 
Download Station and Pianet Auran. 

Important! Before you start uploading to the Downioad Station, you must 
register your TRS2006 serial number with Auran and enter your username and 
password in the Internet tab of the Settings window. Your User ID (in the 
Settings|Miscelianeous tab) is automaticaily entered based on your 
registration detaiis. 

Firstiy select one or more assets that you want to upload in the Main View, 
then either drag and drop them to the open Uploads panel or right-click and 
choose Upload from the context menu. 

The selected asset(s) will be moved to the Uploads panel. A dialogue box 
appears giving you the option to also include the selected asset's 
dependencies. Also if any of the assets are broken or are not your assets then 
these assets will be flagged in the dialogue box with appropriate error 


messages. 


Similar to the Download Helper and Archive panels, you can remove assets 
from the Uploads panel by clicking on the "-" button to the right of the asset 
name. 

Once you have your assets organized in the Uploads panel, click on the 
Upload button to begin the uploading process. 

Firstly a Planet Auran license agreement appears. Once you have read the 
license and accept it click on the Accept button. 

In CMP a dialogue box opens showing the success or failure of the upload. If 
successful, at the same time, CMP logs you onto Planet Auran and the secure 
website opens up in a browser window at the Your Content page. 

In the Planet Auran browser window you can click on the "Unprocessed" 
button to confirm your asset has been received. It will have a generic name 
"upload.cdp" and will also have a time/date stamp so you can identify it. 

You can still stop the upload process at this point, by clicking on the "Do not 
process" link. 

Cnee a day at around GMT 11 :30 unprocessed uploads are processed by the 
Download Station and the asset now is moved to the "Waiting for Approval" 
station. This is where the content is manually checked for any issues and if it 
passes the manual inspection the asset is marked as Approved and you will 
receive an email confirming its approval. Please note that as this is a manual 
process, the time between processing and approval can vary. We try and get 
this done quickly, but we also have weekends, public holidays, sick days, 
urgent matters and sometimes an overwhelming amount of content to 
approve, so we ask for your patience. 

Cnee you receive an email that your asset(s) have been approved the asset 
is usually available on the Download Station within six hours. 



18 - PaintShed 

18.1 Introduction 

PaintShed is a utility included with TRS2006 that allows variations of existing 
rolling stock to be painted and labeled with an accessible and easy to use 
interface. 

The aim of PaintShed is to allow novice and expert users alike to create 
customized locomotives and rolling stock to further enhance their Trainz 
experience. 

Previously PaintShed was an extra application that had to be installed 
separately but for TRS2006 it is now integrated into the CMP suite of tools 
(see the previous chapter for an examination of CMP). 

18.2 Starting PaintShed 

To get PaintShed running, first start up CMP and select the "PaintShed 
Templates" tab found near the top of the CMP interface. This will result in a list 
of template vehicles being displayed that can be used with PaintShed. 



i j, j I Querying Ticket Status... 


II I I I I I I 



I | Open for Edit | Missing Dependencies | Download Station 

Locally Modified | Paintshed Templates | | Out of Date | Archived | Disabled | Installed | Current Search 


J- 

J 



et KUID 


I Instalatlon Time I Mo 




Alco - Simple Stripe 
ATSF Baggage - Simple Stripe 
ATSF Dome - Simpie Stripe Auran 

ATSF Uni - Simple Stripe Auran 

Bay Window Caboose - Checkers Auran 
Bay Window Caboose - Simple Stripe Auran 
Bay Window Caboose - Swoopy Auran 


<kuidi-13; 155001 > Never 
<kuid;-13i 131001 > Never 
<kuidi-13; 132001 > Never 
<kuid;-13; 133001 > Never 
<kuid;-13il56002> Never 
<kuid;-13; 156001 > Never 
<kuid!-13!l56003> Never 


Paintshed requires a vehicle template asset to use as a foundation for you to 
paint on. This means you won't be abie to use just any vehicle for your repaint 
but TRS2006 comes with a good variety of templates for you to work with. 


Find the "Alco - Simple Stripe" template asset (it should be near the top when 
the list is sorted by name) and right click on it. A menu will appear with a list 
of options. Towards the bottom of this menu is Edit submenu. Open it and 
move LMB-click on the "New Paintshed Asset" item. 



Once clicked, PaintShed will now be started with the Alco template loaded and 
ready to paint. 

18.3 Interface 

The Paintshed interface has 4 buttons across the top of window and 5 views 
of the vehicle you will be painting (front, rear, top, left and right). The tools 
offered by the buttons can be applied directly to any of the 5 available sides of 
the locomotive. 





The 5 different side views of the vehicie shown make up what is known as the 
vehicie's skin. The skin constructed here wiil be applied to the 3D vehicle to 
create your own version of that vehicle. 



From left to right, the PaintShed buttons are: 

Paint 

H Allows different parts of the vehicle's skin to be filled with a particular 
color as defined by the template used. 




Allows a text label to be applied and moved around on the vehicle's 
skin. 


Logo 

Allows a logo (bitmapped image) to be applied and moved around 
on the vehicle's skin. 


Save 

Save the painted vehicle for export into Trainz or so you can come 
back and edit it later. 




The exact use of these buttons and what they allow you to do is explained in 
the sections that follow. 

18.4 Painting the Skin 

Painting the skin involves filling areas of the skin with a chosen color. The 
different areas of the skin that can be filled will depend on the template asset 
used to create the currently open skin. You can see the fill areas of the 
template by pressing the spacebar key. Press spacebar again to toggle off the 
template display. 

18.4.1 Choosing Coiors 

To choose a color, click on the Paint button (1st of the 4 buttons at the top of 
the PaintShed window) to open the Color Chooser window. The Paint button 
serves as a toggle to show/hide this window. 



Two paint colors can be assigned to help speed the painting process. These 
two colors are displayed in the Assigned Color display located in the lower left 






corner of the Color Chooser window. 

The palette of colors across the top of the window are ready to be selected for 
use. Click LMB on a palette color to assign it to the left mouse button. Click 
RMB on a palette color to assign it to the right mouse button. 

Click LMB on the double-ended arrow (Q) located above the Assigned Color 
Display to switch the assigned colors between the mouse buttons. 

Click LMB on the small black and white icon (^) below the Assigned Color 
Display to reset the colors to black and white. 

18.4.2 Custom Colors 

To select a color that is not in the default palette, double LMB click on the 
relevant color in the Assigned Color Display area. This will display the Color 
Selector window. 



Choosing a color from the Color Selector window can be done in one of four 
ways: 

1. Click LMB on one of the Basic Colors displayed in the top left of 
the window. 

2. Click LMB in the Color Palette section on the right of the window. 
Move the color bar to the right of the Color Palette section to 


select a lighter or darker shade of the chosen color. 

3. Type a number between 0 and 255 for each of the Red, Gren and 
Blue values in the lower right of the window. 

4. Type a number between 0 and 255 for each of the Hue, Saturation 
and Luminosity values in the lower right of the window. 

Click LMB on the Add To Custom Colors button in the lower right of the window 
once satisfied with the chosen color. The chosen color is now displayed in the 
Custom Colors section in the lower left of the window. Click the OK button to 
return to back to the Color Chooser window and begin painting with that color. 

Click LMB on the Cancel button to return to the Color Chooser window at any 
time. 

18.4.3 Customizing the Palette 

As well as choosing a custom color for use in the Assigned Color Display, it is 
also possible to create a custom color for ready access on the Palette. 

