Tips and Tricks-Surveyor

In TS2010, when copying and pasting a forest, you can press the "[" or "]" keys to rotate the group between pastings. This way, your forests will look random and not patterned.

Thanks Dave, I was wondering if we could do it. This is a great tip !

BTW You made a nice route with the Ozark.......I'm an alcophil and every alcophil knows this is the alco country !

Rail4Pete
 
Thanks Dave, I was wondering if we could do it. This is a great tip !

BTW You made a nice route with the Ozark.......I'm an alcophil and every alcophil knows this is the alco country !

Rail4Pete

Thanks for the nice comment on my Ozark Valley route.

Speaking of Alco's, there used to be a guy on these forums who loved Alcos and whose username was "Alcoholic" --!! I always have loved that username!
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Kijfhoek NL coordinates

Hi you all, first off all i want to thank you all for all tips and trciks here.:)
I see that everybody do its own way off building.

Now i have the coordinates for the yard at Kijfhoek Barendrecht NL.
This yard is also the beginning for the betuwe line. The freightline to and from Germany and also the rest off Europe.

Coord: 51' 49" 50.94 N and 4' 35" 58.02 E
That are the coordinates for google.
Zoom in and there is the yard in its full glory. Its not as big as some yards in America or elsewhere but there are going a lot of trains a day.

Now you can follow the line to Rotterdam and see more yards. Also in the direction of Europort. (go north west to Rotterdam but stay on the south side) Europort has a very big yard where coal and other trains are loaded/unloaded. From Rotterdam to Europort there are several oil industries like Shell and BP. ANd lots off tracks and yards.

Maybe one idea to make something like this.
I am trying to build it, but it takes many hours to build it as natural as it is.

So have fun.
Greetings from holland,
HJAAM (Harry):wave:
 
Thanks for the tip about Virtual Earth, I was able to sort out a crossing problem that nothing else gave me a clew about. Saved me a trip in my car to see what is what.
 
2006: AI not recognizing blocked track in yard

Haven't seen this one posted. I made a small ladder arrangement, blocked some tracks with railcars. The cars were placed in Surveyor. Also placed a trackmark on the exit side of the yard. Went into Driver and told AI to go to that trackmark. Expected it would avoid the blocked tracks and pick a clear route.

What happened was, the AI didn't see the blocking cars until the incoming loco was past the turnout. The loco just stopped, to progress. Solution: Place the cars in Surveyor. Arrange locos. Go to Driver and push the cars onto the tracks using the locos. Save the session IN DRIVER. Now to run the session, open the SAVED SESSION and when it opens the AI will see the blocking cars and set switches to avoid blocked tracks.

My objective here is to build a yard that I can send a train to for storage without knowing which tracks are free -- just send them to the trackmark on the far end.
 
Not sure if anybody has done this..: Drive a train and get into a tunnel. The sound is the same as it was outside! Or at least that is the default of most of the tunnels included in the game. So, tired of the "unreality" I solved the problem as follows: 1) Set the map in wire mode so you can see underground. With the split spline tool, break the track connecting the outside tracks ( at both ends) with the tunnel. Separate the tracks so you can see clearly what you are doing. 3) locate a track that has "bridge sound" I use one from HP and I think is part of 09 and 10. 4) Make sure that you align the direction of travelling of the tracks to the new one you are installing. For this, just insert a trackmark and run the new track in the same direction as the track mark. Now "connect the new HP track ( I use a dark ballast with bridge sound). Make sure too that all splines elevations are on level with the original way it was before you started. Note this elevation. 5) Now adjust the elevation of the spline at the end of the tunnel so that it is a little lower than it was. This is important and trial and error will work. 6) Now bring the spline point of the new HP track jointing witht he outside track exactly over the spline of the mouth of the tunnel. Do this at both ends. because of the different elevations there is no chance they will connect, but if you want to be sure, use the shift key when installing. Now look at the track inside of the tunnel ( by virtue of the transparent wire mode). You should not see the track of the tunnel as the new track is over it. Go an run a train with the sound up. And have fun If you like this or find a better way, let us know.
 
I dont know if this has already been mentioned but i have found a trick for placing freeways. With any road where the traffic goes one way make sure you always place the spline in one direction, otherwise the traffic will mess up and the cars will go through each other. :)
 
There may come a time when your layout/map exceeds the capabilities of your computer and you can't access it because Trainz crashes.

My advice is to go into Configure Trainz. This shows up when Trainz is loading. Select Configure Trainz and then go into Tuning Settings. Turn everything down to the minimum except Gamma. You may then be able to access your layout/map and delete unnecessary detail. Just keep an eye on the red bar which shows that the computer is trying to catch up with what you're doing and don't move about too quickly across the baseboards.
 
By using basemaps, in conjunction with your track grid method, would be easy to raise the track grid heights.

Being that my route is 10,000 baseboards, that woud be alot of work by hand.

I had the British Columbia CP-Kicking Horse Pass-Spiral Loops basemaps in @ 7 baseboards ... that would be feasable.
 
