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Text File | 1993-09-07 | 48.4 KB | 1,280 lines |
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- TrainSIM 1.0
- by
- Ron Balewski
-
-
- Please note: TrainSIM is being distributed as Shareware. You are
- permitted to try TrainSIM before purchasing it. If you continue to use
- TrainSIM beyond the 30-day trial period, you are expected to become a
- registered user by sending the $20 registration fee to the author.
- Whether you register or not, however, you are encouraged to pass copies
- of TrainSIM along for others to try.
-
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-
-
- Index
-
- What is TrainSIM ....................... 4
- About This Manual ...................... 4
- Hardware Requirements .................. 4
- Let's Run a Train ...................... 5
- Detailed Instructions .................. 6
- Diesel Locomotive Theory ............. 6
- Running a Train ...................... 8
- Initial Set-Up WIndow ................ 8
- Engines section .................... 8
- Cars section ....................... 8
- Line FIle section .................. 8
- Start button ....................... 8
- Build button ....................... 8
- Primary Control window ............... 8
- File menu ................. ........ 8
- Speed menu ......................... 9
- Window menu ........................ 9
- Help menu .......................... 9
- Brake Pressure gauge ............... 9
- Reserve Pressure gauge ............. 9
- Air Flow gauge ..................... 10
- Current gauge ...................... 10
- Train Brake section ................ 10
- Engine Brake section ............... 10
- Throttle section ................... 11
- Direction section .................. 11
- Power button ....................... 11
- Time section ....................... 11
- Horn button ........................ 11
- Bell button ........................ 12
- Telemetry section .................. 12
- Sand button ........................ 12
- Slip light ......................... 12
- Temp light ......................... 12
- Oil light .......................... 12
- Load light ......................... 12
- OL light ........................... 12
- Stall light ........................ 13
- No Sound button .................... 13
- Emergency button ................... 13
- Speedometer window ................... 13
- Speedometer gauge .................. 13
- Mileage section .................... 13
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-
- Page 2
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- Clear section ...................... 13
- Engine Satus window (Analog) ......... 14
- Fuel gauge ......................... 14
- Current gauge ...................... 14
- Oil Pressure gauge ................. 14
- Temperature - Engine gauge ......... 14
- Temperature - Traction gauge ....... 14
- On Line button ..................... 14
- Traction Motor Cutout section ...... 14
- 1-10 Locomotive Selector buttons ... 14
- "D" Digital button ................. 15
- Engine Status Window (Digital) ....... 15
- Gauges ............................. 15
- Traction Motor Cutout section ...... 15
- 1-10 Locomotive Selector buttons ... 15
- "A" Analog button .................. 15
- Path window .......................... 15
- Scenery WIndow ....................... 17
- Building a Track ....................... 18
- Overview ............................. 18
- Initial Set-up Window ................ 18
- Build Window ......................... 18
- File menu .......................... 18
- Start section ...................... 18
- Control section .................... 19
- Auto section ....................... 20
- Vert Inc display ................... 20
- Currents -- Horiz and Vert sections 20
- SL section ......................... 20
- MP section ......................... 20
- Goodies section .................... 21
- Length display ..................... 21
- Checkpoint display ................. 21
- Append button ...................... 21
- Delete button ...................... 22
- Goodies button ..................... 22
- Map window ........................... 22
- Helpful Hints .......................... 22
- How to Register ........................ 23
- What comes with Registration ........... 23
- Add-Ons ................................ 24
- Future Enhancements .................... 24
- Permission to Distribute ............... 25
- Attention Shareware Vendors ............ 25
- Appendix A: Track File Information .... 26
- Appendix b: System Resources ........... 26
-
- Page 3
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- What Is TrainSIM
- ================
- TrainSIM is a simulation of operating a freight train along a
- point-to-point route. I've tried to mathematically model the "physics"
- (acceleration and braking on hills and curves based on train weight,
- etc.) and the controls of a train as accurately as possible.
-
- Please remember that this is a "simulation" and not a "game." It
- can indeed get boring sometimes (like when you've got to pull up a
- steep grade at ten miles an hour because you don't have enough power).
- However, nobody ever said that reality must always be exciting -- and
- with this version, I'm trying for reality!!
-
-
- About This Manual
- =================
- This manual is divided into three parts. The first will give you
- just enough information to get a train moving. You should read
- this part of the manual while running TrainSIM, since it'll include a
- lot of "push this button now" simplicity just to get you going.
-
- The second part will go into great detail about each control on each
- window visible while operating the train. It's laid out on a
- window-by-window basis, so it'll be a handy reference as you learn
- TrainSIM.
-
- The third section will take you through building your own track with
- the track layout section included in TrainSIM.
-
-
- Hardware Requirements
- =====================
- Being a Windows application, TrainSIM requires Windows -- version
- 3.1, to be exact. You MUST also have SHARE.EXE loaded. If you get an
- Init error the first time you run TrainSIM, it's probably because you
- dodm't load SHARE!
