Open Rails Manual

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Open Rails Manual
Release 1.2.3706 (draft)

Open Rails

20 January 2017

Contents

1 Legal
1.1 Warranty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.2 Properties Acknowledgment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.3 Copyright Acknowledgment and License . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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2 New in This Release
2.1 Operation Additions .
2.2 Locomotive Additions
2.3 General Improvements
2.4 System Additions . . .
2.5 Bug Fixes . . . . . . . .

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3 Introduction
3.1 What is Open Rails? . . . . . . . . . . . . . . . . . . . . .
3.2 About Open Rails . . . . . . . . . . . . . . . . . . . . . .
3.3 Does Open Rails Require You to Have MSTS Installed?
3.4 Community . . . . . . . . . . . . . . . . . . . . . . . . . .
3.5 Raildriver Support . . . . . . . . . . . . . . . . . . . . .
3.6 Highlights of the Current Version . . . . . . . . . . . .
3.6.1 Focus on Compatibility . . . . . . . . . . . . . .
3.6.2 Focus on Operations . . . . . . . . . . . . . . .
3.6.3 Focus on Realistic Content . . . . . . . . . . . .

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6

4 Use of MSTS Files by Open Rails
4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.1.1 Your MSTS Installation and Custom Installations for Open Rails . . . .
4.2 MSTS Directories Used by Open Rails . . . . . . . . . . . . . . . . . . . . . . . . .
4.3 MSTS Files Used in Whole or Part by Open Rails . . . . . . . . . . . . . . . . . . .
4.3.1 Route Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.3.2 Environment .env files . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.3.3 Activities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.4 Using a Non-MSTS Folder Structure . . . . . . . . . . . . . . . . . . . . . . . . . .
4.5 Original MSTS Files Usually Needed for Added MSTS-Compatible Content . . .
4.5.1 Original MSTS Files Usually Needed for a Non-MSTS-Folder Structure

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5 Getting Started
5.1 Installation Profiles . . .
5.2 Updating OR . . . . . . .
5.3 Further General Buttons
5.3.1 Tools . . . . . . .
5.3.2 Documents . . .

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6 Open Rails Options
6.1 General Options . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.1.1 Alerter in Cab . . . . . . . . . . . . . . . . . . . . . . . .
6.1.2 Dispatcher window . . . . . . . . . . . . . . . . . . . . .
6.1.3 Graduated release air brakes . . . . . . . . . . . . . . .
6.1.4 Large address aware binaries . . . . . . . . . . . . . . .
6.1.5 Control confirmations . . . . . . . . . . . . . . . . . . .
6.1.6 Retainer valve on all cars . . . . . . . . . . . . . . . . . .
6.1.7 Brake pipe charging rate . . . . . . . . . . . . . . . . . .
6.1.8 Language . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.1.9 Pressure unit . . . . . . . . . . . . . . . . . . . . . . . . .
6.1.10 Other units . . . . . . . . . . . . . . . . . . . . . . . . . .
6.1.11 Disable TCS scripts . . . . . . . . . . . . . . . . . . . . .
6.2 Audio Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.3 Video Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.3.1 Dynamic shadows . . . . . . . . . . . . . . . . . . . . . .
6.3.2 Fast full-screen Alt+Tab . . . . . . . . . . . . . . . . . .
6.3.3 Glass on in-game windows . . . . . . . . . . . . . . . . .
6.3.4 Model instancing . . . . . . . . . . . . . . . . . . . . . .
6.3.5 Overhead wire . . . . . . . . . . . . . . . . . . . . . . . .
6.3.6 Vertical sync . . . . . . . . . . . . . . . . . . . . . . . . .
6.3.7 % Cab 2D Stretch . . . . . . . . . . . . . . . . . . . . . .
6.3.8 Viewing distance . . . . . . . . . . . . . . . . . . . . . .
6.3.9 Distant Mountains . . . . . . . . . . . . . . . . . . . . .
6.3.10 Viewing vertical FOV . . . . . . . . . . . . . . . . . . . .
6.3.11 World object density . . . . . . . . . . . . . . . . . . . .
6.3.12 Window size . . . . . . . . . . . . . . . . . . . . . . . . .
6.3.13 Ambient daylight brightness . . . . . . . . . . . . . . . .
6.4 Simulation Options . . . . . . . . . . . . . . . . . . . . . . . . . .
6.4.1 Advanced adhesion model . . . . . . . . . . . . . . . . .
6.4.2 Adhesion moving average filter size . . . . . . . . . . .
6.4.3 Break couplers . . . . . . . . . . . . . . . . . . . . . . . .
6.4.4 Curve dependent resistance . . . . . . . . . . . . . . . .
6.4.5 Curve dependent speed limit . . . . . . . . . . . . . . .
6.4.6 Tunnel dependent resistance . . . . . . . . . . . . . . .
6.4.7 Override non-electrified route line-voltage . . . . . . .
6.4.8 Steam locomotive hot start . . . . . . . . . . . . . . . .
6.5 Keyboard Options . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.6 Data Logger Options . . . . . . . . . . . . . . . . . . . . . . . . .
6.7 Evaluation Options . . . . . . . . . . . . . . . . . . . . . . . . . .
6.8 Content Options . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.9 Updater Options . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.10 Experimental Options . . . . . . . . . . . . . . . . . . . . . . . .
6.10.1 Super-elevation . . . . . . . . . . . . . . . . . . . . . . .
6.10.2 Automatically tune settings to keep performance level
6.10.3 Double overhead wires . . . . . . . . . . . . . . . . . . .
6.10.4 Show shape warnings . . . . . . . . . . . . . . . . . . . .
6.10.5 Forced red at station stops . . . . . . . . . . . . . . . . .
6.10.6 Load night textures only when needed . . . . . . . . . .
6.10.7 Signal light glow . . . . . . . . . . . . . . . . . . . . . . .

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15
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33

5.4

5.3.3 Preliminary Selections . . . . . . . . . .
Gaming Modes . . . . . . . . . . . . . . . . . . . .
5.4.1 Traditional Activity and Explore modes
5.4.2 Timetable Mode . . . . . . . . . . . . . .
5.4.3 Run! . . . . . . . . . . . . . . . . . . . . .
5.4.4 Multiplayer Mode . . . . . . . . . . . . .
5.4.5 Replay . . . . . . . . . . . . . . . . . . . .

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ii

6.10.8 Extended AI train shunting . . . . . . . . . . . . . . . .
6.10.9 Autopilot . . . . . . . . . . . . . . . . . . . . . . . . . .
6.10.10 ETCS circular speed gauge . . . . . . . . . . . . . . . .
6.10.11 Extend object maximum viewing distance to horizon
6.10.12 Load DDS textures in preference to ACE . . . . . . .
6.10.13 Location-linked passing path processing . . . . . . . .
6.10.14 MSTS Environments . . . . . . . . . . . . . . . . . . .
6.10.15 Adhesion factor correction . . . . . . . . . . . . . . .
6.10.16 Level of detail bias . . . . . . . . . . . . . . . . . . . . .
6.10.17 Adhesion proportional to rain/snow/fog . . . . . . . .
6.10.18 Adhesion factor random change . . . . . . . . . . . .
6.10.19 Precipitation Box Size . . . . . . . . . . . . . . . . . .
6.10.20 Correct questionable braking parameters . . . . . . .
7 Driving a Train
7.1 Game Loading . . . . . . . . . . . . . . . . . . . . . . . . . .
7.2 Entering the Simulation . . . . . . . . . . . . . . . . . . . .
7.3 Open Rails Driving Controls . . . . . . . . . . . . . . . . . .
7.3.1 Throttle Control . . . . . . . . . . . . . . . . . . . .
7.3.2 Dynamic Braking . . . . . . . . . . . . . . . . . . .
7.3.3 Combined Control . . . . . . . . . . . . . . . . . .
7.3.4 Blended Dynamic Brake . . . . . . . . . . . . . . .
7.3.5 Refill . . . . . . . . . . . . . . . . . . . . . . . . . . .
7.3.6 Specific Features to Optimize Locomotive Driving
7.3.7 Examples of Driving Controls . . . . . . . . . . . .
7.4 Driving aids . . . . . . . . . . . . . . . . . . . . . . . . . . .
7.4.1 Basic Head Up Display (HUD) . . . . . . . . . . . .
7.4.2 Electric Locomotives – Additional information . .
7.4.3 Steam Engine – Additional Information . . . . . .
7.4.4 Multiplayer – Additional Information . . . . . . .
7.4.5 Compass Window . . . . . . . . . . . . . . . . . . .
7.4.6 F1 Information Monitor . . . . . . . . . . . . . . .
7.4.7 F4 Track Monitor . . . . . . . . . . . . . . . . . . .
7.4.8 F6 Siding and Platform Names . . . . . . . . . . .
7.4.9 F7 Train Names . . . . . . . . . . . . . . . . . . . .
7.4.10 F8 Switch Monitor . . . . . . . . . . . . . . . . . .
7.4.11 F9 Train Operations Monitor . . . . . . . . . . . .
7.4.12 F10 Activity Monitor . . . . . . . . . . . . . . . . .
7.4.13 Odometer . . . . . . . . . . . . . . . . . . . . . . .
7.5 Dispatcher Window . . . . . . . . . . . . . . . . . . . . . .
7.6 Additional Train Operation Commands . . . . . . . . . . .
7.6.1 Diesel Power On/Off . . . . . . . . . . . . . . . . .
7.6.2 Initialize Brakes . . . . . . . . . . . . . . . . . . . .
7.6.3 Connect/Disconnect Brake Hoses . . . . . . . . .
7.6.4 Doors and Mirror Commands . . . . . . . . . . . .
7.6.5 Wheelslip Reset . . . . . . . . . . . . . . . . . . . .
7.6.6 Toggle Advanced Adhesion . . . . . . . . . . . . .
7.6.7 Request to Clear Signal . . . . . . . . . . . . . . . .
7.6.8 Train Oscillation . . . . . . . . . . . . . . . . . . . .
7.7 Engaging a turntable . . . . . . . . . . . . . . . . . . . . . .
7.8 Autopilot Mode . . . . . . . . . . . . . . . . . . . . . . . . .
7.9 Changing the Train Driven by the Player . . . . . . . . . . .
7.9.1 General . . . . . . . . . . . . . . . . . . . . . . . . .
7.9.2 Switching to a static train . . . . . . . . . . . . . .
7.9.3 Waiting point considerations . . . . . . . . . . . .
7.10 Changing the View . . . . . . . . . . . . . . . . . . . . . . .
7.11 Toggling Between Windowed Mode and Full-screen . . .
7.12 Modifying the Game Environment . . . . . . . . . . . . . .

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8 Open Rails Physics
8.1 Train Cars (WAG, or Wagon Part of ENG file) . . . . . . . . . . . . . . . . . . . . . . . .
8.1.1 Resistive Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.1.2 Coupler Slack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.1.3 Adhesion of Locomotives – Settings Within the Wagon Section of ENG files
8.2 Engine – Classes of Motive Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.2.1 Diesel Locomotives in General . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.2.2 Diesel-Electric Locomotives . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.2.3 Diesel-Hydraulic Locomotives . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.2.4 Diesel-Mechanical Locomotives . . . . . . . . . . . . . . . . . . . . . . . . . .
8.3 Electric Locomotives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.3.1 Pantographs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.3.2 Circuit breaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.3.3 Power supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.4 Steam Locomotives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.4.1 General Introduction to Steam Locomotives . . . . . . . . . . . . . . . . . . .
8.4.2 Steam Locomotive Operation . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.4.3 Steam Locomotives – Physics Parameters for Optimal Operation . . . . . . .
8.4.4 Special Steam Effects for Steam Locomotives . . . . . . . . . . . . . . . . . . .
8.4.5 Auxiliary Water Tenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.5 Engines – Multiple Units in Same Consist or AI Engines . . . . . . . . . . . . . . . . . .
8.6 Open Rails Braking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.6.1 Brake Shoe Adhesion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.6.2 Train Brake Pipe Losses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.6.3 Wheel Skidding due to Excessive Brake Force . . . . . . . . . . . . . . . . . .
8.6.4 Using the F5 HUD Expanded Braking Information . . . . . . . . . . . . . . . .
8.6.5 Dynamic Brakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.6.6 Native Open Rails Braking Parameters . . . . . . . . . . . . . . . . . . . . . .
8.6.7 Brake Retainers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.6.8 Emergency Brake Application Key . . . . . . . . . . . . . . . . . . . . . . . . .
8.7 Dynamically Evolving Tractive Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.8 Curve Resistance - Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.8.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8.8.2 Factors Impacting Curve Friction . . . . . . . . . . . . . . . . . . . . . . . . . .

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7.13
7.14
7.15
7.16
7.17

7.18
7.19
7.20

7.12.1 Time of Day . . . . . . . . . . . . . . . . . . .
7.12.2 Weather . . . . . . . . . . . . . . . . . . . . .
7.12.3 Modifying Weather at Runtime . . . . . . . .
7.12.4 Season . . . . . . . . . . . . . . . . . . . . . .
Screenshot - Print Screen . . . . . . . . . . . . . . . .
Suspending or Exiting the Game . . . . . . . . . . . .
Save and Resume . . . . . . . . . . . . . . . . . . . . .
7.15.1 Saves from Previous OR Versions . . . . . . .
Save and Replay . . . . . . . . . . . . . . . . . . . . . .
7.16.1 Exporting and Importing Save Files . . . . . .
Analysis Tools . . . . . . . . . . . . . . . . . . . . . . .
7.17.1 Extended HUD for Consist Information . . .
7.17.2 Extended HUD for Locomotive Information
7.17.3 Extended HUD for Brake Information . . . .
7.17.4 Extended HUD for Train Force Information .
7.17.5 Extended HUD for Dispatcher Information .
7.17.6 Extended HUD for Debug Information . . .
7.17.7 Viewing Interactive Track Items . . . . . . . .
7.17.8 Viewing Signal State and Switches . . . . . .
7.17.9 Sound Debug Window . . . . . . . . . . . . .
OpenRailsLog.txt Log file . . . . . . . . . . . . . . . . .
Code-embedded Logging Options . . . . . . . . . . .
Testing in Autopilot Mode . . . . . . . . . . . . . . . .

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iv

8.9

8.10

8.11
8.12

8.13
8.14
8.15

8.8.3 Impact of Rigid Wheelbase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
8.8.4 Impact of Super Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
8.8.5 Calculation of Curve Resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
8.8.6 Calculation of Curve Speed Impact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
8.8.7 Further background reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Curve Resistance - Application in OR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
8.9.1 OR Parameter Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
8.9.2 OR Default Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
8.9.3 Typical Rigid Wheelbase Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Super Elevation (Curve Speed Limit) – Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
8.10.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
8.10.2 19th & 20th Century vs Modern Day Railway Design . . . . . . . . . . . . . . . . . . 108
8.10.3 Centrifugal Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
8.10.4 Effect of Centrifugal Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
8.10.5 Use of Super Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
8.10.6 Limitation of Super Elevation in Mixed Passenger & Freight Routes . . . . . . . . . 110
8.10.7 Limitation of Super Elevation in High Speed Passenger Routes . . . . . . . . . . . . 110
8.10.8 Maximum Curve Velocity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
8.10.9 Limitation of Velocity on Curved Track at Zero Cross Level . . . . . . . . . . . . . . 111
8.10.10 Height of Centre of Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
8.10.11 Calculation of Curve Velocity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
8.10.12 Typical Super Elevation Values & Speed Impact – Mixed Passenger & Freight Routes111
8.10.13 Typical Super Elevation Values & Speed Impact – High Speed Passenger Routes . . 112
Super Elevation (Curve Speed Limit) Application in OR . . . . . . . . . . . . . . . . . . . . . . 112
8.11.1 OR Super Elevation Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
8.11.2 OR Super Elevation Default Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Tunnel Friction – Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
8.12.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
8.12.2 Factors Impacting Tunnel Friction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
8.12.3 Importance of Tunnel Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
8.12.4 Calculation of Tunnel Resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Tunnel Friction – Application in OR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
8.13.1 OR Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
8.13.2 OR Defaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
OR-Specific Include Files for Modifying MSTS File Parameters . . . . . . . . . . . . . . . . . . 115
8.14.1 Modifications to .eng and .wag Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
8.14.2 Modifications to .trk Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Train Control System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

9 Further Open Rails Rolling Stock Features
9.1 Train Engine Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
9.2 Tilting trains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
9.3 Freight animations and pickups . . . . . . . . . . . . . . . . . . . . . . .
9.3.1 OR implementation of MSTS freight animations and pickups
9.3.2 OR specific freight animations and pickups . . . . . . . . . . .