Hello,

My route is only 26 baseboards. The real line is just 12,5 km.
But the hilly landscape where the line is typical for this location. An exact replica of the relief was therefore important. ;)
 
I am really new to trainz and i am trying to make an elevated tramway but have no idea how, can someone help me. (mainly having trouble with getting the track off the ground):confused:
 
I am really new to trainz and i am trying to make an elevated tramway but have no idea how, can someone help me. (mainly having trouble with getting the track off the ground):confused:

Create a test route separate from any development route. Lay a short piece of track. Go to Advanced (in the track tab) and look at the bottom icon. It should say "Get Vertex Height". The vertices are the two circles at either end of the piece of track. Set the number, which currently says 0.0, to 10 or whatever number you wish. Now use the middle button which is "Set Vertex Height" to both ends of the track. The track is now elevated to the value you just set.

You will need to find some appropriate structure to "hold" the track at that level. For an elevated track/tramway you are likely to need a bridge style spline. You will need to set the vertices for the bridge spline in a similar fashion.

There are probably other ways of doing this but this should get you going.

Note that I sometimes have problems seeting the vertices of tracks and other splines once they are levated. You may need to go to wirefram mode if this occurs.

Keep your Test Route. I find it invaluable to have one rather than risk upsetting a complex development route.
 
I am really new to trainz and i am trying to make an elevated tramway but have no idea how, can someone help me. (mainly having trouble with getting the track off the ground):confused:

There's a Download called ''Subway and Elevated'' on the DLS, it gives both elevated rail and subways.

The elevated rail is a large concrete track, so it's not really tram-ish, but atleast with my Trainz, you got elevated tram rail... try to go to the modula city demo (that i had) in surveyor and use ''get track'', click on the track and the type appears in your item chooser!

You can do the same with buildings, splines, and textures in their respective menus, by the way.
 
Curved multi-spline gradients

Want to set an exact grade over a long multiple curve section of track?

1. lay out your long winding section of track (flat)
2. create a straight section of track separately, just the endpoints, from the first spline point on your curved section across to the last spline point. There should only be the starting and ending spline points. do not attach it, just have it near the winding section.
3. chose the gradient you want in the advanced tools and set the gradient of the straight track. It should pop up to you final elevation point in a smooth straight angle
4. Now rotate the surveyor view so you are looking top down on all this.
5. Add spline points to the straight track that match the spline points on the winding section. They will be irregularly spaced along the straight track.
5a. The spline points on the straight track are now the correct elevation for that part of your winding curve
6. move the spline points on top of the spline points on the flat winding part below
7. Delete the flat section

Your straight track should now wind and curve just like the bottom one did. Except now it goes up smoothly through the grade.

Done.
 
I must be misunderstanding that, because as I read it that can't work!

If you take a straight track between any two points, then add spline points and stretch the straight into a curve, the resultant curve must be longer, therefore over the same vertical rise the grade must be less.

Also in stretching the straight to match the curve unless all spline points are exactly equidistant from each other the resulting grade must be different on each segment of track.

Apologies if I have misread your post and I will cheerfully delete this one if I have misunderstood your procedure...

Andy :)
 
Hi Andy & rlclegg,

I’ve used the same/similar technique on a line which rises from 5 metres above sea level up to a range of high mountains.

See below for a sample method.

I laid one long straight length across 19 baseboards. As in 1 below (which has been shortened for clarity - and lack of draw distance!). There are only two spline points. The first at ground level, the last at the rail end in the mountain.

I then placed several spline points (2) in the lateral position of where the curves needed to be pulled. The heights are automatically set – no adjustment required.

Then (3) simply pull them into the position required and use “Smooth spline height” tool to fill in the terrain.

The mountains were then added around the terrain where required, with smooth spline height re-used as necessary. Any dramatic shift of gradient, (if a spline point were to be moved far enough laterally to make a difference), could be corrected my moving a spline up/down as required I guess. I didn't find I needed to though, other than at a couple of stations where I had to have a horizontal track to match the platforms. (Having said that, it wasn't on a prototypical part of my route, where I've been far more fussy and precise).

However, I found it a useful technique for basic route building, and beats doing it a section of track at a time.


incline.jpg

Imageshack


Cheers
Casper
:)
 
Hi Casper:

Unless the distances between the spline points in (2) are identical to the distances between the same spline points in (3) then the grade will vary. I don't take exception to this being one method to lay a graded track, my comments were directed to the claim that this method would "set an exact grade over multiple curve section of track". It won't.

It will define a high point and a low point, but the % grade between each spline point will vary...

Andy :)
 
I expect the gradient would be less on a winding track rather than a straight line between the same start and end points.

This discussion has been rather interesting for me. My current route has a zigzag and I've had no end of problems trying to get a reasonable grade on each leg, consistent gradients and, worst of all, trying to get the terrain to meet up with the track. Using "Smooth Spline Height" tends to effect adjacent track when the track essentially doubles back on itself.

It would be nice to have a "terrain spline" where the vertices could be set to match the track gradient.

Paul
 
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