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Cover page<br />

May-Jun<br />

2005<br />

v3n3<br />

The 'zine of<br />

small<br />

computer<br />

railroading


In this issue<br />

From the Publisher: Another Milestone<br />

Field Notes: Transitions<br />

The Long and Short: This ‘n That<br />

Personal: Meet Jeff Barr<br />

Trainz Operations: The Razorback Railway<br />

Trainz Feature: A Pair of Museum Routes<br />

Trainz Feature: Let’s Get That Waterfall Flowing!<br />

BVE Extra: Converting Older Trains to Use BVE 4 Timetables<br />

In Transit: Tramming in Amsterdam<br />

Narrow Gauge: Big Fun From a Small Route<br />

Basic Trainz: Using the Forum, Part 2<br />

Download Gold: Now For Something Completely Different!<br />

Reference: Train Sim Webfinder<br />

Credits<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 2 - May – June 2005


From the Publisher<br />

Another Milestone<br />

By Alfred Barten<br />

W<br />

e did it! With this issue we have just completed a full year as <strong>Virtual</strong> <strong>Railroader</strong>.<br />

If you count our <strong>Virtual</strong> Model Railway Journal, we have just completed a year<br />

and a half. Either way, it’s something to be proud of. I have each issue of VR<br />

bound in a half-inch three-ring binder, lined up on the shelf behind my desk. I often reach<br />

back and grab an issue to see how we said something, or more importantly, how to do this<br />

or that thing. I sincerely hope you, our readers, are finding our efforts to be equally useful<br />

to your enjoyment of virtual railroading.<br />

Looking back, there are a lot of things we tried. Some worked well<br />

and continue to be a part of our present thinking. Others worked<br />

less well and may or may not reappear some day in revised format<br />

or re-energized approach. One thing you can count on is that we<br />

will continue to be on the lookout for ways to improve VR.<br />

In this issue<br />

In place of my usual editorial I added a Field Notes column. This<br />

column is aimed at looking carefully at the things we are modeling<br />

– landscape, buildings, trains, and people. It’s what modelers do.<br />

Steve Legge gives us a good idea of what life is like on the<br />

Razorback Railway, an online Trainz railway filled with scenarios<br />

and interesting driving.<br />

Eezypeazy, who prefers to keep his true identity a mystery, gives<br />

us some valuable information for working with the new BVE 4, in<br />

this installment converting older trains so they can use BVE 4<br />

timetables.<br />

Colin McKinney is back with the concluding part of his Basic Trainz<br />

article on using the Trainz Forum. Many of us take the Forum for<br />

granted, but Colin’s careful examination of the features may<br />

surprise even some old-timers.<br />

John D’Angelo brings us a bevy of articles, including “Meet Jeff<br />

Barr,” who many know as Magicland. Jeff has created numerous<br />

items for the Trainz Download Station (DLS), such as NYCTA<br />

subway cars, Budd RDC cars, and New York area class 1<br />

locomotives and railway cars.<br />

John also describes the technique for adding an animated waterfall<br />

to your route, and covers in his Download Gold article the terrific<br />

new rule by Sforget, “Emit Train Now.” This rule could forever<br />

change the way you use Trainz. Finally, John describes his 3 Mile<br />

Harbor & North Sea RR route, based on an article in the May 2005<br />

issue of Model <strong>Railroader</strong>.<br />

To round out the issue, I introduce two museum layouts for use in<br />

demonstrating Trainz and I review Jan Andree’s AmsterdamTram 4<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 3 - May – June 2005


oute – a tram lover’s dream come true. I’ve also updated our<br />

Train Sim Web Finder and continued our odds and ends series in<br />

The Long and Short column.<br />

Well, that’s about it. We hope you enjoy it all and let us know what<br />

you would like to see more of (and less of).<br />

Cheers,<br />

Al<br />

Article ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 4 - May – June 2005


Field Notes<br />

Transitions<br />

By Alfred Barten<br />

Spring in Western Massachusetts, a transition from Winter to Summer. Larger stones take their place<br />

along the river’s edge, the forest floor is rusty with last year’s fallen leaves, and larger trees along the<br />

bank will someday be undercut and felled by the river.<br />

I<br />

n my first (and only) year of studying mechanical engineering, I took a one-semester<br />

course in descriptive geometry. When I transferred to architecture I took another<br />

course in descriptive geometry, this one different, longer, and more inclusive. The<br />

first course was geared toward drawing the intersections of geometric shapes and then<br />

unrolling the forms as though they were made of sheet metal. The second course added<br />

shade, shadow, and perspective. One of the most challenging assignments we were given<br />

was to draw the shadow of a diamond-shaped pendant hanging in cylindrical shaped niche<br />

in a wall. The upper part of the niche was spherical shaped. I wince just thinking of that<br />

assignment.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 5 - May – June 2005


Intersections<br />

For any artist trying to draw three-dimensional shapes,<br />

intersections are an important factor in describing the forms. We<br />

can see this best in nature where crystalline forms are involved.<br />

There is one form, which if presented by itself in its entirety, has<br />

no intersections. That’s a sphere, and it requires the shading<br />

provided by light to define its surface.<br />

In the real world, not the abstract one of descriptive geometry,<br />

much more is at play than intersections. I’ve already alluded to<br />

one, light; but there are more. As 3D modelers we need to<br />

examine the things that make our renderings believable. I’m going<br />

to take the idea of intersections to a more realistic level and refer<br />

to that level as transitions.<br />

Transitions<br />

Transitions include intersections, but are more complex. They are<br />

also needed in nearly all cases if we want to present something<br />

realistically. Take a cube, for example. If the cube is all brown and<br />

placed with one face resting on a horizontal plane that’s all green,<br />

we can see that the cube is sitting on the plane or suspended<br />

above the plane or coming up through the plane. We can’t<br />

distinguish among the three unless we add light and shadow.<br />

(Moreover, if the plane were tipped and the cube were suspended<br />

above the plane, we would not know either condition.) Even adding<br />

light, and assuming the plane is level, we can’t tell whether the<br />

cube is sitting on the plane or coming up through it unless we<br />

know that we’re dealing with a cube. Then we would know by the<br />

proportions of the visible object.<br />

Buildings. In real life, say a house sitting on the ground, we have<br />

familiar clues that can help us determine the exact relationship of<br />

the house and the ground. A house is generally built on top of a<br />

foundation, and a bit of that foundation pokes up through the<br />

ground to keep the wood framing of the house away from the<br />

ground, where it is likely to wick up moisture. In America we are<br />

also accustomed to surrounding our foundations with bushes,<br />

though that would not be the case with a barn.<br />

Something else happens besides light, shadow, and shading (notice<br />

the side facing the sun is a lighter shade of its color than the side<br />

not facing the sun). The ground around the house may be different<br />

in the sense that it is more worn where people walk, and is<br />

probably greener where the lawn is maintained than where the<br />

lawn is allowed to become meadow. We may also notice that<br />

variations occur in paving that surrounds a building, especially if<br />

automobile traffic is involved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 6 - May – June 2005


Note the variations in building wall colorations from shadows, weathering, and construction; the dark<br />

line along the walls just above the water; and the vegetation growing from crevices in the walls.<br />

Nature. The most interesting transitions occur in nature. Study the<br />

transition between land and water. There are many variations. The<br />

ocean is separated from grassy areas by a rocky shore or a beach.<br />

A forest is separated from a field by various bushes and shrubs<br />

that love the forest edge but can’t survive inside the forest. Moss<br />

grows over rocks, and trees and bushes grow out of crevices in<br />

rocks.<br />

Water. Lakes, rivers, streams, and marshes all have different<br />

transitions with the surrounding dry land and are worth studying in<br />

themselves. The streams where I live tend to handle runoff water<br />

from higher elevations. The streambeds are gravelly with plenty of<br />

small stones. The lager stones are more apt to be along the edges<br />

of the stream, though the exact locations of the edges vary<br />

according to the season and the current weather. The variations in<br />

stream activity and underlying ground produce pockets of deeper<br />

water and shallower eddies, which in turn produce variations in<br />

vegetation along the banks. Trees are apt to grow along the edges,<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 7 - May – June 2005


only to be undermined and felled when the banks are cut away by<br />

the rushing waters.<br />

Note the demarcation of the water and the marshy grasses. The dead tree trunks are<br />

also examples of transition where bog meets forest.<br />

Mist is also a transition.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 8 - May – June 2005


Even a still pond has some sort of delineating edge between the<br />

water and dry ground. This could be shadow from overhanging<br />

growth or reflections in the water showing the underside of the<br />

vegetation or different vegetation exposed by a lower water level.<br />

Ground cover planted at tree base is a man-made transition.<br />

Trees. Trees, as they grow older, often raise the ground in their<br />

immediate surrounding as the spreading roots come closer to the<br />

surface. Trees with spreading roots also have the tendency to drain<br />

nutrients from the surrounding lawn, leaving a browner area at the<br />

tree’s base. The reverse can also happen. A tree can shade a<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 9 - May – June 2005


portion of a lawn enough to keep that portion lush while other<br />

parts of the lawn dry out in August and turn brown.<br />

Groups or groves of trees change the ground beneath them as<br />

fallen leaves or pine needles change the ground to a rusty orange.<br />

Depending on the lighting, we may also see the ground as dark<br />

from the heavy shadows that a dense group of trees, especially<br />

conifers, can create.<br />

Note how the ground rises to meet the tree.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 10 - May – June 2005


Weather. Let’s not forget the effects of long-term exposure to the<br />

weather. Barns fade and often show a marked contrast in<br />

coloration from high to low. Wood telephone poles are uniformly<br />

colored only when new. After the sun gets to them the creosote or<br />

weather-resistant compounds they are treated with begin to bleach<br />

and wash out. Such poles are lighter at the top than at the bottom.<br />

Simulations<br />

Our simulations have a way to go before they provide us with all<br />

the tools we need to create perfect renditions of scenery; but<br />

armed with a recognition of the forces at work and the variations<br />

they produce, as well as having a willingness to carefully observe<br />

our surroundings, we can find ways to improve our scenery.<br />

Start by anchoring buildings with a dark or musty spray – very<br />

lightly – around their bases. Do the same with trees. Study<br />

waterways carefully and look for ways to make a distinguishing<br />

texture between land and water. One way is to use a different<br />

green along the water’s edge. Another way is to bring the dark<br />

water bottom up onto the ground. Add minor variations to<br />

uniformly textured surfaces. If handled with a light touch, textures<br />

can be applied in semi-transparent layers.<br />

Begin to observe nature and man-made structures whenever the<br />

opportunity arises. If you can, take plenty of pictures for reference.<br />

You may have to remember a location when passing by in a car<br />

(please keep your eyes on the road!) and then come back at some<br />

more opportune time.<br />

There are so many variations in real life scenes that it’s difficult to<br />

present the subject in a less-than-general way, but I’ll be looking<br />

for opportunities to describe single settings and present them in<br />

future Field Notes articles.<br />

Al<br />

Article and screen shots ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 11 - May – June 2005


The Long and Short<br />

This ‘n That<br />

By Alfred Barten<br />

Multi-document<br />

text editor<br />

Every now and then I explore the shareware world for handy<br />

utilities. The one I turned up recently is called Super NoteTab. (I've<br />

since found others like it.) Super NoteTab lets you open a group of<br />

text <strong>file</strong>s and places each one in a tab, much like the multiple<br />

worksheet idea with Excel. I mention this particularly with BVE<br />

in mind because I find that when I'm building routes I often have<br />

the route <strong>file</strong> and several object <strong>file</strong>s open at the same time, going<br />

back and forth, tinkering with adjustments. Super NoteTab is<br />

perfect for this. You can find it free at most shareware sites. Super<br />

NoteTab has a payware sibling, NoteTab Pro, that sells for $5 at<br />

http://www.ideamarket.com . The latter is faster and has a<br />

number of added features.<br />

Features I'd like<br />

to see in Trainz<br />

There are plenty of things I'd like to see in Trainz, but here<br />

are two features that rise to the top. I'm not a programmer, so I<br />

may be asking for the moon without realizing it. Still, I can dream,<br />

can't I<br />

Fine line nozzle. Oh how I wish a could texture a finite portion of<br />

the landscape grid, making a point or a small circle or even a line.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 12 - May – June 2005