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10 Open Rails Train Operation
10.1 Open Rails Activities . . . . . . . . . . . . . . . . . . . . . . . . .
10.1.1 Player Paths, AI Paths, and How Switches Are Handled
10.2 Open Rails AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.3 Control Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.3.1 Auto Mode . . . . . . . . . . . . . . . . . . . . . . . . . .
10.3.2 Manual Mode . . . . . . . . . . . . . . . . . . . . . . . .
10.3.3 Out-of-Control Mode . . . . . . . . . . . . . . . . . . . .
10.3.4 Explorer Mode . . . . . . . . . . . . . . . . . . . . . . . .
10.4 Track Access Rules . . . . . . . . . . . . . . . . . . . . . . . . . .
10.5 Deadlock Processing . . . . . . . . . . . . . . . . . . . . . . . . .
10.6 Reversal Points . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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v

10.7 Waiting Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.7.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.7.2 Absolute Waiting Points . . . . . . . . . . . . . . . . . . . . . . .
10.8 Signals at Station Stops . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.9 Speedposts and Speed Limits Set by Signals . . . . . . . . . . . . . . . .
10.10Further Features of AI Train Control . . . . . . . . . . . . . . . . . . . . .
10.11Location-linked Passing Path Processing . . . . . . . . . . . . . . . . . .
10.12Other Comparisons Between Running Activities in ORTS or MSTS . . .
10.12.1 End of run of AI trains . . . . . . . . . . . . . . . . . . . . . . . . .
10.12.2 Default Performance and Performance Parameters . . . . . . .
10.12.3 Calculation of Train Speed Limit . . . . . . . . . . . . . . . . . .
10.12.4 Start of Run of AI train in a Section Reserved by Another Train
10.12.5 Stop Time at Stations . . . . . . . . . . . . . . . . . . . . . . . . .
10.12.6 Restricted speed zones defined in activities . . . . . . . . . . . .
10.13Extended AI Train Shunting . . . . . . . . . . . . . . . . . . . . . . . . . .
10.13.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.13.2 Activity Design for Extended AI Train Shunting Functions . . .
10.14Signal related files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10.14.1 SignalNumClearAhead . . . . . . . . . . . . . . . . . . . . . . . .
10.14.2 Location of OR-specific sigcfg and sigscr files . . . . . . . . . . .
10.14.3 OR-unique values for SignalNumClearAhead () . . . . . . . . .
10.15OR-specific Signaling Functions . . . . . . . . . . . . . . . . . . . . . . . .
10.15.1 SPEED Signals – a New Signal Function Type . . . . . . . . . . .
10.15.2 Approach control functions . . . . . . . . . . . . . . . . . . . . .
10.15.3 TrainHasCallOn Function . . . . . . . . . . . . . . . . . . . . . .
10.15.4 TrainHasCallOn_Restricted Function . . . . . . . . . . . . . . .
10.15.5 Signalling Function NEXT_NSIG_LR . . . . . . . . . . . . . . . .
10.15.6 Signalling Function HASHEAD . . . . . . . . . . . . . . . . . . .
10.15.7 Signalling flag OR_NOSPEEDREDUCTION . . . . . . . . . . . .
10.16OR-Specific Additions to Activity Files . . . . . . . . . . . . . . . . . . .
10.16.1 No Halt by Activity Message Box . . . . . . . . . . . . . . . . . .
10.16.2 AI Train Horn Blow . . . . . . . . . . . . . . . . . . . . . . . . . .
10.16.3 AI Horn Blow at Level Crossings . . . . . . . . . . . . . . . . . .
10.16.4 Location Event and Time Event Sound File . . . . . . . . . . . .
10.16.5 Weather Change Activity Event . . . . . . . . . . . . . . . . . .
11 Timetable Mode
11.1 Introduction . . . . . . . . . . . .
11.2 General . . . . . . . . . . . . . . .
11.2.1 Data definition . . . . . .
11.2.2 File structure . . . . . . .
11.2.3 File and train selection .
11.3 Timetable Definition . . . . . . .
11.3.1 General . . . . . . . . . .
11.3.2 Column definitions . . .
11.3.3 Row definitions . . . . .
11.3.4 Timing details . . . . . .
11.4 Timetable Data Details . . . . . .
11.4.1 Timetable Description .
11.4.2 Train Details . . . . . . .
11.4.3 Location Details . . . . .
11.4.4 Timing Details . . . . . .
11.4.5 Special Columns . . . . .
11.4.6 Special rows . . . . . . .
11.4.7 Control commands . . .
11.4.8 Dispose Commands . . .
11.5 Additional Notes on Timetables
11.5.1 Static Trains . . . . . . .

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11.5.2 Processing of #dispose Command For Player Train
11.5.3 Termination of a Timetable Run . . . . . . . . . . . .
11.5.4 Calculation of Running Delay . . . . . . . . . . . . .
11.5.5 No Automatic Coupling . . . . . . . . . . . . . . . .
11.5.6 Signalling Requirements and Timetable Concept .
11.5.7 Known Problems . . . . . . . . . . . . . . . . . . . .
11.6 Example of a Timetable File . . . . . . . . . . . . . . . . . . .
11.7 What tools are available to develop a Timetable? . . . . . .

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166
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12 Open Rails Multi-Player
12.1 Goal . . . . . . . . . . . . . . . . . . . . . . . . . . .
12.2 Getting Started . . . . . . . . . . . . . . . . . . . .
12.3 Requirements . . . . . . . . . . . . . . . . . . . . .
12.4 Technical Issues . . . . . . . . . . . . . . . . . . . .
12.5 Technical Support . . . . . . . . . . . . . . . . . . .
12.6 Starting a Multi-Player Session . . . . . . . . . . .
12.6.1 Starting as Server . . . . . . . . . . . . . .
12.6.2 Starting as Client . . . . . . . . . . . . . .
12.7 In-Game Controls . . . . . . . . . . . . . . . . . . .
12.8 Summary of Multi-Player Procedures . . . . . . .
12.9 Possible Problems . . . . . . . . . . . . . . . . . . .
12.10Using the Public Server . . . . . . . . . . . . . . . .
12.10.1 Additional info on using the Public Server
12.11Setting up a Server from Your Own Computer . .
12.11.1 IP Address . . . . . . . . . . . . . . . . . .
12.11.2 Port Forwarding . . . . . . . . . . . . . . .

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13 Open Rails Sound Management
13.1 OpenRails vs. MSTS Sound Management
13.2 .sms Instruction Set . . . . . . . . . . . . .
13.2.1 Discrete Triggers . . . . . . . . .
13.2.2 OR-Specific Discrete Triggers . .
13.2.3 Variable Triggers . . . . . . . . .
13.2.4 Sound Loop Management . . . .
13.2.5 Testing Sound Files at Runtime .

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182
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14 Open Rails Cabs
14.1 2D Cabs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
14.2 High-resolution Cab Backgrounds and Controls . . . . . . . . . . . . .
14.2.1 Configurable Fonts . . . . . . . . . . . . . . . . . . . . . . . . .
14.3 3D cabs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
14.3.1 Development Rules . . . . . . . . . . . . . . . . . . . . . . . . .
14.3.2 A Practical Development Example For a Digital Speedometer

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187
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15 OR-Specific Route Features
15.1 Repetition of Snow Terrain Textures . . . . . . . .
15.2 Operating Turntables . . . . . . . . . . . . . . . . .
15.2.1 Path laying and operation considerations
15.3 .w File modifiers . . . . . . . . . . . . . . . . . . . .
15.4 Multiple car spawner lists . . . . . . . . . . . . . .
15.5 Route specific TrackSections and TrackShapes . .
15.6 Overhead wire extensions . . . . . . . . . . . . . .
15.6.1 Double wire . . . . . . . . . . . . . . . . .
15.6.2 Triphase lines . . . . . . . . . . . . . . . .
15.7 Loading screen . . . . . . . . . . . . . . . . . . . . .
15.8 MSTS-Compatible semaphore indexing . . . . . .

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16 Developing OR Content
199
16.1 Rolling Stock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
vii

16.2
16.3
16.4
16.5

Routes . . . . . . . . . . . . . . . . . . . . . . . . .
Activities . . . . . . . . . . . . . . . . . . . . . . . .
Testing and Debugging Tools . . . . . . . . . . . .
Open Rails Best Practices . . . . . . . . . . . . . .
16.5.1 Polys vs. Draw Calls – What’s Important
16.6 Support . . . . . . . . . . . . . . . . . . . . . . . . .

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199
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17 Version 1.2 Known Issues
201
17.1 Empty Effects Section in .eng File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
17.2 Curly brackets in file sigscr.dat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
18 In Case Of Malfunction
18.1 Introduction . . . . . . . . . . . .
18.2 Overview of Bug Types . . . . . .
18.3 Maybe-Bugs . . . . . . . . . . . .
18.4 Decided bugs . . . . . . . . . . .
18.5 Additional Notes . . . . . . . . .
18.6 Summary: Bug Report Checklists
18.7 Bug Status in Launchpad . . . . .
18.8 Disclaimer . . . . . . . . . . . . .

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202
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19 Open Rails Software Platform
19.1 Architecture . . . . . . . . . . . . . . . .
19.2 Open Rails Game Engine . . . . . . . . .
19.3 Frames per Second (FPS) Performance
19.4 Game Clock and Internal Clock . . . . .
19.5 Resource Utilization . . . . . . . . . . .
19.6 Multi-Threaded Coding . . . . . . . . .

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20 Plans and Roadmap
209
20.1 User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
20.2 Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
20.3 Open Rails Route Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
21 Acknowledgements

210

22 Appendices
211
22.1 Units of Measure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
23 Indices and tables

214

viii

CHAPTER

1

Legal

1.1 Warranty
NO WARRANTIES: openrails.org disclaims any warranty, at all, for its Software. The Open Rails software
and any related tools, or documentation is provided “as is” without warranty of any kind, either express or
implied, including suitability for use. You, as the user of this software, acknowledge the entire risk from its
use. See the license for more details.

1.2 Properties Acknowledgment
Open Rails, Open Rails Transport Simulator, ORTS, openrails.org, Open Rails symbol and associated
graphical representations of Open Rails are the property of openrails.org. All other third party brands,
products, service names, trademarks, or registered service marks are the property of and used to identify
the products or services of their respective owners.

1.3 Copyright Acknowledgment and License
© 2009-2016 openrails.org. This document is part of Open Rails. Open Rails is free software: you can
redistribute it and/or modify it under the terms of the GNU General Public License as published by the
Free Software Foundation, either version 3 of the License, or any later version.
You should have received a copy of the GNU General Public License as part of the Open Rails distribution
in Documentation/Copying.txt. If not, see http://www.gnu.org/licenses/.

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2

New in This Release

Here are the features which have been added or substantially changed since v1.1 was released, mostly to
provide more realism:

2.1 Operation Additions
• The player’s loco or a wagon may be turned on a turntable in an activity or in explore mode, with
sound and multi-user support too.
• UK distant semaphore signals, when on the same post as a home signal, have been enhanced to work
prototypically.
• Mileposts and diverging switches are now included in the Track Monitor window.
• Braking friction is now related to speed and locos and stock will now skid if braking is excessive.
• Improved modelling of the brake pressure and leakage so that brake controls are more realistic.
• The Head Up Display (HUD) has better information on brake pressures and now shows the load
weight of freight or passengers.
• Time of day waiting points are easier to use as they no longer require a train to stop if the time has
already passed.
• The Car ID is now visible when using the Car Operation menu.

2.2 Locomotive Additions
• The switch to night time textures in cabs has been delayed about 45 mins, so that daylight has more
time to fade for more realism.
• For steam locos, wheel-slip has been added to match electric and diesel and the level in the waterglass is now affected by an incline for more realism.
• The tilting behaviour of tilting trains on super-elevated track was accidentally removed and has now
been restored.

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• The circuit breaker of an electric locomotive can now be controlled by the driver. The behaviour of
the circuit breaker can be modified using scripts. Specific cabview controls and sound triggers are
available for content creators.
• Double wires and pantograph operation for electric locos with synchronous triphase motors are
now supported.

2.3 General Improvements
• The tracking cameras (no. 2 and 3) no longer tilt on super-elevated track.
• Each road can now have different traffic.
• Each route can now have different track shapes through the use of include files.

2.4 System Additions
• Loading screens can now fill a wide screen and be specific to Open Rails.
• The multiple warnings when the loading of shape files fail are now disabled by default.

2.5 Bug Fixes
A lot of minor bugs (e.g. AI trains, freight loading and refuelling) have also been fixed but our code is reaching the point where these problems are seen only by a few users and not in our regular testing. We need
you to report these events in the usual way as we never see them.

2.3. General Improvements

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3

Introduction

3.1 What is Open Rails?
Open Rails software (OR) is a community developed and maintained project from openrails.org. Its objective is to create a new transport simulator platform that is first, compatible with routes, activities, consists,
locomotives, and rolling stock created for Microsoft Train Simulator (MSTS); and secondly, a platform for
future content creation freed of the constraints of MSTS (in this manual MSTS means MSTS with MSTS
Bin extensions, if not explicitly stated in a different way).
Our goal is to enhance the railroad simulation hobby through a community-designed and supported platform built to serve as a lasting foundation for an accurate and immersive simulation experience. By making
the source code of the platform freely available under the GPL license, we ensure that OR software will
continually evolve to meet the technical, operational, graphical, and content building needs of the community. Open architecture ensures that our considerable investment in building accurate representations of
routes and rolling stock will not become obsolete. Access to the source code eliminates the frustration of
undocumented behavior and simplifies understanding the internal operation of the simulator without the
time-consuming trial and error-prone experimentation typically needed today.
Open Rails software is just what the name implies – a railroad simulation platform that’s open for inspection, open for continuous improvement, open to third parties and commercial enterprises, open to the
community and, best of all, an open door to the future.