To do this, double Click LMB on a palette color to open the Color Selector 
window. This is the same window used to set a custom color as mentioned in 
the previous section and as such a custom palette color is created in exactly 
the same way. 

18.4.4 Saving and Loading Custom Palettes 

Custom palettes can be saved to disk and used later with other skins. Click 
RMB on the Assigned Color Display to show the custom palette menu. 







Click LMB on the Load Palette Item to display the Open Palette window. 



Click LMB on the different palettes in the list to the left of the window. The 
palette colors are displayed in the Palette Preview section to the right of the 
window. Click the Open button to load the palette for use in PaintShed. 

Click LMB on the Cancel button to return to the Color Chooser screen at any 
time. 

To save the current palette in the Assigned Color Display, Click LMB on the 
Save Palette item in the custom palette menu. This will display the Save 
Palette window. 



Type a name for the palette into the text box at the top left of the window. 
Alternatively, click one of the palettes in the list to save over it. Click LMB on 
the Save button to save the palette for later use. 


Click LMB on the Cancel button to return to the Color Chooser screen at any 
time. 


18.4.5 Applying Colors 

When the cursor is moved back into the skin windows, clicking LMB will fill in 
the clicked area of the skin with the designated left mouse click color while 
clicking RMB on the area uses the chosen right mouse click color. 

When the cursor is above one of the 5 sides of the skin and it becomes a 
paintbrush (y), this means that PaintShed is in the required mode to fill an 
area in with the currently chosen color. 



Tip: Remember that if you are unsure what areas the skin template 
allows you to fill with color, press the spacebar to toggle the skin 
template’s filling area display. 


Undo/Redo 


joi 




In the bottom center of the Color Chooser window, there is a pair 
of undo/redo buttons () that can step back or forward between fill 







actions performed on the skin. The standard undo/redo keys of Ctrl-Z and Ctri- 
Y are supported so you can stiil undo/redo even when the Color Chooser 
window is not visibie. 


Fill All 

^1 The fill button in the bottom right corner of Color Chooser window will 
^1 apply the currently selected left mouse click color and apply it to the 
entire template. Be careful as this action cannot be undone. 


Note: When filling in a section of the skin with color, a corresponding 
area on the opposing side may also be filled in the equivalent position. 


18.5 Adding Text 

Text may be added to further customize a skin. To add text, click on the text 
button (2nd left button at the top of the PaintShed window) to open the Text 
Designer window. 



Type some text into the text field found in the center of the window. 

Click LMB on the black and white color swap in the top left corner of the 
window to select different foreground and background colors for the text. This 
will open a Color selection window for the text. 


Click LMB on the More Font Options button to display the Font window. 



Select the font type, style and size in the Font window and Click LMB on the 
OK button. 

Back in the Text Designer window, check the appropriate boxes in the top right 
corner to underline or strikethrough the text. All changes to the text are 
replicated in the Preview section of the Text Designer window. 

Click LMB on the Add button to add the text to the skin. To return to the main 
PaintShed screen without adding the text, click the Close button. 







In the main PaintShed view, a dashed border surrounds the currently active 
text. Click and drag the text to move it to a different position on the skin. Use 
the arrow keys on the keyboard to move the text in smaller increments. 
Holding the Shift key down whilst using the arrow keys moves the text in larger 
increments. 



Note: Text cannot be positioned on sections of the skin onto which you 
cannot paint - check the template by pressing the spacebar. 


To move text to a different view of the vehicle, simply drag into that other view. 

To edit the text, double Click LMB on it to display the Text Designer window 
again. Click LMB on Save once changes to the text have been made. Click 
LMB on Close to return to the main Paint Shed view without making changes 
to the text. 

Even if the text is deselected to do other things, you can always re-select it to 
edit/move as desired. 

18.5.1 Cloning Text 

The Cloning Options are used if you want to have the same piece of text 
cloned on the opposite side of the skin that your text is placed on. This means 
text placed on the front side will be duplicated on the back side or text placed 
on the left side will be duplicated on the right side. 



How the text is cloned depends on the cloning option chosen. If "Clone in 
Position" is selected, the cloned text will appear in the same location on the 
opposing skin. 



If "Clone to Opposite End" is selected, the duplicate text will be positioned at 
the opposite end on the opposing side. 



Moving one piece of cloned text will result in the other cloned piece moving 
around on its skin segment in a synchronized way. 






18.6 Adding a Logo 

PaintShed provides a number of logos that can be added to the skin as well 
as the facilities to insert a user-provided bitmap image. To add a loco, click on 
the logo button (3rd left button at the tope of the PaintShed window) to open 
the Logo Chooser window. 



Choose one of the supplied logos or Click LMB on the Browse for New Logo 
button to search through your computer for one of your own. 


Note: If you are going to browse for your own logo, you will need to 
have a bitmap (.bmp) file ready to find and add. 


Note how the Image Properties section allows the logo to be mirror and flipped 
both horizontally and vertically. Also note how the Cloning Options seen in the 
Text Designer window are available for logos. The cloning options for logos 
work in exactly the same way as they do for text. 

Click LMB on a logo name in the left of the Logo Chooser window to preview 
that logo in the right of the window. 


Once selected. Click LMB on the Add button to return to the main PaintShed 


window and your chosen logo is added to the skin. To return to the main 
PaintShed screen without adding the logo, click the Cancel button. 



Click LMB+H and drag the logo into the desired position on the train. Use the 
arrow keys to move the logo in small increments. Holding the Shift key down 
whilst using the arrow keys moves the logo in larger increments. 

The logo can be moved to any of the skin sections by simply selecting and 
dragging it in the same way you do with text. Note that logos cannot be 
positioned on sections of the skin onto which you cannot paint - check the 
template. 

18.7 Saving the Skin 

Saving a skin allows it to be used again and also exports the vehicle with the 
skin applied for use in Trainz. To save a skin. Click LMB on the Save button 
which is the right-most button at the top of the PaintShed interface. This will 
open the Save window. 





Type a suitable name for the skin into the text field at the top of the Save 
window. As this is actually going to be the name of your painted vehicle, use 
an appropriate name that you can remember so you can find your vehicle 
easily later on. 


Note: Trainz does not enforce unique names of assets but it is highly 
recommended that you do use a unique name. 


Click the Save button to save the skin with the specified name. This will create 
a new vehicle asset with your paint scheme. PaintShed will spend a few 
moments creating the vehicle asset and once complete will return back into 
CMP. 

The CMP view you are returned to will have the Current Search tab selected 
with the vehicle asset you just created listed. 



Run Trainz, go to Railyard and see if you can find your new vehicle to admire! 




18.8 Opening an Existing Skin 

It is possible to continue working on a previously created skin rather than 
creating a new one each time. 

To open an existing skin, find the asset in CMP (see the previous chapter for 
details on using CMP). Click RMB on the asset listing and open the Edit sub- 
menu and Click LMB on "Edit in Paintshed". 



This will open PaintShed with your vehicle skin ready to edit in the state it was 
when you last saved it. 








19 - Content Creator Plus 

19.1 Introduction 

Content Creator Plus (CCP) is a program launched from within Content 
Manager Plus to generate a config.txt file for the different kinds of Trainz 
model assets, or to edit and amend existing config.txt files. 

Trainz model assets are classified under different Kinds. Each Kind has 
particular data requirements to be entered using the appropriate input 
dialogue boxes. A data Container is a portion of the config.txt file that covers 
a particular function for the model, for example the model mesh files to be 
used, or the effects to be applied. 