The texturing seems to work like a spray gun. So, by my<br />

reasoning, if a spray gun can be narrowed down, why can't we do<br />

it with our texturing<br />

Group and lock objects. How often have you placed two or more<br />

objects together to form a third Most graphics and page layout<br />

programs let you group these objects together so they act as one.<br />

In many cases you can even lock them together so they don't<br />

come apart inadvertently while being moved. This capability would<br />

be a great addition to Trainz Surveyor.<br />

Working with<br />

widescreen<br />

I recently had a look at a widescreen laptop. Its 17-inch<br />

display was phenomenal - smooth, grainless, sharp. All those<br />

building signs and rolling stock road names were clearly legible.<br />

The widescreen, as you might expect, has a different aspect ratio<br />

than the normal screen. DirectX and OpenGL don't pick up on this,<br />

with the result that your images are elongated. I did a little<br />

investigation and found a full fix for Trainz, a partial fix for BVE,<br />

and a hint of a fix for MSTS.<br />

Trainz. The key in Trainz is to add the width and height<br />

parameters to the trainzoptions.txt <strong>file</strong>. Follow these steps:<br />

1. Open TRS2004 folder<br />

2. Open trainzoptions.txt <strong>file</strong> using Notepad<br />

3. Add a line for the width and another for the height. The<br />

following is for a 17" widescreen with 1920x1200<br />

resolution:<br />

-width=1920<br />

-height=1200<br />

4. Save the <strong>file</strong><br />

BVE. The only way to handle widescreen with BVE is to run BVE in<br />

windowed mode. This produces a disappointingly small, though<br />

sharp, image on a large screen.<br />

MSTS. I searched one forum for answers and found one person<br />

who claimed to have solved the problem by tinkering under the<br />

hood (along the lines of what you do with Trainz), but couldn't<br />

remember what he had done. I spent some time looking for things<br />

one might change in MSTS, but came up empty handed.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 13 - May – June 2005


Sample page from Rail Font catalog.<br />

Rail Fonts<br />

Benn Coifman's Rail Fonts have been around for a number of years<br />

now. I even contributed some artwork for his Transit font before I<br />

became involved in train simulation. The idea is that each font<br />

produces graphic images instead of a letters, numbers, or<br />

characters. Some of Benn's fonts, however, do produce letters, etc.<br />

These are fonts patterned after various railroads and are perfect<br />

for lettering rolling stock in Trainz, BVE, and MSTS (not to mention<br />

other simulators). The list of available railroads now includes<br />

Southern Pacific, Rio Grande, C&O, Western Maryland, New Haven,<br />

New York Central, Pennsylvania, Lehigh Valley, Union Pacific,<br />

Seaboard, Atlantic, Nickel Plate, Burlington, Illinois Central, CSX,<br />

Conrail, and Great Western Railway (England). Some of Benn's<br />

picture fonts may be useful for creating signs along the <strong>right</strong>-ofway<br />

as well. And of course there are the railroad heralds, which<br />

could come in handy for rolling stock. Benn has a full catalog and<br />

online service at his web site, http://www.railfonts.com<br />

Al<br />

Article ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 14 - May – June 2005


Personal<br />

Meet Jeff Barr<br />

By John D’Angelo with Jeff Barr<br />

W<br />

hen I started using Trainz, it had just been released and the availability of<br />

custom items were at their minimum. I remember going to Trainz-Luvr.com and<br />

the Trainz Download Station for any items that I could add to my Trainz<br />

Community Edition program. One item I hungered for was a good heavyweight Pullman car,<br />

and I also hoped to find passenger cars for other class one trains such as the 20 th Century<br />

Limited. It was Jeff Barr who came to the rescue. Under the screen name of Magicland, Jeff<br />

created beautiful examples of passenger rolling stock. As seen below, this is a series of<br />

screenshots of Jeff’s 20 th Century Limited running along the Hudson River on NYOW2000’s<br />

New York City Region Route.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 15 - May – June 2005


20 th Century Limited.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 16 - May – June 2005


Jeff also created beautiful sets of Pennsylvania Railroad<br />

heavyweight Pullmans, which I gladly added to my roster of rolling<br />

stock. Seen below is a screenshot of his Pennsylvania Railroad<br />

Pullman Observation at the tail end of the Broadway Limited. I<br />

added the people for this picture.<br />

Broadway Limited.<br />

Jeff Barr has continued to contribute rolling stock for Trainz users<br />

both as freeware and payware, and has over the years greatly<br />

added to our enjoyment of Trainz. I would like Jeff to tell us about<br />

his involvement with Trainz, so let’s meet Jeff Barr!<br />

Hi there!<br />

You’ll have to excuse the paint and plaster, you’ve caught me in the middle of<br />

restoring a train station that hasn’t existed in the “real world” for over 25<br />

years (Bayonne, NJ’s West 8 th Street).<br />

I’ve always been interested in trains, and I’d always dreamed of having a<br />

large train layout, but both space and finances always seemed to keep that<br />

from happening. I’d tried various “railroad software” previously, but most<br />

were just useless junk. Even Microsoft’s Train Simulator fell short of what I<br />

wanted. It was fine if you just wanted to drive a train, but next to impossible<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 17 - May – June 2005


if you wanted to build a route of your<br />

own. Then one day a copy of Auran’s<br />

Trainz fell into my hands. It was<br />

amazing. Not only could you drive the<br />

trains, but you could create the world<br />

they ran in with amazing ease.<br />

I immediately purchased a copy of my<br />

own. Of course, in those early days<br />

(Trainz 1.1) the program wasn’t without<br />

its faults. I don’t know how many hours<br />

of route creation I lost due to sudden<br />

crashes, but it was still light years<br />

ahead of anything else out there. One of<br />

the early problems was lack of<br />

equipment. Other than what came with<br />

the program, there wasn’t a heck of a<br />

lot available. Reskinning was just<br />

starting, without any instructions or<br />

tutorials, and creating content from scratch was attempted by only a few<br />

brave individuals (notably Landrvr1 and JoshEH, along with a handful of<br />

others).<br />

Driven by a desire to have items that weren’t otherwise available, I plunged<br />

into the dark and icy waters of reskinning. After many attempts (and lots of<br />

plain white or simply missing equipment) I figured out most of the required<br />

naming conventions, and had some Pennsy equipment running at home. I<br />

tried reskinning some European passenger cars as CNJ equipment, which was<br />

fine for me at the time, but not anything I wanted to share with anyone else.<br />

Then one day Josh Harvey (JoshEH) uploaded the gmax <strong>file</strong> to a GP7 that he’d<br />

done. I figured it shouldn’t be too difficult to add the standard CNJ “box”<br />

which contained the coach light generators, and after a few tries, I managed<br />

to do it. I reskinned these in both CNJ green paint schemes, with and without<br />

stripes. I believe this is among my earliest pre-SP3 content on the download<br />

station.<br />

Around this time, I<br />

also reskinned Scott<br />

Struik’s (Landrvr1) old<br />

CSS&SB interurbans<br />

as Pennsy MP54’s. Not<br />

satisfied, I asked him<br />

if I could modify his<br />

meshes, and he<br />

graciously allowed it.<br />

After many attempts<br />

at forming a suitable<br />

clerestory roof, I<br />

finally had one I was<br />

satisfied with, and<br />

released them upon an<br />

unsuspecting public.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 18 - May – June 2005


Shortly thereafter, I realized that they were too long (the whole dimension<br />

thing of gmax was foreign at the time), and planned a re-release once I’d<br />

scaled them down to the proper length.<br />

During this time, JoshEH released his BN lightweight passenger cars, which I<br />

promptly reskinned to create the 20 th Century Limited, the Phoebe Snow, and<br />

the Panama Limited. Then SP3 came along and turned the world as we knew<br />

it on end.<br />

Many items created prior to this would no longer work. The current KUID<br />

system’s usage was started, and content creators had to modify previous<br />

releases, or even those that did work would stop shortly (and did, when UTC<br />

was released). There was a LOT of old content that never did get updated,<br />

including JoshEH’s passenger cars. Of course, this left me pretty much out of<br />

business as a reskinner, as most of the things I’d skinned were either now not<br />

functioning, or were about to become defunct. I had two choices, create or<br />

quit. During this time, I’d been working to modify my MP54’s into standard<br />

heavyweight equipment, and was nearly finished with an ambitious 15-car<br />

Pennsy package, so my content creation skills were improving. I figured it<br />

wasn’t much of a leap from heavyweight to lightweight equipment (in fact,<br />

the smooth roofs made it much easier), so I went ahead and created my own<br />

replacements for JoshEH’s now outdated passenger cars. They even used the<br />

same mapping, so skins from the earlier versions would work with only minor<br />

adjustments.<br />

This was the beginning<br />

of a long period of<br />

content creation.<br />

Some items I created<br />

because I wanted<br />

them, some to update<br />

previous versions, and<br />

some just because it<br />

seemed like a good<br />

idea at the time (my<br />

Erie-Lackawanna<br />

snowplow falls into<br />

this category). Many<br />

projects were thrust<br />

upon me. When<br />

LRV3400 was unable<br />

to complete his F40PH, I volunteered to host the mesh so others could finish<br />

it. When I didn’t see that happening, I finished it myself, patching together<br />

the skin from actual photos of Amtrak engines. After a lot of work (until now<br />

I’d primarily reskinned other’s textures, rather than created them on my<br />

own), I achieved what I thought was an adequate result, though if you<br />

compare that version against the recently released update, they’re like night<br />

and day. Upon completion of that, I realized there was nothing to run behind<br />

it, and set about making my most ambitious project to date, the Amfleet cars.<br />

Due to their uniquely curving bodies, they were a challenge to get correctly.<br />

Fortunately, I found a photo of one from the end, which detailed the curves<br />

fairly well. I used this as the basis for the end, and simply extruded the body<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 19 - May – June 2005


from there. I also had to create the bogies from scratch, as there was nothing<br />

like the Pioneer 2 bogies they used then in existence for Trainz. One of the<br />

difficulties of creating for Trainz is that sooner or later you need to make<br />

something but don’t know how to make, and you have to spend a lot of trial<br />

and error learning. Somewhere in there I also took a crack at signaling,<br />

creating the old PRR style signals used on the NEC in the days prior to<br />

Amtrak’s taking it over.<br />

During this period, I spent so much time on content creation that I wasn’t<br />

doing anything else with Trainz. All the route creation that I loved I didn’t<br />

have time for, so I was determined to get back to it. I started on a project<br />

that allowed nice, long passenger runs. Creating the terminal for one end of<br />

the route, I decided that I’d like it to serve both long distance passengers and<br />

commuter rail, so I could run a few subway cars I’d recently created as well,<br />

even if they had to run on the surface. Of course, one thing led to another,<br />

and before I knew it I was neck deep in creating a subway system for Trainz.<br />

One of the problems with Trainz is that the technology keeps evolving. While<br />

this is great for the end users, it’s a huge headache for content creators. As I<br />

was nearing completion of my subways (by then labeled the “Subway<br />

Construction Set”), Auran came out with TRS2004, which promised passenger<br />

support. Around this time I was also finishing up my Budd RDC’s, which I<br />

made after getting tired of waiting several years for Auran to release theirs.<br />