3.2 About Open Rails
To take advantage of almost a decade of content developed by the train simulation community, Open Rails
software is an independent game platform that has backward compatibility with MSTS content. By leveraging the community’s knowledge base on how to develop content for MSTS, Open Rails software provides a rich environment for both community and payware contributors.
The primary objective of the Open Rails project is to create a railroad simulator that will provide true to
life operational experience. The Open Rails software is aimed at the serious train simulation hobbyist;
someone who cares about locomotive physics, train handling, signals, AI behavior, dispatching, and most
of all running trains in a realistic, prototypical manner. While the project team will strive to deliver an
unparalleled graphical experience, eye candy is not the primary objective of Open Rails software.
By developing a completely new railroad simulator, Open Rails software offers the potential to better utilize current and next generation computer resources, like graphics processing units (GPUs), multi-core
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CPUs, advanced APIs such as PhysX, and widescreen monitors, among many others. The software is published so that the user community can understand how the software functions to facilitate feedback and
to improve the capabilities of Open Rails software.
Open Rails is published under the GPL license which is “copyleft”[1] to ensure that the source code always
remains publicly available.

3.3 Does Open Rails Require You to Have MSTS Installed?
No, it is not required by the Open Rails software itself. However. a great deal of the content accessed by OR
includes files originally delivered with MSTS (e.g., tracks or general sounds). These files must be obtained
from a properly licensed installation of MSTS.
There are examples where no MSTS content is used (often payware) and in such cases Open Rails does not
require MSTS to be installed. Read here for further detail.
In all cases, all content files (original or MSTS) must be organized in an MSTS-compatible folder structure.
Such a structure is described here. In this manual such a folder structure will be called an MSTS installation
for clarity, even if this wording is not completely correct.
A proof that Open Rails itself does not need an MSTS installation at all to run is e.g.
.

this route

3.4 Community
Open Rails software is offered without technical support. Users are encouraged to use their favorite train
simulation forums to get support from the community. We suggest:
• Train-Sim.Com
• UK Train Sim
• Elvas Tower
For users interested in multiplayer sessions, a forum is set up for you to seek and announce hosting sessions: http://www.tsimserver.com.

3.5 Raildriver Support
Open Rails offers native support for the RailDriver Desktop Train Cab Controller. Instructions for setting
up RailDriver for Open Rails are included in the Installation Manual that is included with the Open Rails
Installer, or it can be downloaded separately from the Open Rails website.

3.6 Highlights of the Current Version
3.6.1 Focus on Compatibility
With this release the announced goal has been reached to make as much of the existing MSTS content
as possible run in Open Rails. The development team’s initial focus has been to provide a fairly complete
visual replacement for MSTS that effectively builds on that content, achieving all the compatibility that is
worthwhile, at the same time delivering a system which is faster and more robust than MSTS.

3.3. Does Open Rails Require You to Have MSTS Installed?

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3.6.2 Focus on Operations
Release 1.1 clears the way to improving on MSTS in many ways which can be summed up as moving from
Foundation to Realism and eventually to Independence, and already includes features that are beyond
MSTS. Non-player trains can have movement orders (i.e. pickups, drop offs) based on files in MSTS format.
The player can change driven train.

3.6.3 Focus on Realistic Content
The physics underlying adhesion, traction, engine components and their performance are based on a
world-class simulation model that takes into account all of the major components of diesel, electric and
steam engines. This includes elements like friction resistance in curves and tunnels, a very sophisticated steam locomotive physics model, many optional curves to define precise locomotive physics, coupler forces and much more.
Existing models that do not have the upgraded Open Rails capabilities continue, of course, to perform well.
In the package of this version ancillary programs (tools) are also delivered, including:
• Track Viewer: a complete track viewer and path editor
• Timetable Editor: a tool for preparing Timetables

3.6. Highlights of the Current Version

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4

Use of MSTS Files by Open Rails

4.1 Overview
4.1.1 Your MSTS Installation and Custom Installations for Open Rails
Open Rails reads only the content folders in each of the MSTS installations you choose to identify for it
and will do so without modifying any of those files. None of the MSTS program folders are used and no
changes to the MSTS directory tree are required.
Open Rails may also be used to read a non-MSTS directory structure that you create.
This document uses the term Root Folder to designate the parent folder of any MSTS or OR-Specific directory tree (.e.g, \Train Simulator is the Root Folder for MSTS).

4.2 MSTS Directories Used by Open Rails
Open Rails software reads and uses all of the data found in many MSTS directories:
\Consists
\Paths
\Services
\Shapes
\Sounds
\Textures
\Terrtex
\Tiles
\Traffic
\Trainset
\World

Open Rails uses a file parser to read the MSTS files and will locate many errors that are missed or unreported by the MSTS software or by other utilities. In most cases, the Open Rails software will ignore the
error in the file and run properly. Open Rails software logs these errors in a log file on the user’s desktop. This log file may be used to correct problems identified by the Open Rails software. The parser will
also correct some of the problems that stumped MSTS. For example, if a texture is missing Open Rails will
substitute a neutral gray texture and continue.

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4.3 MSTS Files Used in Whole or Part by Open Rails
4.3.1 Route Files
Open Rails software uses some of the data in several MSTS Route files, depending on the MSTS features
supported by Open Rails:
• Route Database file (.rdb) – CarSpawner is supported.
• Reference File (.ref) – a Route Editor is well under way.
• Track Database file (.tdb) – supported
• Route File (.trk) – Level Crossings and overhead wires are supported.
• Sigcfg (.dat) file – Signal & scripting capabilities are supported.
• Sigscr (.dat) file – Signal & scripting capabilities are supported.
• Speedpost (.dat) file – Supported
• Spotter (.dat) file – Supported
• Ssource (.dat) file – Supported
• Telepole (.dat) file – Supported
• Tsection (.dat) file – Supported
• Ttype (.dat) file – Supported
• Hazards (.haz) file – Supported

4.3.2 Environment .env files
Open Rails software does not support advanced water dynamic effects.
OR Defined Weather
Open Rails uses its own sky, cloud, sun, moon and precipitation effects developed exclusively for it. When
using the Explore Route feature you may choose season, weather, and time of day. When using the Run
Activity feature they are read from the activity file.
OR Weather using MSTS Compatibility
Open Rails can replace MSTS Environmental displays by its own (e.g., Kosmos)

4.3.3 Activities
Many passenger and freight activities created using the MSTS activity editor run without problems in
Open Rails.
Some Activities created using the MSTS activity editor will have slightly different behavior as compared
to running in MSTS. This is often due to slightly different train performance resulting from differences in
how each simulator handles train physics.
A few activities fail to run at all. This appears to be due to the creativity of Activity Designers who have
found ways to do things wholly unanticipated by the Open Rails Team. As these are discovered the Open
Rails team will record the bug for future correction.

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4.4 Using a Non-MSTS Folder Structure
Open Rails uses a subset of the MSTS folder structure to run. You must create a root folder of any suitable
name and it must contain four folders, together with their related sub-folders:
\GLOBAL
\ROUTES
\TRAINS
\SOUND

No other files or folders are required in the root folder. Within the \GLOBAL folder two sub-folders are
required:
\SHAPES
\TEXTURES

Within the \TRAINS folder two subfolders are required:
\CONSISTS
\TRAINSETS

4.5 Original MSTS Files Usually Needed for Added MSTS-Compatible
Content
4.5.1 Original MSTS Files Usually Needed for a Non-MSTS-Folder Structure
A number of MSTS folders and files must be placed into any OR-Specific installation you have created.
These may be obtained from your own MSTS Installation or, as noted below, from Train Sim Forums
\GLOBAL
Within the \GLOBAL folder only the file tsection.dat is required. The most current version is best and it can
be downloaded from many Train Sim forums. Files sigcfg.dat and sigscr.dat are needed if there are routes
that don’t have their own specific files with the same names in their root folder.
\GLOBAL\SHAPES
Many routes use specific track sets, like XTRACKS, UK-finescale etc.
Routes which solely use such sets do not need any of the original MSTS files from GLOBAL, as all required
files come from the relevant track set. These sets can be downloaded from many Train Sim forums. There
are also many routes using super-sets of the original MSTS track sets. These routes will need some or all
the files contained in the SHAPES and TEXTURES subfolders within the GLOBAL folder of your MSTS installation.
\TRAINS
Requirements are similar to routes. Again, only the folders for the trainsets which are actually used are
required, but many third-party trainsets refer to original MSTS files like cabviews and, in particular, sound
files. Many consists refer to engines or wagons from the original MSTS routes but those can be easily
replaced with other engines or wagons.

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\SOUND
Only very few routes provide a full new sound set, so the original files included in this folder are usually
needed.
\ROUTES
Once all the above directories are populated with files you need only the specific route folder placed into
\Routes to run Open Rails from a non-MSTS directory.
Note that many routes – in particular freeware routes – use content from the original MSTS routes, and
therefore when installing new routes you may find their installation requires files from the original MSTS
routes in order to be properly installed.

4.5. Original MSTS Files Usually Needed for Added MSTS-Compatible Content

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5

Getting Started

After having successfully installed Open Rails (see the Installation Manual), to run the game you must
double-click on the Open Rails icon on the desktop, or on the OpenRails.exe file.
The OpenRails main window will appear. This displays your available MSTS installation profiles.

5.1 Installation Profiles
In the simplest case, where you have only a basic MSTS installation (see paragraph Does Open Rails need
MSTS to run? for a precise definition of a MSTS installation) OR should already correctly point to that

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installation. To check this, you should initially see under Installation Profile the string - Default -.
Under Route you should see the name of one of the MSTS routes in your MSTS installation.
You can easily add, remove or move other MSTS installations and select among them (e.g. if you have any
so-called mini-routes installed.). Click on the Options button and select the Content tab. See the Content
Options discussed below for more instructions.

5.2 Updating OR
When a new release of OR is available and your computer is online, a link Update to xnnnn appears in
the upper right corner. The string xnnnn is the release number of the newest release that matches your
selected level of update. Various level of updates called Update Channels are available. You may choose
the desired level in the Options-Update window, described below.
When you click on the update link OR will download and install the new release. In this way your version
of Open Rails is always up to date. Note, however, that previously saved games may not be compatible
with newer versions, as described here.
Clicking the link What's new? in the upper centre part of the main menu window will connect to a website
that summarizes the most recent changes to the OR program.

5.3 Further General Buttons
5.3.1 Tools
By clicking this button you get access to the ancillary tools (see here).

5.3.2 Documents
This button becomes selectable only if you have at least once updated to a testing version or to a stable
version greater than 1.0. By clicking this button you get immediate access to the OR documentation.

5.3.3 Preliminary Selections
Firstly, under Route: select the route on which you wish to run.
If you check the Logging checkbox, Open Rails will generate a log file named OpenRailsLog.txt that resides on your desktop. This log file is very useful to document and investigate malfunctions.
At every restart of the game (that is, after clicking Start or Server or Client) the log file is cleared and a
new one is generated.
If the Windowed checkbox is checked, Open Rails will run in a window instead of full screen.
If you wish to fine-tune Open Rails for your system, click on the Options button. See the Chapter: Open
Rails Options which describes the extensive set of OR options. It is recommended that you read this chapter.

5.4 Gaming Modes
One of the plus points of Open Rails is the variety of gaming modes you can select.

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5.4.1 Traditional Activity and Explore modes
As a default you will find the radio button Activity selected in the start window, as above.
This will allow you to run an activity or run in explore mode.
If you select -Explore Route- (first entry under Activity:), you will also have to select the consist, the
path, the starting time, the season and the weather with the relevant buttons.
To select the consist you have two possibilities: either you click under Consist:, and the whole list of
available consists will appear, or you first click under Locomotive:, where you can select the desired locomotive, and then click under Consist:, where only the consists led by that locomotive will appear.
If you instead select a specific activity, you won’t have to perform any further selections.
If you have selected the related Experimental Option, at runtime you can switch Autopilot mode on or off,
which allows you to watch OR driving your train, as if you were a trainspotter or a visitor in the cab.

5.4.2 Timetable Mode
If you select the radio button Timetable, the main menu window will change as follows:

Timetable mode is unique to Open Rails, and is based on a timetable that is created in a spreadsheet
formatted in a predefined way, defining trains and their timetables, their paths, their consists, some operations to be done at the end of the train run, and some train synchronization rules.
Timetable mode significantly reduces development time with respect to activities in cases where no specific shunting or train operation is foreseen. The complete description of the timetable mode can be found
here.
The spreadsheet has a .csv format, but it must be saved in Unicode format with the extension .
timetable_or in a subdirectory named Openrails that must be created in the route’s ACTIVITIES directory.
A specific tool (Timetable editor) is available under the “Tools” button to ease generation of timetables.

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For the game player, one of the most interesting features of timetable mode is that any one of the trains
defined in the timetable can be selected as the player train.
The drop-down window Timetable set: allows you to select a timetable file from among those found in
the route’s Activities/Openrails/ folder.
Now you can select in the drop-down window Train: from all of the trains of the timetable the train you
desire to run as the Player train. Season and weather can also be selected.

5.4.3 Run!
Now, click on Start, and OR will start loading the data needed for your game. When loading completes
you will be within the cab of your locomotive! You can read further in the chapter Driving a Train.

5.4.4 Multiplayer Mode
Open Rails also features this exciting game mode: several players, each one on a different computer in a
local network or through the Internet, can play together, each driving a train and seeing the trains of the
other players, even interacting with them by exchanging wagons, under the supervision of a player that
acts as dispatcher. The multiplayer mode is described in detail here.

5.4.5 Replay
This is not a real gaming mode, but it is nevertheless another way to experience OR. After having run a
game you can save it and replay it: OR will save all the commands that you gave, and will automatically
execute the commands during replay: it’s like you are seeing a video on how you played the game. Replay
is described later together with the save and resume functions.

5.4. Gaming Modes

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6

Open Rails Options

Clicking on the Options button opens a multi-panel window. The Menu > Options panels contain the settings which remain in effect during your simulation. Most of the options are self-explanatory; you may
set them according to your preference and system configuration. For example, you can turn off dynamic
shadowing if your system has low FPS (frames-per-second) capability. The options configuration that you
select is saved when you click OK. When you restart OR, it will use the last options configuration that you
selected.
There are 10 option panels, described below.

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6.1 General Options

6.1.1 Alerter in Cab
As in real life, when this option is selected, the player driving the train is required to perform specific actions to demonstrate that he is alive, i.e. press the Alerter Button (or press the Key ). As the player may
sometimes use a view other than the cabview to follow the train, and therefore will not see the alerter
warning, selecting the related option Also in external views enables the alerter in those views as well.

6.1.2 Dispatcher window
It is suggested to always select this option. When this option is selected, pressing  at runtime creates an additional window like the following. This window coexists with the main Open Rails window, and
 switches between it and the Open Rails window. See the related option Fast fullscreen Alt+Tab.
Through this window you can monitor train movements and also influence them, by setting signals and
switches. A complete description of the dispatcher window can be found here.

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6.1.3 Graduated release air brakes
Selecting this option allows a partial release of the brakes. Generally speaking, operating with the option
checked is equivalent to passenger standard and unchecked is equivalent to freight standard. A complete
description of this option can be found here.

6.1.4 Large address aware binaries
It is suggested to leave this option checked. When it is unchecked, Open Rails can use a maximum of 2 GB
of RAM. When it is checked, the maximum is 4 GB for 64-bit Windows systems, and 2 or 3 GB for 32-bit
Windows systems. To increase the maximum RAM used by OR in 32-bit Windows systems from 2 to 3 GB
see the information found here.
Take note that the RAM increase from 2 to 3 GB in 32-bit systems can slow down computer operation
when not using OR.

6.1.5 Control confirmations
Following MSTS practice, whenever you make adjustments to the train controls (e.g. open the throttle)
OR briefly shows a message near the bottom of the screen.