Within the Container the commands that Trainz recognizes are called Tags. 
Each Tag indicates data values to be used or a function to be implemented. 
Dialogue boxes and drop down menus are provided for the data entry and 
inbuilt error checking will indicate faulty data or entries. An error message 
display will assist in creating a correctly configured model. 

Certain input fields are mandatory, while others are optional, required for more 
complicated models or additional model functions. The program can also load 
a previously created config.txt file, for validation, amendment, additions, or as 
the basis of a new model configuration file. 

The program validates the config.txt file as acceptable for the Download 
Station prior to uploading a model or package. 

The Content Creator's Guide (CCG) is separately available, for information on 
the tags that may be used for each Kind, their functionality, and the data 
values required. 


19.2 


Getting Started 


19.2.1 Starting a New Model Asset 

From within Content Manager Plus launch Content Creator Plus using the File 
-> New option in the top menu. 


A screen showing the different Kinds of assets that can be created will be 
displayed. 





Choose the correct Kind for the model, and the main input screen wiil be 
dispiayed. 


Tree View Tag Space Error Message Box Graphic View Port 



The main input screen is divided into a number of display areas: 

1. Tree view 

2. Tag space 

3. Graphic View Port (only displays when a mesh is selected) 

4. Error Message Box 

The screen sections of the program are fully resizable by dragging the frame 
edges. 


19.2.2 Configuring the Program 

The first step is to use the Preferences menu to enter your Personal Details, 
located in the top Menu under Edit -> Preference. These are optional personal 
details you may enter. The fields will auto fill the values in the config file, when 
the appropriate tags are chosen from the drop down menu. 



Enter your name or forum name in the Name box. 

The Organisation entry may be "My Trainz" for example. 

The E-Mail address field is a contact address. 

Enter your Website address in the Website box. 

The License text entry will display the license details you would like to have 
included in the model. Typically include details of model usage, distribution, 
limitations, or modification approvals for your model, that you wish to apply. 

When you have entered the details, use the Save option. These details will 
now be included in all config.txt files for models that you create, when you 
choose to place these tags in your asset. 




19.2.3 Menus 
File -> Save 

Save the current config.txt file. Used to save and replace a previously saved 
file. 

File -> Exit 

To exit the program, you will be asked if you wish to save the config.txt file. 

Edit -> Cut, Copy, Paste 

To remove, copy or paste containers or multiple tags, useful for reproducing 
similar entries, such as multiple sound files, or attached track entries for 
example. 

Edit -> Refresh: 

To referesh the screen display. 

Edit -> Preferences 

To set the program preferences . 

Help 

The Help file and Details about the program. 

19.2.4 The Tree View 

When an existing config file is loaded using the File -> Open menu, the 
program will "parse" the text file and gather two different kinds of information: 
the Containers and the Tags. The tags are values being assigned to a 
property, and a container is a section of the config.txt file that groups a number 
of tags or other containers. 

With many possible tags and containers, the best way to manage the display 
of containers and tags is to load them in a hierarchy as a tree view (as for 
example, the tree view of Explorer). When starting a new model, the Tree view 
will be empty, and containers and tags will be added as required to build up 
the config.txt file for the model. 


When opening an existing model config.txt file for editing, CCP will display all 
the entered containers in the tree view. The example diagram below is the tree 
view for a Kind Traincar model. 


q-ti traincar 

mesh-table 

; default 

^ :hadow 
spinninglight 
B- effects 
I % 0 

^ t) 1 

S m bogeys 

' fl 0 


The top "node" or Kind is ceiled traincar and is the main container for the 
compiete config.txt file. Traincar is the name of the Kind that we are currently 
creating (when creating other Kinds, for example a bogey, the node would be 
called bogey). Under that container are other sub containers in the config file. 

The tree may be freely expanded or collapsed (by clicking with the LMB on the 
plus or minus symbols). When you click on one of the nodes, it will show the 
tags that are included for that container in the tag space so you can add new 
entries or edit existing values. 

While some containers may be renamed, others are required to retain a 
unique name. In this case, attempting to rename a container may give a 
warning message, for example "You cannot rename the container "mesh- 
table" because it is a unique type." 

When you click RMB on one of the nodes a contextual menu will popup with 
five different sections. 




B Ci ttaincar 

D kuid-table 
D obsolete-table 
B mesh-table 
^ default 
^ shadow 
^ revetser 
^ default-night-fo 
^ coalman 
□ smokeO 
D smokel 
D smoke2 
D smoke3 
D smoke4 
D smokeS 
D smokeG 
D smoke? 

B (iS| bogeys 
^ 0 
^ 1 
^ 2 


2. Tag list 


traincar % 

1. Kind 

kuid 

[1 [i0024 [127 

category-class 

|AS - Steam Loco & T ender 


jPBJnterior _J_LI ^ 

[7 

mass 

[37000” 

company 

[Queensland Rail 

origin 

[au 

yT kind 

[iraincar 

/ fonts 

fo 2 <J^ 3. Delete 

j enginespec 

[PB15 

enginesound 

Fbis 

hornsound 

I^bis ^_cj 

smoke_shade 

smoke_random 

|rr^\ 

smoke_slowlife 

|i ^ ^^4. Entered values 

smoke_fastlife 

2<J 


Section 1 

The first section is the available sub container section, and shows sub 
containers that may be added to the opened container (in this example, an 
Effects container has been added). Select a sub container by clicking LMB on 
it. Depending on the type of container added, a number of compulsory or 
mandatory entry dialogue boxes may appear in the tag space. 

Section 2 

The second section is the tag section. This shows the list of non compulsory 
tags. (A non compulsory tag is an optional tag for additional functionality). 
Clicking LMB on one of the choices will add the tag in the tag space that 
represents the container. Any non compulsory tags may also be deleted. 
Occasionally, some containers have no additional optional tags. 

Section 3 

These options allow the chosen entries to be removed or copied to the 
clipboard. To paste the item in another location, use the Paste function in the 
top menu bar. 


Section 4 

The rename option allows the container name to be changed. For example, all 
the meshes under the mesh table can have a unique custom name, but a 
container cannot be renamed using a name that already exists. The tree view 
will allow the name to be edited, by clicking RMB on the name, and using the 
rename option. 

Section 5 

The remove option allows deletion of unwanted container from the config.txt 
file, particularly useful if editing a config.txt file from an existing model asset to 
create a new model. Click RMB on a container name to open the options for 
the container, and select an item by clicking on LMB. 

19.2.5 The Tag Space 

This section of the program displays the content of a container. It dynamically 
changes as you either select different containers or add/delete tags. 






Section 1 

The Kind: This is the label or title of the container (the asset Kind): When 
clicking on a container, a new container display is loaded in the tag space. In 
this example, the main container "traincar" is selected, and the name of that 
container is set as the title, "Traincar". 

Section 2 

The tag list: The name of every mandatory and/or selected optional single tags 
will be displayed on the left hand side of the space. (On some occasions, it will 
be a text box, in which case the tag name may be changed). 

Section 3 

The delete button: A tag that has a delete button is a non compulsory 
(optional) tag and clicking LMB on the delete button will remove the tag from 
the container (it will be placed back in the tree view menu, for possible re- 
selection). 

