Design guides?

rassman48

New member
I am enjoying putting together Trainz sets, at the moment I am not doing anything specific, more test beds for learning how best to put pieces together.

Some things i still get caught on, or struggling to get to grips with.

First the minimum turning circle for a train with carriages, I don't really know if it is too sharpe until a run a train round it. What do you use as a guide to a minimum turning area? At the moment I am tending to waste quite a bit of board space. I turn them this way so that they are running forwards (and on the right track).

Bridges seem to be limited on height, so if I have a low level main track, but want a mountain track in the background, I can't bridge a ravine, over a high mountain pass. Or am I doing something wrong with bridges?

Finally roads. I have to do roads in one go, if I try to add to a road already layed then it attaches slightly to one side. (the left carriage attaches to the right carriage with the other lane missing the road altogether.

Oops, finaly finaly, best practices for shared tracks and track crossing. Lets say we have a :-
two track main route from north to south,
the east track N->S
the west track S->N.
goods trains use this on some lengths to service say the coal and oil, with both industries on the west.
passenger trains going end to end.

For the S->N part the goods trains are fine, joining and leaving. For the N->S they have to cross one track and join the south bound main line.

With lights and priority level I can hold off the goods trains giving a passenger train going N->S preference which seems to work fine. But when I cross a track to give the goods trains a return path, that is when things start to go wrong.

Coming up to the cross point on both the main line and the crossing section, I have been doing two lights (suggested in a post in this forum), one approaching the system and the other on it(but I have tried these further back). The system does not seem to notice the crossing section is busy. My passengers get really cross with me because it generally results in spilled coffee, and that they have to walk the rest of the way.

When you use the driver instructions to route trains, how far ahead does it look? Does it pick the route straight away and decide to stick to it or does it recalculate as it is moving along? The number of trains that set off backwards because I haven't yet set off a train ahead of it, I end up with a train going backwards on the main line while a speeding intercity is heading towards it. My passengers were particularly cross with that one,because now when they set off walking to finish their journey they are even further away than before they set off.

So, can you help me build better relations with my passengers. If not, then I do have a track that tips trains into a river, I could get rid of a few complaints that way.

I realize that getting to grips with coding will probably solve some of this, but like others on here I have the problem that version 2004 examples don't really can't be followed on 2009 and I must say help is rather sketchy for us poor souls who couldn't resist the new version. So it may be a while before I get scripting sorted.
 
The bridges have piers that only extend a certain length. Some are only 15 or 20 meters, others extend about 100 meters. If you stretch several bridges across the ravine you should find one that reaches bottom, unless your ravine is incredibly deep.
As a general rule, most cars look best on at least a 300 meter radius turn. That does take up most of the baseboard, but it also fits with 300 meter radius stations found on the DLS.
Mountain lines, narrow gauge and very short cars can look good on track down to a 100 meter radius, and some trolleys will look good down to 50 meter radius, but that's kind of pushing it.
My computer doesn't like TRS09, so I can't give any specific advice on that.

:cool: Claude
 
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