That took priority over the “SCS,” as Auran was also about to release their<br />

content CD’s, which included their unfinished RDC’s, and as I’d put a lot of<br />

time into my own, I didn’t want to be finally eclipsed by what I built them to<br />

replace. SP2 finally<br />

came out with the<br />

promised passenger<br />

support, six months<br />

late. After a lot more<br />

trial and error figuring<br />

out how passengers<br />

and animated doors<br />

worked, I added these<br />

features to my RDC’s,<br />

and released them.<br />

Unfortunately, the<br />

“SCS” took another<br />

hit.<br />

I’d designed its stations as modular splines that you could simply snap<br />

together in any assortment you liked. There were start modules, exit<br />

modules, end modules, modules with girders, modules without girders,<br />

everything you’d need to build a large number of stations without them all<br />

looking alike. Unfortunately, you can’t load passengers from splines, so to<br />

make the subways passenger-interactive, it would take a complete redesign<br />

of the station methods, a task which is still ongoing, though nearing<br />

completion now.<br />

Often projects get sidelined for reasons that the average end user doesn’t<br />

know, or other things come along that rate a higher priority. Then, there are<br />

just some things that kick around the workshop even though they’ve been<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 20 - May – June 2005


finished for quite a while, as the items they’re meant to support aren’t ready.<br />

I’ve had subway signals and switches completed for over a year, but haven’t<br />

released them yet. I just recently released the subway track that I made<br />

when I created my first subway car. Eventually, with any luck, most of it will<br />

see the light of day.<br />

Old projects need to be updated. New projects pop up. And I’m finally<br />

working on that route I wanted to build for so long. This time it’s a<br />

prototypical route, which is perhaps the most diverse in the entire country (if<br />

not the world). It’s seen steam, electric and diesel operation, passenger and<br />

freight, operated by 2 class 1 railroads at the same time (the CNJ and the<br />

PRR); heavyweight coaches, lightweight coaches, streamlined coaches, even<br />

old and new electric MU’s trod its rails, often all at the same time.<br />

Just about every engine owned by the CNJ, the PRR, and even some others (a<br />

few old Southern Railroad E8’s, once used on the Southern Crescent, called it<br />

home prior to their retirement). Cars painted for the CNJ, PRR, Great<br />

Northern (in both Empire Builder and Big Sky Blue), Burlington Northern, and<br />

even an old FEC observation car worked it regularly, in combinations on the<br />

same trains. It’s a labor of love, but not without its own challenges. At the<br />

moment, I need a 2-track swing bridge to cross the Raritan River, and<br />

wouldn’t you know it, one doesn’t exist for Trainz. Looks like I’m headed back<br />

to the ol’ drawing board once again…<br />

Thanks Jeff, I appreciate your taking the time to give us a good<br />

insight into all the effort that creators make when they bring new<br />

custom items for us users. Perhaps when we download something<br />

that took many hours to create, we’ll be able to not take it for<br />

granted, but say THANKS!<br />

John<br />

Article ©2005 John D’Angelo and Jeff Barr.<br />

Screen shots ©2005 John D’Angelo. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 21 - May – June 2005


Trainz Operations<br />

The Razorback Railway<br />

By Steve Legge<br />

T<br />

he Razorback Railway is, in it’s own words, the “World’s First <strong>Virtual</strong> Railway for<br />

Trainz…” that is, put simply, a collection of scenarios that one can run with Auran’s<br />

Trainz. And yet, it is so much MORE than that. This is a web site built around a<br />

fictional Australian-themed layout spread over 230 kilometres of Australian landscape.<br />

Now, lets get one thing straight before we go much further. If you are as much a train sim<br />

fan as I am, you can expect to lose HUGE amounts of your free time travelling the many<br />

routes available on the Razorback.<br />

Schematic diagram of Version 6.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 22 - May – June 2005


Driving<br />

You can use this layout in one of two ways.<br />

You can download the layout and, using Trainz Surveyor, place<br />

your own consists and create your own activities using the interactive<br />

industries already there. Or…<br />

You can just run various scenarios available from the Razorback<br />

site as a driver. These activities place you in the cab of, say, an<br />

Endeavor passenger consist, with your task being to travel from<br />

Altona to Apollo Bay, keeping to the time-table, and travelling with<br />

the safety and comfort of the passengers in mind. Points are<br />

deducted from your overall score at the end of the scenario if any<br />

of these parameters are breached.<br />

Once you have completed that activity, you might find that your<br />

next “task” is to take a long-haul coal run from the Goldex mine to<br />

the Port Hunter terminal, running an 82 Class Diesel-Electric, or a<br />

couple of huge GP38’s heading a 30-truck consist loaded with<br />

export quality coal. Slow and steady on this one!!!<br />

The next job may have you hauling timber from Freidman Forest to<br />

Rutherton Mill, all in the pouring rain – and at night!<br />

All these activities, (and there are over fifty of them at last count,<br />

with more being added regularly) take between 20 minutes and a<br />

couple of hours real time. In most of the scenarios, the time clock<br />

is sped up to enable a realistic time frame. And it’s your choice of<br />

whether you drive in the cab with realistic controls and levers, or<br />

settle for the easier DCC mode, using your keyboard buttons.<br />

Obviously, cab control is much more difficult, but some drivers will<br />

use no other method. This is what driving a train is all about!<br />

Super Freighter cab.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 23 - May – June 2005


Dispatcher page<br />

Membership<br />

The “Dispatcher” page is where you are issued “tasks”, whereby<br />

you are given a unique starter code to enable to you begin each<br />

scenario. When you have completed the task, a finishing code is<br />

given; this is then submitted to the Dispatcher so that a record is<br />

kept of all your completed (or failed) tasks. You can have as many<br />

practice runs on each task as you like, until you are happy with<br />

your final result.<br />

The Razorback Railway is free to join; all that’s required is<br />

registration and preferably the latest version of TRS2004 on your<br />

computer. There is a range of forums available, ranging from<br />

FAQ’s, to in-depth discussions and help for the scenarios, and<br />

general Trainz chat. There’s also a “First Class Club Lounge”,<br />

available only to Razorback Access members. As I have mentioned,<br />

membership is free, however, purchasing an Access membership<br />

(available at the Shop) for a nominal fee enables you to get<br />

advanced access to the latest scenarios, plus priority help if you<br />

have a problem with your scenario. You simply go to the activity<br />

page and raise a “problem” ticket. Also at the shop are CD’s and<br />

membership renewals.<br />

Razorback Railway home page.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 24 - May – June 2005


So, if your thing is to design and create your own unique layouts,<br />

then Surveyor is for you. But if you want to just sit in the cab and<br />

drive, then the Razorback Railway is just the place for you! All this<br />

and more is available at http://www.razorbackrailway.com<br />

Steve<br />

Article and screen shots ©2005 Steve Legge. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 25 - May – June 2005


Trainz Feature<br />

A Pair of Museum Routes<br />

By Alfred Barten<br />

Completion of the return run from Stockdale to Blantyre.<br />

H<br />

ave you ever tried to demonstrate the wonders of Trainz to someone only to realize<br />

that with a little better organization and preparation you could have made a killer<br />

presentation instead of just a good one (By the way - there are no bad<br />

presentations with Trainz.)<br />

I’ve wrestled with the question and finally decided to create a pair of layouts I could count<br />

on. One is for standard rail; the other for trolleys. Both are in a museum setting, which<br />

provides advantages in size, scope, operation, choice of rolling stock, and expansion.<br />

The layouts are the same, except the trolley route adds turning<br />

loops at each end. In essence, the museum run consists of two<br />

stops, about ¾-mile apart. Operation is out and back. For the Rail<br />

Museum route the locomotive disengages at each stop and runs<br />

around the train to be at the head end for the return trip. For the<br />

Trolley Museum route the trolley just runs around the loop.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 26 - May – June 2005


Stockdale<br />

Station<br />

Viaduct<br />

Expansion<br />

Rail Museum Route<br />

Blantyre<br />

Station<br />

Industry<br />

Flanking the museum in each case is a two-track viaduct with<br />

portals at each end. I use the viaduct to provide background trains<br />

running in AI mode. Adjoining the museum is a local branch line<br />

freight operation to serve the neighboring industries. The museum<br />

can be thought of as operating over a section of the branch line.<br />

Turning<br />

loop<br />

Expansion<br />

Trolley Museum Route<br />

Turning<br />

loop<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 27 - May – June 2005


I’ve added a lot of little things to each layout that will become part<br />

of the demos. These include track markers for use as destinations,<br />

speed signs to keep automatic train moves at realistic speeds, and<br />

cameras to enable attractive hands-off viewing. I preset track<br />

switches to let automatic operation, especially with trolleys, follow<br />

a prescribed route. The trolleys will track through a trailing switch<br />

regardless of which way the switch is thrown, thus you only need<br />

to be concerned with divergent switches. I also turned off the<br />

online help. Now I don’t have to turn it off each time I go into<br />

Driver mode.<br />

Turning loops are perfect for automatic trolley running.<br />

Portals<br />

The portals at each end of the viaduct need to be programmed<br />

before you can use them. John D’Angelo has covered portals in<br />

detail in previous articles (see “Portals to fun” VMRJ 15 May 2004<br />

and “George’s Gorge Basic Edition for <strong>Virtual</strong> <strong>Railroader</strong> Readers”<br />

VR March-April 2005) so I’ll just give an outline here.<br />

Remember, portals are treated by Trainz as objects. Open the<br />

Objects palette in Surveyor, select the “Get object ‘G’ ” tool, and<br />

<strong>click</strong> on a portal. Now select the “Edit properties ‘N’ ” (question<br />

mark) tool on the palette and <strong>click</strong> the portal. The Properties sheet<br />

displays.<br />

You can experiment with different settings. For the portals with<br />

“In” as part of their names (<strong>right</strong>-hand tracks), all you need to do<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 28 - May – June 2005


is select “Consume trains” and “Accept all trains”. (If you are<br />

programming for use in countries where it is normal to drive on the<br />

left, you can reverse my left-hand and <strong>right</strong>-hand comments.)<br />

For portals with “Out” as part of their names, you will want to<br />

select “Produce new trains” (I set 3-minute intervals in one<br />

direction and 4-minute intervals for the other direction. That way I<br />

avoid any obvious pattern as to meeting place on the viaduct.) You<br />

can have a random selection of different trains if you like. My rapid<br />

transit trains are all alike.<br />

I find it easiest to have previously created and <strong>save</strong>d consists for<br />

ready selection. You will also need to select a driver from the list in<br />

order to issue instructions. I just use the “Drive to South In” or<br />

“Drive to North In” command depending on which portal I’m<br />

programming. You can get fancy and have a train stop at some<br />

point and wait, but in order to do so will need to insert a track<br />

mark somewhere along the viaduct for each track.<br />

A museum theme provides a good excuse for running (left to <strong>right</strong>) a PCC car, a Peter Witt, a pair of<br />

British double deckers, and an articulated LRV. Note the rapid transit train on the viaduct.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 29 - May – June 2005


Operation<br />

Driver commands. Right-<strong>click</strong> the locomotive to bring up a list of<br />

commands. You can issue commands one at a time for execution<br />

or you can build a string of commands to be performed in<br />

sequence. When setting up a sequence, begin with the “Wait for >”<br />

command and select enough time to let you enter the remaining<br />

commands before the action begins.<br />

For the Rail Museum route you can use the following sequence:<br />

Wait for > 30 seconds<br />

Drive To Trackmark > Stockdale West<br />

Wait for > 10 seconds<br />

Run Around Train<br />

Drive To Trackmark > Blantyre T1 M<br />

Wait for > 10 seconds<br />

Run Around Train<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 30 - May – June 2005


For the Trolley Museum route you can use the following sequence:<br />

Wait for > 30 seconds<br />

Drive To Trackmark > Stockdale West<br />

Wait for > 5 seconds<br />

Drive To Trackmark > Stockdale East<br />

Wait for > 5 seconds<br />

Drive To Trackmark > Branch Line Jct<br />

Drive To Trackmark > Blantyre Loop<br />

Drive To Trackmark > Blantyre T1 M<br />

<strong>View</strong> points. Four views are available: Cab <strong>View</strong>, External <strong>View</strong>,<br />