Section 4 

The list of values: For every tag, there is an associated value to be entered so 
that the program passes that value to the tag. There can be different ways of 
entering the value (combo box, text box, tick box, or several text boxes). 


19.2.6 The Graphic View Port 

When a mesh is referenced for the model, the mesh file name needs to be 
specified, using the file browser. The mesh file name may be typed, with any 
local path, or browsed for the file name. The program will load the referenced 
mesh file and the view port will display the rendered image for viewing, to 
verify it is correctly selected, or to see the mesh shape or details. 



Move 

Rotate 

Zoom 


I 

jJ 

jd 


Buttons below the view port allow the camera to be moved, and allows the 
mesh to be rotated or zoomed in and out. You may use the mouse within the 
image box to move or rotate the image.When you click LMB on a container 
that holds a mesh, the rendered mesh will change to the one you've selected. 
The mouse roll button may also be used for zooming. 

19.2.7 The Error Box 

When a config.txt file is loaded or saved, the program will validate the data 
input to make sure that everything is correct. The error box is used to output 
error/warning messages to the user to assist error checking if the model is not 
working in Trainz. 




Warning: Compulsory tag 'texture' was missing and has been set to default. 

Error: T ag 'texture' in container 'texture' is empty 

Error: T ag 'texture' in container 'texture' must have an image file extension. Ensure the name is correct or select an image. 




Clicking LMB on an error message will display the relevant tag in the program. 
Clicking RMB on a message or error line will display a contextual menu with 
the option to copy the message to the clipboard. 

19.3 Using The Program 

19.3.1 Creating a New Asset 

in the file menu in Content Manager Plus, using the option File -> New will 
open a list, where the Kind for the new asset may be selected. 



This form shows all the asset Kinds supported by the program. Select a kind 
and the program will generate the basic config.txt file structure for that kind, 
using the mandatory tags. Mandatory tags may not be sufficient to create a 
fully working asset. You may also add additional optional tags and containers 
to your config.txt file for a more complex model. 

19.3.2 Opening an Existing Asset 

In Content Manager Plus, select the existing model and use RMB to open a 
menu, choose Edit in Content Creator Plus and the program will load the 
config.txt file for examination or editing. 


While loading the file, CCP will parse the file and show any warning and error 
messages based on missing or incorrect tags, or tags that should not be 
included in the file. 


Note: As soon as the file is opened with CCP, changes are made to 
the config.txt file, even if you exit the file without saving. For this 
reason. If you wish to retain the original config.txt for reference, you 
should open the asset in Explorer, and make a backup of the config,txt 
file, before you open it in CCP. 


If you import an asset with a Trainz-build 2.4 or earlier, into CMP, any error 
messages will assist you in making the asset compatible with TRS2006. If you 
open that asset in CCP it will convert it to Trainz-build 2.5, and additional 
errors may be flagged, requiring fixing. 

If you import an asset after entering a Trainz-build 2.5 tag in the config.txt file, 
CCP will NOT convert the file to Trainz-build 2.5 format. It will expect all 
relevant Trainz-build tags to have been entered prior to import. Error 
messages will assist in file correction. 

19.3.3 Formats for Entering Tag Data 

Tags require different types of entry, depending on the type of data required. 
Some will require a simple text string and others will require more complex 
data like a VectorX , a float list or a Boolean value. The program will generate 
different types of Graphic User Interface (GUI) for different data types. 

String, floating point or integer number 

These three data types are simple text or numeric values. A string entry is text, 
a floating point number (or float) includes a decimal point, and an integer 
number has no decimal point. The value you type in an entry box will be 
directly associated with the tag. 

VectorX 

Vectors are a series of required values. The X represents the dimension of the 
vector (the number of input values required). For a Vectors, there will be three 




text boxes requiring three floating point numbers (numbers which include a 
decimal point) to be entered. 

Float List Entry 

Afloat list for a tag will take a series of floating point number values. 






velocity [4.000000 

|0.0 

|0.0 

Remove | 

I Remove | 

I Remove | 

I Add I 



The list above includes a series of four floats, each of which can be removed 
if required. Additional values may be added to the list by clicking on the add 
button to add a new float entry box. 

KUID Entry 

The KUID entry is made up of three different parts: The user ID, the content 
ID and the version ID 


^ 1 10024 [i^ 


When the personal details option has been filled in, the first field will be filled 
automatically with your user ID. Otherwise, the program will default to a -1 
user ID. The second entry is the content ID which represents the Identification 
number of the asset that you are currently creating. The third value is the 
version ID which is the version identification number of the content that you 
are currently creating or editing. The maximum value for the version ID is 127. 
If this limit is reached, a different Content ID is used for the model. 


Note: When creating a new asset the KUID is assigned automatically, 
and is not editable by the user. 


Boolean Entry 

A Boolean entry is a simple true or false value. It is represented by a check 
box. 


engine 


Clicking LMB in the box will toggle the tick mark on or off. A tick represents true 
and for an unchecked box, the entry is false. 

Data Choices 

Where a large list of choices is offered, it is convenient to display the available 
selections in a combo box. 


categoriJ-region 




Open the box and select a value by clicking LMB on that value. A check mark 
is shown in the box. Multiple choices may be selected by ticking additional 
boxes in the list. 







File Browser 

A file browser GUI is used to locate data stored on the computer hard drive, a 
mesh file name and local path for instance, a script file, an animation file or a 
texture file. 



Clicking on the small browse button (Q) with LMB will open a file browser. 

Once the file is located click LMB on the OK symbol and the field will be filled 
with the file name and path name. 

The file type selections in the browser will reflect the types that are required to 
fill the dialogue box. In the following browser opened from the mesh dialogue 
box, the correct available mesh extensions are offered (*.IM, *.LM, *.LM.TXT). 
From a script dialogue box, the file types will be of the *.gs or *.gse types. A 
texture search will offer the *.bmp, *.jpg and *.tga file types. 



Asset Browser 

This kind of GUI is a KUID entry but for simplicity, a list of installed assets by 
name, instead of kuid, is presented in the browser. It is used to retrieve 
dependencies of the model, such as an interior, bogey or horn sound for a 
traincar. 



Click LMB on the small browse button (Q) and this browse form will pop up. 
Some browsers will filter the file types so a valid file is offered for selection. 








Browse through the list of installed assets, or type in a partial name in the top 
box to locate the asset required, select the asset from the list, and then click 
LMB on the Select button. This will internally store the asset KUID in CMP. A 
null KUID may also alternatively be selected, where that option is required by 
the original asset. 

Some files shown may have similar names, and you will need to determine the 
correct file. If you know a kuid for the required asset to be selected, you can 
locate that kuid in CMP, note the name of the asset and then locate it by name 
in this browser. It is advisable to give all assets relevant and distinctive names. 

After an asset is loaded with the browser, LMB clicking on the small "C" 
content button (LlI) will take you to that asset in CMP. You can then verify that 
it is the correct asset, or check details. 

19.3.4 Saving the config.txt File 

Use the file menu option Save to save the config.txt file. You do not need to 
specify a location, CCP will automatically save the file correctly. 


19.3.5 Inheritance Template 

The model asset Kinds have a certain relationship to each other. The 
following chart shows how these are related, the way the classes are 
inherited in the game. 




20 - Track IR 

TRS2006 supports the use of Track IR by NaturalPoint software. This means 
you can use infrared tracking of head movement to controi the camera in 
driver - effectively allowing you to "look around" in the Trainz world. 