-
- TrainSIM will work with virtually any graphics display that Windows
- will support. However, there are a lot of windows available in
- TrainSIM. To keep them all open with a minimum amount of overlap, you
- should have a high resolution (1024x768 or better) display system. For
- this version, the sixteen-color setting will be adequate. However, a
- future version may prefer 256-color mode when I improve the scenery
- window.
-
- Page 4
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- I'd also recommend as fast a processor as possible. The current
- version of TrainSIM works fine in real-time on a 25 MHz '386, which is
- as slow as I'd recommend. A slower machine, although it will work,
- will run the simulation slower than real-time.
-
-
- Let's Run a Train
- =================
- OK, let's put on that striped engineer's cap and get our eastbound
- freight moving! We've got a schedule to keep!
-
- To start TrainSIM, just double-click its icon from the program
- manager. If you're not registered, you'll see a shareware notice box.
- For now, just press the "I'm still testing!" button.
-
- You're now at the Train Set-up panel. You can add or remove engines
- or cars by clicking the up/down spinners. You can also choose another
- line file by pressing the F button in the Line File section and
- selecting a new line file. For now, let's use the defaults of 4
- engines, 80 cars, and MAINLINE.DB. So, to get underway, press the
- Start button.
-
- You'll now see two windows, the Primary Control window and the Speed
- window. There are others available, but they're not displayed yet to
- reduce clutter. You'll also notice some activity in the Brake
- Pressure, Reserve Pressure, Air Flow, and Telemetry indicators. This
- is good -- it means your air tanks are charging up. I'll give you more
- details on this in section 2.
-
- To get moving, you'll need the Direction and Throttle levers. The
- Direction lever is represented by three buttons - Reverse, Neutral, and
- Forward. In Version 1.0, Reverse isn't supported yet -- going into
- reverse is the same as going into forward. The Throttle lever is
- represented by nine buttons. An engine has eight power settings and an
- Idle setting. The left-most button is Idle (it's now red to show that
- it's selected). The right-most button is throttle position 8 -- full
- throttle. The buttons in between, of course, represent throttle 1 thru
- throttle 7. The window to the right of the buttons will display the
- current power setting (since we're in Idle, IDLE is currently
- displayed there). Press the F button and then the Throttle position 1
- button.
-
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-
- Page 5
-
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-
- OK, we're moving! You'll notice the Current meter go up, indicating
- that electric current is being delivered to the traction motors.
- You'll also notice the speed gradually climb to about 9 MPH if you used
- the default engine/car settings. Let's speed up a bit. Take 'er up to
- throttle 4. You'll see that we're delivering more current and we're
- accelerating. We should level out at about 68 MPH. Notice how few
- engines and how low a throttle setting is needed to move so many cars
- at a good speed on the straight-and-level.
-
- What does the track look like? Good question! Select Map under the
- Windows menu on the Primary Control panel. A Map window will open up.
- The black/green/red line indicates the track. Black is level, red is
- an up-hill grade, and green is a down-hill grade. The yellow grid is
- in square-miles. The blue dot is the front of your train. The white
- dot is the back of your train. Section 2 will go into more detail on
- what you can do with this map window.
-
- What's ahead of us? Another good question. Very few engineers
- operate their trains while blind-folded. They might miss some rather
- important information -- like speed limit markers! Select Scenery from
- the Windows menu and let's have a look around. All we'll usually see
- is track. Keep an eye out for mileposts on the right-hand side --
- there's one every mile. We should see a speed-limit sign whenever we
- come into a curve, too. It'll also be on the right-hand side. Pay
- attention to those speed-limit signs. They tell us the maximum safe
- speed around the curve. If we go too fast, we may just derail -- and
- I'd hate to explain that one to the Trainmaster!
-
- What about fuel? Temperature? And other engine controls? I'm glad
- you asked! Select Engine from the Windows menu. This window will show
- you the "vital signs" of any engine in your consist. You'll also
- be able to take an engine off-line or bypass groups of traction motors.
-
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- Page 6
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- Detailed Instructions
- =====================
-
- Diesel Locomotive Theory
- ------------------------
- Most modern diesel locomotives are really Diesel-Electrics. The
- diesel engine drives an electrical generator which produces 600 volts
- of DC electrical power. The electricity is then passed to a set of
- traction motors - one per axle - which provide power to the wheels.
-
- Locomotives today generally produce 3000 - 4000 horsepower. Most
- are either four-axle or six-axle. They can be assembled into any
- necessary multiple-unit (MU) combinations all under the control of one
- engineer.
-
- Because each axle is connected to an electric traction motor,
- today's locomotives can provide "dynamic braking" which can assist
- stops to reduce friction on the brake shoes. When a locomotive is put
- into dynamic braking mode, the traction motors are disconnected from
- the generator and connected to a resistance grid. The traction motors,
- driven by the wheels, act as generators which take their power from the
- moving train. The resulting power is dissipated as heat in a
- resistance grid, thus slowing the train.