Tracking <strong>View</strong>, and Free Roaming. I generally demonstrate the first<br />

three. For the Cab <strong>View</strong>, though, you will want to make sure your<br />

loco has a good cab interior. I find the GE 44T diesel switchers by<br />

Eric Stork are good. I also like the RDC’s by Magicland. I<br />

encountered a nonfatal stack dump error when using the RDC’s<br />

and the NYCTA Low-V subway cars (on the viaduct), which I “fixed”<br />

by removing the offending “lights” script. The procedure is<br />

described at the end of the article.<br />

Cab view from a GE 44 ton diesel switcher.<br />

Manual control. You can operate the museum trains in manual<br />

mode and even select different pieces of equipment to run. Another<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 31 - May – June 2005


option is to set the museum trains running with a string of<br />

commands and then jump over to the freight operation and switch<br />

cars manually. With the Trolley Museum layout you can just set a<br />

car going and ignore it. The turning loops take care of everything<br />

else.<br />

Layout extension<br />

One thing I like to show is how easy it is to build routes. Both<br />

demo routes are designed to be extended by simply adding a new<br />

baseboard to the west side. You can extend the freight line track<br />

and the museum track at Stockdale, each in their own fashion, or<br />

you can join them for continuous running. In any case, the<br />

following are things I like to show when extending the route, which<br />

I <strong>save</strong> to a new name before extending:<br />

Switches<br />

Tunnel<br />

Water<br />

Cut and fill<br />

Portal<br />

Placing buildings and scenery<br />

Placing object splines<br />

Texturing<br />

Placing cameras<br />

If you expand your route you may want to consider running the<br />

freight line into a portal. You can send freight trains to the portal<br />

as you please, and have new ones appear as you please by using<br />

the “Emit Train Now” rule (see John D’Angelo’s Download Gold<br />

article in this issue entitled “Now For Something Completely<br />

Different!”)<br />

Dependencies<br />

The two layouts should be available at the Trainz Download Station<br />

(DLS) by the time you read this. All dependencies other than the<br />

ones built into Trainz TRS2004 are available from the DLS.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 32 - May – June 2005


Fixing some rolling<br />

stock problems<br />

In testing the routes, I discovered that two classes of train cars<br />

caused nonfatal stack dump errors. One group was the Budd RDC<br />

cars by Magicland; the other was the NYCTA Low-V subway car,<br />

also by Magicland. Both have a problem with a script involving<br />

lights. Specifically, the cars have red running lights at both car<br />

ends. The script turns the lights off at whichever end is considered<br />

front. (The end can be toggled in the cab-view mode by pressing<br />

the Alt-C key combination.)<br />

I solved the stack dump error problem by taking the script out of<br />

play. That means the red running lights now are on at both ends<br />

and at all times, but I find it preferable to being interrupted by<br />

error messages. Both cars are useful for the demo, especially the<br />

RDC’s since there is no suitable American substitute (British users<br />

can use the GWR AEC cars).<br />

Here’s how to modify the cars:<br />

Locate proper config.txt <strong>file</strong><br />

1. Follow this path to open the Downloads folder:<br />

Auran\TRS2004\World\Dispatcher\Downloads\<br />

2. Locate the folder of the car in question. These are the ones I’m<br />

concerned with:<br />

kuid 58843 150 (New York Central RDC)<br />

kuid 58843 151 (Central of New Jersey RDC)<br />

kuid 58843 155 (New Haven RDC)<br />

kuid 58843 310 1 (NYCTA Low-V)<br />

Modify config.txt <strong>file</strong><br />

3. Open the folder and, using Notepad, open the config.txt <strong>file</strong><br />

4. Locate the line:<br />

script “lights”<br />

Insert a semi-colon at the start of the line, turning the line into<br />

a comment:<br />

;script “lights”<br />

5. Save the <strong>file</strong>.<br />

Enjoy the ride!<br />

Al<br />

Article and screen shots ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 33 - May – June 2005


Trainz Feature<br />

Let’s Get That Waterfall Flowing!<br />

By John D’Angelo<br />

Animated waterfall at George’s Gorge.<br />

I<br />

n the March-April issue of <strong>Virtual</strong> <strong>Railroader</strong> we introduced a free route, called<br />

George’s Gorge, which could be downloaded from our site. The route was designed so<br />

that it would have no custom items, using only standard issue track and scenery<br />

items from the basic TRS2004 program. The route is still available. It is a minimalist route,<br />

although generous in size, to allow the person with the slowest running acceptable<br />

computer to run the program without frame rate problems. It is also a teaching tool.<br />

Our plan is to add scenery and other items to the route over time<br />

and to describe the process so that anyone who has the route can<br />

read the article, and then add the custom items themselves if they<br />

wish. For this issue of <strong>Virtual</strong> <strong>Railroader</strong> we will create an animated<br />

waterfall under the high trestle at George’s Gorge.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 34 - May – June 2005


Original cliff.<br />

The original cliff under the trestle only had texturing that came<br />

with TRS2004 and no waterfall animation. We will now redraw the<br />

textures with new textures that are available from the Trainz<br />

Download Station (DLS). After we are finished texturing the cliff we<br />

will then add the animated waterfall effect. For the waterfall<br />

texturing I chose the following textures created by atsfrr3000:<br />

Waterfall01<br />

Waterfall02<br />

Waterfall03<br />

KUID:89219:100026<br />

KUID:89219:100027<br />

KUID:89219:100028<br />

For the rock look I chose:<br />

Greystone Crack<br />

KUID -1:1007 (Standard Issue)<br />

The animated waterfall effect and the rowboat are by Vulcan:<br />

Waterfall Effects<br />

Rowboat<br />

KUID:60238:27146<br />

KUID:60238:26141<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 35 - May – June 2005


OK, let’s get going!<br />

The George’s Gorge route came with standard issue sky and this is<br />

an excellent time to give that sky some extra spark. My favorite<br />

sky look is called Golden October by CAB (KUID: 60349:21004).<br />

After downloading it from the DLS you can select the sky using the<br />

world menu.<br />

Golden October sky.<br />

The very next thing to do is to clear some water from the bottom<br />

of the cliff. This will enable you to see better when you place the<br />

waterfall effect and the rowboat.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 36 - May – June 2005


Clearing away the water.<br />

OK, the water’s been pulled back, the sky looks good; it’s time to<br />

paint!<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 37 - May – June 2005


Painting in the textures.<br />

Painting in textures is a subjective process, and you may decide to<br />

try things differently for your own pleasure. For this scene I first<br />

used the water texture with the striping and rotated it using the<br />

“direction” arrow so that the striping effect was vertical. I then<br />

“fogged in” the other two water textures until I felt I had a decent<br />

balance of water look. It’s a bit of a trial and error process. Finally I<br />

used the rock texture to darken the rocks in the front of the<br />

waterfall to give depth to the image. I used the smallest radius for<br />

my paintbrush to do my painting and I really hope that someday<br />

Auran can create a very sharp and narrow brush effect.<br />

Adding the<br />

waterfall effect<br />

The waterfall effect is one of my favorite devices for adding the<br />

illusion of falling water/mist. When you add it to the route it<br />

appears as an icy rock with a curved mist of water that moves<br />

down from above. It can be moved up or down using the height<br />

adjust tool, back and forth and rotated to any angle. This gives you<br />

complete freedom to adjust the stream to fit any area as you wish.<br />

It also includes a rushing water sound effect which makes it very<br />

effective. Nice job, Vulcan!<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 38 - May – June 2005


All the waterfall units are added.<br />

As you can see from the above picture, I have added four<br />

individual waterfall units. I will now fit them into the scene by<br />

rotating them and lowering them for the effect I want.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 39 - May – June 2005


The first unit has been rotated.<br />

The units have been rotated, moved into the cliff and lowered.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 40 - May – June 2005


You need to move the units into the cliff so that the tops of the<br />

water spray look like they’re coming from the cliff. If you don’t<br />

move them far enough in, the spray will look like it is starting from<br />

mid-air, and this will hurt the illusion. Using a side view will help<br />

the process. When you lower the units into the ground to get the<br />

effect you want on the cliff, sometimes the base will be totally<br />

underground. I switch to wire frame mode at this point to make<br />

any further adjustments of the units’ bases.<br />

Wire frame mode.<br />

I placed three units against the cliff and the fourth unit directly in<br />

front of the second unit, but dropped down in order to give that<br />

stream a tumbling out effect.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 41 - May – June 2005


Adding the rowboat.<br />

To add the rowboat, I place it on the riverbed before I put back the<br />

water and, by using the height adjust tool, raise it above the level<br />

the water will be. I then add back the water.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 42 - May – June 2005


Lowering the boat to the water.<br />

I use the height adjust tool and lower the rowboat until I see water<br />

in the bottom of the boat, then raise it until the water disappears<br />

from the bottom.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 43 - May – June 2005


The gorge in winter.<br />

For this winter scene of the waterfall, I changed the water textures<br />

a bit to make the water look colder and changed the sky from<br />

October to January. A little light snow and we have a nice winter<br />

view.<br />

One important note: Don’t forget to <strong>save</strong> your route after doing<br />

your work! My wife called me as I finished building the scene in the<br />

article, and I exited the route without saving it! I’ll be going back<br />

to rebuild it and it will most probably be a little different when I get<br />

finished, but that’s the fun!<br />

John<br />

Article and screen shots ©2005 John D’Angelo. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 44 - May – June 2005


BVE Extra<br />

Converting Older Trains to Use BVE 4 Timetables<br />

By eezypeazy<br />

Enlarged timetable.<br />

V<br />

ersion 4 of BVE, Mackoy’s superb freeware railway simulator, was released in<br />

January this year. There’s no doubt that it provides a superior driving experience<br />

compared to the earlier version.<br />

However, to take advantage of many of the improvements, the army of volunteer<br />

developers around the world will need to either develop new BVE 4 compatible trains or<br />

make significant amendments to their existing work.<br />

How it works<br />

Probably the feature that most simmers need is the BVE timetable.<br />

BVE 4 works differently from BVE 2. It uses a bitmap image of the<br />

timetable, which can only be displayed in compatible train cabs. So<br />

I delved into how BVE 4 works with existing trains, to see how I<br />

could resolve the problem to make trains display the timetable.<br />

I found that BVE 4 needs an extra <strong>file</strong> in the train folder, named<br />

panel2.cfg. This <strong>file</strong>, in fully compatible trains, contains all the<br />

statements needed to make not just the timetable, but also all the<br />

other features, such as AWS, work properly. I felt that all these<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 45 - May – June 2005


extras were beyond my ability at the moment – all I wanted to do<br />

was get the timetable working!<br />

When you run BVE 4, if it fails to find a panel2.cfg <strong>file</strong> for your<br />

train, it creates a temporary one in a temporary folder. My<br />

machine runs Windows XP with SP2, so the temporary folder is<br />

created in c:\documents and setting\username\local……\bve. If you<br />

watch the text at the bottom of the window as BVE 4 loads, you’ll<br />

see where this folder is on your machine. As well as creating the<br />

panel2.cfg <strong>file</strong>, BVE 4 also creates the bitmaps it needs for the cab<br />

to work properly, and places these in the temporary folder as well.<br />

So, all you need to do is copy the contents of that folder, and paste<br />

them into your train folder. Beware – this will overwrite some of<br />

the cab bitmaps with new ones, which are also larger <strong>file</strong>s.<br />