Note: It is assumed that you already have the NaturalPoint software 
and infrared camera system setup 


20.1 Getting NaturalPoint Ready 

To use Track IR in TRS2006, the Natural Point software needs to be started. 
Open it by going to it on the Windows Start Menu 




Mkiosoft Office ' 
2003 


Miaosoft Office I 
2003 


I C*) Outlook Express 7.0 

^ NaturalPoint ► I 

@ QuickTime 

\ 

4^ MSN Messenger 7.0 

I 

mIRC 

► 

Games 

► 

@ Microsoft Office 

► 


0 Readme 
^ trackIR Users Manual 



•J Log Off |Oj Shut Down 


Once launched, click on the Motion tab near the top center of the NaturalPoint 
application. In the blue box labeled "Edit Motion Type", ensure that the 
"trackIR Enhanced (Absolute)" radio button is selected. 



Leave the NaturalPoint application running (you can minimize it to the System 
Tray though) and start TRS2006. 

20.2 Using Track IR in TRS2006 

TRS2006 supports Track IR in the Internal (Cabin) and Roaming camera view 
modes when in Driver. When in either of those modes, activate Track IR 
camera view control by pressing Ctrl-H. Press Ctrl-H to toggle back to normal 
camera control of mouse & keyboard. 


Note: You may find that re-centering of the Track IR is necessary to 
access a full range of viewing angles. By default this is the F12 keys. 
Hotkeys for Track IR can be set under the "Hotkeys" tab of the 
NaturalPoint application. 








21 - gMax 

gMax is a powerful subset of 3Dmax, one of the leading commercial packages 
for developing 3D Models and Animations. 3Dmax is produced by Discreet 
Technologies. gMax was created to provide owners of sophisticated games 
systems such as TRS2006 with the ability to develop their own animated 3D 
Models for use in the game. Auran Technologies has licensed the right to 
include gMax interfaces into its product. GMax itself is available to you as a 
free download as an owner of TRS2006. 

The use of gMax is thoroughly described in the help files and tutorials that 
come with it as well as in two books that are available commercially. Learning 
how to use gMax is a much longer process than to learn everything else in 
TRS2006. It can be quite complex. But the good news is that lots of help is 
available from other TRS2006 users on the TRS2006 Community forum. Also 
there is a list of excellent tutorials available on the TRS2006 website covering 
many of the aspects of designing and building objects. gMax itself comes with 
an excellent set of tutorials to help you learn how to build 3D models and 
animate them. In this section we will provide a very high level overview of how 
new assets are developed using gMax to provide an insight into what is 
involved. 

To build a 3D, you manipulate a variety of different 3D shapes such as lines, 
planes, cylinders and spheres to develop the shapes you need to represent 
the parts in, say, a locomotive. These can be made as simple or as complex 
as you wish. But prudent designer try to keep their designs as simple as 
possible while achieving the effect they want in order to keep the "polygon 
count" low. 

What is a "polygon count"? 3D models in the end consist of many small 
patches of surface. For example a cube has six faces and a polygon count of 
6 (surfaces). More complex shapes such as the nose of an F7 diesel will have 
higher polygon counts. 

To keep polygon counts low, designers often resort to putting the details of a 


surface into a two-dimension painting which they then lay on the surface of a 
polygon or set of polygons to give the illusion of detail or texture. In fact, in the 
world of 3D Modeling, these painting are called "textures". Creating complex 
detailed textures is a bit of an art form. But the good news is that you can often 
uses textures provided by other. Or you can use a digital camera to take a 
picture of something in the real world that gives you the texture you want. 
Textures can, for example, be developed from pictures of real logos on trains 
and then used on our 3D models. 

TRS2006 does not include a "paint" program but software such as Microsoft 
Paint which is likely already on your machine can be used. Another popular 
tool used by website developers is Paint Shop Pro by Jasc Software. The 
premiere product commercially is Adobe Photoshop but it is significantly more 
expensive. 

Once you have built and admired your 3D model of say, a boxcar, you then 
add several key points to the model and label them properly. The are points 
such as the centers of the bogeys (trucks) and the centre point of the couplers. 

Now you go through a procedure of exporting the 3D model to TRS2006. This 
process turns the model into a file which TRS2006 recognizes and then is 
willing to add to your roster of rolling stock. The model is then run through the 
Trainz Exporter Verification Tool before you’re able to see it appear in the 
game. 


IMMIK 


22 - Keyboard Controls Summary 


Note: KP = Keypad 


22.1 Trainz Main Menus 


Trainz Main Menu (Trainz Entry Screen) 


Driver Main Menu 

D 

Surveyor Main Menu 

S 

Railyard 


R 

Trainz Exchange 

X 

Quit/Exit Trainz 


Escape, Q 

Surveyor Main Menu 


Exit to Trainz Main Menu 

Escape, M 

New route 


N 

Delete route/session 

D 

Open selected route/session 

Enter 

Driver Main Menu 

Exit to Trainz Main Menu 

Escape, M 

Session Save/Load Panel 

Tab 

Delete selected session 

D 

Start selected session 

Enter 

Railyard Screen 

Exit to Trainz Main Menu 

Escape, M 

Favorites 


F 

Info 


Tab 

Horn 


H 

Lights 


L 

Pantographs 


P 

Interface toggle 

Ctrl-Space 

Close 


Ctrl-W, Ctrl- 


22.2 Driver 


Generai Driver Controis 

Headlight 

Pantograph 

Horn 

Sand toggle 
Bell 


L 

KP1 


H, KP + (plus) 

V 

B 


Help toggle Ctrl-H 

Decouple toggle Ctrl-D 

Map M 

Pause P 


Driver 1 
Driver 2 
Driver 3 
Driver 4 
Driver 5 
Driver 6 
Driver 7 


Ctrl-1 

Ctrl-2 

Ctrl-3 

Ctrl4 

Ctrl-5 

Ctrl-6 

Ctrl-7 


Find Object 


Ctrl-F 


HUD Panel Controls 

HUD interface toggle F5 

HUD driver bar toggle F6 

HUD button bar toggle F7 

HUD custom hud toggle F8 

HUD controls toggle F9 

DCC Mode Train Controls 

Accelerate/forward X 

Decelerate/backward W 


stop 

Apply handbrake 


HMEK 

s 

A 


Cabin Mode Train Controis 

Release brakes 

Q, KP9 


Brake lap Z, KP6 

Apply brakes A, KPS 


Emergency brakes 

Pause/Break 

Independent brake toggle 
Independent brake bail 

E, KP4 
D, KPO 

Increase throttle 
Decrease throttle 
Throttle 0 

W, KPS 

X, KP2 
S, KPS 

Reverser handle forward 
Reverser handle backward 

F, KP Star (* = asterisk) 

R, KP Slash (/ = forward slash) 

Dynamic brake toggle 
Shovel coal 
Fireman wave 
Cabin fans 
Firebox door toggle 

C, KP7 

Space 

Shift-Space 

Shift-F 

KP1 

Injector up 
Injector down 

I 

0 

Blower up 
Blower down 

Cameras 

N 

Shift-N 

Camera View Mode: 
Internal view 

1 


External view 

2 

Tracking view 

3 

Roaming view 

4 

Camera Controls: 

Camera up 

t (up) 

Camera down 

n|/ (down) 

Camera left 

<r (left) 

Camera right 

^ (right) 

Zoom in 

Page Up 

Zoom out 

Page Down 

Cabview Camera Controls: 

Previous cab view 

[ (left bracket) 

Next cab view 

] (right bracket) 

Camera snap to previous view 

Ctrl-[ (left bracket) 

Camera snap to next view 

Ctrl-] (right bracket) 

22.3 Surveyor 

General Surveyor Controls 

New map 

Ctrl-N 

Save map 

Ctrl-S 

Edit map 

Ctrl-E 

Options 

Ctrl-0 

Performance options 

Ctrl-T 

Find object 

Ctrl-F 

Mini-map 

Ctrl-M 

Rules 

Ctrl-R 

Undo 

Ctrl-Z 

Redo 

Ctrl-Y 

Hide/display interface 

Ctrl -Space 

Quick drive 

Ctrl-F2 





Bookmarks 

Go to bookmark 1 
Go to bookmark 2 

1 

2 

3, 4, 5, 6, 7,8,9... 

