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- HELPFILE for -!Rail28- 3.0, May 1996
- ==================================
-
- What is !Rail28.
- ==============
- !Rail is a combination of game and simulation, where you are an assistent in
- the traffic control room of a railwaystation.
- It is created in Mode 28 (and BASIC), in order to have a reasonable portion
- of the display of the lay-out on screen.
- Your goal is to let trains arrive on the platforms as given and direct the
- trains to their correct locations or exits.
- There are NO trains with terrorists who kill other people, NO guns or lasers
- to destroy other trains. NO bloody passengers walking about. NO squashing of
- people by trains. This is NOT a game for bloodthirsty people.
- If you like to play with trains or have a good interest in them, you may
- like this game. Especially when you're patient, for there may be seconds
- with not much to do (just as in real life in a control room), especially
- in the beginning.
-
- Differences with reality.
- =========================
- In reality one doesn't see a train in the control room, but the board with
- the lay-out will show bars of light when trains occupy a sector. As this
- would be too boring for a sim, I've made little trains that will jump
- from sector to sector (no smooth trainrunning thus).
- The second difference is the speed: on the average you will have one train
- per minute to deal with. You may think it's slow, but you'll soon find out
- that the whole thing keeps you busy; you won't be able to run off for a minute
- if the game isn't paused.
-
- The Maps.
- =========
- See TheMaps-file.
-
- Your instruments.
- =================
- To play the game, you need both mouse and keyboard.
- The mouse does most of the things you wish to do.
- Clicking on menu will show a menu in the textfield, with the keyboard-options
- you can use.
- Clicking on select:
- -on a train: gives information about the train; number, destiny, arrival- or
- departure-time.
- -on a signal: this will swith a signal from red to orange to green to red.
- -on a point: this will swith the point. At 'English' points it will show
- three different positions: point left, right and crossing.
- There are three-way points as well; clicking will change to
- another position.
- -on entry-points: tells the name of the destination.
- -on station-platform: tells you your station-name.
- -and a few more explanations.
- When you click on a signal or a point when a train is on it, you get information
- about the train.
- Clicking on adjust:
- With this button you can redirect a train to the opposite direction.
- This may be useful, when you sent a train on a wrong track. But: it will only
- work when the train is stopped by a red signal. At certain places this button is a must, especially for the goods trains.
-
- The keyboard:
- Once you've examined a map for the first time, you press 'S' to start.
- Immediately after the first trains will be announced.
- To pause the game, press 'P', 'C' thereafter to continue. Whilst pausing the
- screen will display a 1/4 scaled view of the whole lay-out.
- With the cursor-keys you can move and view the whole lay-out to find out where
- your stations are and where the trains dis- and appear. Pressing <Ctrl> and
- a left or right cursor-key will jump the lay-out two screens further.
- When you wish an overview of all the different departure-times, pressing 'D'
- will show all departures that are due: the time, track and destiny.
- Pressing <space> will clean the lay-out from 'dirt' and tables.
- All maps start with the idea that your station is a terminal, so that all trains
- get a new destiny and departure-time once they've arrived. If you feel that
- it has become too busy for you, press 'T'. This changes your station into a
- 'through'-station. Many trains will give another entry-point immediately as
- destiny and will only stop for a short time at your station. Goods-trains will
- not stop if all signals are green. Pressing 'T' again will make your station
- into a terminal again.
- Pressing 'I' will show the Interval-table and tell you how you can change the
- intervals on entry.
- Pressing 'Q' quits the game immediately. You are asked if you wish to save
- the situation of that moment for the next time.
- Some statistics about your achievements are put in a logfile within !Rail28.
- There's also a highscores list, that only will appear when your achievements
- are so good, that you may place yourself in the Top Ten. When you're doing
- too bad, this list won't be shown.
- If you dislike the idea of a highscores-list, you can avoid the confrontation
- with it by renaming or deleting the 'Scores'-file within !Rail28.
-
-
- What goes automatic.
- ====================
- You're very lucky to have intelligent train-drivers. Once they've arrived at
- a platform and stopped, they will themselves find out which direction to go
- with the train.
- When a train meets a buffer, it will automatically redirect itself. If the
- buffer is not on a platform or siding, the train will start running again
- after 10 seconds. (Don't redirect it manually then, for it may cause a crash
- with itself, which finishes the game.)
- Only redirect at RED signals!!
- So, all you have to do is switching signals to green and direct the points
- correctly.
-
- There are two types of signals: those that will jump to green when the train
- passes a second one, switching the latter one to red.
- And those that will switch to red when a train passes, but won't automatically
- switch to green; these are the manual signals with a little mark on them, that
- you will have to switch to green yourself.