Tips<br />

Tip 1 Run BVE4 in windowed mode, so that while it’s running you<br />

can go to the temporary folder to get its contents. If you run full<br />

screen, when you exit BVE 4, the contents of the temporary folder<br />

gets deleted!<br />

Tip 2 Before you start, make a copy of your trains, so that if<br />

anything goes wrong, you can revert to them!<br />

Tip 3 This fix works for me in most routes. I don’t guarantee it to<br />

work at all, nor can I accept responsibility should it not work, or<br />

cause any damage of any kind… be warned!<br />

Next time you run BVE 4 it will use the panel2.cfg and bitmap <strong>file</strong>s<br />

in your train folder, rather than making temporary ones.<br />

Next step<br />

The next thing to do is to modify the panel2.cfg <strong>file</strong> to enable your<br />

train to display BVE 4 timetables. You do this by adding a<br />

[timetable] statement, which should look something like this:<br />

[Timetable]<br />

Location = 300, 300<br />

Width = 128<br />

Height = 128<br />

Layer = 15<br />

Location is measured from top <strong>right</strong>. The example shown above<br />

draws the timetable starting at a point 300 down the screen and<br />

300 across. Precisely where you want the timetable to appear is a<br />

matter of personal choice.<br />

Width and Height are the dimensions in which the bitmap will be<br />

displayed.<br />

Layer is the picture layer in which the image will be displayed. 15<br />

is topmost, so it makes sense to use that number.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 46 - May – June 2005


And there you have it. The next time you run BVE 4, your train will<br />

be able to make use of the timetable, assuming you are using a<br />

BVE 4 compatible route, properly coded and including the timetable<br />

bitmap.<br />

Cab view without timetable modification.<br />

Timetable added<br />

to display<br />

Cab view with timetable modification.<br />

Copy<strong>right</strong> issues<br />

Next, I faced the problem of copy<strong>right</strong>. Obviously, the original<br />

authors retain all <strong>right</strong>s to their work, and this must be<br />

acknowledged and respected. There are some marvelous trains out<br />

there! By publishing this “how to”, I’m simply telling you how you<br />

can “switch on” BVE 4 timetables. However, to make it easier, I’ve<br />

added some “update” <strong>file</strong>s to my web site. Here, you can download<br />

the extra <strong>file</strong>s you will need that I’ve created as above – simply<br />

extract them into your train folders! But, YOU MUST DOWNLOAD<br />

THE ORIGINAL TRAINS FROM WHEREVER THE AUTHORS HAVE<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 47 - May – June 2005


THEM HOSTED. If I were to distribute the original <strong>file</strong>s, I would be<br />

most definitely breaching intellectual property <strong>right</strong>s, which I am<br />

not prepared to do.<br />

The trains I’ve produced extra <strong>file</strong>s for so far are:<br />

Class 104 DMU<br />

Class 156 Sprinter DMU<br />

Class 43 HST<br />

Virgin Voyager class<br />

Class 87<br />

… and that’s merely because these are my favourite trains.<br />

Now, how about having a go yourself at doing other mods, such as<br />

working windscreen wipers, AWS, etc, etc….<br />

Enjoy!<br />

eezypeazy<br />

Article and screen shots ©2005 eezypeazy. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 48 - May – June 2005


In Transit<br />

Tramming in Amsterdam<br />

By Alfred Barten<br />

“T<br />

hat’s Centraal Station … This is the Red Light District … Next will be<br />

Rembrandtsplein.”<br />

A member of my audience was identifying – even anticipating – the locations<br />

along the route. I was showing a small group of museum representatives the<br />

potential of Trainz, and had chosen Jan Andree’s Amsterdam routes as samples because<br />

they had so much life and interest in them – a huge contrast with the Microsoft Train<br />

Simulator route I had just shown.<br />

I had been to Amsterdam for 5 days back in 1990 and had ridden<br />

the trams as much as I could during that time without missing the<br />

many other sights. Since I was curious about the accuracy of this<br />

person’s prediction I quickly pressed the M key to have a look at<br />

the map.<br />

Guess what He was <strong>right</strong> on the nose!<br />

And that’s what I would say about Jan’s routes: <strong>right</strong> on the nose.<br />

These are beautiful and great fun to drive. The streets are filled<br />

with vehicles, people, and sounds; and lined by small shops and<br />

apartments. At first I assumed the routes were an approximation,<br />

but when I checked Route 4 on my Amsterdam street map I<br />

realized that the routes were in accordance with the prototype.<br />

Routes and trams<br />

The two routes go by the names AmsterdamTram 4 and<br />

Amsterdam Tram 4 SP2. Both are available at the Trainz Download<br />

Station (DLS).<br />

AmsterdamTram 4 is the earlier of the two and a bit smaller. It<br />

comes as a basic route that you place trams on in Surveyor and<br />

then run in Driver. Amsterdam Tram 4 SP2, which I’ll cover in a<br />

second part of this article, comes as a route you run in Driver with<br />

sessions already set up. It takes advantage of Trainz’s ability to<br />

load and unload passengers. In order to run it properly you will<br />

need Max Moire’s Tram and Beiwagen trailer. In runs that I’ll<br />

illustrate later, I selected the nighttime run to contrast with the<br />

daytime run in the first route.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 49 - May – June 2005


For AmsterdamTram 4, I like to drive the PCC cars or Boston’s<br />

Type 7. The reason is that both have credible, though not quite<br />

correct (as another member of the audience pointed out), cab<br />

views. Both of these cars and their variations are available at the<br />

DLS. The same cab view that’s used for the PCC and Type 7 is also<br />

used by the Muni LRV. Unfortunately, the cab view and exterior in<br />

this case are clearly out of sync with each other.<br />

RAI<br />

Centraal<br />

Station<br />

AmsterdamTram 4 map.<br />

The PCC is not entirely out of place in a European setting. Though<br />

the European PCCs were typically narrower than the American<br />

ones, they at least had a family resemblance.<br />

The LHB69_Tram Gt6 1969 tram by Cosey is perfect for the<br />

setting, and has a full interior with driver; but I had trouble with<br />

the cab view. I also found that the cab view of the Max Moire’s<br />

tram doesn’t agree with the car’s exterior. I use both cars in AI<br />

mode since they fit the scene so well.<br />

As long as I’m being fussy, I should point out that the Boston PCCs<br />

are incorrectly named “Type 5.” Boston cars are given a “Type”<br />

designation only if they are unique to Boston. PCC cars were<br />

certainly not unique to Boston. Neither were the Boeing LRVs,<br />

which I’ve seen labeled in the MSTS world as Type 6. The real<br />

Boston Type 5 was a semi-convertible car produced from 1922<br />

through 1927 and the real Type 6 never made it to production,<br />

being preempted by Boston’s purchase of the Boeing cars. There is<br />

a front-end mockup of the planned Type 6 at the Seashore Trolley<br />

Museum in Kennebunkport, Maine. From an appearance point of<br />

view, I’m sorry the Type 6 never came to fruition.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 50 - May – June 2005


If you have the payware route Modula City 2004, you can use the<br />

two trams that come with the route. The seven-section ultra low<br />

floor NF10 Silverline has a beautiful cab with working speedometer<br />

and full view of the road ahead. After purchasing Modula City 2004,<br />

the Silverline is my tram of choice for Amsterdam.<br />

For Amsterdam pictures and roster listing, see this page from the<br />

nycsubway.org web site.<br />

Available models<br />

Here are some route and rolling stock listings.<br />

AmsterdamTram 4 route and suggested trams<br />

Name Author KUID Source<br />

AmsterdamTram 4 Jan Andree 45977:100001 DLS<br />

LHB69_TramA Cosey 112820:100:1 www.bahnwerk.com<br />

LHB69_TramB Cosey 112820:101:1 www.bahnwerk.com<br />

TYPE5 MBTA Green 1 Damon Smith 32871:320 DLS<br />

TYPE5 MBTA Green 2 Damon Smith 32871:330 DLS<br />

TYPE5 MBTA Red 1 Damon Smith 32871:350 DLS<br />

TYPE7 MBTA Original A Damon Smith 32871:100 DLS<br />

TYPE7 MBTA Original B Damon Smith 32871:101 DLS<br />

TYPE7 MBTA Repaint A Damon Smith 32871:110 DLS<br />

TYPE7 MBTA Repaint B Damon Smith 32871:111 DLS<br />

For the Amsterdam Tram 4 SP2 route, you must have Max’s Tram<br />

and Beiwagen.<br />

Amsterdam Tram 4 SP2 route and required rolling stock<br />

Name Author KUID Source<br />

Amsterdam Tram 4 SP2 Jan Andree 45977:101468 DLS<br />

Strab, mit 4,7 m hohem Lyra-Bügel<br />

(Tram)<br />

Max Moire 50861:12:0 www.bahnwerk.com<br />

Strab, Beiwagen Max Moire 50861:10006:0 DLS<br />

When you go to Max Moire’s super German web site,<br />

www.bahnwerk.com, select Deutsche Loks, then Elektrischer<br />

Antrieb. Scroll down till you find the section labeled<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 51 - May – June 2005


Strassenbahnen. Here you will find a number of German trams,<br />

some payware and some freeware.<br />

The following table lists the many trams I’ve found available for<br />

TRS2004, but excludes those listed in the other tables. There’s no<br />

sure way of knowing whether or not I’ve got them all, so I<br />

apologize for any I may have missed.<br />

Other trams for TRS<br />

Name Author KUID Source<br />

Peter Witt Streetcar John Hull 316:10 DLS<br />

LRV MUNI A Damon Smith 32871:220 DLS<br />

LRV MUNI B Damon Smith 32871:221 DLS<br />

Strab 1 (yellow) Max Moire 50861:1 DLS<br />

Strab 2 (blue) Max Moire 50861:2 DLS<br />

TRAM – 4Wheel ClBalcClCab Alan G Smith 62391:71 DLS<br />

TRAM - Balcony Bogie - Hudds #71 Stephen Brook 84912:71:2 DLS<br />

TRAM - Balcony Bogie - Hudds #72 Stephen Brook 84912:72:2 DLS<br />

TRAM - Balcony Bogie - Hudds #73 Stephen Brook 84912:73:2 DLS<br />

TRAM - Balcony Bogie - Hudds #74 Stephen Brook 84912:74:2 DLS<br />

TRAM - Balcony Bogie - Hudds #75 Stephen Brook 84912:75:2 DLS<br />

TRAM - Open Top Bogie - Hudds #1 Stephen Brook 84912:1:2 DLS<br />

TRAM - Open Top Bogie - Hudds #2 Stephen Brook 84912:2:2 DLS<br />

TRAM - Open Top Bogie - Hudds #4 Stephen Brook 84912:4:2 DLS<br />

TRAM - Open Top Bogie - Hudds #5 Stephen Brook 84912:5:2 DLS<br />

TRAM - Short Top Bogie - Hudds #11 Stephen Brook 84912:11 DLS<br />

TRAM - Short Top Bogie - Hudds #3 Stephen Brook 84912:3 DLS<br />

TRAM - Short Top Bogie - Hudds #6 Stephen Brook 84912:6 DLS<br />

TRAM - Short Top Bogie - Hudds #7 Stephen Brook 84912:7 DLS<br />

TRAM - Short Top Bogie - Hudds #8 Stephen Brook 84912:8 DLS<br />

TRAM - Short Top Bogie - Hudds #9 Stephen Brook 84912:9 DLS<br />

ICEMANTRAM db143 www.bahnwerk.com<br />

B<strong>right</strong>sea Tramcar Graham Smith 129997:2 DLS<br />

Brown Tramcar Alan G Smith 62391:53 DLS<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 52 - May – June 2005