Go to bookmark 10 

0 

Set bookmark 1 
Set bookmark 2 

Ctrl-1 

Ctrl-2 

3,4,5,6,7,8,9... 
Set bookmark 1 0 

Ctrl-0 

Clear bookmark 1 
Clear bookmark 2 

Ctrl-Shift-1 

Ctrl-Shift-2 

3,4,5,6,7,8,9... 
Clear bookmark 10 

Ctrl-Shift-0 

Topology Mode 

FI 

Topology Controls: 

Height up 

Height down 

Height adjust 

Decrease cursor radius 

Increase cursor radius 

Decrease height sensitivity 

Increase height sensitivity 

Get height 

Use height 

Plateau 

Add water 

Delete water 

Adjust water height 

Extend section 

U 

D 

A 

- (minus) 

+ (plus) 

[ (left bracket) 

] (right bracket) 

G 

H 

P 

W 

Q 

E 

X 


Rotate displacement antl-clockwise 
Rotate displacement clockwise 
Decrease displacement scale 
Incease displacement scale 

Shift-[ (left bracket) 
Shift-] (right bracket) 
Ctrl-[ (left bracket) 
Ctrl-] (right bracket) 

Selection box 
Apply displacement 
Cancel selection 

B 

F 

D 

Paint Mode 

F2 

Paint Controls: 

Rotate texture counter-clockwise 

Rotate texture clockwise 

Decrease texture scale 

Increase texture scale 

Decrease cursor radius 

Increase cursor radius 

Get texture 

Fill selected grid 

Selection box 

Selection fill 

Cancel selection 

[ (left bracket) 

] (right bracket) 
Ctrl-[ (left bracket) 
Ctrl-] (right bracket) 
- (minus) 

+ (plus) 

G 

L 

B 

F 

D 

Objects Mode 

F3 

Object Controls: 
Object mode 
Spline mode 

0 

S 

Previous object 

- (minus) 


Next object + (plus) 

Add object A 

Move object M 

Rotate object R 



Get object G 

Delete object D 

Name object N 

Adjust object height H 

Split spline Q 

Spline height H 

Remove spline point X 

Insert spline point I 

Smooth spline S 

Tracks Mode F4 

Track Controls: 

Spline mode T 

Object mode Y 

Trackmark mode V 

Previous selection - (minus) 

Next selection + (plus) 

Add track A 

Move track M 

Rotate object / trackmark R 

Get track G 

Delete track S 

Straighten track B 

Toggle junction direction J 

Define name N 

Split spline Q 

Spline height H 

Remove spline point X 

Insert spline point I 

Smooth spline S 

Get spline gradient J 

Apply spline gradient K 

Get curve radius L 


World Mode 

F6 

World Controls: 
Add clock 
Move clock 
Delete clock 

A 

M 

D 

Time of Day backward 
Time of Day forward 
Previous weather 
Next weather 
Previous environment 
Next environment 

- (minus) 

+ (plus) 

[ (left bracket) 

] (right bracket) 
Ctrl-[ (left bracket) 
Ctrl-] (right bracket) 

Add world origin 
Find world origin 
Edit world origin 

0 

F 

E 

Tools Mode 

F5 

Tool Controls: 

Place camera 

Move camera 

Delete camera 

Place ruler 

Move ruler 

Delete ruler 

Absolute height 

Paste rotation anti-clockwise 

Paste rotation clockwise 

Relative height 

Select area 

Paste area 

Cancel selection 

A 

M 

D 

R 

T 

Y 

S 

[ (left bracket) 

] (right bracket) 

L 

B 

P 

X 


Trains Mode 


IMMIK 


F7 


Train Controls: 

Train mode T 

Consist mode C 

Previous selection - (minus) 

Next selection + (plus) 

Add train A 

Move train M 

Rotate train R 

Get train G 

Delete train D 

Train properties P 

Change train heading H 

Decouple train X 

22.4 Mini-Map 

Show/Hide Mini-Map Controls: 

Surveyor Ctrl-M 

Driver M, Ctrl-M 


These controls apply to the Mini-Map in both Surveyor and Driver. They all 
toggle the visiblity of various objects by type. 


Background texture toggle 

Alt-B 

Gradients toggle 

Alt-G 

Junctions toggle 

Alt-J 

Signals toggle 

Alt-S 

Triggers toggle 

Alt-T 

Trackmarks toggle 

Alt-M 

Industries toggle 

Alt-1 

named objects toggle 

Alt-N 

Objects toggle 

Alt-0 

Train consists toggle 

Alt-C 

Trackside labels toggles 

Alt-L 


22.5 Standard Dialog Controls 

These controls are generic accross the various dialog boxes seen in both 
Surveyor and Driver. 


Save 

S, Ctrl-S, Enter 

Don’t Save 

D, Ctrl-D 

No Save 

Enter, E, Ctrl-e, D, Ctrl-D 

Cancel 

Escape 

New 

N, Ctrl-N 

Load 

Enter 

OK 

Enter, Space 

Reset 

R 

Yes 

Enter, Y 

No 

Escape, N 



23 - Credits 


Producer: 

Scott Probin 

Programming: 

Christoph Bergmann, Cliff Cawley, Francois 
Coulombe 

Art: 

David Affran, Ian Manion, Vaughan Kidd, 
Jason Robson 

Design: 

Henk Plaggemars, Scott Probin, Christoph 
Bergmann, Cliff Cawley, Greg Lane 

Original Concept: 

Greg Lane 

Scripting: 

Cliff Cawley, David Walsh 

Quality Assurance: 

Adair Bricknell, Paul Byrom, Scott Cameron, 
Michael Dobele 

Sound: 

Ultrasonique Audio 

Manual Writing: 

Henk Plaggemars, Scott Probin, David Walsh, 
Scott Cameron 

Marketing: 

Paul Olsen, Graham Edelsten, Tony Hilliam 

Localization: 

Christoph Bergmann, Kain Whitehouse, Scott 
Probin, David Walsh 

Community Support: 

Lance Jago 

3rd Party Relations: 

Lance Jago, Henk Plaggemars, Scott Probin 

Web Team: 

Lionel Thomas 

Communications Director: 

Dr. John Banks 

Legal: 

Andrew Edelsten, Graham Edelsten 

Admin/HR Support: 

Chris Green, Ann-Marie Hutson, Melissa Keam 

Network Administrator: 

Jeff Dunbar 

DVD Limited Edition Video Supplied by: 


Main Line Motion Pictures - http://mainlinemotionpictures.com 
Video copyright Main Line Motion Pictures 


24 - Beta Testers 

TRS2006 has utilized many beta testers over the development period. Some 
of our testers have been consumed by the task of testing and others have 
squeezed in time when they could. No matter how great or small the 
commitment, each beta tester knows how valuable their individual contribution 
has been and we would like to thank them publicly here for their efforts. They 
not only help us find all the bugs and iron out the idiosyncrasies, but they 
continually keep us focused on what the customer wants. We don’t always see 
eye to eye on issues, but the friendly discussions that take place are 
invaluable in bringing a product of this magnitude together. In the end, there is 
no doubt that a better product results from the efforts of the beta group. 