-
- Train braking is accomplished with air brakes. However, a reverse
- action fail-safe method based on George Westinghouse's 1872 invention
- is used. The brake pipe is held at high pressure when the brakes are
- released. Applying the brakes will reduce the brake pipe pressure.
- Each car contains its own air reserve cannister and pressure monitoring
- valve. When the pressure monitoring valve sees the pipe pressure go
- down, it routes air from the local reserve cannister to the brake
- cylinders. WHen the pipe pressure comes back up, the brakes are
- released and the reserve cannister is re-charged. With this method, if
- an air hose were to break, the brake pipe pressure would quickly drop
- and the brakes would apply.
-
- Before leaving, the brake system is charged with air to between 70
- (lower legal limit) and 110 pounds per square inch (PSI) of pressure.
- Federal law further mandates that the train cannot leave unless the
- pressure difference between the front and back of the train is less
- than 15 PSI and air flow into the brake pipe from the locomotive's
-
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- Page 7
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- compressor is less than 60 cubic feet per minute (CFM). Many trains
- today use an end-of train (EOT) telemetry device. The EOT continuously
- radios the brake pipe pressure at the back of the train to a receiver
- at the engineer's console. This information can also aid the engineer
- in confirming that brake applications and releases happened properly.
-
- Running A Train
- ----------------
- Initial Set-up Window:
- Engines section
- The up/down spinner allows you to choose how many engines you wish
- to have in your traib. You need at least one. The maximum number
- is ten.
-
- Cars section
- The up/down spinner allows you to choose how many cars you want in
- your train. The maximum number is 200.
-
- Line File section
- The text window displays the currently selected line file. The
- default is MAINLINE.DB. To choose another line file, press the F
- button and choose a line file from the list.
-
- Start button
- Starts the simulation with the chosen line file, engine, and car
- values.
-
- Build button
- Puts you into the Build Line mode. See the Building a Track
- section for complete details.
-
- Primary Control Window:
- File menu / Save simulation
- Saves the current simulation to a disk file.
-
- File menu / Load simulation
- Loads a saved simulation back into the simulator.
-
- File menu / Restart
- Re-starts the current simulation from the beginning.
-
- File menu / Exit
- Exits TrainSIM.
-
-
- Page 8
-
-
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- Speed menu / Pause
- Pauses the simulation.
-
- Speed menu / Slow
- Sets TrainSIM to run at half of real-time speed.
-
- Speed menu / Real-Time
- Sets TrainSIM to run at real-time speed where one simulated second
- is one real second.
-
- Speed menu / Fast
- Sets TraiNSIM to run at four times faster than real-time -- or as
- fast as your computer will allow it to. It takes a very fast PC
- to get up to four-times speed.
-
- Window menu / Speed
- Hides or displays the Speedometer window
-
- Window menu / Engine
- Hides or displays the Engine Status window.
-
- Window menu / Scenery
- Hides or displays the Scenery window.
-
- Window menu / Map
- Hides or displays the Map window.
-
- Window menu / Cascade
- Arranges all open TrainSIM neatly one atop the other in the upper
- left corner of your screen. Very useful if you "lose" one of your
- windows underneath another or on a virtual screen.
-
- Help menu / About TrainSIM
- Displays a TrainSIM About dialog box.
-
- Help menu / About TrainDLL
- Displays the version information of the TrainDLL train simulation
- DLL used by TrainSIM.
-
- Brake Pressure gauge
- Indicates the current brake pipe pressure at the engine. Federal
- law mandates that this be at least 70 PSI with brakess released.
-
- Reserve Pressure Gauge
- Pressure in the locomotive's air compressor reserve tank.
-
- Page 9
-
-
-
-
- Air Flow gauge
- Amount of air flowing from the compressor's reserve tank into the
- brake pipe. Federal law mandates that this must be less than 60
- CFM before a train is allowed to leave.
-
- Current gauge
- This gauge indicates the amount of current flowing through the
- locomotive's traction motors. When dynamic braking is applied,
- the meter will deflect downward into the black region. When power
- is being applied, the meter will move up into the green or red
- sections. The more current flowing into the traction motors, the
- more heat they'll accumulate. You can safely operate in the green
- range indefinitely. However, if you go into the red section, you
- should monitor your traction motor temperature and cut down power
- if they start to heat up too much.
-
- Note that this gauge only indicates the current flow for the head
- engine. Unless engines are off-line, all currents can be assumed
- to be equal. However, you can double-check things with the Engine
- Status window.
-
- Train Brake section
- The up/down spinner arrows will apply and release the train
- brakes. The gray bar will turn red as the brakes are applied with
- the Up spinner and will indicate the percentage of braking.
- Clicking the Down spinner arrow will release the brakes and return
- the bar to gray.
-
- As you apply brakes, you'll notice the Brake Pressure drop. You
- should also soon notice the pressure coming back from the
- Telemetry device drop. Releasing the brakes will cause both
- pressures to go back up.