- You'll notice these signals at platforms and sidings and at the spots, where
- you give a train the 'green' to enter the street of points before the station.
-
- Local Passenger-trains (LP's) should stop at any station (platform). To take
- a lot of work out of your hand, they will do that by themselves, even if the
- signal is green. After 30 seconds they will continue their journey.
- To prevent increasing delays, their arrival time at their destiny will be
- adjusted at every stationstop.
-
- What goes wrong.
- ================
- A traincrash finishes the game.
- Sending a train to an entry-point instead of to the exitpoint will finish
- the game. Beware of these!!
- Passing a wrongly set point at full speed causes a derailment immediately.
- The spot where the accident occurs, will remain blocked for 10 minutes. And
- it will cost you a lot of your revenue. This will certainly happen...
-
- The speed-scaler.
- =================
- I mention this gadget especially, to explain why it's there.
- In a control-room you control miles and miles of railway-track. The lay-out
- however doesn't show that, but the track is compressed on it.
- So is it here. When you watch a train that just entered your area, you'll
- notice it is very slow. Once it passes the rails with 's' along it, it will
- speed up three times. That's where the scaling of the station begins; distances
- are shorter, so the way to show this is by higher speed.
- When a train passes the 's'-rail again on it's way out, it will slow down again.
- Remember that when a train is announced, it may take more than a minute before
- it will run into the station itself.
-
- Other speed-controllers.
- ========================
- There a three types of trains: InterCity (IC), Local Passenger (LP) and Goods-
- trains (GD). IC is fastest, LP and GD are slower.
- When an IC or LP passes a platform, it will reduce speed. Leaving a platform
- goes on half speed until the next green signal.
- Orange signals reduce the speed of the trains.
- An orange signal will switch to red on passing, and when the train passes the
- next signal, it will switch back to orange. This is handy when you have
- 'passive' points: running slowly over them, a train will switch the point
- into its own direction automatically.
- When a train runs slowly because of an orange signal, it will do that until
- it meets a green signal. Then it's full speed again. By the way: red is stop.
-
- Devious things to watch.
- ========================
- When a train has reached its departure-time, it will try to run. This will
- work fine when the signals are green or orange. If however the train is of
- the type IC or LP, and it is at a platform with a red signal, a quick switch
- from red to green won't help then, for it will wait another 30 seconds before
- it attempts to leave again.
- Another thing that will happen, is the departure of more trains at the same
- time. You'll have to decide which train will go first, which will slowly
- follow or wait completely.
- And of course, keep an eye on the points that will have to be switched
- quickly.
- Watch the manual signals, they're likely to be forgotten; leading to delays
- and wondering why a train hasn't arrived yet.
- On your map there may be 'suburban' stationplatforms. If your station is a
- 'through'-station, then stopping an IC at an suburban station may result in
- this train trying to go into the opposite direction. IC's expect only to be
- stopped at main stations, so it sees this stop as at a main station.
-
- The revenue.
- ============
- To find a compensation for all those score-list-lovers, I've built in a system
- that calculates the revenue each train gives when it has a smooth run through
- your area and station.
- Best value do you get from trains that stop the most.
- A GD-train, having been at a depot for a number of minutes and left in time
- again, gives best value, followed by LP and IC.
- Not stopping costs you money, as does delaying by red signals, derailments and
- the final crashes. Sending a train to another destiny as prescribed costs a
- lot as well (but is cheaper then to keep a train waiting after a derailment).
- Delaying trains by orange signals also dimishes the revenue, as does the
- manual switching of directions.
-
- The messages.
- =============
- On the top of the screen is a text-field, where most of the messages will
- appear. These can be:
- -announcement of an approaching train.
- -message of an arrived train with new data for departure.
- -any accidents happening.
- -information after your clicking on trains etc.
- -menu.
- -time (all your activities start at 14:00 hours.)
- At the bottom of the screen you will get the departure-table when requested
- and a message of trains that have left your area, with the revenue they give.
- Clicking adjust somewhere in the lay-out, clears the text-field.
- On trains info will be given about them:
- Before arriving info is: '03P-5'
- '03' = the time in minutes of arriving (14:03)
- 'P-5'= the platform where it should arrive
- When at station and leaving the info is: '05ECT'
- '05' = the time in minutes of departure (14:05)
- 'ECT'= the 'code' for the destination(exit-point)
- GoodsTrains(GD) will only give this type of info.
- Display is on blue background; when delayed the background will be red.
- The red background also means that no seconds can be wasted. If you stop a
- train then at a red signal, the revenue starts to decrease fastly.
- With a blue background you may stop the train without any costs. It means
- it is still on time. But beware that the display doesn't refresh itself when
- delaying begins. Press <space> to see any changes occuring.
