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Route Editor

If you have just created a route using the Route Geometry Extractor then you want to make and of
course tracks in buildings and vegetation areas. Whether you want to edit an existing route. To
achieve this, use the Route Editor, which we will discuss each part.

Start "Train Simulator Editors & Tools" from the start menu of Windows and then select the
"Route Editor". Edit or select the route just created and click "Ok". You will get about to see
the window in Figure 1.

Figure 1

Select the "Properties" from the "File" menu if you want to change. General details of the
route, such as description, electrification and maximum speed, But this information you
probably already entered in the Route Geometry Extractor.

Figure 2

Now you are going to organize the route with spurs, buildings, vegetation etc. How exactly you
need to do this, you can read further down this page.

As you can see, you start with a bare flat grass map where there was nothing to be seen. But that will
change soon, because first it's time to lay the tracks and placing stations. Next come the hills,
mountains and other buildings and vegetation covered. But before we go on first thing on the menus
of the Route Editor.
The menus of the Route Editor
If you start the Route Editor, you can see that there are several menu screens appear next to the main
window. This may include the following menus: Terrain, Object, Fashion, Placement, Camera, Dynamic
Track, Texture and Texture Selector Select. If these windows are not there, you can access it from the

menu "Window". The menus "Terrain" and "Object" do not directly important information. The
"Camera" gives the exact location where you are now located. The windows "Texture Selector" and
"Texture Select" later treats when we go to work. Textures with Stay here, there are only three
windows on which "Mode" and "Placement" are the most important.
The "Mode"
The "Mode" contains eight different buttons that have the functions below. These features are
important to remember as it is made use of almost every act in the Route Editor. For each function is
also a hotkey (F2-F9) available.
(F2) Select Object. After clicking this button you can select objects by clicking on them.
(F3) Moving Object. This button, you can click once an object is selected.
(F4) rotating object. This button, you can click once an object is selected.

(F5) Object places. After clicking this button it is possible to place. Objects like tracks and
buildings The object will be placed is selected in the "Placement".
(F6) To change properties of an object. This button, you can click once an object is selected.
(F7) Texture of the field change. After clicking this button, a grid over the map, and you can give it a
different texture areas.
(F8) Signs on textures. After clicking this button, you can draw the terrain textures.
(F9) Terrain height. After clicking this button you can adjust the height of land areas.

The "Placement"
In the menu "Placement" (Figure 3), you can select to place objects. By clicking on the "More" button,
a menu appears "Object Selector" containing all objects available for this route. If you have created
with the Route Geometry Extractor a new route, you will find little material here.In one of the yellow
boxes on this page you can read how to get more. Material to disposal

Figure 3
After the "Object Selector" object selected that name it will come to be. In the upper section of the
menu "Placement" The last selected objects exceed the "More .." button to stand so you can easily
select them again.
The "Dynamic track"
The "Dynamic track" (Figure 4) use after you have placed in your path.'s "Dynamic track piece"At this
section of track, it is possible to adjust the length. And possibly the arc to make The exact function of
this menu, you should find out by just trying yourself.

Figure 4
Now that you know the basics of the menu navigation of the Route Editor, you can begin setting up the
route. While you are setting up the route you will discover the complete operation of the menu itself.
The recording of traces
The laying of the rails and thus the stations is the first job that needs to be done. Into a new
route Laying track is a complicated process, but when the system is once through is the best so bad.
Microsoft Train Simulator, there are about 160 different standard lengths of rail available. And if it does
not grant your request, there is always a flexible piece of track, namely the "Dynamic track
piece." Although the tumbnails (small images) of rail journeys in the editor are not very clear displays
naming the track pieces a better picture. And that is the following:
A1 is a single piece of track.
A2 A parallel piece of double-track railway.
A3 A parallel piece driesporig track.
A4 A parallel piece of four-track railway.
Strt A straight stretch of track.
Tun A piece of track in a tunnel.
Wtr A piece of track with a container for water.
Buf A piece of track with a buffer.
txxxm A piece of track with xxx meters. (eg t10m.)
txxxr (eg. t2000r) A curved piece of track with radius xxx.
xxd (eg. 10d) The number of degrees that the rail curve is.

Rgt A piece lying right track or right bending change.