-
- Engine Brake section
- The Engine Brake controls work just like the Train Brake controls.
- However, the Engine Brake only applies friction braking to the
- engines and NOT to the entire train. Brake pipe pressure is NOT
- affected by applying the engine brakes.
-
-
-
-
-
-
-
- Page 10
-
-
-
-
- Throttle section
- All locomotives have a nine-poition throttle lever with an idle
- position and eight power positions. The nine push buttons
- represent the nine possible throttle settings. The button on the
- left side of the row is for the Idle positon. THe right-most
- button is for the throttle 8 position (full throttle). The
- buttons in between represent (of course) throttle positions 1 thru
- 7. The display window to the right of the buttons will indicate
- which throttle setting is active. Likewise, the active throttle
- button will be red.
-
- On this particular locomotive, the throttle lever also doubles as
- the dynamic brake lever. When in Braking mode, Throttle positions
- 1 thru 8 are braking levels 1 thru 8 where 8 is the most braking.
- The Idle position causes no braking at all.
-
- This lever will control the throttle positions of all locomotives
- in the train. All will supply power equally except for those that
- are off-line (they supply no power) or have tracton motor banks
- by-passed (they supply reduced power).
-
- Direction section
- The locomotive direction is set by a three-position lever. The
- three buttons in the Direction section simulate this lever. F is
- forward, N is neutral, and R is reverse. Currently, Reverse is
- inoperative. Shifting into Reverse is the same as shifting into
- Forward. The selected direction button will be red.
-
- Power button
- This button shifts you between Power and Dynamic Braking
- mode. Pressing the button will cause it to toggle between
- Power and Brake. You should NOT press this button unless the
- throttle lever is set to Idle!!
-
- This button will control the power mode for all locomotives in the
- consist. Off-line locomotives will NOT contribute to braking.
-
- Time section
- Displays the current time.
-
- Horn mutton
- Blows the locomotive's horn!
-
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-
- Page 11
-
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- Bell button
- Rings the locomotive's bell!
-
- Telemetry section
- Brake pipe pressure at the back of the train received from the EOT
- telemetry device.
-
- Sand button
- The Sand button will toggle the sander on & off. If your wheels
- start to slip due to a steep grade and a large load, you may be
- able to alleviate the problem by turning on the sander. Sand is
- dropped onto the track in frontof your wheels to increase
- traction.
-
- Slip light
- When ANY locomotive in the train experiences "wheel slip", this
- light comes on and the alarm sounds. Wheel slip means that the
- drive wheels of the locomotive are slipping on the track rather
- than providing power. To alleviate slippage, you can turn on the
- sander and / or reduce your throttle setting until the Slip light
- goes out.
-
- Temp light
- When the engine or traction motor temperature of any locomotive in
- the consist approaches a dangerous level, this light will come on
- and the alarm will sound. The light will go off when all
- temperatures drop below the danger level.
-
- Oil light
- Whenever the oil pressure of any locomotive engine drops below the
- danger point, this light will come on and the alarm will sound.
-
- Load light
- Whenever any locomotive isn't "loading" properly, this light will
- come on and the alarm will sound. The term "loading" means that
- electrical power is getting from the generator to the traction
- motors.
-
- OL light
- Whenever any engine is off-line -- regardless of whether you took
- it off-line or it went off-line because of a problem -- this light
- will come on and the alert will sound.
-
-
-
- Page 12
-
-
-
-
- Stall light
- Whenever the train's speed drops below more than 3 MPH for more
- than a few seconds with power being applied, this warning light
- will come on and the alarm will sound. It means that you are very
- likely to stall (stop moving, but still have power applied) soon
- unless action is taken. The most common cause for stalling is
- climbing a hill with insufficient power for the load.
-
- No Sound button
- Whenever an alert light is turned on, an alarm sound will also
- start. The alarm sound will continue until it's reset with this
- button.
-
- Emergency button
- Puts the train into "emergency" by setting the throttle to Idle
- and setting the brakes to absolute maximum.
-
-
- Speedometer Window
- Speedometer Gauge
- This is about what you'd expect -- a speedometer gauge in miles
- per hour (MPH). The small digital window on the bottom of the
- gauge will display your speed digitally.
-
- Mileage section
- This is a re-settable odometer. As you move, it will count
- upward. Pressing the R will reset it to 0.
-
- Clear section
- This handy device is used to let you know when your train is clear
- of a point. Normally, it displays "Ready ---". When you press
- the Ready button, the Ready changes to RUN and the window displays
- the length of your train in feet. As you move, the display window
- counts down. When it hits zero, an alarm sounds and the control
- returns to its "Ready ---" state.
-
- I often use this device to tell me when I'm totally clear of a
- speed restriction. You CANNOT speed up until your entire train is
- clear of the speed restricted area. As soon as I pass the higher
- speed marker, I hit the Ready button. When the alarm sounds, I
- know its safe to speed up.
