HowTo/Configure An Interlocking Tower

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Once you have a sufficiently complex track layout we want to also add a level crossing so that we can have a look at how they work with the tower. Place one somewhere along your main line, as shown in the image on the right.
 
Once you have a sufficiently complex track layout we want to also add a level crossing so that we can have a look at how they work with the tower. Place one somewhere along your main line, as shown in the image on the right.
  
The final thing you'll need on your track is several signals. For this example route we're going to place signals at either end of our main lines, at the entry point to the branch line, and we're going to terminate all of our branch/yard lines with buffers. We're not interested in making things prototypical, we just want something interesting to work with in the tower configuration.
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The final thing you'll need on your track is several signals. For this example route we're going to place signals at either end of our main lines, at the entry point to the branch line, and we're going to terminate all of our branch/yard lines with buffers. We're not interested in making things prototypical, we just want something interesting to work with in the tower configuration. To make things easy for yourself later it is recommended that you also use the properties tool to give each signal a location descriptive name.
  
 
Finally, and most importantly, we'll need to place our interlocking tower asset. You can search for an interlocking tower using the Surveyor search filter, just add a category filter and select the "Interlocking Tower" option. This example route is using <kuid:401543:3220> "Crowcombe-Heathfield Signal Box".
 
Finally, and most importantly, we'll need to place our interlocking tower asset. You can search for an interlocking tower using the Surveyor search filter, just add a category filter and select the "Interlocking Tower" option. This example route is using <kuid:401543:3220> "Crowcombe-Heathfield Signal Box".
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==Tower Configuration==
 
==Tower Configuration==
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Once you have an appropriate route simply activate the "Edit Properties" tool on the objects tab and click on the Interlocking Tower in the game world. This will present the properties dialog, showing the interlocking towers path list view by default (see screenshot). From here you can edit the standard scenery object properties (name, object layer), and also view, add and delete interlocking tower paths.
  
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To begin with, let's add a new path that takes the train straight down the main line. Click the "Add" link on the path list view and you will see a list of all of the signals on the route. Select the main line entry signal you wish to start with (from the example route, use "Main Line Left 1") and click the tick button.
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Congratulations, you've just created your first interlocking tower path! By default the game will have automatically generated a path from the chosen entry signal to the next found signal, following any currently set junction directions, and taken you into the edit view for that path. If you are using the example route this should be the exact path we wanted (see screenshot). For more information about the path edit interface and how to alter your path configuration, see the next section.
  
 
==Path Creation and Editing==
 
==Path Creation and Editing==

Revision as of 14:54, 14 October 2015

An Interlocking Tower (aka Signal Tower) is an in game object which automatically configures junctions, signals and level crossings to allow trains to drive a path from one location to another. Interlocking Towers are a type of scripted scenery object, meaning they are placable/movable/etc in the game world, and can be edited using the "Edit Properties" tool. Below is a a basic tutorial or how to guide, which should give you a nice introduction on how to configure the properties for a tower, and how to define a basic tower path.

Contents

Route Creation

Before we begin this tutorial we'll need a suitable route to work with. You can either follow the directions below to create one, or download and install the attached CDP file.

If you don't want to download the attachment, create a new route and lay some track. The actual track configuration doesn't matter but be sure to add some junctions and multiple entry/exit points so that you can create some interesting paths. The screenshot on the right shows a suitable example layout, with a dual main line, a branch line and a yard. If you need inspiration try roughly copying this.

Once you have a sufficiently complex track layout we want to also add a level crossing so that we can have a look at how they work with the tower. Place one somewhere along your main line, as shown in the image on the right.

The final thing you'll need on your track is several signals. For this example route we're going to place signals at either end of our main lines, at the entry point to the branch line, and we're going to terminate all of our branch/yard lines with buffers. We're not interested in making things prototypical, we just want something interesting to work with in the tower configuration. To make things easy for yourself later it is recommended that you also use the properties tool to give each signal a location descriptive name.

Finally, and most importantly, we'll need to place our interlocking tower asset. You can search for an interlocking tower using the Surveyor search filter, just add a category filter and select the "Interlocking Tower" option. This example route is using <kuid:401543:3220> "Crowcombe-Heathfield Signal Box".

And that's it! We now have a suitable route to learn how to configure an interlocking tower.

Tower Configuration

Once you have an appropriate route simply activate the "Edit Properties" tool on the objects tab and click on the Interlocking Tower in the game world. This will present the properties dialog, showing the interlocking towers path list view by default (see screenshot). From here you can edit the standard scenery object properties (name, object layer), and also view, add and delete interlocking tower paths.

To begin with, let's add a new path that takes the train straight down the main line. Click the "Add" link on the path list view and you will see a list of all of the signals on the route. Select the main line entry signal you wish to start with (from the example route, use "Main Line Left 1") and click the tick button.

Congratulations, you've just created your first interlocking tower path! By default the game will have automatically generated a path from the chosen entry signal to the next found signal, following any currently set junction directions, and taken you into the edit view for that path. If you are using the example route this should be the exact path we wanted (see screenshot). For more information about the path edit interface and how to alter your path configuration, see the next section.

Path Creation and Editing

Session Rule Configuration

-- Under Construction --

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