Age A piece linkssomliggend track or left bending change.
Mnl A hand change what you should always control yourself.
Y A Y-change.
Points A piece of track belonging to a substitution or a substitution.
END A track that makes branching trail of a change again parallel.
Yard A substitution with strongly diverging track marshalling yards.
Xover A railway crossing.
Rnd A piece of track in a round (arched) tunnel. If there is no Rnd in the name then the tunnel
So a piece of track called "A1t50mstrtRndTun.s" is a single-round (arched) tunnel with a 50-meter
straight track. And so "A3t2000r20d.s" a driesporig piece curved track with a radius of 2000 and a 20
degree arc.
From the first track that you put you can not determine the direction. This is determined by the
editor. During the laying of track you selected stretch of track running through the "T" button
briefly. With the rotation button from the menu "Mode" allows the selected section of track to rise or
fall. Trek you are here with nothing that you ground or air goes to the track.Pressing key while
selecting the section of track on the "Y" you make the ground under the track slippery and appropriate
under the track.
If you are going to place stations you do this most easily by first pulling. The main tracks Then place
alongside these traces the platforms. In order to create run more tracks pauses main track part
again in order to post. Turnouts As already aaggegeven there is a variable length of track, the
"Dynamic track piece", which you can set. The length and / or radius of self For places where no
suitable piece of track is available, you can use this piece of track. In the majority of cases it is
necessary to place. Between two consecutive points a normal piece of track
When the track-laying also on whether there is in the middle of the range of blue lines do not occur,
and that the gray lines above the track is continuous. If this is not the case, the track is not positioned
properly, and the train will not be able to drive. On that track If there are no gray lines above the track
running, you should check whether the "Track DB Lines" option in the "View" menu is activated. Well
as You put the track in a proper manner to each other at the end of a piece of track by placing the
mouse cursor (cross) at the end of the already obvious piece of track clicks. Using the menu
"Placement" is selected piece of track
Help! The"TrackDatabase"couldnotbeloaded.

The file uwroutenaam.tdb remove from the directory of your route.And then rename
the file uwroutenaam ~ tdb.bk in uwroutenaam.tdb.


In the "Select a route" Route Editor window on the "Advanced" button and tick
"Rebuilt track database."


Interaction in your route

On a route, you need something more to do than simply driving around. Therefore, you can have
some interaction elements places in the route, such as tank sites, dirtier, faucets, stops, animals and
people along the track, speed limits and mile markers. What interactive elements you use you need to
know yourself. But the so-called "Siding" and "Platform" elements, you have to put in your route,
otherwise the Activity Editor and the simulator does not know where the goods stations and tracks. At
each station trace the route you should have a "Platform" places, and each one freight railway

"Siding". These two can be found in the "Placement" in the group "Interactive Objects" or "Mainline
Stations". After a "Platform" or "Siding" has placed you in the properties of the object set what the
name of the station, how many passengers are waiting and how long the train at that station to stop.
If you long activities an isolated electrified route makes you must provide tank sites, water taps and
dirtier because the tank of the trains does not remain finite vol.

Figure 5: Two "Platforms" (green) and an "Siding" (yellow).

Signaling is an essential part of a railway line. Without proper signaling is exerting a good train service
is not possible. Therefore also need to route signals are placed. By default, you have a newly created
route offered a light signal and three plates for the purpose of speed limits (all Japanese). This is not
sufficient to set up. Proper signaling At several sites, additional signals for download. Also, you could
get (complicated). Signals from the existing routes The signals are in the groups "Track Objects" and
"Speed limits" of the menu "Placement" to find. Placing lamps shall be done middle on the track. From
there you can then drag the signal in the correct position. Note that there is a red triangle at the
signal state at the place or it is not functioning signal. Some signals (for messaging, etc.) it is
necessary to link to another signal them. If you do not know how and where to place the signs you
can look in to this subject sacred books, magazines and internet sites.

Figure 6
Laying vehicle roads
Now the tracks are located, you can start the construction of the highways. Laying the roads done in
pretty much the same way as the laying of track. Also when laying the roads, you must again be
careful that the lines above the road constantly and there is no vertical blue lines occur. As with the
traces are again the "thumbnail" is not very clear, but there is again a system in the naming. And that
is the following:
Road or RD A stretch of road.
xLane or xL (eg, 2Lane) The number of lanes that has gone.

Curve A curved stretch of road.