City Tramcar Alan G Smith 62391:40 DLS<br />

Light Rail Tram 5016 Trainz.nl A KLM/ANGELUS12 79824:1 DLS<br />

Light Rail Tram 5016 Trainz.nl B KLM/ANGELUS12 79824:2 DLS<br />

Light Rail Tram 5016 Original A KLM/ANGELUS12 79824:568 DLS<br />

Light Rail Tram 5016 Original B KLM/ANGELUS12 79824:569 DLS<br />

Liverpool Tramcar Alan G Smith 62391:35 DLS<br />

Tramway de Caen - Gare Gregory Deryckère 61109:49 DLS<br />

Tramway de Caen - Maladrerie Gregory Deryckère 61109:47 DLS<br />

Tramway de Caen – St Martin Gregory Deryckère 61109:48 DLS<br />

Tramway de Caen – St Pierre Gregory Deryckère 61109:45 DLS<br />

Tramway de Caen - Venoix Gregory Deryckère 61109:46 DLS<br />

Tramlok 1 Max Moire 50861:3 www.bahnwerk.com<br />

There’s at least one payware tram route with rolling stock available<br />

and another on the way.<br />

Payware route and rolling stock (packaged as one download for 12.95 Euro)<br />

Name Author Source<br />

Modula City 2004 (route) Rolf Westphalen and Karsten Cornelsen http://www.trainzland.com/mf_mc2004.htm<br />

NF10 Silverline Phil Campbell http://www.trainzland.com/mf_mc2004.htm<br />

LHB GT6 Coerni http://www.trainzland.com/mf_mc2004.htm<br />

Operations<br />

Now let’s get down to the fun part – operating the routes. First is<br />

the Amsterdam4 Tram route in daylight.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 53 - May – June 2005


Centraal Station through the cab of a PCC car.<br />

Ferris wheel and calliope sounds b<strong>right</strong>en this scene.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 54 - May – June 2005


Double track at canal crossing; latticed track through narrow street beyond.<br />

Entering the turning loop at RAI.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 55 - May – June 2005


Two LHB Gt6 1969 trams running in multiple, turning onto Amstel.<br />

Bird’s eye view of Muntplein.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 56 - May – June 2005


Cab view from NF10 Silverline payware tram.<br />

I’m happy to report that the Silverline fits in the passing tracks.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 57 - May – June 2005


Part 2 next<br />

In part 2 (next issue) we’ll drive the Amsterdam 4 Tram SP2 route<br />

at night. Here’s a preview.<br />

Cheers,<br />

Al<br />

Article and screen shots ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 58 - May – June 2005


Narrow Gauge<br />

Big Fun From a Small Route<br />

By John D’Angelo<br />

Narrow gauge coal dock at 3 Mile Harbor.<br />

I<br />

guess you can just call me “Mr. Fidgety.” Almost as soon as I finish building a route I<br />

start thinking about building another one; sometimes bigger, sometimes smaller, but<br />

always with the idea of trying out something new. I’ve been this way since my first<br />

American Flyer layout. When I played on the beach at the summer hotel where we stayed,<br />

my friends and I would build sand train tracks. We made sidings, stations, even tunnels;<br />

and by the end of the day, when the tide came rushing up to erase what we did, the layout<br />

would be all over the place! I haven’t stopped since.<br />

Route<br />

This little gem of a route is not my creation. I found it in the May<br />

2005 issue of Model <strong>Railroader</strong>. The layout is called the “Bay Point<br />

& Diablo” and was built by Bill Wilson. The original route is a near<br />

square, around-the-walls layout measuring 11’ x 12’ and built for<br />

an On2½ scale railway. After looking at the plan, I felt the track<br />

plan would be perfect for a single baseboard route in Trainz. I<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 59 - May – June 2005


worked the track plan into a single baseboard and then made my<br />

changes.<br />

I decided to expand the scenery on all sides of the route by an<br />

additional baseboard to allow for a seascape and hills in the<br />

background, but the track remains only on the center baseboard.<br />

The original route was for a southwestern look, but being a guy<br />

who lives out on the edge of the eastern seaboard of the United<br />

States, I wanted to give it a coastal look. The center of the original<br />

route was open for the operator to stand in, but since we don’t<br />

need to do this in Trainz, I made the center into a boat harbor. I<br />

renamed my version of the route to the 3 Mile Harbor & North Sea<br />

RR.<br />

Here’s a screen shot of the Trainzmap image:<br />

3 Mile Harbor & North Sea RR.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 60 - May – June 2005


The History of the The 3 Mile Harbor & North Sea RR is a fictional route located on the<br />

3 Mile Harbor & east end of Long Island, New York, and is a 3’ narrow gauge<br />

North Sea RR<br />

railroad. There are some interesting things about this route, and<br />

sometimes a fictional story to go along with it can help the illusion.<br />

The 3 Mile Harbor & North Sea RR came about when the Sparks R<br />

Us power plant in Connecticut made a contract with the North Sea<br />

Coal Mine on Long Island.<br />

Rather than move coal along the Long island Railroad tracks southwest<br />

to New York City, then back up north-east along the<br />

Connecticut coast on the New Haven line, the company would have<br />

a ship at 3 Mile Harbor load up with coal and travel directly across<br />

Long Island Sound to deliver the coal. This would <strong>save</strong> time and<br />

transportation costs. Once the plan was agreed upon, the 3 Mile<br />

Harbor & North Sea RR looked about for the cheapest running gear<br />

they could find. They were able to lease old narrow gauge<br />

locomotives and rolling stock from the Denver & Rio Grande<br />

Western. The only requirement was that the D&RGW wanted them<br />

to leave the rolling stock lettered for the D&RGW. Before they<br />

could start laying track, the Long Island Railroad also contacted<br />

them and advised them that the LIRR would like to be able to<br />

move passengers and freight from the LIRR tracks into the 3 Mile<br />

Harbor area. After consulting with both railroads, the 3MH&NS<br />

railroad brass decided to make their track dual gauge throughout<br />

to accommodate both standard and narrow gauge traffic.<br />

This was how the route was configured; there was a coal loading<br />

dock facing Gardner’s Bay at Three Mile Harbor from which a coal<br />

ship would be loaded with the coal that was delivered there by the<br />

coal drag from the coal mine at North Sea. At Sammi’s Beach the<br />

Fish Factory would supply fresh fish to Long Island customers via<br />

the LIRR. There were freight depots at 3 Mile Harbor, Sammi’s<br />

Beach and North Sea for freight delivery and pickups.<br />

The dual gauge track would handle all the traffic that came down<br />

the rails, including freight and passenger trains from the LIRR.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 61 - May – June 2005


3 Mile Harbor.<br />

Loading coal at the North Sea Coal Mine.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 62 - May – June 2005


3 Mile Harbor Yard.<br />

The Fish Factory at Sammi’s Beach,<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 63 - May – June 2005


LIRR GP 38 heading for the Fish Factory, reefer in hand.<br />

Add-ons used<br />

For the route I used MAN6 Four Rail Track (Single Track Dual<br />

Gauge) KUID 63290:38017 throughout.<br />

The coal dock used the Coal Unloader Super Basic<br />

KUID:86311:45052<br />

All of the other industry units were LARS operation units available<br />

from www.trainsproroutes.com .<br />

All of the freight cars are LARS capable, including the narrow gauge<br />

ore car KUID:8661:15040.<br />

The D&RGW narrow gauge locomotives are available from Prowler’s<br />

web site: http://steammachine.com/prowler/trainz/trainz.html .<br />

Operations<br />

The key to operating this single baseboard route is the use of the<br />

“Emit Train Now” rule combined with portals that resemble team<br />

tracks at 3 Mile Harbor and North Sea. Please read my article in<br />

this issue’s Download Gold for a complete description of how the<br />

“Emit Train Now” rule works. Using this rule lets you pop trains and<br />

rolling stock into the route any time you want them.<br />

A day’s activity would consist of an empty coal drag of three cars<br />

being sent out from 3 Mile Harbor to the mine at North Sea,<br />

loading the ore cars and then heading to the coal dock at 3 Mile<br />

Harbor and unloading the coal. A second engine at 3 Mile Harbor<br />

would pick up a freight car from the team track and deliver it to a<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 64 - May – June 2005


freight depot at North Sea or Sammi’s Beach. At North Sea a LIRR<br />

GP would enter at the team track with either a passenger Pullman<br />

for 3 mile Harbor or a reefer for the Fish Factory at Sammi’s Beach.<br />

Sometimes the LIRR GP would be pulling a boxcar for the freight<br />

depots. The GP would leave the route via the team track at North<br />

Sea.<br />

Passenger station at 3 Mile Harbor.<br />

Although the route is very compact, using the portals and the “Emit<br />

Train Now” rule can give it a whole new dimension. I hope this<br />

article has given you enough ideas to create your own little gem.<br />

John<br />

Article and screen shots ©2005 John D’Angelo. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 65 - May – June 2005


Basic Trainz<br />

Using the Forum, Part 2<br />

By Colin McKinney<br />

Part One looked at how to register with Auran, what the different parts of a posting mean,<br />

and how to <strong>save</strong> time when reading by viewing new messages only. Here in Part Two are<br />

detailed instructions for how to search the forum to find the answer to a query you may<br />

have (or find a posting you read at an earlier time), and how to submit (post) your own<br />

messages. A small number of slightly more advanced tips is also briefly considered.<br />

Figure 1:The main forum page, showing where to <strong>click</strong> to open the Search page.<br />

S<br />

imply reading forum messages will certainly teach you things you didn’t know<br />

before, but you are not really using the forum properly until you can actively search<br />

for information hidden somewhere in the vast number of postings made over<br />

previous months or years; or until you know how to submit your own postings. As<br />

you gain confidence, you will also find yourself joining in some of the discussions and adding<br />

your comments to threads begun by other users.<br />

Let’s begin by conducting a search. You should do this before<br />

posting a question, as often topics have been covered before,<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 66 - May – June 2005


sometimes several times, and it is no more than good manners to<br />

check this before posting the same question again. That said, you<br />

should not hesitate to ask questions at any time, as generally<br />

members are only too happy to help ‘newbies’ (people who are<br />

‘new’ to Trainz, who want to identify themselves as beginners).<br />

Reminder: make sure you have a live Internet connection.<br />

Searching the forum<br />

You conduct a forum search to find something specific, e.g. to<br />

answer a question you have, or to find something you’ve read<br />

somewhere on the forum in the past, but which you can’t find now.<br />

As an example for this article, let’s say you wonder why (in<br />

Surveyor) a loco sometimes faces one way when you place it on a<br />

track, and sometimes the other, and you want to see if this<br />

question has been answered already.<br />

Open the Search page by <strong>click</strong>ing on Forum Search on the main<br />

forums page (refer to the white arrow in Figure 1). Figure 2 shows<br />

the screen that appears. In the space at top left (red arrow), enter<br />

what you are looking for. Generally you will get the best results by<br />

entering just one or two key words. The search engine is very<br />

literal: e.g. “loco direction” and “locomotive direction” are two<br />

different searches and will yield different results.<br />

Figure 2: The Search page.<br />

You will probably have more success if you change the default<br />

setting to “Search titles only” (green arrow). This means exactly<br />

what it says: if someone posted a question and named it “Loco<br />

direction – why does it change” and your Keywords are “Loco<br />

direction”, then this search will find it. On the other hand, if<br />

someone posted exactly the same message but named it “This is<br />

driving me mad!!!”, of course it won’t be found. This is one reason,<br />

incidentally, for making sure that when you post messages you<br />

name them as descriptively as possible.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 67 - May – June 2005


Also, “Search titles only” is preferred to “Search entire posts”<br />

because the latter option may yield hundreds of threads – too<br />

many to be of much use. However, it does rely on members writing<br />

descriptive titles – and you guessing the <strong>right</strong> keywords – neither<br />

of which is necessarily true. You will develop your own preferred<br />

routine. This is mine.<br />

Leave all other settings as they are, and press Perform Search<br />

(white arrow). This will take you to the next screen – see Figure 3.<br />

Figure 3: Search results using the keywords “loco direction”.<br />

Although these thread titles look promising, in fact what you would<br />

find if you opened each of them in turn is that they do not discuss<br />

the problem we are trying to solve. This happens quite often! So<br />

let’s go back and try a different search, this time using the<br />

Keywords “wrong direction”. Figure 4 shows the results of this<br />

search (without the red and white arrows, of course, which have<br />

been added):<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 68 - May – June 2005