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This is helpful for operations that don’t have visible feedback and also allows you to control the train without being in the cab.
Uncheck this option if you prefer to monitor your cab instruments and don’t want to see these messages.
OR uses the same message scheme for system messages such as “Game saved” or “Replay ended” but you
cannot suppress these system messages.

6.1.6 Retainer valve on all cars
The player can change the braking capability of all of the cars in the simulation to include Brake Retainers.
These cause the brake cylinder on a car to retain some fixed pressure when the train brakes are released;
this causes the car to produce a constant braking force. If this option is not checked, then brake retainers
are only found on cars that have an appropriate entry, as described here, in their .wag files.

6.1.7 Brake pipe charging rate
The Brake Pipe Charging Rate (psi/s) value controls the charging rate of the main air brake pipe. Increasing
the value will reduce the time required to recharge the train (i.e. when releasing the brakes after a brake
application), while decreasing the value will slow the charging rate. See also the paragraphs on the OR
implementation of the braking system.
If this parameter is set at 1000, a simplified, MSTS-like braking model is implemented, providing for faster
brake release and being less influenced by incoherent braking parameters within .eng file.

6.1.8 Language
OR is an internationalized package. It supports many languages, and others can be added by following
the instructions contained in the Localization Manual which can be found in the Open Rails Source/Trunk/
Documentation folder.
When System is selected, OR automatically selects the language of the hosting OS, if the language is available.

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6.1.9 Pressure unit
The player can select the unit of measure of brake pressure in the HUD display.
When set to automatic the unit of measure is the same as that used in the cabview of the locomotive.

6.1.10 Other units
This selects the units displayed for length, mass, pressure, etc. in the F5 HUD of the simulation.
The option Player’s Location sets the units according to the Windows Language and Region settings on the
player’s computer.
The option Route sets the units based on the data in the route files. The other options are self-explanatory.
The F5 HUD uses the abbreviations stn for short tons (2000 lb) and t or tn for metric tons (tonnes).
Note that the units displayed by the F4 Track Monitor (e.g. velocity and distance) are always based on data
read from the route files.

6.1.11 Disable TCS scripts
This option disables the train control system scripts for locomotives where these have been implemented.

6.2 Audio Options

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Except for very slow computers, it is suggested that you leave the MSTS Bin compatible sound option
checked and set the Sound detail level to 5.
The % sound volume scroll button allows adjustment of the volume of OR sound.

6.3 Video Options

6.3.1 Dynamic shadows
With this option it is possible to enable or disable the display of dynamic shadows. Disabling can be helpful
if low frame rates are experienced.

6.3.2 Fast full-screen Alt+Tab
When this option is selected, and OR is running full-screen, pressing Alt+Tab leaves OR full-screen and
running, and allows the Dispatcher Window to be shown in front of it. If this option is not selected, OR
is minimized. The Dispatcher Window option must also be selected and the Dispatcher Window started
with Ctrl+9 to display the Dispatcher Window. Each successive press of Alt+Tab will toggle between the
Dispatcher window and the OR window.

6.3.3 Glass on in-game windows
When this option is checked, the in-game windows are displayed in a semitransparent mode.
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6.3.4 Model instancing
When the option is checked, in cases where multiple instances of the same object have to be drawn, only a
single draw call is sent to the GPU. This means lower CPU load. It is suggested to always check this option.

6.3.5 Overhead wire
This option will enable or disable display of the overhead wire.

6.3.6 Vertical sync
When this option is selected, the OR update rate cannot be higher than the monitor vertical sync frequency (typically 60 Hz). This reduces CPU energy consumption in fast PCs.

6.3.7 % Cab 2D Stretch
OR manages not only cab interiors using 2D images in a MSTS-compatible way, but also supports 3D models. Most 2D cab images follow MSTS practice, being 1024 x 768 pixels to suit monitors with a 4:3 aspect
ratio.
So, the problem arises – how to display these 4:3 cabs on a 16:9 or 16:10 monitor?
One possibility is to stretch these images horizontally to match other aspect ratios, as shown in the image
below.

To respect the proportions however, by default OR does no stretching and shows the full width of the cab
interior, thus losing a portion from the top and bottom of the image. You can use the Up and Down Arrow
keys to pan and reveal these missing portions.
Therefore the setting for % Cab 2D Stretch has a default value of 0 providing no stretching and a maximum
value of 100 which stretches the picture so as to cover the complete display. Intermediate values provide
a blend of panning and stretching.

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6.3.8 Viewing distance
This option defines the maximum distance at which terrain is displayed. At higher distances Distant Mountains will be displayed (see below). This parameter increases CPU and GPU load. Also, some routes are
optimized for the standard MSTS maximum viewing distance (2000m).

6.3.9 Distant Mountains
Distant mountains are supported in a way that is compatible with MSTS. Distant mountains are present in
the route if it has a folder called LO_TILE. You may turn the feature on by checking the Distant Mountains
checkbox. In addition to MSTS capability, you can select the viewing distance of the distant mountains.

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6.3.10 Viewing vertical FOV
This value defines the vertical angle of the world that is shown. Higher values correspond roughly to a
zoom out effect. The default is 45 degrees.

6.3.11 World object density
This value can be set from 0 to 10; when 10 is selected, all objects defined in the route files are displayed.
Lower values do not display some categories of objects.

6.3.12 Window size
This pair of values defines the size of the OR window. There are some preconfigured pairs of values, however you may also manually enter a different size to be used.

6.3.13 Ambient daylight brightness
With this slider you can set the daylight brightness.

6.4 Simulation Options
The majority of these options define train physics behavior.

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6.4.1 Advanced adhesion model
OR supports two adhesion models: the basic one is similar to the one used by MSTS, while the advanced
one is based on a model more similar to reality.
For more information read the section on Adhesion Models later in this manual.

6.4.2 Adhesion moving average filter size
The computations related to adhesion are passed through a moving average filter. Higher values cause
smoother operation, but also less responsiveness. 10 is the default filter size.

6.4.3 Break couplers
When this option is selected, if the force on a coupler is higher than the threshold set in the .eng file, the
coupler breaks and the train is divided into two parts. OR will display a message to report this.

6.4.4 Curve dependent resistance
When this option is selected, resistance to train motion is influenced by the radius of the curve on which
the train is running. This option is described in detail here (theory) and also here (OR application).

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6.4.5 Curve dependent speed limit
When this option is selected, OR computes whether the train is running too fast on curves, and if so, a
warning message is logged and displayed on the monitor. Excessive speed may lead to overturn of cars, this
is also displayed as a message. This option is described in detail here (theory) and also here (OR application).
OR does not display the damage.

6.4.6 Tunnel dependent resistance
When this option is selected, OR takes into account the fact that trains in tunnels are subject to higher
air resistance, and therefore need a higher effort at invariant speed. This option is described in detail here
(theory) and here (OR application).

6.4.7 Override non-electrified route line-voltage
This option allows running (in a non-prototypical way) electric locomotives on non-electrified routes.

6.4.8 Steam locomotive hot start
This option allows starting the game with the boiler water temperature already at a value that allows
running the locomotive. If the option is not selected, you will have to wait until the water temperature
reaches a high enough value.

6.5 Keyboard Options
In this panel you will find listed the keyboard keys that are associated with all OR commands.

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You can modify them by clicking on a field and pressing the new desired key. Three symbols will appear at
the right of the field: with the first one you validate the change, with the second one you cancel it, with the
third one you return to the default value.
By clicking on Check OR verifies that the changes made are compatible, that is, that there is no key that is
used for more than one command.
By clicking on Defaults all changes that were made are reset, and the default values are reloaded.
By clicking on Export a printable text file Open Rails Keyboard.txt is generated on the desktop, showing
all links between commands and keys.

6.6 Data Logger Options
By selecting the option Start logging with the simulation start or by pressing  a file with the name
dump.csv is generated in the configured Open Rails logging folder (placed on the Desktop by default). This
file can be used for later analysis.

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6.7 Evaluation Options
When data logging is started (see preceding paragraph), data selected in this panel are logged, allowing a
later evaluation on how the activity was executed by the player.

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6.8 Content Options
This window allows you to add, remove or modify access to additional MSTS installations or miniroute
installations for Open Rails. Installations located on other drives, or on a USB key, can be added even if
they are not always available.

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Click on the Add button, and locate the desired installation. OR will automatically enter a proposed name
in the Name: window that will appear in the Installation set: window on the main menu form. Modify the
name if desired, then Click OK to add the new path and name to Open Rails.
To remove an entry (note that this does not remove the installation itself!) select the entry in the window,
and click Delete, then OK to close the window. To modify an entry, use the Browse... button to access the
location; make the necessary changes, and then Save the changes.

6.9 Updater Options
These options control which OR version update channel is active (see also here). The various options available are self-explanatory.

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6.10 Experimental Options
Some experimental features being introduced in Open Rails may be turned on and off through the Experimental tab of the Options window, as described below:

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6.10.1 Super-elevation
If the value set for Level is greater than zero, OR supports super elevation for long curved tracks. The value
Minimum Length determines the length of the shortest curve to have super-elevation. You need to choose
the correct gauge for your route, otherwise some tracks may not be properly shown.
When superelevation is selected, two viewing effects occur at runtime:
1. If an external camera view is selected, the tracks and the running train will be shown inclined towards the internal part of the curve.
2. When the cab view is selected, the external world will be shown as inclined towards the external
part of the curve.

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OR implements super elevated tracks using Dynamic Tracks. You can change the appearance of tracks by
creating a /TrackProfiles/ TrProfile.stf file. The document How to Provide Track
Profiles for Open Rails Dynamic Track.docm describing the creation of track profiles can be found in
the OpenRails /Source/Documentation/ folder. Forum discussions about track profiles can also be found
on Elvas Tower.

6.10.2 Automatically tune settings to keep performance level
When this option is selected OR attempts to maintain the selected Target frame rate FPS ( Frames per
second). To do this it decreases or increases the viewing distance of the standard terrain. If the option is
selected, also select the desired FPS in the Target frame rate window.

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6.10.3 Double overhead wires
MSTS uses a single wire for electrified routes; you may check this box so that OR will show the two overhead wires that are more common.

6.10.4 Show shape warnings
When this option is selected, when OR is loading the shape (.s) files it will report errors in syntax and
structure (even if these don’t cause runtime errors) in the Log file OpenRailsLog.txt on the desktop.

6.10.5 Forced red at station stops
In case a signal is present beyond a station platform and in the same track section (no switches in between), OR will set the signal to red until the train has stopped and then hold it as red from that time up to
two minutes before starting time. This is useful in organizing train meets and takeovers, however it does
not always correspond to reality nor to MSTS operation. So with this option the player can decide which
behavior the start signal will have. This option is checked by default. Unchecking the option has an effect
on simulation behavior only if no Timetable mode operation is under way.

6.10.6 Load night textures only when needed
As a default OR loads night textures together with the day textures at daytime. When this option is selected, to reduce loading time and reduce memory used, night textures are not loaded in the daytime and
are only loaded at sunset (if the game continues through sunset time).

6.10.7 Signal light glow
When this option is set, a glowing effect is added to signal semaphores when seen at distance, so that they
are visible at a greater distance. There are routes where this effect has already been natively introduced;
for these, this option is not recommended.

6.10.8 Extended AI train shunting
When this option is selected, further AI train shunting functions are available. This allows for more interesting and varied activities. If an activity is run which makes use of these function, this option must be
selected. This option has no effect in Timetable mode.
The following additional shunting functions are available:
• AI train couples to static consist and restarts with it.
• AI train couples to player or AI train and becomes part of it; coupled AI train continues on its path.
• AI train couples to player or AI train and leaves to it its cars; coupled and coupling train continue on
their path.
• AI train couples to player or AI train and steals its cars; coupled and coupling train continue on their
path.
• AI train uncouples any number of its cars; the uncoupled part becomes a static consist. With the
same function it is possible to couple any number of cars from a static consist.
For content developers
A more detailed description of this feature can be found under Extended AI Train Shunting under Open
Rails Train Operation.

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For content developers
Selecting this option also enables the waiting points to declare an absolute time-of-day instead of a waiting
point duration. A more detailed description of this feature can be found in the related paragraph in the
chapter Open Rails Train Operation.

6.10.9 Autopilot
With this option enabled and when in activity mode, it is possible to stay in the cab of the player train, but
to let Open Rails move the train, respecting path, signals, speeds and station stops.
It is possible to switch the player train between autopilot mode and player driven mode at run time. The
Autopilot mode is described here.

6.10.10 ETCS circular speed gauge
When this option is selected, it is possible to add to the cabview a circular speed gauge accordingly to the
European standard train control system ETCS.

For content developers
The gauge is added by the insertion of a block like the following into the .cvf file:
Digital (
Type ( SPEEDOMETER DIGITAL )
Style ( NEEDLE )
Position ( 160 255 56 56 )
ScaleRange ( 0 250 )
Units ( KM_PER_HOUR )
)

6.10.11 Extend object maximum viewing distance to horizon
With this option selected, all objects viewable up to the viewing distance defined in the Video Options are
displayed. As a default ORTS only displays objects up to 2000 m distance. Selecting this option improves
display quality but may reduce frame rate.

6.10.12 Load DDS textures in preference to ACE
Open Rails is capable of loading both ACE and DDS textures. If only one of the two is present, it is loaded.
If both are present, the ACE texture is loaded unless this option has been selected.

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6.10.13 Location-linked passing path processing
When this option is NOT selected, ORTS acts similarly to MSTS. That is, if two trains meet whose paths
share some track section in a station, but are both provided with passing paths as defined with the MSTS
Activity Editor, one of them will run through the passing path, therefore allowing the meet. Passing paths
in this case are only available to the trains whose path has passing paths.
When this option is selected, ORTS makes available to all trains the main and the passing path of the player
train. Moreover, it takes into account the train length in selecting which path to assign to a train in case of
a meet.
For content developers
A more detailed description of this feature can be found under Location-Linked Passing Path Processing in
the chapter Open Rails Train Operation.

6.10.14 MSTS Environments
By default ORTS uses its own environment files and algorithms, e.g. for night sky and for clouds.
With this option selected, ORTS applies the MSTS environment files. This includes support of Kosmos
environments, even if the final effect may be different from the current MSTS one.

6.10.15 Adhesion factor correction
The adhesion is multiplied by this percentage factor. Therefore lower values of the slider reduce adhesion
and cause more frequent wheel slips and therefore a more difficult, but more challenging driving experience.

6.10.16 Level of detail bias
This option is an expansion (and replacement) of an earlier experimental option: Always use highest level of
detail. The new option allows you to increase or reduce the level of detail generally shown independently
of the viewing distance and world object density.

6.10.17 Adhesion proportional to rain/snow/fog
When this option is selected, adhesion becomes dependent on the intensity of rain and snow and the density of fog. Intensities and density can be modified at runtime by the player.

6.10.18 Adhesion factor random change
This factor randomizes the adhesion factor corrector by the entered percentage. The higher the value,
the higher the adhesion variations.