Thanks once again to you all. 

Trainz Railroad Simulator 2006 Beta Testers: 


Chuck Barkman 

- CeeBee 

Jeff Barr 

- Magicland 

John Bathols 

- John_SB 

Jim Birkhimer 

- Mr.Den 

Garry Cantle 

- Winnaa 

Simon Clough 

- LosLSoul 

Anthony Connor 

- axel 970 

Wayne Cook 

- gandy-dancer 

Karsten Cornelsen 

- coerni 

Steve Cummins 

- magicentro 

Alastair Jacques Dussart 

- Beanpole 

Kenny Ericson 

- Rc1166 

AJ Fox 

- AJ_Fox 

Michael Fox 

- foxgraphix 

Rhian Geleick 

- weedfreak 

Richard Giberson 

- Rik81 

Ron Gutowski 

- aardvarkt 

Martin Hammel 

- _mutton_ 

Dave Hammer 

- dh2k3 


IMMIK 


• Chris Hucklebridge 

- psycho_aussie 

• Tim Leach 

- leachy 

• Roland Leloup 

- cernunos 

• Errol Lynch 

- benny200 

• Klaus Malorny 

- KlausM 

• Ian Manion 

- vulcan 

• James Moody 

- Bloodnok 

• Wayne Padget 

- LocoGold 

• Andre Peche 

- casey38 

• Bob Rogers 

- bobrog 

• Nicolas Romantzoff 

- nicroman 

• Brian Round 

- Smileyman 

• Joe Schlener 

- jschlen 

• Otto Schneiter 

- Yethi 

• Dave Smith 

- chuffchuff 

• Branko Spoljaric 

- Barney 

• Geoff Steele 

- Stryker 

• Tim Stoecker 

-zxt 

• Peter Vawser 

- Peters 

• Bruce Vigurs 

- alby6 

• Anthony Wain 

- Muliebuck 

• Charles Whitedog 

- cwhitedog 


25 - Third Party Content Creators 

To all of you, and especially those of you who have contributed product for this 
Trainz release, we would like to congratulate you for a fantastic effort. Without 
you we simply couldn’t have released TRS2006. 

BSI - Pro Train Perfect Dresden-Nuernberg 

• Richard Glod 

• Matthias Gose 

• Oliver Henn 

• Rolf Steinberg 

Cardiff Workshops - Wadalbavale 

• David Owen - Davido 

• Nathan & Amanda Van Der Meulen - Natvander 


IBerTrainZ- Iberior Interior 

• LuisArakama 

- milcien 

• Joseba Barrio 

- gerok 

• Diego Lorenzo 

- didoz 

• Alejandro Martin 

- ave_252 

• Gonzalo Ojeda 

- gonzaojf 

• Angel del Pozo 

- geloxo 

• Jose Luis Ramirez 

- Pepelu 

• Francisco Rodriguez 

- Rodgilfr 

• Luis Rubio 

- Transiberiano 

• Jordi Sacasas 

- tramsoller 

• Emiliano Sordo 

-Gor 

• AritzTusell 

- aritztg 

• Alberto Zato 

- zatovisualworks 

i Portal 

• Kenny Ericson 

-RC1166 

• Lars Ljungberg 

-LLJ 




Mag Lev Project 


• Wayne Young 

- wayne65 

• Craig Scott 

- beadyboy 

• Terry Mcconnell 

- bl262000 

• Lance Jago 

- prrOOl 

• Charlie Lear 

- cjlear 

• Ian Manion 

- vulcan 

Trainz Narrowgaugers 


Marias Pass Approach 


• Mark Baldwin 

- markbOl 

• Steffen Gross 

-sg1 

• Al Barten 

- abarten 

• LotharHake 

- lotharhake 

• Rich Blake 

- slugsmasher 

• David Hamann 

- Marinus 

• David Drake 

- dmdrake 

• Vilem Jansky 

-Bald 

• Peter Hilton 

-pgh3 

• Josef Pav 

- josefpav 

• Todd Hohlenakmp 

- prowler901 



• Charlie Lear 

- cjlear 

Monorail 


• Ben Neal 

- bdaneal 

• Jack Emmerichs 

-JFE 

• Max Nelson 

- elvenor 

• Russ Milland 

- rmilland 

• Peter Pardoe-Matthews 

- narrowgauge 

• Justin William Smith 

- LimeBye 

• Robert Pearson 

- rpearson 

• Jack Straessle 

-jjslll54 

• Shane Perriman 

- thecowboy 



• Mike Sutton 

- sirgibby 

Rail-sim.co.uk - Hawes Junction 

• Linda Irene Tingvik 

- shortline2 

• Mike Banfield 

-MikelO 



• Alex Barnard 

- Wulfruna 

TrainzLand 


• David Dallaston 

- PikkaBird 

• Alan 

- Silversmith 

• Stuart Downs 

- Deltic_Kid 

• Roger Cabo 

-CAB 

• Steve Dark 

- Sdark 

• Suhela Cabo 

- Suh 

• Paul Franklin 

- Chileanllama 

• Karsten Cornelsen 

- coernie 

• Terry Franks 

- Tafweb 

• Rainer Gahn 

-RFG 

• Paul Hobbs 

- paulhobbs 

• David Hamann 

- Marinus 

• Andrew Howard 

- AndrewH 

• RalfCruger 


• James Moody 

- Bloodnok 

• Ujvari Gabor 


• Don Woodman 

- Wulf9 

• Guido Kriscar 

• Andras Suranyi 


Razorback Railways 




• Greg Furlong 

- shutter 



• Larry Lewis 

-jenolan 



• Dave Reece-Pinchin 

- daverp 






TRHA Virtual Railway Simulations Group 


Jon Hull 
Tom Landers 
Jay Larkin 
Dave Lawrence 
Russ Milland 
Terry Morris 
Al Sharpe 

Martin van Kuilenburg 
Derek Boles 
Ferd Mels 


-austin316hockey 

- tianders 

- crazyjrishman 

- aradlaw 

- rmilland 

- Thor1 

- skybear 

- martinvk 


World of Trainz 
• Philip Campbell 


- Phil C 


EMD SD70 Locomotives 

World of Trainz 


p/iu e^uttfiUu’4, / \ 

World oS Trainz ' 


World of Trainz has been involved in creating content for Trainz for over two 
years. I have created many tutorials to aid in the creation of content for Trainz. 
World of Trainz has content available as both payware and freeware. The 
website is http://www.worldoftrainz.com. 


The SD70 locomotive was the last US EMD locomotive to feature a Spartan 
Cab. They have 4000 horsepower, weigh 394,000 pounds and are 72 feet and 
4 inches in length. The SD70's included with TRS2006 are built as close as 
possible to the prototypical locomotives. Like the real item they consume fuel 
based on the load and notch setting as do all locomotives available from World 
of Trainz. 