-
-
-
-
-
- Page 13
-
-
-
-
- Engine Status Window (Analog)
- Fuel gauge
- Displays how much fuel is left in the selected locomotive, of
- course.
-
- Current gauge
- Displays the current going to the traction motors in the selected
- locomotive.
-
- Oil Pressure gauge
- Displays the oil pressure in the engine of the selected
- locomotive.
-
- Temperature - Engine gauge
- Displays the engine coolant temperature of the selected
- locomotive.
-
- Temperature - Traction gauge
- Displays the traction motor temperature of the selected
- locomotive. This gauge is really three gauges in one. The Top
- section is for traction motor pair 1 and 6, the center section is
- for traction motor pair 2 and 4, and the bottom section is for
- traction motor pair 3 and 5.
-
- On Line button
- The ON Line button indicates whether or not the current locomotive
- is on line and will toggle between on line and off line pressed.
- If the locomotive was taken off line automatically due to high
- temperature, etc. this button will reflect the change. To put it
- back on line, you must manually press this button.
-
- Traction Motor Cutout section
- The six traction motors are arranged in three groups of two. Any
- one group can be taken out of service due to problems without
- having to take the entire engine off line. Of course, when you
- cut out a traction motor pair, the locomotive's horsepower output
- is reduced by one third.
-
-
- 1-10 Locomotive Selector buttons
- These buttons will select which lococomotive's status is being
- displayed. There'll be only as many numbered buttons as you have
- locomotives. All others will be greyed.
-
-
- Page 14
-
-
-
-
- "D" Digital button
- Press the D button to change the Engine Status window gauges from
- analog to digital.
-
-
- Engine Status WIndow (Digital)
- Fuel gauge
- Same as on analog gauge panel.
-
- Traction Current gauge
- Same as on analog gauge panel
-
- Oil Pressure gauge
- Same as on analog gauge panel
-
- Engine Temperature gauge
- Same as on analog gauge panel
-
- Traction Temperature gauge
- Same as on analog gauge panel
-
- Traction Motor Cutout section
- Same as on analog gauge panel
-
- 1-10 Locomotive Selector buttons
- Same as on analog gauge panel
-
- "A" Analog button
- Press the A button to change the Engine Status window gauges from
- digital to analog.
-
-
- Path Window
- Zoom In
- Zooms the view in 50%. The window scroll positions are
- automatically changed to put the front of the train as close to
- the center of the window s possible.
-
- Zoom Out
- Zooms the view out 50%. The window scroll positions are
- automatically changed to put the front of the train as close to
- the center of the window s possible.
-
-
-
- Page 15
-
-
-
-
- Zoom Full Out
- Zooms the view completely out to see teh entire track.
-
- Zoom Reposition
- Re-positions the scroll settings so the front of the train is at
- the center of the window like Zoom in/out functions do, but
- doesn't affect the magnification.
-
- Zoom Redraw
- Re-draws the current screen without changing the magnification or
- scroll settings.
-
-
-
- Scenery Window
- There's nothing to do in the Scenery window -- it's for display
- only. However, it does provide some useful information. The cab view
- section occupies most of the window. You'll see the track, speed
- markers, checkpoint markers, and various other track-related objects.
- In a later version, this window will also provide real, full-color
- scenery -- trees, stations, buildings, bridges, and whatever else I can
- think of putting in).
-
- The Track Information section displays the current grade and curve
- of the track, along with the last milepost and checkpoint detected.
- Note that the detectors aren't perfect. If you're going too fast, you
- could go right by a milepost or checkpoint without the detector
- updating the window. Don't rely on them when making important
- decisions! Watch the track yourself!!
-
- The two gray bars on the bottom of the Scenery window are "danger
- detectors." Curves and possibly rundown sections of straight track
- have maximum safe speeds. The faster you go beyond the safe limit, the
- more chance of a derailment. Likewise, the more cars within the
- train that are exceeding the speed limit, the greater the chance of a
- derailment. The detector on the right shows the overspeed danger level
- of the worst car in the train by turning red from left to right. The
- detector on the left shows your train's overall overspeed danger level,
- again by turning red from left to right.
-
-
-
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-
- Page 16
-
-
-
-
- A couple of examples may help this explanation. First, let's assume
- that you'e on a long straightaway with only one car-length section of
- track restricted to 30 MPH and your 80-car train is travelling at 50
- MPH. As soon as you hit that section, the right-hand danger detector
- will turn partially red because at least one car is exceeding the speed
- limit by 20 MPH. The detector on the left, though will, at worst, only
- display a slight bit of red -- and probably none at all. This is
- because at any time, only one of your cars is in danger of derailing.
- The rest are completely safe. You could probably get through this
- small problem area safely at 50 MPH because the overall danger is so
- low -- but there is the chance that a car will derail.