6.10.19 Precipitation Box Size
Open Rails will simulate precipitation – i.e. rain or snow, as falling individual particles. This represents a
significant computing and display system load, especially for systems with limited resources. Therefore,
the region in which the precipitation particles are visible, the Precipitation Box, is limited in size and moves
with the camera. The size of the box can be set by the entries in the height, width and length boxes. The X
and Z values are centered on the camera location, and falling particles spawn and fall from the top of the
box.
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6.10.20 Correct questionable braking parameters
When this option is selected, Open Rails corrects some braking parameters if they are out of a reasonable
range or if they are incoherent. This is due to the fact that many existing .eng files have such issues, that
are not a problem for MSTS, which has a much simpler braking model, but that are a problem for OR, which
has a more sophisticated braking model. The problem usually is that the train brakes require a long time
to release, and in some times do not release at all.
The following checks and corrections are performed if the option is checked (only for single-pipe brake
system):
• if the compressor restart pressure is smaller or very near to the max system pressure, the compressor restart pressure and if necessary the max main reservoir pressure are increased;
• if the main reservoir volume is smaller than 0.3 m3 and the engine mass is higher than 20 tons, the
reservoir volume is raised to 0.78 m3 ;
• the charging rate of the reservoir is derived from the .eng parameter
AirBrakesAirCompressorPowerRating (if this generates a value greater than 0.5 psi/s) instead
of using a default value.

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7

Driving a Train

7.1 Game Loading
Once you have pressed Start, Open Rails loads and processes all the data needed to run the game. During
this phase, the route’s splash screen is shown. If the same session was loaded previously, a bar showing
loading progress is shown at the bottom of the display. During loading, if logging is selected, the log file
OpenRailsLog.txt will already begin storing data.

7.2 Entering the Simulation
At the end of the loading phase, you are in the cab of the train you will drive.(Note: some newer locomotives have experimental 3D cabs - if no cab interior display appears, then type  to display the cab
interior.) Depending on the configuration of the activity (in case of activity mode), your train will be in
motion or stopped. To look around in the simulation, you can select different views using the keyboard, as
described in Changing the View.

7.3 Open Rails Driving Controls
Open Rails follows MSTS very closely, providing controls to drive steam, electric and diesel locomotives,
both on their own or working together, but also offers additional capabilities.
A very wide range of systems and instruments specified in the ENG and CVF files is supported.
To control the train, you have at your disposal a set of keyboard commands that is equivalent to those
of MSTS, plus some new ones. You can get a printable version of the command set as described in paragraph Keyboard options, or you can press  to immediately get the scrollable F1 Information Window
as shown and described below.
Alternatively, you can operate the cabview controls by mouse click (buttons) and mouse drag (levers and
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7.3.1 Throttle Control
Steam locomotives have a continuous throttle or regulator, but many diesel and electric locomotives have
a notched throttle which moves only in steps. To avoid jerks, some of these steps may be smooth, where
the power is gradually and automatically adjusted to achieve the setting.

7.3.2 Dynamic Braking
Dynamic braking is the use of the traction motors of a locomotive (electric or diesel-electric) as generators to slow the train. Initially, dynamic braking was applied in mountainous territory where conventional
freight-car brakes were prone to overheating on long downgrades. It was also limited to speeds above
10mph. Dynamic braking controls are usually notched.
In OR, the dynamic brake (controlled by the keys <,> and <.>) is not available unless the throttle is fully
closed; similarly the throttle is not available unless the dynamic brake is fully released (off).
As defined in the CVF file, the tractive and braking forces may be shown on two different instruments, on
one instrument with two needles or on a single instrument where the braking is shown as a negative value.

7.3.3 Combined Control
Some locomotives are fitted with a combined control where a single lever is used to provide throttle and
brake control together, with negative throttle positions used to apply the brake. The brake element may
be either dynamic or conventional train brakes.
There may be a delay changing between throttle and brake operation, representing the time required to
change the operation of the traction motors from motors to generators.

7.3.4 Blended Dynamic Brake
Some locomotives have blended dynamic brake, which means that the trainbrake lever also controls the dynamic brake. Currently this is implemented to be MSTS compatible, the dynamic
brake force percentage follows the train brake pipe pressure (full service/suppression will set 100%
dynamic brake). The blending percentage run up/ run down follows the airbrake application
MaxApplicationRate(), and release rates MaxReleaseRate(), and also respects the dynamic brake delay
setting DynamicBrakesDelayTimeBeforeEngaging() .eng parameters.
Blending can also work if there is no dynamic brake lever configured for the locomotive. If there is dynamic
brake lever defined, then the higher command will be applied, except if OrtsDynamicBlendingOverride( 1
) is added to the Engine() block, which makes the lever override the blending command, if the dynamic
brake lever is not at full release position.
OrtsDynamicBlendingForceMatch( 1 ) parameter can be added to Engine() block, which makes the dynamic brake system to try to achieve the same brake force as the airbrake would have (even if the airbrake
is bailed off), in the current train brake lever position. Example: if the trainbrake has 22 kN brake force
at 40% trainbrake setting, then the dynamic brake will try to achieve, and maintain 22 kN braking force,
instead of just setting 40% dynamic brake percentage.

7.3.5 Refill
Diesel and steam locomotives must refill their supplies of fuel occasionally, perhaps daily, but steam locomotives need water more frequently and have a range of little more than 100 miles. Use the  key to
refill with fuel or water at a fuel or water supply location. Use the  key to pick up water from a water
trough under a moving locomotive.
If the locomotive or tender is alongside the pickup point, e.g. a water tank, then the refilling takes place as
the key is held down. If the locomotive is further away, then the distance to the nearest pickup is shown
instead.
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Note also that the key  will provide immediate refill at any time.

7.3.6 Specific Features to Optimize Locomotive Driving
You are encouraged to read the chapter on Open Rails Physics to optimize your driving capabilities and to
achieve a realistic feeling of what happens in a real moving train.

7.3.7 Examples of Driving Controls
For content developers
• For continuous throttle, see MSTS model TRAINS\TRAINSET\ACELA\acela.eng
• For a notched non-smooth throttle, see TRAINS\TRAINSET\GP38\gp38.eng
• For a combined throttle and dynamic brake, see TRAINS\TRAINSET\DASH9\dash9.eng
• For a combined throttle and train brake, see TRAINS\TRAINSET\SERIES7000\series7000.eng

7.4 Driving aids
Open Rails provides a large number of driving aids, which support the player during train operation.

7.4.1 Basic Head Up Display (HUD)
By pressing  you get some important data displayed at the top left of the display in the so-called Head
Up Display (HUD). If you want the HUD to disappear, press  again.
The HUD has 6 different pages. The basic page is shown at game start. To sequentially switch to the other
pages press . After having cycled through all of the extended HUD pages, the basic page is
displayed again.
To hide or redisplay the current extended HUD data while continuing to show the basic HUD, press
.
The basic page shows fundamental information. The other pages go into more detail, and are used mainly
for debugging or to get deeper information on how OR behaves. They are listed in the Analysis tools subchapter.
The following information is displayed in the basic display:
• Version = The version of the Open Rails software you are running
• Time = Game time of the Activity
• Speed = the speed in Miles/Hr. or Kilometers/Hr.
• Gradient = Route gradient in % in that point
• Direction = Position of the Reverser - Electric, Diesel and Steam.
• Throttle = Displays the current position of the throttle, expressed as a percentage of full throttle.
Throttle correctly uses Notches and configured % of power for Diesel engines or % of throttle for
steam engines.
• Train Brake = Shows the current position of the train brake system and the pressure value of the
train brakes. Braking correctly reflects the braking system used; hold/release, self-lapping or graduated release. The Train brake HUD line has two Brake Reservoir pressure numbers: the first is the

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Equalization Reservoir (EQ) and the second is the Brake Cylinder (BC) pressure. The two BP numbers report the brake pressure in the lead engine and in the last car of the train. The unit of measure
used for brake pressure is defined by the option Pressure unit.
• Engine Brake = percentage of independent engine brake. Not fully releasing the engine brake will
affect train brake pressures.
• Dynamic brake = if engaged, shows % of dynamic brake
• Engine = shows the running status of the engine. In case of a gear-based engine, after the Engine line
a Gear line appears displaying the actual gear. N means no gear inserted.
• FPS = Number of Frames rendered per second
If the Autopilot is active, an additional line will be shown.
An example of the basic HUD for Diesel locomotives:

7.4.2 Electric Locomotives – Additional information
For electric locomotives information about the pantograph state is also shown and whether the locomotive has power (at least one pantograph raised) or not.

7.4.3 Steam Engine – Additional Information
When using a steam engine the following additional information is displayed in the HUD:
• Steam Usage in lbs/h, based on entirely new physics code developed by the Open Rails team. It is
calculated by parsing the .eng file for the following parameters: number of cylinders; cylinder stroke;
cylinder diameter; boiler volume; maximum boiler pressure; maximum boiler output; exhaust limit;
and basic steam usage.
• Boiler pressure.
• Water level.
• Levels of coal and water in %.

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An example of the basic HUD for Steam locomotives:

The default firing setting is automatic fireman. If manual firing is engaged with , then additional
information is included:

7.4.4 Multiplayer – Additional Information
If a multiplayer session is active, the following additional information is shown: the actual status of the
player (dispatcher, helper or client), the number of players connected and the list of trains with their distances from the train of the player viewing the computer.

7.4.5 Compass Window
Open Rails software displays a compass that provides a heading based on the camera’s direction together
with its latitude and longitude.

To activate the compass window press the <0> key. To deactivate the compass window, press the <0> key
a second time.

7.4.6 F1 Information Monitor
The F1 key displays the following set of panels in a tabbed format, selected by clicking with the mouse on
the desired heading:

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Key Commands: displays the actions of the keyboard keys

Briefing: displays what the activity creator has entered as information to be provided to the player about
the activity:

Timetable: shows the list of the station stops, if any, with scheduled and actual times of arrival and departure. During the activity the actual performance will be shown on the F10 Activity Monitor.
Work Orders: if defined by the activity creator, lists the coupling and uncoupling operations to be performed. When an operation has been completed, the string Done appears in the last column:

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Procedures: basic instructions for driving trains in Open Rails.

7.4.7 F4 Track Monitor
This window, which is displayed by pressing F4, has two different layouts according the the train’s control
mode: Auto Signal mode, Manual mode or Explorer mode. (It is strongly suggested to follow the link and
read the related paragraph.)
Auto Signal or Auto mode is the default mode when running activities or timetables.
There are however two main cases where you must switch to Manual mode by pressing :
• when the activity requires shunting without a predefined path
• when the train runs out of control due to SPAD (Signal Passed At Danger or passing a red signal) or
exits the predefined path by error. If such situations occur you will usually get an emergency stop.
To reset the emergency stop and then move to correct the error, you must first switch to Manual
mode.
To switch to manual mode press . In timetable mode you must first stop the train to pass to manual mode.
You can return to auto mode by pressing  again when the head of the train is again on the correct
path, with no SPAD situation. In standard situations you can also return to auto mode while the train is
moving. Details are described in the paragraph of the link shown above.
Track Monitor display in Auto Signal mode:

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Track Monitor display in Manual mode / Explorer mode:

Track Monitor: Displayed Symbols (common for Auto and Manual mode unless indicated otherwise) :

Notes on the Track Monitor:
• Distance value is displayed for first object only, and only when within distance of the first fixed
marker. Distance is not shown for next station stop.

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• When no signal is within the normal display distance but a signal is found at a further distance, the
signal aspect is displayed in the advance signal area. The distance to this signal is also shown. This
only applies to signals, not to speedposts.
• For Auto mode:
– If the train is moving forward, the line separating the Backward information area is shown in
red, and no Backward information is shown.
– If the train is moving backward, the separation line is shown in white, and Backward information is shown if available.
• For Manual mode:
– If the train is on its defined path (and toggling back to Auto control is possible), the own train
symbol is shown in white, otherwise it is shown in red.
• The colour of the track-lines is an indication of the train’s speed compared to the maximum allowed
speed:
– Dark green: low speed, well below allowed maximum
– Light green: optimal speed, just below maximum
– Orange: slight overspeed but within safety margin
– Dark red: serious overspeed, danger of derailment or crashing
Note that the placement of the display objects with respect to the distance offset is indicative only. If
multiple objects are placed at short intermediate distances, the offset in the display is increased such that
the texts do not overlap. As a result, only the first object is always shown at the correct position, all other
objects are as close to their position as allowed by other objects closer to the train.

7.4.8 F6 Siding and Platform Names
Hit the  key to bring up the siding and platform names within a region. These can be crowded so hitting
 will cycle through showing platforms only, sidings only, and both.
Hitting  again removes both siding and platform names.

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7.4.9 F7 Train Names
Hitting the  key displays train service names (player train always has Player as identification).
Hitting  displays the rolling stock IDs.

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In a multiplayer session, player-controlled trains will have the id specified by the player:

7.4.10 F8 Switch Monitor
Use the Switch Monitor, enabled by the F8 key, to see the direction of the turnout directly in front and
behind the train.

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There are 4 ways to change the direction:
• Click on the turnout icon in the Switch Monitor;
• Press the G key (or, for the turnout behind the train, the  key);
• Hold down the Alt key and use the left mouse button to click on the switch in the Main Window;
• Use the dispatcher window.
Please note that with the last two methods you can throw any switch, not only the one in front but also
the one behind the train.
However, note also that not all switches can be thrown: in some cases the built-in AI dispatcher holds the
switch in a state to allow trains (especially AI trains) to follow their predefined path.
The arrow and eye symbols have the same meaning as in the track monitor. The switch is red when it is
reserved or occupied by the train, and green when it is free.
A switch shown in green can be operated, a switch shown in red is locked.

7.4.11 F9 Train Operations Monitor
The Open Rails Train Operations window is similar in function to the F9 window in MSTS, but includes
additional features to control the air brake connections of individual cars. For example, it is possible to
control the connection of the air brake hoses between individual cars, to uncouple cars without losing the
air pressure in the train’s air brake hose, or uncouple cars with their air brakes released so that they will
coast.
The unit which the player has selected as the unit from which to control the train, i.e. the lead unit, is
shown in red.
Cars are numbered according to their UiD in the Consist file (.con) or UiD in the Activity file (.act). Scrolling
is accomplished by clicking on the arrows at the left or right bottom corners of the window.

Clicking on the coupler icon between any two cars uncouples the consist at that point.
You can also uncouple cars from your player train by pressing the  key and clicking with the mouse on
the couplers in the main window. By clicking on any car in the above window, the Car Operation Menu
appears. By clicking in this menu it is possible:

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• to apply and release the handbrake of the car;
• to power on or power off the car (if it is a locomotive). This applies for both electric and diesel locomotives;
• to connect or disconnect locomotive operation with that of the player locomotive;
• to connect or disconnect the car’s air hoses from the rest of the consist;
• to toggle the angle cocks on the air hoses at either end of the car between open and closed;
• to toggle the bleed valve on the car to vent the air pressure from the car’s reservoir and release the
air brakes to move the car without brakes (e.g. humping, etc.).
By toggling the angle cocks on individual cars it is possible to close selected angle cocks of the air hoses so
that when the cars are uncoupled, the air pressure in the remaining consist (and optionally in the uncoupled consist) is maintained. The remaining consist will then not go into Emergency state.
When working with cars in a switch yard, cars can be coupled, moved and uncoupled without connecting
them to the train’s air braking system (see the F5 HUD for Braking). Braking must then be provided by the
locomotive’s independent brakes. A car or group of cars can be uncoupled with air brakes active so that
they can be recoupled after a short time without recharging the entire brake line (Bottling the Air). To
do this, close the angle cocks on both ends of the car or group before uncoupling. Cars uncoupled while
the consist is moving, that have had their air pressure reduced to zero before uncoupling, will coast freely.
In Open Rails, opening the bleed valve on a car or group of cars performs two functions: it vents the air
pressure from the brake system of the selected cars, and also bypasses the air system around the cars if
they are not at the end of the consist so that the rest of the consist remains connected to the main system.
In real systems the bypass action is performed by a separate valve in each car. In the F5 HUD for Braking
display, the text Bleed appears on the car’s display line until the air pressure has fallen to zero.
More information about manipulating the brakes during coupling and uncoupling can also be found here.