-
-
- How to play it all.
- ===================
- First you get the announcement of a train approaching.
- This announcement tells you the type of train, it's destiny, its arrival-time
- and on which platform it has to arrive.
- If the platform is free, switch the platformsignal to green, so that you
- remember where the train has to be.
- Then follow from the main track the route the train will have to go through
- the street of points and switch all points, so that a 'flow' of cyan runs to
- the platform, not being blocked by any point. Don't panic.
- When you've prepared the route, switch the manual signal on the main line to
- green, so that the train can continue to run until its arrival.
- Most of the trains arrive early, so corrections are always possible. If
- suddenly you see blocked points, try to stop the train at a red light. You
- can switch all the signals with the mouse-button.
-
- At least fifteen seconds before a train leaves, you will have to prepare
- the points the same for its departure. There's no manual signal for the
- way out on the main line, obviously. If a train derails, you'll only be
- able to see the cause after ten minutes. Keep on playing and try to have trains
- run avoiding that spot. It's then better to send a train to another destiny,
- if that main line is blocked, than to keep them waiting. (Revenue.)
-
- The platforms are not always fully numbered. You may decide to go from top
- to bottom, but then, be consequent. The game calculates if platforms are
- free or will be free when the next train is sent in.
-
- When you play Map 'AcornCity', be aware of the single line.
- For the GD-trains that have to go to the depot: let them arrive below
- platform 1. At the end they will run the opposite direction after 10 seconds,
- in which time you'll have had the ability to switch the points and signals.
- The same switch-buffer is at the depot itself for more GD's if necessary.
-
- IC's and LP's will only give notice of an arrival when they're at the grey
- platforms of their destiny, stopped by either a red light or a red buffer. Also
- when they've arrived at their maintenance siding.
- GD's will only do so on their special siding-tracks (noticeble).
- Stopped anywhere else, they'll think they haven't arrived yet.
-
- For the rest it's a matter of experimenting and finding out how things work.
- When the game starts, it appears all rather slow. But as said, within fifteen
- minutes you may get the first signs of stress..;-)
-
-
- An Overview
- ===========
- Rails:
- ------
- plain rails: where trains run.
- rails with black line under: at this point the train will display some info
- about itself (-arr.time -platform -dest.)
- rails with grey platforms: IC's will slow down. When stopped they'll see it
- as an arrival at a station.
- LP's will slow down and always stop if there's a
- signal at the end of the platform.
- rails with blueish platform: Maintenance siding for IC's and LP's. When sent
- here, they'll wait for ten minutes, after
- which they have to go to a platform at the
- main station. There they'll get a new destiny.
- rails with black extension: Depot-siding for GD's. They'll get a new destiny
- here and Dep.time. As goods take more time to
- exchange, waiting can be up to 15 minutes.
-
- Signals:
- --------
- automatic signals: Change to red when a train passes, back to the previous
- colour when the train passes the next signal. Usually this
- will be green. If manually set to orange, it will return to
- orange. If there's a row of orange signals, only the
- last one will return to orange, the others to green.
- Note: orange signals decrease the revenue.
- manual signals: Change to red when a train passes, but won't return to a
- previous colour. You'll have to change it to green yourself
- with mouse-clicks.
-
- Points:
- -------
- normal points: Click on them to change. If set to a wrong position, a train
- will derail, unless the signal before the point was switched
- to orange. Because of the slow speed, the wheels of the train
- will direct the point then to the correct position.
- English points: These are the switchable crossings. These are not derail-
- protected by orange signals!.
- three-way points: Click to set them in the wanted position. As English points.
-
- Buffers:
- --------
- At dead ends there are buffers. If these are not next to platforms, the train
- will reverse automatically within 10 seconds (driver has to run to the other
- side). In several maps you'll find these bits of rails with buffer. Use these
- as much as possible to switch directions, as manual switching at other red
- signals will cost you some of the revenue.
-
- Next.
- =====
- Next I'll try to make an editor, so that you may design and create your
- own lay-outs.
-
- In the meantime I hope that you'll enjoy it.
- Any remarks, suggestions and even lay-outs of real stations etc. are welcome
- at my Arcade-address: #1229
- or at AcornBBS, NL : #234
-
- Jos Keijzers,
- Boogjes 193,
- 3311 VC Dordrecht
- Netherlands.
-
-
- This program is freeware and only for purpose of enjoyment.
- If you wish to distribute it, don't hesitate, it's allright by me.
- Any suggestions for improvement are welcomed by me.
-
-
- Built-in limitations:
- =====================
- max. 20 trains at one time;
- max. 20 stations or depots;
- max. 30 platforms or siding tracks;
- max. 8 entry/exitpoints.
-