-
- Next, let's assume that you're travelling at 50 MPH into a curve
- rated at 30 MPH. As soon as your first locomotive hits the curve, the
- right detector will turn red. The left one will stay grey. As more
- locomotives and cars enter the curve, though, the left detector will
- gradually fill with red. In this case, since more of your train is at
- risk at all times, something will probably derail when you get a ways
- into the curve unless you slow down.
-
- Yes, I realize that real trains don't have anything like this to
- warn the engineers of impending disaster. I added these while working
- on the derailment algorithms to see what was going on -- and liked
- them. So I left them in! If enough purists complain about them,
- though, I'll include a way to hide them in a future release!
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- Page 17
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- Building a Track
- ----------------
- Overview
- TrainSIM track sections are 66 feet each (the same length that
- TrainSIM uses as an average car length -- how about that!!). Each
- section can have a grade and curve value associated with it, along with
- some number of track or scenery objects. The track must be single
- track point-to-point. Switches and sidings are not allowed in this
- version.
-
-
- Initial Set-Up Window
- Press the Build button to enter the track builder. The line file
- selection in the set-up window is NOT used. When you press Build,
- you'll be asked for the name of the line you wish to build. If that
- line already exests, you'll be so informed and asked if you wish to
- continue editing it. If you select YES, the line will be loaded and
- you'll be at the end ready to add more track. If you select NO, the
- old line will be deleted and you'll start from the beginning.
-
- The track editor is, admittedly, quite complicated to use. I tried
- to simplify it as much as possible (in fact, I'm still trying), but
- haven't been as successful as I'd like. There's so much versatility
- available in the track format that whenever I simplify the designer I
- find that it limits what I can do to the track. For this release, I
- decided to keep the power and put up with the complexity
-
-
- Build window
- File menu / Exit
- Exit will quit TrainSIM. There's no need to save your new line
- file before selecting Exit. TrainSIM builds and maintains the
- line file on disk as you work.
-
- Start section
- When you start a new track file, this array of buttons determines
- where the track will start on the Map screen. Initially, the top
- button will be red. This means the track will start from the top
- and proceed downward. If you press the left butotn, the track
- will start from the left side of the map and proceed to the right.
- You can select these buttons freely until the first piece of track
- is laid. As soon as you put down the first section, all the Start
- buttons become black and cannot be pressed
-
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- Page 18
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- Control section
- This is where most of the action takes place. These buttons
- control the slope, direction, and advance of the track. The
- center up and down arrows raise and lower the Vertical Increment
- by .01 percent grade (NOTE: This does not translate directly into
- grade -- I'll get back to it in a moment). The left and right
- arrows control curve in 1 degree increments from left 15 to right
- 15. The gradiant up arrow in the center (I hope it looks more
- like "forward" than "up") lays one or more sections of track with
- the current horizontal curve and vertical slope attributes (info
- in the Currents section).
-
- The spinner and number in the lower left corner of the Control box
- will let you lay from 1 to 30 sections of track with each press of
- the Forward button. The number indicates the current lay size.
- This is very useful for laying long straightaways.
-
- The INC button in the lower right corner is where the confusion
- will start. Remember I said the up and down arrows control the
- Vertical Increment and NOT the current vertical grade directly?
- What happens is this -- Whenever you press the Forward button, the
- Vertical Increment is added to the Current Vertical Grade before
- the first section of track is laid. This lets you easily create
- nice, smooth grades that graduallly build up to the maximum grade,
- then gradually taper off to level. Ihe INC button lets you decide
- if you want the increment to take place only once for each press
- of the Forward button (INC button will be black) or for each track
- section laid (INC button will be red). For instance, if you set
- that lower-left sections indicator to 30, set the Vertical
- Increment to .01, turn on the INC (Red), and press Forward, you'll
- get 30 sections of track. The first will have a .01% grade, the
- second a .02% grade, the third a .03% grade, etc. After the
- operation, the Current Vertical grade indicator will indicate a
- .3% grade. I'll admit it's confusing -- but it's easier than
- laying one section of track at a time and having to manually
- increase the grade each time!
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- Page 19
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- Auto section
- Automatically places certain goodies along the track as follows:
-
- Speed:
- When Auto Speed is turned on, changing the curve will post a
- speed limit sign containing the recommended speed for the curve
- installed. Use of this feature is highly recommended!
-
- Drager / Wayside:
- A dragging equipment detectors and / or waysides are placed a
- fixed distance apart along the length of the track. Each time
- either of these is turned on, a dialog box comes up containing
- a mileage display and a spinner. Use the spinner to set the
- distance between items and press OK.
-
- Vert Inc display
- Displays the current vertical increment value as described above.
-
- Currents - Horiz and Vert section
- Displays the current settings for horizontal curve and vertical
- grade for new track.
-
- SL section
- The SL section works together with the Speed Marker object in the
- Goodies section. When you place a Speed Marker, this box sets the
- speed limit value to be placed in the marker. The display window
- shows the current setting. The up/down spinner will change it in
- 5mph increments. Note that turning on Autp Speed marker and
- changing the curve with the Control left/right arrows will also
- change this setting to what's correct for the selected curve
- degree.