Straight or Strt A straight stretch of road.
xxxxm (eg. 100m) A piece away from xxx meters.
xxxxr (eg. 1000r) A curved stretch of road with the radius xxx.
xxd or xxdeg (eg. 20d) The number of degrees that the curved road.
T A T-junction.
Cross an intersection.
Dirt Dirt or outdated road (all the other pieces are paved).
US2, JP1 and JP2 The route where the piece was made for. Way originally
To drive cars on the grid of roads per lane you need over the road called "Car Spawner" (figure 7),
which can be found the category "Vehicles" from the menu "Placement." And The "Car Spawner" is a
line where the simulator during simulation allows the cars drive by. Can be defined what cars we drive
in the file. Carspawn.dat

Figure 7
Landscape Editing
If the tracks and roads have been laid, you can still give shape. Barren landscape This shaping is done
with the "Terrain height" button and the "Texture" button from the menu "Mode". If you select "height
Terrain" button is clicked, the changes the mouse pointer in a circle, allowing you to select areas. If
you have selected an area, you can change the amount thereof by the numeric "8" (up) or numeric "2"
(down) button in order to change. Height of the terrain Another option is to right-click in the selected
area and entering. Terrain height with the option "Set height" in the popup menu If you key pressed
while selecting an area on the "F" the sharp corners will be smoother. The "'" key (the tilde (~) key)
allows the latter field change undone. The "W" key, you can turn the grid on or off.

Figure 8
If you raise or lower the terrain you'll find that you will bump. At one point on a ceiling or a floor If you
are in the "Mode" menu on the "Texture" button, select a square and then click on the selected square
right a menu with the option "Set tile floor and scale" appears. Here you can adjust the height of the
ceiling or the floor.
Working with textures
After creating a new route will give you a grass green card found in the Route Editor. As the route
progresses you also want the rocks are gray, there are meadows, fields and other types of fields. You
can do this by changing the texture. Of the site
By default, a new route only two kinds of textures present. This does not really desired so can add by
copying run. Textures from example. Terrtex other routes to the folder of your route textures Of
course, you also could make. Your own textures To find out how to do this please follow the
instructions "Omschilderen" broadly.
Before we go any further, you must first ensure that the windows "Texture" (Figure 9) and "Texture
Select" (Figure 10) in an image. If this is not the case, you can access it from the menu
"Window". The "Texture Selector" you can select different types of terrain (textures).The "Select"
window image currently selected texture down. In the "Texture Selector 'you can use the option"
Select more textures Insert "from the menu" Edit ", the first of nine numbered.

Figure 9 Figure 10
If you press "texture bl" -bewerkingsknop press the menu "Mode" then a grid over the map will be
drawn. Then select a square of the grid by touching it. By now pressing the key in combination with

the figure 1-9 the "Shift" than the texture of the selected region will be modified in the figure with the
corresponding texture in the "Texture Selector". If you selected more than nine textures can shift the
numeration with the "Q" key. This way you can very route other textures provided.
By right-clicking on the selected square, a menu with the ability to texture that rotate, or flip the
square appears. The "Randomize" puts the texture in a random position. Also, you can use this menu
to set the water level with the option "Set tile water height". With the option "Toggle water" you can
change the selected square in water. When the change in water willonly in places where the water
level is higher than the height of the ground, to see water.
Now the tracks and roads are and the landscape is formed, it is time to place the buildings.The places
of the buildings works in a similar manner as the laying of railways and roads.First, select the building
to place in the "Placement" and then place the building somewhere in the route. In one of the yellow
boxes show you how you can extend. The list of available buildings
At the place where you click the center of the building will be placed. If the building is loaded once,
you can still move, rotate, or delete (during selection "Del" key). If you bring the building while
rotating or moving in the wrong position, you can print to the standard bring the building back. Key by
pressing the "N" With the "H" key, set the buildings flat on the ground.If you hold while dragging the
building, the "H" key then drag the building on the ground. By pressing the "+ / =" - or "- / _" button you can see the route at different times of the day.With the "+" you move the position of the
sun forward and the "-" backwards.
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Following the construction of the buildings can be trees, plants and other types of vegetation go
places. The placement of the vegetation is in exactly the same manner as the placement of
buildings. Also, the standard available vegetation in a newly created route is very limited. In the "More
buildings etc." You can read how to get more material. until disposal For the construction of large
areas of forest every tree you should not place individually, but you can use the menu "Placement" in
the group "Track Objects" standing vegetation areas. In new routes you will find little here too.
There is almost no place in the world where you can not hear anything. Your route is not complete
without sounds. You can make the route more vivid by placing the so-called "Sound Sources" from the
menu "Placement". This allows you the sound of the machinery of the factories, sounds of passengers
on the stations, the ringing of the church bells, the traffic in the city and the chirping of birds heard. In
a newly created route available, no standard "Sound Sources" but with the under "More buildings
etc." procedure described you can still add it. The inserted "Sound Sources" are characterized by
yellow poles with speaker icon (Figure 11) in the Route Editor.

Figure 11