The features of the SD70's include but are not limited to the following: 

• Highly detailed and accurate texturing and modeling. 

• Accurate custom physics (Engine Specs) 

• In Cab Control Mode windscreen wipers turned on in interior mode 
stay on when viewing exterior of the locomotive. In DCC Control 
Mode windscreen wipers turn on and off depending on the weather 
conditions. 

• Head up views for both the engineer and the conductor. 

• All digital gauges work 

• Door handle must be clicked on to open doors. 

• Includes alpha numbers which allows customizable locomotive 
running numbers. 


Future Plans and Products from World of Trainz: The next scheduled release 
from World of Trainz is the General Electric AC6000CW followed by many 
other GE locomotives. Also planned are several more EMD locomotives. 





TTR 54 The Toronto Rail Lands 
Simulation - 1954 

Toronto is located in the Canadian province of Ontario. Established in the early 
1800's and located on an excellent sheltered natural harbour on Lake Ontario, 
on eof the Great Lakes. It has grown into one of Canada's largest cities. As it 
grew, it also became a major railway centre with many railways being located 
there. In the 1930's many of these railways consolidated and by 1954, the 
Canadian National Railway (CNR) and the Canadian Pacific Railway (CPR) 
had become the two national railways in Canada. In 1954, both had major 
roundhouses, freight yards and servicing facilities in the downtown Toronto 
area which are now called the "rail lands". 



TTR 54 is a faithful model and simulation of the Toronto Rail Lands in the mid- 
1950's at their peak. At that time the rail lands occupied most of what is now 
the downtown Toronto core area. We have included over 800 switches in this 
route in order to accurately model the whole area in order to bring the area 
back to life again. 


The TTR 54 is a route built by a team who are the Railway Simulations Group 
of the Toronto Railway Historical Association (www.trha.ca). The TRHA was 
formed with the specific mission of establishing a world class railway museum 
in the heart of downtown Toronto in the CPR Roundhouse, the Roundhouse 
Park and the magnificent Union Station. Our group's long term goal is to 
develop multiple versions of the rail lands for different eras and then use them 
in planned full size museum simulators at this site. 



Iberia Interior 

IBerTrainZ 




IBerTrainZ was founded three years ago in search of a way of gathering 
Spanish, Iberians and Latin-American users and creators of Trainz, who we 
named ibertrainzers. Joined up by a website and forum, www.ibertrainz.com, 
staff, collaborators and members (more than 1700 registered) share a 
common passion for localizing and supplying ibertrainzers with Trainz models, 
information and fellowship, all for free and fun. 

Our route ‘Iberia Interior’ prototypically depicts a section of a RENFE 
electrified double-track line in Central Northern Spain, or Northern Castile. 
Long straight sections of track with gentle curves on a flat wheat and oat 
countryside, scattered with some industries and not very large towns and 
villages. 

Locomotives and rolling stock in sessions represent the state of railway 
operations in Spain in the 1980’s and early 90’s, by using powerful diesels as 
the 333, a ficticious but possible electric 282, a shunter, different passenger 
coaches, goods wagons, hoppers, flatcars and tanks. 

Sessions: 

• Main Line - Basic exploration of the line with passenger and freight 
consists. 

• Night Trip - Some railway operations on the early night hours. 

• Command Post - Shunting operations following commands to 
assemble new consists. 

We are keeping on creating all kinds of free objects and rolling stock for 
trainzers, even of interest for non Spanish ones, and continuing fostering our 
trainz fellowship at our website and forum, www.ibertrainz.com. 






Monorail 

The Trainz Monorail Project 





JUUMLfcj 





The Trainz Monorail Project has implemented the most famous monorail 
system in the US for Trainz TRS2004 and, with some additional features, for 
TRS2006 

The demonstration session includes examples of all the vehicles, all the 
components of the beamway, several different types of stations and even the 
waterfalls shown here. 

Additional resorts and stations are planned along with some other surprises. 



Note: This content is not included with TRS2006 and is available from 
the TRS2006 website www.auran.eom/TRS2006. 





Wadalbavale Line 

Cardiff Workshops 


* 

♦ * 

★ 



Cardiff Workshops was formed by David Owen (Davido) and Nathan Van Der 
Meulen (Natvander), who teamed up to create quality scenery and rollingstock 
found in NSW, Australia. 

We have created a variety of content for TRS2006. The Wadalbavale Line is 
a fictional NSW branchline that meanders through scenic rural and coastal 
countryside. Also included in our collection are the 48 and 81 Class locos in a 
variety of liveries, the 400 Class railmotors and the Silver City Comet in two 
liveries, including as it appeared when retired. To support the layout, a variety 
of scenery assets including stations, goods sheds and signals have been 
added to the collection. This is just a small selection of what Cardiff 
Workshops will have to offer. 

Sessions: 

• 10:04 Passenger- An easy passenger run in a 400 Class railmotor. 

• 474 Local Goods- Run a local goods train, shunting wagons along 
the way. 

Cardiff Workshops is always working on more NSW Content, including 
passenger and freight rollingstock, a collection of stations and associated 
station buildings and scenery items and other railway related assets. There will 
also be further signals added to the collection included with TRS2006, along 
with a comprehensive "Safeworking and Signalling Guide for Trainz" 
document. 



p^ake^fs.ide track to the past. . 

Noithbay Qoijnt^ gobd^th^^^dtion to. 

the narrow gauge world. We're sure you'll loye.it! 


Trainz Narrowgaugers 

steammachine.com/tng ' 









The group is formed from a selection of some of the most respected creators 
of content for the UK scene. For full details of the group members please see 
our website. 


The route comprises the 6 miles of the branch from Garsdale to Hawes as well 
as 12 miles of the mainline of the Settle-Carlisle line. Included are a 4F and 
Class 37 locomotive as well as some relevant coaches and a selection of 
goods stock. 

There are both Passive and Active versions of the sessions. Use the passive 
ones to learn the ropes or simply watch the action unfold and then take-over 
the controls in the active version. 

It is the intention of the team to complete the construction of the entire Leeds- 
Settle-Carlisle route. Please check our website for updates on progress. 




Modula City 

TrainzLand 




TrainzLand was founded 2002 and provide high quality products for Trainz. 
High resolution skies, object management. 

Modula City is a high level city simulation for streetcars and trams. A lot of 
details, funnies and surprises will make the city to one of your dreams. Modula 
City includes two streetcars already. No matter if you're managing a route, or 
enjoy the wide range of details while driving your tram. Navigate your tram on 
many miles through the city and further scenery. Push your tram to the limit on 
the coastal high-speed track. 

Passengers wait for you at the stations. Don't disappoint them. 

In Modula City 2004 you have the possibility to create Tram Routes. A Tram 
Route basically is a list of Stations and on of their Tracks. Modula City 2004 
has two types of Stations. Stations that are placed on the ground are generally 
single track stations. High-Platform-Stations are generally double track 
stations. Signed in front of the name with a H-. 

Trainziand is working on the new Metro City Add-On for Trainz. The new city 
ambience is breathtaking. New scenery shadowing, crystal clear textures and 
high frames will await you. Four trams with realistic driving experience and 
controlling included. Ride on elevated tracks or subway lines and feel the new 
breeze of Trainz. 


www.Trainzland.com 






Blue Sky Interactive 



http://www.bluesky-interactive.com/ 

HP-Trainz 



http://www.hp-trainz.de/ 


Razorback Railways 



http://www.razorbackrailway.com/