7.4.12 F10 Activity Monitor
The Activity Monitor is similar in function to MSTS. It records the required Arrival time of your train and
the actual arrival time as well as the required Depart time and the actual departure time.
A text message alerts the engineer as to the proper departure time along with a whistle or other departure
sound.

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7.4.13 Odometer
The odometer display appears in the centre of the main window, toggled on or off by the keys .
The direction of the count is toggled by the keys , and the odometer is reset or initialized
by .
When set for counting down, it initializes to the total length of the train. As the train moves, the odometer
counts down, reaching zero when the train has moved its length. When set for counting up, it resets to
zero, and measures the train’s total movement.
For example, if the odometer is set for counting down and you click Ctrl+Z as the front of the train passes a
location, then when it reaches zero you will know, without switching views, that the other end of the train
has just reached the same point, e.g. the entrance to a siding, etc.

7.5 Dispatcher Window
The dispatcher window is a very useful tool to monitor and control train operation. The Dispatcher window
option must be selected.
The dispatcher window is actually created by pressing . The window is created in a minimized
state, so to display it in front of the OR window you must click on  and select the dispatcher
window icon, or click on one of the OR icons in the taskbar. If you are running OR in full-screen mode, you
must also have the Fast full screen Alt+Tab option selected to have both the OR and the dispatcher windows
displayed at the same time. After the dispatcher window has been selected with , successive
Alt_Tabs will toggle between the OR window and the dispatcher window.
The dispatcher window is resizable and can also be maximized, e.g. on a second display. You can define the
level of zoom either by changing the value within the Res box or by using the mouse wheel. You can pan
through the route by moving the mouse while pressing the left button. You can hold the shift key while
clicking the mouse in a place in the map; this will quickly zoom in with that place in focus. You can hold Ctrl
while clicking the mouse in a place in the map, which will zoom out to show the whole route. Holding Alt
and clicking will zoom out to show part of the route.

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The dispatcher window shows the route layout and monitors the movement of all trains. While the player
train is identified by the PLAYER string (or by a 0 if autopilot mode is enabled), AI trains are identified by
their OR number (that is also shown in the Extended HUD for Dispatcher Information), followed by the service name. Static consists are identified as in MSTS.
The state of the signals is shown (only three states are drawn), that is
• Stop – drawn in red
• Clear_2 – drawn in green
• while all signals with restricting aspect are drawn in yellow.
The state of the switches is also shown. A switch shown with a black dot indicates the main route, while a
grey dot indicates a side route.
When the Draw path is checked, the first part of the path that the train will follow is drawn in red. If a
trailing switch in the path is not in the correct position for the path, a red X is shown on it.
When left- or right-clicking on a signal, a pop-up menu appears:

Using the mouse, you can force the signal to Stop, Approach or Proceed. Later you can return it to System
Controlled mode.
By left- or right-clicking on a switch, a small pop-up menu with the two selections Main route and Side
route appears. By clicking on them you can throw the switch, provided the OR AI dispatcher allows it.

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With respect to AI trains, as a general rule you can command their signals but not their switches, because
AI trains are not allowed to exit their path.
The two checkboxes Pick Signals and Pick Switches are checked as default. You can uncheck one of
them when a signal and a switch are superimposed in a way that it is difficult to select the desired item.
You can click a switch (or signal) in the dispatcher window and press  to jump to that switch
with the free-roam (8-key) camera.
If you click on View Self the dispatcher window will center on the player train. However, if the train
moves, centering will be lost.
You can select a train by left-clicking with the mouse its green reproduction in the dispatcher window,
approximately half way between the train’s head and its name string. The train body becomes red. Then if
you click on the button See in game the main Open Rails window will show this train in the views for the
2, 3, 4 or 6 keys, (and the 5-key view if available for this train). Display of the new train may require some
time for OR to compute the new image if the train is far away from the previous camera view.
Take into account that continuous switching from train to train, especially if the trains are far away, can
lead to memory overflows.
If after a train selection you click on Follow the dispatcher window will remain centered on that train.

7.6 Additional Train Operation Commands
OR supports an interesting range of additional train operation commands. Some significant ones are described here.

7.6.1 Diesel Power On/Off
With the key  the player diesel engine is alternately powered on or off. At game start the engine
is powered on.
With the key  the helper diesel locomotives are alternately powered on or off. At game start the
engines are powered on.
Note that by using the Car Operation Menu you can also power on or off the helper locomotives individually.

7.6.2 Initialize Brakes
Entering this command fully releases the train brakes. Usually the train must be fully stopped for this to be
allowed. This action is usually not prototypical. Check the keyboard assignment for the keys to be pressed.
The command can be useful in three cases:
• A good number of locomotives do not have correct values for some brake parameters in the .eng
file; MSTS ignores these; however OR uses all these parameters, and it may not allow the brakes to
release fully. Of course, it would be more advisable to correct these parameters.
• It may happen that the player does not want to wait for the time needed to recharge the brakes;
however the use of the command in this case is not prototypical of course.
• The player may wish to immediately connect brake lines and recharge brakes after a coupling operation; again, the use of the command is not prototypical.
Note that this command does not work if the Emergency Brake button has been pressed – the button must
be pressed again to cancel the emergency brake condition.

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7.6.3 Connect/Disconnect Brake Hoses
This command should be used after coupling or decoupling. As the code used depends on keyboard layout,
check the keys to be pressed as described in keyboard options or by pressing F1 at runtime. More information on connecting brakes and manipulating the brake hose connections can be found here and here.

7.6.4 Doors and Mirror Commands
Note that the standard keys in OR for these commands are different from those of MSTS.

7.6.5 Wheelslip Reset
With the keys  you get an immediate wheelslip reset.

7.6.6 Toggle Advanced Adhesion
Advanced adhesion can be enabled or disabled by pressing .

7.6.7 Request to Clear Signal
When the player train has a red signal in front or behind it, it is sometimes necessary to ask for authorization to pass the signal. This can be done by pressing  for a signal in front and  for
a signal behind. You will receive a voice message reporting if you received authorization or not. On the
Track monitor window the signal colours will change from red to red/white if permission is granted.
7.6.8 Change Cab - 
All locomotives and some passenger cars have a forward-facing cab which is configured through an entry
in the ENG file. For example, the MSTS Dash9 file TRAINSET\DASH9\dash9.eng contains the entry:
CabView ( dash9.cvf )

Where a vehicle has a cab at both ends, the ENG file may also contain an entry for a reversed cab:
CabView ( dash9_rv.cvf )

OR will recognise the suffix _rv as a rear-facing cab and make it available as follows.
When double-heading, banking or driving multiple passenger units (DMUs and EMUs), your train will contain more than one cab and OR allows you to move between cabs to drive the train from a different position. If you change to a rear-facing cab, then you will be driving the train in the opposite direction.
If there are many cabs in your train, pressing  moves you through all forward and rear-facing cabs
in order up to the last cab in the train. If you end up in a rear-facing cab, your new forward direction will be
your old backward direction. So you will now drive the train in the opposite direction.
A safety interlock prevents you from changing cabs unless the train is stationary and the direction lever is
in neutral with the throttle closed.

7.6.8 Train Oscillation
You can have train cars oscillating (swaying) by hitting ; if you want more oscillation, click
 again. Four levels, including the no-oscillation level, are available by repeating .

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7.7 Engaging a turntable
Turntable operation is possible in explore mode, activity mode and timetable mode. A turntable can be
moved by the player only if it is viewed by him on the screen. If more than one turntable is on view, the
nearest one can be moved. The trainset (or trainsets) to be rotated must be completely on the turntable
to start rotation. Messages of type “Train front on turntable” and “train rear on turntable” help stating
that the train is fully on the rotating bridge. Before starting rotating the train must be fully stopped, with
reverser in neutral position and zeroed throttle. Moreover, if in activity or timetable mode, the player
must first pass to manual mode pressing . At this point you can rotate the turntable clockwise
with keys , and counterclockwise with keys . You must keep the keys pressed to continue
rotation. When the first of the two rails of the rotating bridge is between the two rails where you want to
stop, release the keys. Rotation will continue up to perfect alignment. If necessary exit from manual mode
(if you are again on a path in activity mode) and move the loco out of the turntable. During rotation the
train is in Turntable state (this can be seen in the Track Monitor).

It is also possible to rotate standalone wagons. They have to be pushed or pulled to the turntable, the
locomotive must exit the turntable and the wagon can be rotated. It is suggested to read also this paragraph
to better understand what is possible with turntables.

7.8 Autopilot Mode
Autopilot mode is not a simulation of a train running with cruise control; instead, it is primarily a way to
test activities more easily and quickly; but it can also be used to run an activity (or part of it, as it is possible
to turn autopilot mode on or off at runtime) as a trainspotter or a visitor within the cab.
Autopilot mode is enabled with the related checkbox in the Experimental Options. It is active only in activity mode (i.e. not in explorer or timetable modes).
When starting the game with any activity, you are in player driving mode. If you press Alt+A, you enter the
autopilot mode: you are in the loco’s cabview with the train moving autonomously accordingly to path and
station stops and of course respecting speed limits and signals. You still have control over the horn, bell,
lights, doors, and some other controls that do not affect train movement. The main levers are controlled
by the autopilot mode, and indications are correct.
You can at any moment switch back to player driven mode by pressing , and can again switch to
autopilot mode by again pressing .
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When in player driven mode you can also change cab or direction. However, if you return to autopilot
mode, you must be on the train’s path; other cases are not managed. When in player driven mode you can
also switch to manual, but before returning to autopilot mode you must first return to auto mode.
Station stops, waiting points and reverse points are synchronized as far as possible in the two modes.
Cars can also be uncoupled in autopilot mode (but check that the train will stop in enough time, otherwise
it is better to change to player driven mode). A static consist can also be coupled in autopilot mode.
The Request to Clear signal ( key) works in the sense that the signal opens. However in autopilot
mode at the moment that the train stops you must switch to player driven mode to pass the signal and
then you can return to autopilot mode.
Note that if you run with Advanced Adhesion enabled, you may have wheelslip when switching from autopilot mode to player driven mode.
The jerky movements of the levers in autopilot mode are the result of the way that OR pilots the train.

7.9 Changing the Train Driven by the Player
7.9.1 General
This function only works in activity mode, and allows the player to select another (existing) train from a
list and to start driving it. It requires that the Experimental Options Autopilot and Extended AI Shunting
be checked.
This function can be called more than once. A new information window has been created to support this
function: the Train List window (opened with Alt+F9). It contains a list of all of the AI trains and of the
static trains equipped with a locomotive with cab, plus the player train.
Here an example of an initial situation:

The current player train is shown in red. The star at the end of the line indicates that the cameras (cab
camera is managed differently) are currently linked to that train.
AI trains whose loco(s) have at least a cab are shown in green. They are eligible for player train switching.
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Static trains with loco and cab are shown in yellow.
Other AI trains are shown in white.
By left-clicking in the list for the first time on an AI train, the cameras become linked to that train. A red
star appears at the end of the line. This is partially equivalent to clicking on , but in this method
the desired train is immediately selected and may become the player train.
Here is the intermediate situation:

By left-clicking a second time on the AI train (usually when it has completely appeared on the screen - if
it is far away from the player train this can require several seconds to load the world around the train) the
switch of control occurs.
The AI train string now becomes red and is moved to the first position.The train can be driven, or set to
autopilot mode. The former player train becomes an AI train.
Here is the final situation:

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If the second left-click was performed with the Shift key down, the former player train still becomes an AI
train, but it is put in a suspended mode (only if its speed is 0). It won’t move until it becomes a player train
again. A suspended train is shown in orange color on the Train List window.
The new player train can can be switched to manual mode, can also request to pass signals at danger with
the  command, and can be moved outside of its original path. However before switching control to
still another train, the new player train must be returned to the original path or put in suspend mode; or
else it will disappear, as occurs for AI trains running outside their path.
The sequence may be restarted to switch to a new train or to switch back to the initial player train.
Train switching also works in activity mode together with multiplayer mode, in the sense that the dispatcher player can switch its played train, and the related information is sent to the client players.
The Train List window is also available in Timetable mode. In this case the names of all trains except the
player train are shown in white (they can’t be driven), however with a single click on a train in the window
the external view cameras become linked to that train, as occurs with the Alt-9 command described further
below.

7.9.2 Switching to a static train
In the Train List window the drivable static consists (that is the ones that have at least an engine provided
with a cab) are also listed (in yellow color).
To ease recognition static consists are named STATIC plus the ID number as present in the .act file (e.g.
STATIC - 32768).
The procedure to select a static consist in order to drive it is similar to that used to drive another nonstatic train train: with the first click on the static consist line in the Train List window the camera (if there
wasn’t the Cab camera active) moves to the static consist. With the second click the game enters into the
cab of the static consist. If the second click occurs with the Shift key pressed, the old player train goes into
a suspended state (else it enters autopilot mode, autonomously moving itself along its path).
The static consist becomes a standard train without a path - a pathless train. It runs in manual mode,
and so it can be managed with all the thrills and frills available for manual mode. Signals can be cleared
in the dispatcher window or alternatively requests for permission can be issued, switches can be moved,
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direction can be changed, cars can be coupled and uncoupled. If the train goes out of control (e.g. because
of SPAD), CTRL+M has to be pressed first to exit emergency braking.
With stopped pathless train, if a new player train is selected in the Train List window, the pathless train
returns to being a STATIC consist.
The pathless train can also couple to another train (e.g. an AI train or the initial player train). The coupled
train becomes incorporated into the pathless train, but now more possibilities are available:
• The pathless train incorporating the AI train continues to be driven as a pathless train; later on the
run it could uncouple the incorporated train, which would continue autonomously if it is still on its
path.
• By clicking once on the incorporated AI train line in the Train List window it is the pathless train that
becomes absorbed into the AI train, which now can operate on its path in autopilot mode or in player
driven mode.
• Once the pathless train has coupled to the AI train, an uncouple operation can be performed with
the F9 window (between any couple of cars). The pathless train can be driven further (with modified
composition) and also the AI train can run further, provided both retain at least one locomotive.

7.9.3 Waiting point considerations
A waiting point icon showing a hand has been added for the Track Monitor, that is shown when WPs (waiting points) for new player trains are met in the path. This because the player should know that his train
(when run as AI train) would stop at a point for a certain time. The WP is red when approaching it. When
the train stops at it, it becomes yellow, and disappears when the time to depart is reached. When the new
player train is run in autopilot mode, the train automatically stops for the required time at the WP.
If the activity foresees that the new player train has to execute an Extended AI Shunting function, OR
allows this function to be executed. When the train runs in autopilot mode such functions are executed
automatically; when it runs in player driven mode, the player must act to uncouple cars; in this case pop-up
messages based on the activity events window appear to help the player.
Care has been taken when the player is driving a train that was foreseen to disappear due to an Extended
AI Shunting function, as e.g. when it merges into another train or when it is part of a join-and-split function
and is incorporated within another train. In these cases, when the coupling occurs, the player is automatically moved to the train that remains alive.