Figure 4: Search results using the keywords “wrong direction”.<br />

Of these four results, the third one (red arrow) is unlikely, as the<br />

thread title shows that it is about switch levers, not locos.<br />

Similarly, the fourth (red arrow) is also unlikely, as it is about<br />

bogies, not locos – also, the Forum is one that is unlikely to have<br />

useful information for a beginner. However, the other two (white<br />

arrows) are both possible. In fact, on opening the second thread<br />

and reading it, you will find this section of the discussion:<br />

Figure 5: An extract from the second thread – direction is in red because it is a keyword.<br />

So there’s the solution to our example problem: the direction a<br />

loco faces when you place it on a track in Surveyor depends on the<br />

direction in which the track was laid in the first place.<br />

Note: After performing a search, <strong>click</strong>ing the browser’s ‘back’<br />

button to return to previous pages does not always work<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 69 - May – June 2005


properly, so instead <strong>click</strong> on the appropriate words in small<br />

white text at the top left of the screen, which is a ‘tree’ diagram<br />

showing where you are.<br />

One final point about searches: on the Search page, there is<br />

another option that can make a search that yields too many results<br />

less cumbersome. There is a drop-down selection box in the<br />

bottom half of the screen, which allows you to choose a particular<br />

forum in which to conduct your search, instead of all forums, which<br />

is the default. In the ‘loco direction’ example just used, the solution<br />

was found in a thread from the Route Builders forum, not General<br />

Trainz, which might perhaps be the forum a beginner would try<br />

first. However, Route Builders deals with predominantly Surveyor<br />

questions, so if you knew that, you could have narrowed the<br />

search by choosing that forum before <strong>click</strong>ing on the Perform<br />

Search button.<br />

Submitting (posting) The time will come when you want an answer to a question, you<br />

your first message try searching for it, but can’t find the solution. It is time to post the<br />

question yourself. When you’ve done this a few times you think<br />

nothing of it, but for many people the very first time can be a little<br />

daunting – after all, many thousands of other people will see it.<br />

The thing to remember is that EVERYONE has a first time – and, if<br />

you’ve spent some time reading the forums, you soon see that<br />

every so often there is a question from a ‘newbie’. One thing about<br />

the Trainz forum is that it is particularly tolerant of beginners, and<br />

if you say you’re new you’re likely to get many messages of<br />

welcome and encouragement, as well as answers to your<br />

questions.<br />

The first thing to note is that there is not one Trainz forum, but<br />

twelve (in English) – see Figure 1. The one you are likeliest to need<br />

is the first one, underneath Auran Announcements: General Trainz.<br />

Click on the words General Trainz, and the General Trainz Forum<br />

will open. Near the top of the page, <strong>click</strong> on the <strong>right</strong> hand button,<br />

New Thread (see arrow, Figure 6):<br />

Figure 6: The start of the General Trainz forum, showing where to <strong>click</strong> to post a<br />

message.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 70 - May – June 2005


A new screen will open: this is the one where you will type your<br />

posting. Figure 7 shows the top part of the screen.<br />

Figure 7: The top section of the Post New Thread screen.<br />

For now, only those features that concern a person posting their<br />

first thread will be discussed. As your confidence increases, you will<br />

experiment with other features – or, if you want to, you could post<br />

a question to find out about any of them!<br />

The arrows show all you need to begin a posting. First, enter a<br />

subject title for your thread (green arrow). This is what will appear<br />

on the forum page. Make your title concise, and descriptive of your<br />

topic: for example, How do I use yellow direction markers gives<br />

readers a good idea of the content of your posting. It is also better<br />

for search purposes in the future, as discussed earlier in this<br />

article. Compare that with the unhelpful heading, Newbie with a<br />

problem – even if it is truthful!<br />

Next, write your question in the panel indicated by the yellow<br />

arrow. Be as clear and direct as you can. It’s best to limit your<br />

questions to one per posting.<br />

The next step is to check the button next to Email Notification (see<br />

Figure 8, blue arrow) if you would like to receive an email<br />

whenever somebody replies to your posting.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 71 - May – June 2005


Figure 8: The bottom section of the Post New Thread screen.<br />

Email notification is a good idea, as it <strong>save</strong>s you having to keep<br />

checking your posting in the forum to see if anyone has responded.<br />

Of course, you need to have supplied your email address in your<br />

Pro<strong>file</strong> for this feature to work. Finally, press the Submit New<br />

Thread screen (yellow arrow) and your message will be posted in<br />

the forum for all to see. If you have worded your question clearly<br />

the first response will probably arrive within minutes.<br />

Don’t worry if another member asks you for more information –<br />

just reply! (See below.) You’re almost certain to be overwhelmed<br />

by helpful responses.<br />

Responding<br />

(replying) to an<br />

existing message<br />

If you are reading another user’s posting – or you have posted a<br />

question and someone asks for clarification – don’t start another<br />

thread, just continue with the existing one. To do this, scroll to the<br />

bottom of the thread and <strong>click</strong> on the Post Reply button (light blue<br />

arrow, Figure 9). A screen that looks like the Post New Thread<br />

screen described above appears, and you use it in exactly the<br />

same way except you can ignore the ‘Post Subject’ box at the top –<br />

just write your reply directly in the large white panel then <strong>click</strong><br />

Submit Reply.<br />

Figure 9: Posting a reply to an existing thread.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 72 - May – June 2005


Note: while you are in the Post Reply screen just described, if<br />

you want to check on other messages in the thread, you don’t<br />

have to go back – just scroll further down and you can see the<br />

other postings in the thread. For your convenience they are in<br />

reverse order, that is, the latest posting appears at the top.<br />

As a final comment regarding the posting of messages, whether<br />

‘thread-starters’ or responses, it should go without saying that any<br />

rudeness or signs of impatience will not be taken kindly by other<br />

forum users. (Serious rudeness contravenes forum rules and you<br />

can be prevented from using the forum by a forum moderator.)<br />

Remember that in the forum, just as with emails, something that<br />

might pass without comment in a letter or a conversation can often<br />

seem rude, so it is better to err on the side of courtesy.<br />

A few final pieces of<br />

information<br />

It is beyond the scope of this article to get into detail about some<br />

of the finer points of the forum. Like Trainz itself, there’s a lot<br />

there, and you learn by experimenting – or by using the forum! To<br />

finish up with, here is a small miscellany of items in brief:<br />

Main Forums page:<br />

●<br />

●<br />

At the bottom of the main Forums page, there is a list of all<br />

those members who are currently logged in. You might get by<br />

for years without ever using this feature, but the more familiar<br />

you become with the forum, the more you get to recognise<br />

individual members’ log-on names – if you wanted to email a<br />

particular member, you’d know there was a good chance they<br />

were at home if their name appeared in this list.<br />

Clicking directly on any of the names in the list mentioned<br />

above brings up that person’s pro<strong>file</strong><br />

Any specific Forum page:<br />

●<br />

●<br />

The coloured or flaming folders on the extreme left-hand side<br />

indicate how often that post has been viewed or replied to – a<br />

key at the bottom of the page gives the details<br />

At the bottom of the page there is another search you can do to<br />

find, say, all posts sorted alphabetically by thread title, or by<br />

the number of replies (i.e. which ones have generated the most<br />

discussion), and a number of other parameters (“Using the<br />

Forum, Part 1” explained how to view only messages posted<br />

since the last time you looked)<br />

When looking at a particular thread:<br />

●<br />

You can open a ‘printable version’ by <strong>click</strong>ing in the appropriate<br />

place at the end of the thread – one use for this would be to<br />

make it easier to cut and paste material into a word processing<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 73 - May – June 2005


●<br />

program, if you wanted to keep particularly interesting<br />

messages<br />

You can also email the link to a particular page (thread) to<br />

someone by <strong>click</strong>ing on the wording at the bottom of the page<br />

next to the previous feature – one application for this would be<br />

to send such an email to yourself at home, if you were checking<br />

the forum at work<br />

When composing a new message:<br />

●<br />

●<br />

●<br />

You can experiment with formatting in a message (for example,<br />

bold, italic, or coloured text) by <strong>click</strong>ing/choosing the<br />

appropriate drop-down menu items from the area just above<br />

the white panel where you compose the message, THEN writing<br />

the word(s) to be formatted in the pop-up box before <strong>click</strong>ing<br />

OK and continuing with the message<br />

More ambitious formatting (e.g. inserting hyperlinks into your<br />

message) can be explored by <strong>click</strong>ing on Vb Code [help] to the<br />

left of the symbols just described: a knowledge of basic HTML<br />

would help here, but even without that you can experiment by<br />

copying from the Help page and pasting into the message area,<br />

and making the appropriate changes to the text<br />

If you change formatting you won’t see the effect until you<br />

either submit the posting or – to be on the safe side – check it<br />

first by <strong>click</strong>ing on Preview Post<br />

When adding a comment (replying) to an existing thread:<br />

●<br />

If you want to include in your reply a quote from another<br />

posting in the thread, locate the posting from which you want<br />

to quote and <strong>click</strong> the ‘quote’ button at its end. The text that<br />

you see (not anything in square brackets) is the entire text<br />

from that posting. Highlight and delete what you don’t want,<br />

leaving only the section which you wish to appear in your reply<br />

as a quotation, taking care not to cut out the square brackets<br />

or any of the material inside the brackets. Continue with your<br />

reply underneath. Preview before sending (see last point<br />

above).<br />

Colin<br />

Article and screen shots ©2005 Colin McKinney. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 74 - May – June 2005


Download Gold<br />

Now For Something Completely Different!<br />

By John D’Angelo<br />

A<br />

s the Montey Python saying<br />

goes… This Download Gold<br />

column is about something<br />

completely different. It is about a single<br />

rule, but WHAT a rule! This rule will<br />

completely change the way you can<br />

operate with Trainz. After you place this<br />

rule in operation you will have complete<br />

freedom to add locomotives, rolling<br />

stock, complete trains, and even other<br />

devices to your route while it is in<br />

operation, and at any time you choose.<br />

Now you can operate your route just the<br />

way you could operate a model railroad,<br />

dropping cars and other items onto your<br />

tracks using the old 0-5-0 switcher (your hand).<br />

The rule is called “Emit Train Now” and is available at the Trainz<br />

Download Station (DLS). It was created by Sforget; the KUID<br />

number is KUID 2: 117746:990:1.<br />

This rule is designed to work in conjunction with Portals on your<br />

route. After the rule is installed, you have the ability to choose any<br />

piece of rolling stock, including any drivable items, such as aircraft,<br />

and assign them to be immediately sent out from any of your<br />

portals. When I was using portals to generate trains, they would<br />

start sending out the trains at regular intervals. Once I<br />

programmed a coal drag and set the time delay for 15 minutes,<br />

every 15 minutes another coal drag would appear whether I was<br />

ready for it or not. This rule overcomes that problem.<br />

Once the rule has been installed, you will see a notation on your<br />

driver screen saying “New Train”. Just <strong>click</strong> on that and you can<br />

introduce your selection into the route as it is operating. The rule is<br />

limited to working only when you are in DCC mode, but that seems<br />

to be the only limitation I can see. Because this is a rule that has<br />

to be added to your operation, I am going to describe the entire<br />

process.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 75 - May – June 2005


Basic procedure<br />

Set up the portal. In Surveyor, place the portal by Selecting<br />

“Portal Basic” from the Objects palette. You do not have to set any<br />

properties. You could select “Portal” instead, if you want the portal<br />

to be a tunnel.<br />

Activate the rule. In Surveyor, use the pull-down menu and<br />

choose “Edit Session”, <strong>click</strong> the Add button and choose the Rule<br />

“Emit Train Now”. Now <strong>click</strong> the checkmark to close the Rules sheet<br />

and <strong>click</strong> the next checkmark to accept the rule and close the Edit<br />

Session sheet.<br />

Use the rule. In Driver, <strong>click</strong> the New Train button in the lower<br />

<strong>right</strong>-hand corner of the screen. A property sheet displays.<br />