-
-
-
- MP section
- Whenever a track is built, it'll always have milepost markings.
- This section controls the FIRST milepost marker on the line. By
- default it's 100 -- which is fine most of the time. If you'd like
- to start at some other value, though, change it here with the
- up/down spinner. Note that this MUST be changed BEFORE any track
- is laid! Once a track is laid, the milepost designations for the
- line are finalized and CANNOT be changed!
-
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- Page 20
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- Goodies section
- To manually place a piece of trackside scenery, choose the object
- to be placed before clicking the Forward control button. On a
- multiple-section forward command, the object is placed on the
- FIRST section laid in the group. Each Forward command will also
- return the selected Goodie to None!
-
- Most Goodies are self-contained. Only the Speed Marker and
- Checkpoint need extra information. The Speed Marker will take its
- maximum speed display from the current SL (Speed Limit) section
- setting. The Checkpoint object will get the name of the
- checkpoint from the current Checkpoint section value.
-
- Length display
- This is simply a running total current line length in miles.
-
- Checkpoint display
- This section is used along with the Checkpoint object in the
- Goodies section. When you place a Checkpoint, you must gove it a
- name. Simply click in the white edit box and type in the
- checkpoint name.
-
- Append button
- Whenever you start a new line or edit an existing line, you're
- initially in the append mode -- placing track on the end of the
- current line. To insert some new track in the middle of the line,
- click on where you'd like the insert to start on the Map window.
- The Append will change to a red Insert to let you know your
- insertion point was successfully found. Now, as you lay track,
- it'll look like you're laying a branch line -- the track will
- start from your insertion point. THIS IS NOT A BRANCH LINE!!!
- THe rest of the track will be added to the end of what you've
- inserted when you're done inserting!!!
-
- When you're done inserting, press the red Insert button. The line
- will be re-built and re-displayed with the rest of the track
- tacked onto the end of the new insert, the red Insert button will
- return to Append, and you're back in Append mode where additions
- are put at the end of the track.
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- Page 21
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- Delete button
- To delete a section of track, first click the starting point in
- the Map window. The Append button will change to Insert, as
- described above. Next, press the Delete button. Both the
- Append/Insert and Delete buttons will display a red "Delete".
- Now, click on the end point of the deleted section in the Map
- window. The track will be re-built and re-displayed without the
- deleted section and both the Append and Delete buttons will return
- to normal.
-
- Goodies button
- The Goodies button will let you place an object (speed sign, etc.)
- at any point along an already-completed track. First, press teh
- Goodies button. It will turn red. THen, click anywhere on the
- track in the Map window. If your click is close enough to the
- track to be meaningful, a dialog box will appear. Select the
- object you wish to place and press OK. The object will be placed
- and the Goodies button will return to black. Note that the Speed
- Marker and Checkpoint objects require that you also fill in either
- the SL seting or Checkpoint name respectively.
-
- Map window
- The Zoom menu works just like it does while running a train.
- Clicking in the Map window during Build mode will put you in Insert
- mode if you click close enough to the existing track. All other
- clicks are ignored.
-
-
- Helpful Hints
- =============
- Probably the best advice I can give on running the train is to take
- it nice and easy! Like other electric motors, the locomotive's
- traction motors can only put out so much torque. After a certain
- point, more energy is dissipated as heat than is used to turn the
- motor. This of course causes the traction motors to heat up
- considerably, while not increasing your speed too much. If the
- traction motor current is in the red, try dropping the throttle down a
- notch. You may be able to save fuel and take a large heat load off the
- traction motors with very little loss of speed.
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- Page 22
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- Plan ahead. If you've got a long hill coming up, keep things nice
- and cool before starting up it -- long hills really take their toll on
- engine and traction motor temperature. Starting out cool will let
- you apply over-power for a longer time to make it up the hill. If
- you've got no problem areas coming up, pushing the engines for some
- extra speed on the level will be safe.
-
-
- How do I register?
- ==================
- To register TrainSIM, just press the Let's Prepare the Registration
- Form button on the opening screen and fill in the blanks. Then, print
- the form and mail it with the $20 registration fee to the address on
- the form. You'll soon recieve a registration code number. Type the
- number EXACTLY as given into the Registration Number window on the
- opening screen and press the Here's My Code button. If all's OK,
- you'll never see the opening non-registered screen again. If the
- code's invalid, you'll be so told.
-
-
- What do I get when I register?
- ==============================
- Registered users are entitled to updates for a greatly reduced cost
- -- usually just a few dollars to cover my duplication & shipping costs.
- At some point, the registered version of TrainSIM may be more advanced
- than the Shareware version. I often keep the registered version a
- version or two ahead of the shareware one. More importantly, you'll
- receive a code to get rid of that annoying UNREGISTERED opening
- screen!!