7.10 Changing the View
Open Rails provides all of the MSTS views plus additional view options:
• A 3D interior cabview option (where a 3D cabview file is available);
• Control of the view direction using the mouse (with the right-hand button pressed);
• The exterior views (keys 2,3,4,6) and the interior view (key 5) can be attached to any train in the
simulation by the Alt+9 key as described below
• The  key shows the Train List window, which not only allows attaching the exterior views to
any train, but also, in Activity mode, to move to the Cab and drive any train in the simulation.
All of the required key presses are shown by the F1 Help key in the game. Note that some of the key
combinations are different in Open Rails than in MSTS. For instance, in Open Rails the cab Headout views
from the cab view are selected by the Home and End keys, and the view direction is manipulated by the four
arrow keys, or the mouse with the right-hand button depressed.
The commands for each of the views are described below.
• Key 1 opens the 2D driver’s view from the interior of the controlling cab of the player locomotive.
The entire cab view can be moved to other cabs (if available) in the player train by successive presses

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of Ctrl+E; the train must be stopped and the direction switch in Neutral. The view can be changed
to the fixed left, front, or right view by clicking the left, up or right arrow keys. (The 2D view is
constructed from three 2D images, so the actual camera position can only be modified by editing
the contents of the .cvf file.) The headout views (if available) are selected by Home (right hand side,
looking forward) or End (left hand side, looking back) and the headout view direction is controlled
by the mouse with the right button depressed. If there are multiple locomotives,  and
 move the headout views.
• Key  opens the 3D driver’s view (if the locomotive has a 3D cabview file) from the interior of
the controlling cab of the player locomotive. The camera position and view direction are fully player
controllable.
Rotation of the camera view in any direction is controlled by the mouse with the right-hand button depressed (or alternatively by the four arrow keys). The camera’s position is moved forward or backward
along the train axis with the PageUp and PageDown keys, and moved left or right or up or down with 
+ the four arrow keys. The headout views (if available) are selected by  (right hand side, looking forward) or  (left hand side, looking back) and the outside view direction is controlled by the mouse with
the right button depressed.
• Keys <2> and <3> open exterior views that move with the active train; these views are centered on a
particular target car in the train. The target car or locomotive can be changed by pressing 
to select a target closer to the head of the train and  to select a target toward the rear.
The 2-View selects the train’s head end as the initial target, the 3-View the last car. Alt+Home resets
the target to the front,  to the rear of the train.
The camera’s position with respect to the target car is manipulated by the four arrow keys – left or right
arrows rotate the camera’s position left or right, up or down arrows rotate the camera’s position up or
down while remaining at a constant distance from the target. The distance from the camera to the target
is changed by zooming with the  and  keys. Rotation of the camera view direction about the
camera’s position is controlled by holding down the  key while using the arrow buttons, or by moving
the mouse with the right mouse button depressed. The scroll wheel on the mouse zooms the screen image;
the field of view is shown briefly.  resets the view angles to their default position relative to the
current target car.
• Key <4> is a trackside view from a fixed camera position with limited player control - the height of
the camera can be adjusted with the up and down arrow keys. Repeated pressing of the 4-key may
change the position along the track.
• Key <5> is an interior view that is active if the active train has a passenger view declaration in any of
its cars (or in the caboose). The view direction can be rotated by the arrow keys or the mouse with
right button pressed. The camera position is moved forward or backward along the train axis with
the PageUp and PageDown keys, and moved left or right or up or down with  + the four arrow
keys. Successive presses of the <5> key will move the view to successive views (if they exist) within
the active train. Note that the active train may be an AI train selected by .
• Key <6> is the brakeman’s view – the camera is assumed to be at either end of the train, selected
by  and . Rotation is controlled by the arrow keys or mouse with right button
depressed. There is no brakeman’s view for a single locomotive.
• Key <8> is the free camera view; the camera starts from the current Key-2 or Key-3 view position,
and moves forward ( key) or back ( key) along the view direction. The direction is controlled by the arrow keys or the mouse with right button depressed. The speed of motion is controlled by the  (increase) or  (decrease) keys. Open Rails saves the position of previous
Key 8 views and can recall them by repeatedly pressing .
•  is an ORTS feature: it controls the target train for the Key 2, 3, 4, 5 and 6 views during activities or timetable operations. If there is more than one active train or there are consists declared
in the activity for pickup, pressing this key combination will set the view to display each train or consist in turn. To return to the player train, press the <9> key. There may be a delay for each change of
view as Open Rails calculates the new image. The cab view and data values in the F4 window always
remain with the Player train. To directly select which train is to be shown either use the Dispatcher
Window or the  option described below. In the Dispatcher Window, locate the train that

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you wish to view, and click the mouse on it until the block representing it turns red; then click on the
button Show in game in the Dispatcher Window and then return to the Open Rails window.
•  is an enhancement of the  feature that displays the Train List window showing the
names of all of the currently active trains. Click on the name of the desired train to move the exterior views to the selected train. In Activity mode, double-clicking on a train’s name in this window
transfers the Cabview and control of the selected train to the player. In Timetable mode, only the
exterior views are selected.
• Key <9> resets the target train for the Key 2,3,4,5 and 6 views to the Player train.
Holding the  key with any motion command speeds up the movement, while holding the 
key slows it.
Note that view direction control using the mouse with right button pressed differs slightly from using
 + the arrow keys – the view direction can pass through the zenith or nadir, and the direction of
vertical motion is then reversed. Passing back through the zenith or nadir restores normal behavior.
Whenever frame rates fall to unacceptable levels players are advised to adjust camera positions to cull
some models from being in view and to adjust the camera again to include more models when frame rates
are high.

7.11 Toggling Between Windowed Mode and Full-screen
You can toggle at any time between windowed mode and full-screen by pressing .

7.12 Modifying the Game Environment
7.12.1 Time of Day
In activity mode Open Rails software reads the StartTime from the MSTS .act file to determine what the
game time is for the activity. In combination with the longitude and latitude of the route and the season,
Open Rails computes the actual sun position in the sky. This provides an extremely realistic representation of the time of day selected for the activity. For example, 12 noon in the winter will have a lower
sun position in the northern hemisphere than 12 noon in the summer. Open Rails game environment will
accurately represent these differences.
Once the activity is started, Open Rails software allows the player to advance or reverse the environment
time of day independently of the movement of trains. Thus, the player train may sit stationary while the
time of day is moved ahead or backward. The keys to command this depend from the national settings of
the keyboard, and can be derived from the key assignment list shown by pressing .
In addition, Open Rails offers functionality similar to the time acceleration switch for MSTS.
Use  or  keys to increase or decrease the speed of the game clock.
In a multiplayer session, all clients’ time, weather and season selections are overridden by those set by the
server.

7.12.2 Weather
When in activity mode Open Rails software determines the type of weather to display from the Weather
parameter in the MSTS Activity file. In the other modes the weather can be selected in the start menu.
A Weather Change Activity Event can be included in an activity that will modify the weather during the
activity.

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7.12.3 Modifying Weather at Runtime
The following commands are available at runtime (keys not shown here can be found in the key assignment
list obtained pressing F1):
• Overcast increase/decrease: increases and decreases the amount of clouds
• fog increase/decrease
• precipitation increase/decrease.
This demonstrates Open Rails software’s foundation for dynamic weather effects in the game.
Moreover, pressing  can change the weather from clear to raining to snowing and back to clear.

7.12.4 Season
In activity mode Open Rails software determines the season, and its related alternative textures to display
from the Season parameter in the MSTS Activity file. In other modes the player can select the season in
the start menu.

7.13 Screenshot - Print Screen
Press the keyboard  key to capture an image of the game window. This will be saved by
default in the file C:\Users\\Pictures\Open Rails\Open Rails .png
Although the image is taken immediately, there may be a short pause before the confirmation appears. If
you hold down the Print Screen key, then OR takes multiple images as fast as it can.
The key to capture the current window –  – is not intercepted by OR.

7.14 Suspending or Exiting the Game
You can suspend or exit the game by pressing the ESC key at any time. The window shown at the right will
appear.

The window is self-explanatory.
If you are running OR in a Window, you can also exit OR by simply clicking on the x on the right top of the
OR window.

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7.15 Save and Resume
Open Rails provides Save and Resume facilities and keeps every save until you choose to delete it.
During the game you can save your session at any time by pressing .
You can view the saved sessions by choosing an activity and then pressing the Resume/Replay... button.

This will display the list of any Saves you made for this activity:

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To help you identify a Save, the list provides a screenshot and date and also distance travelled in meters
and the time and position of the player’s train. This window can be widened to show the full width of the
strings in the left panel.

7.15.1 Saves from Previous OR Versions
You should be aware that these Saves will only be useful in the short term as each new version of Open
Rails will mark Saves from previous versions as potentially invalid (e.g. the second entry in the list below).

When you resume from such a Save, there will be a warning prompt.

The Save will be tested during the loading process. If a problem is detected, then you will be notified.

This Save and any Saves of the same age or older will be of no further value and will be marked as invalid
automatically (e.g. the 3rd entry in the list). The button in the bottom left corner of the menu deletes all
the invalid Saves for all activities in Open Rails.

7.16 Save and Replay
As well as resuming from a Save, you can also replay it just like a video. All the adjustments you made to
the controls (e.g. opening the throttle) are repeated at the right moment to re-create the activity. As well
as train controls, changes to the cameras are also repeated.
Just like a black box flight recorder, Open Rails is permanently in recording mode, so you can save a recording at any time just by pressing  Save.
Normally, you would choose the replay option by Menu > Resume > Replay from start.
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A second option Menu > Resume > Replay from previous save lets you play back a shortened recording. It
resumes from the most recent Save it can find and replays from that point onwards. You might use it to
play back a 5 minute segment which starts an hour into an activity.
A warning is given when the replay starts and a replay countdown appears in the F5 Head Up Display.
By default, the simulation pauses when the replay is
exhausted. Use Pause replay at end on the Saved
Games window to change this.
Little can usefully be achieved by adjusting the train
controls during replay, but the camera controls can be
freely adjusted. If changes are made (e.g. switching
to a different camera view or zooming out), then replay of the camera controls is suspended while replay
Fig. 7.1: Warning
of the train controls continues. The result is a bit like
editing a video. To resume the replay of the camera
controls, just press Esc to open the Pause Menu and then choose Continue playing.
A possible future development may be to edit the replay
file to adjust times or to add messages to provide a commentary. This would allow you to build demonstrations
and tutorials.
Replay is a feature which is unique to Open Rails. You can
use it to make your own recordings and Open Rails provides a way to exchange them with other players.

7.16.1 Exporting and Importing Save Files
To export a Save file, use the command: Menu > Options >
Resume > Import/export saves > Export to Save Pack

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OR will pack the necessary files into a single archive file
with the extension ORSavePack and place it in the folder
Open Rails\Save Packs.
This ORSavePack file is a zip archive which contains the replay commands, a screenshot at the moment of saving, a Save file (so that Open Rails can offer its Resume
option) and a log file. This arrangement means that the ORSavePack archive is ideal for attaching to a bug
report.
You can use the Import Save Pack button on the same window to import and unpack a set of files from an
ORSavePack archive. They will then appear in your Saved Games window.

7.17 Analysis Tools
The extended HUDs provide a rich amount of information for analysis, evaluation and to assist in troubleshooting.
You can move through the sequence of HUD displays by repeatedly pressing .
You can turn off any extended HUD, while continuing to show the basic HUD, by pressing . Pressing  again returns the display of the currently active extended HUD.

7.17.1 Extended HUD for Consist Information
This page shows in the first line data about the whole train. Under Player you will find the train number as
assigned by OR followed by an F if the forward cab is selected, and an R if the rear cab is selected.

Tilted is true in case the consist name ends with tilted (e.g. ETR460_tilted.con), in which case it means
that it is a tilting train.

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Control mode shows the actual control mode. Read more about this here.
Cab aspect shows the aspect of next signal.
In the other lines data about the train cars are shown. Data are mostly self-explanatory. Under Drv/Cabs
a D appears if the car is drivable, and an F and/or a R appear if the car has a front and/or a rear cab.

7.17.2 Extended HUD for Locomotive Information
The next extended HUD display shows locomotive information.

As can be seen from this screenshot related to a fictitious train with a diesel, an electric and a steam
loco, information about diesel and electric locomotives is contained on a single line, while information
about steam locomotives includes a large set of parameters, which shows the sophistication of OR’s steam
physics.
In the bottom part of this HUD two moving graphs show the evolution in time of the throttle value and of
the power of the player locomotive (the one where the active cab resides).

7.17.3 Extended HUD for Brake Information

This extended HUD display includes all the information of the basic HUD plus Brake status information.
Information is shown for all cars. The first number shows the car UiD in the train, as found in the consist
file or the activity file; the following alphanumeric string shows the brake system (1P: single-pipe system,
V: vacuum etc.) and the current state of the air brakes on the unit. More information on this display can be
found in Open Rails Braking and F9 Train Operations Monitor.

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7.17.4 Extended HUD for Train Force Information
In the first part of this display some information related to the player locomotive is shown. The information format differs if advanced adhesion has been selected or not in the Simulation Options.
The table part shows total force for up to ten locos/cars in the train. The first number shows the position
of the car in the train. The second number is the total force acting on the car. This is the sum of the other
forces after the signs are properly adjusted. The next number is the motive force which should only be
non-zero for locomotives, and that becomes negative during dynamic braking. Next number is the brake
force. Follows the friction force calculated from the Davis equation. The following value is the force due
to gravity. Next values are the friction forces due to the car being in a curve and/or in a tunnel. The next
value is the coupler force between this car and the next (negative is pull and positive is push). The mass
in kg and the track elevation in % under the car follow. All of the force values are in Newtons. Many of
these values are relative to the orientation of the car, but some are relative to the train. If applicable, two
further fields appear: the first is “True” if the car is flipped with respect to the train or False otherwise,
while the second field signals coupler overload.

At the bottom of the picture two moving graphs are displayed.

The upper graph displays the motive force in % of the player locomotive. Green colour means tractive
force, red colour means dynamic brake force.
The lower graph refers – roughly speaking - to the level of refinement used to compute axle force.

7.17.5 Extended HUD for Dispatcher Information
The next extended HUD displays Dispatcher Information. It is very useful to troubleshoot activities or
timetables. The player train and any AI trains will show in the Dispatcher Information, a line for each train.