NOTE: The button is not visible if you have the heads up<br />

display turned off. You can toggle the display by pressing the<br />

F5 key.<br />

Select a train (vehicle) from the list on the left and <strong>click</strong> the Add<br />

button. The train appears in the <strong>right</strong>-hand list.<br />

Click the Send To Portal button. The property sheet closes and the<br />

train appears on the portal track.<br />

Example<br />

I am going to use my United Central route as the operating<br />

example. My route began with two portals that can be used for this<br />

rule. I added another, which I will explain. After the rule is<br />

downloaded and installed, you need to edit the session to activate<br />

the rule.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 76 - May – June 2005


Editing the session.<br />

Click the Add button.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 77 - May – June 2005


Choose the Rule “Emit Train Now”.<br />

Springfield Yard Team Track (Portal).<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 78 - May – June 2005


Because this rule allows you to drop even a single car into an<br />

operation session at any portal, I added a portal to my Springfield<br />

Yard to be used as a team track. The portal does not have to be<br />

programmed to produce trains with this rule, but can retain the<br />

ability to delete trains if you wish. I use this portal and the Emit<br />

Train Now rule to drop any type of car or locomotive into the<br />

operation as I need. If I’m operating, and need a reefer to be sent<br />

to an industry, I <strong>click</strong> on “Add Train”, choose the proper car, send<br />

it to this portal, and it appears on the track ready for my switcher<br />

to move it. If I don’t have a switcher available, I can have it<br />

delivered, already coupled to a locomotive, ready for delivery.<br />

There’s more<br />

But wait, that’s not all! I can also deliver other rolling stock items<br />

such as aircraft. This allows you to keep from slowing down your<br />

operation by having idling aircraft at the airport when you are not<br />

using them.<br />

To take advantage of this aspect, I changed the configuration of<br />

my Northville portal. I made it into an airport runway with tie-less<br />

track running down it. At the end of the runway there is a switch<br />

where you can choose the invisible track for the plane to take off,<br />

or the track with ties to introduce a train to the route.<br />

Northville Portal disguised as a runway with rails in it.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 79 - May – June 2005


Click on “New Train”.<br />

Choose the item.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 80 - May – June 2005


After <strong>click</strong>ing on “New Train” the above the menu displays. First<br />

choose the item from the list of your available gear, then add the<br />

item to the blackboard at the <strong>right</strong>. When you are finished adding<br />

the items, send it to the portal of your choice. In this case I have<br />

chosen the drivable Cessna 150 (KUID: 152080:20501) by Minitrix,<br />

have added it to the list, and am sending it to the Northville portal.<br />

The Cessna appears on the runway.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 81 - May – June 2005


Take off!<br />

At the end of the runway the Cessna will be switched to the<br />

invisible track and will fly over the route. I DO have to remember<br />

to switch properly to be sure an express train doesn’t come flying<br />

across the sky or a Cessna doesn’t come down the tracks!<br />

One wrinkle<br />

There was only one problem with the rule, which was a bit of a<br />

bother. Originally, the rule could not be <strong>save</strong>d if the session was<br />

<strong>save</strong>d. If you wanted to <strong>save</strong> an operation, when you replayed it,<br />

the rule “New Train” indicator did not appear again.<br />

Everybody put in a lot of hanger time trying to figure out that<br />

problem, and finally Dieter came up with a solution. His idea was to<br />

use a trigger located on the route that would reactivate the “Emit<br />

Train Now” rule. The trigger could be placed on an unused siding<br />

and a boxcar could be placed over it, so that it would be continually<br />

reactivated.<br />

Ingenious! Here is what Dieter wrote to me regarding how to make<br />

the fix:<br />

Place a trigger on your route (somewhere in a siding you don’t<br />

use) and name it Restart Rule.<br />

Place a vehicle, such as a boxcar, on the trigger.<br />

In the Session Options add a trigger rule and link it to the<br />

Restart Rule trigger.<br />

Now insert the Emit Trains Now as a child of the trigger rule.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 82 - May – June 2005


Here is what the sequence should look like:<br />

Startup options<br />

Driver Setup<br />

Emit Trains Now<br />

Trigger Rule<br />

Emit Trains Now (Indented)<br />

Now every time you reload the session, the vehicle on the<br />

trigger restarts the rule.<br />

Hope this is of some help to you. It took me 6 days to figure<br />

out the solution, but the rule is so good it was worth the effort.<br />

Regards,<br />

Dieter<br />

Adding the trigger and boxcar.<br />

Thank you very much, Dieter, for working out that problem so well.<br />

Thank you, Sforget for coming up with the rule in the first place,<br />

and thank you Maggs, for your excellent Re-Rail portals, KUID<br />

2:116387:5:1 and KUID 2:116387:6:1.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 83 - May – June 2005


Together they add a totally new dimension to Trainz. Since I have<br />

devoted my entire column this month to this subject, I think you all<br />

can see how important I think your contribution has been.<br />

Thanks!<br />

John<br />

Article and screen shots © 2005 John D’Angelo. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 84 - May – June 2005


Reference<br />

Train Sim Webfinder<br />

By Alfred Barten<br />

We’ve assembled some of our favorite links. We don’t want to leave anyone out, so we’ll be<br />

adding to the list each issue. Feel free to send suggestions (and corrections).<br />

-- Al<br />

Listings in bold are new for this issue.<br />

Site Owner URL<br />

Publication<br />

<strong>Virtual</strong><strong>Railroader</strong> Alfred Barten http://www.virtualrailroader.com<br />

Simulators<br />

BVE Mackoy http://mackoy.cool.ne.jp<br />

JBSS BAHN Jan Bochmann http://www.jbss.de/start_e.htm#Anfang<br />

MSTS Microsoft http://www.microsoft.com/games/trainsimulator<br />

Rail3D Martin Goodspeed http://www.rail3d.net<br />

SpoorSim Charl Vockerodt http://homepage.ntlworld.com/slsim<br />

Train Dispatcher 2<br />

Train Dispatcher 3<br />

Signal Computer<br />

Consultants<br />

Softrail Railroad<br />

Software<br />

http://www.signalcc.com/train2/td2freeware.html<br />

http://www.softrail.com/railsof.html<br />

Trainz Auran http://www.auran.com<br />

YKTRain Yuuta Kawai http://www.geocities.jp/yuuchankellyy/indexe.html<br />

Forums<br />

New York City BVE<br />

Motorman's Forum<br />

NYCTBA<br />

http://forum.nyctba.com/index.php<br />

train-sim.com Nels Anderson http://train-sim.com<br />

Trainz Forum Auran http://forums.auran.com/TRS2004/forum/default.htm<br />

UKTrainSim Atomic Systems http://www.uktrainsim.com<br />

BVE<br />

BVE Mackoy http://mackoy.cool.ne.jp<br />

BVE Vince Black http://www.vince-black.me.cz/BVE_welcome_EN.htm<br />

BVE Cornwall Chris Lees http://www.bvecornwall.tk<br />

BVE-routes.com Uwe Post http://bve-routes.com<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 85 - May – June 2005


BVE-Train.de<br />

Martin Finken and Peter<br />

Schötz<br />

http://bve-train.de<br />

BVE Works in Progress Alfred Barten http://alfredbarten.com<br />

eezypeazy’s BVE<br />

pages<br />

eezypeazy<br />

http://members.lycos.co.uk/eezypeazy<br />

Hirakami Railway Hitetsu Hirakami Group http://hirakami.com/railway/indexeng.htm<br />

Italian BVE fans Luigi Cartello http://web.tiscali.it/lcartello<br />

New York City Transit<br />

BVE Authority<br />

NYCTBA<br />

http://www.nyctba.com<br />

Rail Sim Routes UK Anthony Bowden http://www.anthony-b.pwp.blueyonder.co.uk/rsr-uk/links.html<br />

Sasha's BVE Website Sasha Dodd http://www.superduper.eclipse.co.uk<br />

Scottish Railway<br />

Preservation Society<br />

Don Clarke<br />

http://www.gotopcs.net/index.phpoption=content&task=view<br />

&id=46&Itemid=40<br />

Scottish Rail Sim Files Robert Glass http://www.scotrailsim.co.uk<br />

Train Sim Central Steve Green http://www.trainsimcentral.co.uk<br />

trensim.com<br />

http://www.trensim.com/index.php<br />

<strong>Virtual</strong>-Rail.co.uk Damon Cox http://www.virtual-rail.co.uk<br />

YKTRain Yuuta Kawai http://www.geocities.jp/yuuchankellyy/indexe.html<br />

MSTS<br />

trensim.com<br />

trensim.com<br />

http://www.trensim.com/index.php<br />

http://www.trensim.com/index.php<br />

Trainz<br />

Amsterdam Trams<br />

Roster<br />

http://world.nycsubway.org/eu/nl/ams-roster.html<br />

Bahnwerk.com Max Moire http://www.bahnwerk.com<br />

constructiongames.de Burkhard Jahnen http://www.constructiongames.de/trainz<br />

Downloader Pro Jelte http://www.huijelte.com/trainz/downloaderpro.php<br />

MyTrainz.tk Jan http://www.trainz.nl/downloads/mytrainz_tests/index<br />

.php<br />

Razorback Railway<br />

http://www.razorbackrailway.com<br />

Rob Shaw Rob Shaw http://robshaw.org/trainz.htm<br />

Prowler Todd Hohlenkamp http://steammachine.com/prowler/trainz/Trainz.html<br />

Section Shed<br />

http://www.sectionshed.com/english/downlprog.html<br />

Sirgibby's TrainZONE Mike Sutton http://www.trainzone.co.nz<br />

Slugsmasher Rich Blake http://steammachine.com/slugsmasher<br />

SteamTrainz<br />

Chris Grossman<br />

(atsfrr3000)<br />

http://www.steamtrainz.com/gallery<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 86 - May – June 2005


Swedish Train<br />

Workshops<br />

STW<br />

http://msts.e-buzz.net/stw<br />

The Cowboy Shane Perrman http://www.cowboystrainzstation.com<br />

Toronto Trainz<br />

Trainz Download<br />

Station<br />

Trainz Land<br />

Trainz Luvr<br />

Auran<br />

http://www.torontotrainz.com<br />

http://www.auran.com/TRS2004/DLS.php<br />

http://www.trainzland.com<br />

http://trainz.luvr.net<br />

TrainzObjectz Terry Franks http://tafweb-trainz.co.uk<br />

TrainzProRoutes TrainzProRoutes http://www.trainzproroutes.com<br />

TrainzItalia<br />

trensim.com<br />

http://www.trainzitalia.com<br />

http://www.trensim.com/index.php<br />

VistaMare Software TrainzMap http://www.vistamaresoft.com/trainz<br />

Virtueller Modellbau<br />

<strong>Virtual</strong>-Motive-Division<br />

Rolf Westphalen and<br />

Karsten Cornelsen<br />

Christian Steurer and<br />

Steffen Gross<br />

www.wohnseiten.de/einrichten.html<br />

http://www.virtual-motive-division.com<br />

World of Trainz Phil Campbell www.worldoftrainz.com<br />

Article ©2005 Alfred Barten. All <strong>right</strong>s reserved.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 87 - May – June 2005


Credits<br />

<strong>Virtual</strong> <strong>Railroader</strong> is published bi-monthly by Alfred Barten. No part of this publication may<br />

be reproduced without the expressed permission of Alfred Barten. All material contained<br />

within this publication is copy<strong>right</strong>ed as noted or, lacking specific notation, is ©2005 Alfred<br />

Barten. All <strong>right</strong>s are reserved.<br />

Visit our web site at http://www.virtualrailroader.com for details about the authors and for<br />

information about other issues of <strong>Virtual</strong> <strong>Railroader</strong> and our predecessor, <strong>Virtual</strong> Model<br />

Railway Journal.<br />

<strong>Virtual</strong> <strong>Railroader</strong> - 88 - May – June 2005

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