-
- Registered users of any of my products are also allowed to register
- other products at a discount -- usually 30 percent off the normal
- registration fee.
-
- Please note that I DO NOT regularly send upgrade notices to all
- registered users whenever I release an upgrade. Doing so would be
- quite expensive. I'd have to either raise my registration fee or
- charge more for upgrades to cover the expense -- or simply not release
- upgrades as often as I'd like. If you're a registered user interested
- in upgrading, though, you can feel free to inquire about the current
- version at any time. If you disagree with this policy and would rather
- pay more for each upgrade and recieve a notification card, let me know.
- If enough people are intersted in a notice and enough don't complain
- about a higher upgrade fee, I'll consider starting the service.
-
- Page 23
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- What else is available?
- =======================
- I hope to create and collect track lines and make them available on
- high-density disks for registered users. If you build a fun rail line,
- please send me a copy. I'll add it to the library and send you a disk
- or two (depending on what I have) of new rail lines. I'll probably
- charge $3 per disk to cover my time and expenses.
-
- I also hope to put together a printed and bound version of this
- manual and make it available to registered users. I don't have any
- idea what the price would be -- it would depend entirely on how much
- the book would cost to produce.
-
- I also have two versions of Mah Jongg available -- Mah Jongg VGA and
- Mah Jongg for Windows. Sample disks are available to registered
- TrainSIM usere for $3 per disk. All others should be able to find
- these games on a local BBS or a national service like Compuserve or
- America Online.
-
-
- Future Enhancements
- ===================
- This version of TrainSIM is definitely not the last release. There
- are a LOT of things I'd like to add. I just wanted to get something
- reasonable out the door to generate some feedback on what can be done
- to make the simulator "feel" more realistic. I'm hoping that people in
- the railroad industry especially will be intrigued enough by TrainSIM
- to send me their thoughts, observations, and suggestions.
-
- So, here's what I see in the future so far: A much improved scenery
- window that includes "real" scenery (trees, buildings, whatever else)
- and working signal lights. All in 256 colors! Talking dragging
- equipment detectors! Simulated dispatch operations, complete with Form
- D's from the dispatcher! Sections of double-track with traffic coming
- in the other direction! More realistic-looking controls (for example,
- a throttle lever that looks like a lever)! A choice of engines! A
- choice of freight cars, both loaded and unloaded! Occasional
- breakdowns of both the train and the track equipment (signal lights,
- etc.)! The ability to get "helper service" on certain grades!
-
- If you have any ideas to add to this list, I'd love to hear them!
-
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- Page 24
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- Permission to Distribute
- ========================
- Individuals, BBS's, clubs, and shareware distributors are permitted
- to copy and distribute TrainSIM provided that they charge no more than
- $5 for their disk copying service, charge nothing for the software
- itself, and make all recipients aware that they are receiving
- un-registered Shareware which will require a registration fee if they
- use the product for more than 30 days.
-
-
- Attention Shareware Vendors
- ===========================
- You have my permission to distribute this copy of TrainSIM. If
- you'd like a copy of the latest shareware version directly from me,
- please be sure to include a stamped, self-addressed return mailer and a
- pre-formatted high-density disk. A $4 check to cover my time and
- expenses can be substituted if more convenient (please specify whether
- you'd like 5.25" or 3.5" disk format). Your request must also be on
- your company letterhead. If you fail to comply with these
- requirements, your request WILL NOT BE FULFILLED! I ABSOLUTELY WILL
- NOT send copies to shareware vendors at my expense!!!!
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- Page 25
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- Appendix A: Track File Information
- ==================================
-
- The track line file is a Paradox database file. If you need the
- exact data specifications for the fields, please write and request a
- current TrainSIM line database spec sheet.
-
- Note that I expect the database to change as TrainSIM evolves. I'll
- have to add a LOT of new objects and scenery object positions as the
- scenery window develops, for instance. If enough people build track
- lines for TrainSIM, I'll write conversion routines as necessary.
- Whether or not a conversion routine is available, though, the format
- will NOT change so drastically that the track line files can't be
- quickly fixed up in Paradox by adding the appropriate fields. I intend
- to keep the exact format of the line files public to both allow for
- this type of modification and to allow other developers to produce
- add-on tools and utilities for use with TrainSIM track files.
-
-
- Appendix B: System resources
- =============================
-
- TrainSIM requires a large amount of system resources. Basically,
- the system resource memory is used by Windows to keep track of windows,
- tools, and controls on the screen. SInce TrainSIM uses a lot of
- windows and controls, it requires Windows to use a lot if its resource
- storage section. If TrainSIM behaves strangely (controls re-draw very
- slowly, screens incompletely re-draw, etc.), try closing down all other
- applications to free up some resources. You should also try exiting
- and re-starting Windows, because Windows resources are often gradually
- "used up" by software that doesn't release them. Re-starting Windows
- will free the unused resources.
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- Page 26
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