A detailed explanation of the various columns follows:
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• Train: Internal train number, with P=Passenger and F=Freight.
• Travelled: distance travelled. Gives an indication if all is well. If a train started an hour ago and
‘travelled’ is still 0.0, something’s clearly wrong.
• Speed: present speed.
• Max: maximum allowed speed.
• AI Mode: gives an indication of what the AI train is ‘doing’. Possible states:
– INI: train is initializing. Normally you would not see this.
– STP: train is stopped other than in a station. The reason for the stop is shown in Authority.
– BRK: train is preparing to stop. Does not mean it is actually braking, but it ‘knows’ it has to
stop, or at least reduce speed, soon. Reason and distance to the related position, are shown in
Authority and Distance.
– ACC: train is accelerating, either away from a stop or because of a raise in allowed speed.
– RUN: train is running at allowed speed.
– FOL: train is following another train in the same signal section. Its speed is now derived from
the speed of the train ahead.
– STA: train is stopped in station.
– WTP: train is stopped at waiting point.
– EOP: train is approaching end of path.
– STC: train is Static train, or train is in Inactive mode if waiting for next action.
• AI data : shows throttle (first three digits) and brake (last three digits) positions when AI train is
running, but shows departure time (booked) when train is stopped at station or waiting point, or
shows activation time when train is in inactive mode (state STC).
• Mode:
– SIGN (signal)
– NODE
– MAN: train is in manual mode (only player train, see here)
– OOC: train is out of control
– EXPL: train is in explorer mode (only player train) When relevant, this field also shows delay (in
minutes), e.g. S+05 mean Signal mode, 5 minutes delay.
• Auth: End of “authorization” info - that is, the reason why the train is preparing to stop or slow down.
Possible reasons are :
– SPDL: speed limit imposed by speed sign.
– SIGL: speed limit imposed by signal.
– STOP: signal set at state “STOP”.
– REST: signal set at state “RESTRICTED” (train is to reduce speed at approaching this signal).
– EOA: end of authority - generally only occurs in non-signaled routes or area, where authority
is based on NODE mode and not SIGNAL mode.
– STAT: station.
– TRAH: train ahead.
– EOR: end of train’s route, or subroute in case the train approaches a reversal point.
– AUX: all other authorization types, including auxiliary action authorizations (e.g. waiting
points).

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When the control mode is NODE the column Auth can show following strings:
– EOT: end of track
– EOP: end of path
– RSW: switch reserved by another train
– LP: train is in loop
– TAH: train ahead
– MXD: free run for at least 5000 meters
– NOP: no path reserved.
When the control mode is OOC the column Auth can show following strings:
– SPAD: passed signal at danger
– RSPD: passed signal at danger running backwards
– OOAU: passed authority limit
– OOPA: out of path
– SLPP: slipped into path
– SLPT: slipped to end of track
– OOTR: out of track
– MASW: misaligned switch.
• Distance: distance to the authority location.
• Signal: aspect of next signal (if any).
• Distance: distance to this signal. Note that if signal state is STOP, and it is the next authority limit,
there is a difference of about 30m between authority and signal distance. This is the ‘safety margin’
that AI trains keep to avoid accidentally passing a signal at danger.
• Consist: the first part of the train’s service name. Only for the player, always the PLAYER string is
displayed.
• Path: the state of the train’s path. The figure left of the “=” sign is the train’s present subpath counter
: a train’s path is split into subpaths when its path contains reversal points. The details between {
and } are the actual subpath. Following the final } can be x, this indicates that at the end of this
subpath the train will move on to the subpath number N. Path details :
– The path shows all track circuit sections which build this train’s path. Track circuit sections are
bounded by nodes, signals or cross-overs, or end-of-track. Each section is indicated by its type:
* - is plain train section.
* > is switch (no distinction is made for facing or trailing switch).
* + is crossover.
* [ is end-of-track.
– Following each section is the section state. Numbers in this state refer to the train numbers as
shown at the start of each row. Below,  indicates such a number.
*  section is occupied by train .
* () section is reserved for train .
* # (either with  or on its own) section is claimed by a train which is waiting for a signal.
* & (always in combination with ) section is occupied by more than one train.
* deadlock info (always linked to a switch node):

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· * possible deadlock location - start of a single track section shared with a train running in opposite direction.
· ^ active deadlock - train from opposite direction is occupying or has reserved at least
part of the common single track section. Train will be stopped at this location – generally at the last signal ahead of this node.
· ~ active deadlock at that location for other train - can be significant as this other train
can block this train’s path.
The dispatcher works by reserving track vector nodes for each train. An AI train will be allowed to move
(or start) only if all of the nodes up to the next potential passing location are not reserved for another train.
If this condition cannot be met, in Timetable Mode the AI train will not spawn.
There are other reasons why an AI train might not appear in Timetable Mode. The current dispatcher
assumes that all routes are unsignaled. The dispatcher issues a track authority (which is similar to a track
warrant) to all trains. For an AI train to start, the tracks it needs must not be already reserved for another
train. The dispatcher compares the paths of the trains to identify possible passing points and then reserves
tracks for a train up until a passing point. When a train gets near the next passing point the reservation is
extended to the next one. The end result is that in Timetable Mode an AI train cannot be placed on a track
if that section of track is already occupied by or reserved for another train. A section of track is any track
bounded by either a switch or a signal.
Also, a train is not created if it would be partly or fully superimposed on an already existing train, or if its
path is not long enough for it. This applies to both Timetable Mode and Activity Mode.

7.17.6 Extended HUD for Debug Information
The last extended HUD display shows Debug information.
The first line (Logging enabled) refers to logging as described in paragraphs 6.6 and 6.7.
A wide variety of parameters is shown, from frame wait and render speeds in milliseconds, to number of
primitives, Process Thread resource utilization and number of Logical CPUs from the system’s bios. They
are very useful in case of OR stuttering, to find out where the bottleneck is.
The values in the Camera line refer to the two tile coordinates and to the three coordinates within the tile.

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At the bottom of the picture, some moving graphs are displayed that show the actual load of the computer.
Referring to memory use, about at least 400 MB must remain free to avoid out-of-memory exceptions

7.17.7 Viewing Interactive Track Items
By pressing  at runtime you get a picture like this one that allows you to take note of the
interactive IDs for debugging purposes.

7.17.8 Viewing Signal State and Switches
By pressing  you get a picture like the following that shows the state of the signals and
switches on the path.

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7.17.9 Sound Debug Window
By pressing  this window opens:

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It shows in the upper part the list of all active .sms files (track sound apart); by expanding the detail of a
specific .sms file, the list of all sound streams is displayed, as well as their state. On the left the value of the
analog sound variables is displayed for the selected .sms file. The volume refers to the first stream of the
selected sound file.
Active and inactive sounds toggle passing from internal to external views and vice-versa.

7.18 OpenRailsLog.txt Log file
When the Logging option in the main window is checked, a log file named OpenRailsLog.txt file is generated. This file contains rich information about the execution of the game session, allowing identification
of critical problems. This file should always be attached to requests of support in case of problems.
The contents of the file are often self-explanatory, and therefore can be evaluated by the same contents
developer. It includes reports of various errors in the MSTS files which are ignored by OR, including missing sound files, unrecognized terms in some files, etc. Selecting the Experimental Option Show shape warnings allows OR to report errors found in shape files in the log file. It includes also reports about malfunctions in the gaming session, such as trains passing red signals, as well as OR malfunctions.

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7.19 Code-embedded Logging Options
OR source code is freely downloadable; check the http://www.OpenRails.org website for this. Within the
code there are some debug options that, when activated, generate specific extended log files, e.g. for
analysis of signal and of AI train behavior. Short specific info on this can be provided to people with programming skills.

7.20 Testing in Autopilot Mode
Autopilot mode is a powerful tool to help in testing activities.

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8

Open Rails Physics

Open Rails physics is in an advanced stage of development. The physics structure is divided into logical
classes; more generic classes are parent classes, more specialized classes inherit properties and methods of their parent class. Therefore, the description for train cars physics is also valid for locomotives
(because a locomotive is a special case of a train car). All parameters are defined within the .wag or
.eng file. The definition is based on MSTS file format and some additional ORTS based parameters. To
avoid possible conflicts in MSTS, the ORTS prefix is added to every OpenRails specific parameter (such as
ORTSMaxTractiveForceCurves).
The .wag or .eng file may be placed as in MSTS in the TRAINS\TRAINSET\TrainCar\ folder (where TrainCar
is the name of the train car folder). If OR-specific parameters are used, or if different .wag or .eng files
are used for MSTS and OR, the preferred solution is to place the OR-specific .wag or .eng file in a created
folder TRAINS\TRAINSET\TrainCar\OpenRails\ (see here for more).

8.1 Train Cars (WAG, or Wagon Part of ENG file)
The behavior of a train car is mainly defined by a resistance / resistive force (a force needed to pull a car).
Train car physics also includes coupler slack and braking. In the description below, the Wagon section of
the WAG / ENG file is discussed.

8.1.1 Resistive Forces
Open Rails physics calculates resistance based on real world physics: gravity, mass, rolling resistance and
optionally curve resistance. This is calculated individually for each car in the train. The program calculates rolling resistance, or friction, based on the Friction parameters in the Wagon section of .wag/.eng
file. Open Rails identifies whether the .wag file uses the FCalc utility or other friction data. If FCalc was
used to determine the Friction variables within the .wag file, Open Rails compares that data to the Open
Rails Davis equations to identify the closest match with the Open Rails Davis equation. If no-FCalc Friction parameters are used in the .wag file, Open Rails ignores those values, substituting its actual Davis
equation values for the train car.
A basic (simplified) Davis formula is used in the following form:
Fres = ORTSDavis_A + speedMpS * (ORTSDavis_B + ORTSDavis_C * speedMpS2 )
Where Fres is the friction force of the car. The rolling resistance can be defined either by FCalc or ORTSDavis_A, _B and _C components. If one of the ORTSDavis components is zero, FCalc is used. Therefore, e.g.
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if the data doesn’t contain the B part of the Davis formula, a very small number should be used instead of
zero.
When a car is pulled from steady state, an additional force is needed due to higher bearing forces. The
situation is simplified by using a different calculation at low speed (5 mph and lower). Empirical static
friction forces are used for different classes of mass (under 10 tons, 10 to 100 tons and above 100 tons).
In addition, if weather conditions are poor (snowing is set), the static friction is increased.
When running on a curve and if the Curve dependent resistance option is enabled, additional resistance
is calculated, based on the curve radius, rigid wheel base, track gauge and super elevation. The curve
resistance has its lowest value at the curve’s optimal speed. Running at higher or lower speed causes
higher curve resistance. The worst situation is starting a train from zero speed. The track gauge value can
be set by ORTSTrackGauge parameter, otherwise 1435 mm is used. The rigid wheel base can be also set by
ORTSRigidWheelBase, otherwise the value is estimated. Further details are discussed later.
When running on a slope (uphill or downhill), additional resistance is calculated based on the car mass
taking into account the elevation of the car itself. Interaction with the car vibration feature is a known
issue (if the car vibrates the resistance value oscillate).

8.1.2 Coupler Slack
Slack action for couplers is introduced and calculated the same way as in MSTS.

8.1.3 Adhesion of Locomotives – Settings Within the Wagon Section of ENG files
MSTS calculates the adhesion parameters based on a very strange set of parameters filled with an even
stranger range of values. Since ORTS is not able to mimic the MSTS calculation, a standard method based
on the adhesion theory is used with some known issues in use with MSTS content.
MSTS Adheasion (sic!) parameters are not used in ORTS. Instead, a new set of parameters is used, which
must be inserted within the Wagon section of the .ENG file:
ORTSAdhesion (
ORTSCurtius_Kniffler (A B C D )
)

The A, B and C values are coefficients of a standard form of various empirical formulas, e.g. CurtiusKniffler or Kother. The D parameter is used in the advanced adhesion model described later.
From A, B and C a coefficient CK is computed, and the adhesion force limit is then calculated by multiplication of CK by the car mass and the acceleration of gravity (9.81), as better explained later.
The adhesion limit is only considered in the adhesion model of locomotives.
The adhesion model is calculated in two possible ways. The first one – the simple adhesion model – is
based on a very simple threshold condition and works similarly to the MSTS adhesion model. The second
one – the advanced adhesion model – is a dynamic model simulating the real world conditions on a wheelto-rail contact and will be described later. The advanced adhesion model uses some additional parameters
such as:
ORTSAdhesion (
ORTSSlipWarningThreshold ( T )
)

where T is the wheelslip percentage considered as a warning value to be displayed to the driver; and:
ORTSAdhesion(
Wheelset (
Axle (
ORTSInertia (
Inertia

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)

)

)

)

where Inertia is the model inertia in kg.m2 and can be set to adjust the advanced adhesion model dynamics. The value considers the inertia of all the axles and traction drives. If not set, the value is estimated
from the locomotive mass and maximal power.
The first model – simple adhesion model – is a simple tractive force condition-based computation. If the
tractive force reaches its actual maximum, the wheel slip is indicated in HUD view and the tractive force
falls to 10% of the previous value. By reducing the throttle setting adherence is regained. This is called
the simple adhesion model.
The second adhesion model (advanced adhesion model) is based on a simplified dynamic adhesion theory.
Very briefly, there is always some speed difference between the wheel speed of the locomotive and the
longitudinal train speed when the tractive force is different from zero. This difference is called wheel slip /
wheel creep. The adhesion status is indicated in the HUD Force Information view by the Wheel Slip parameter
and as a warning in the general area of the HUD view. For simplicity, only one axle model is computed (and
animated). A tilting feature and the independent axle adhesion model will be introduced in the future.
The heart of the model is the slip characteristics (picture below).

The wheel creep describes the stable area of the characteristics and is used in the most of the operation
time. When the tractive force reaches the actual maximum of the slip characteristics, force transition falls
down and more power is used to speed up the wheels, so called wheel slip.
To avoid the loss of the tractive force, use the throttle in combination with sanding to return to
the stable area (wheel creep area). A possible sequence of the wheel slip development is shown
on the pictures below. The Wheel slip value is displayed as a value relative to the best adhesion conditions for actual speed and weather. The value of 63% means very good force transition. For values higher than ( ORTSadhesion ( ORTSSlipWarningThreshold ) ) or 70% by default, the Wheel slip warning is displayed, but the force transition is still very good. This indication should warn you to use the throttle very carefully. Exceeding 100%, the Wheel slip message
is displayed and the wheels are starting to speed up, which can be seen on the speedometer or
in external view 2. To reduce the wheel slip, use throttle down, sanding or the locomotive brake.

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The actual maximum of the tractive force is based on the CurtiusKniffler adhesion theory and can be adjusted by the aforementioned ORTSCurtius_Kniffler ( A B C D ) parameters, where A,
B, C are coefficients of Curtius-Kniffler, Kother or similar formula.
By default, Curtius-Kniffler is used.
(︃
)︃
[︁ m ]︁
𝐴
[︀ ]︀ + 𝐶
𝐹𝑎𝑑ℎ𝑀 𝐴𝑋 = 𝑊 · 𝑚 [kg] · 9.81 2 ·
s
𝐵 + 𝑣 km
h
Where W is the weather coefficient. This means that the maximum
is related to the speed of the train, or to the weather conditions.
always be 0.7.

The D parameter is used in an advanced adhesion model and should

There are some additional parameters in the Force Information HUD view. The axle/wheel is driven by the
Axle drive force and braked by the Axle brake force. The Axle out force is the output force of the adhesion
model (used to pull the train). To compute the model correctly the FPS rate needs to be divided by a Solver
dividing value in a range from 1 to 50. By default, the Runge-Kutta4 solver is used to obtain the best results. When the Solver dividing value is higher than 40, in order to reduce CPU load the Euler-modified
solver is used instead.
In some cases when the CPU load is high, the time step for the computation may become very high and
the simulation may start to oscillate (the Wheel slip rate of change (in the brackets) becomes very high).
There is a stability correction feature that modifies the dynamics of the adhesion characteristics. Higher
instability can cause a huge wheel slip. You can use the DebugResetWheelSlip ( keys by default)
command to reset the adhesion model. If you experience such behavior most of time, use the basic adhesion model instead by pressing DebugToggleAdvancedAdhesion (  keys by default).
Another option is to use a Moving average filter available in the Simulation Options. The higher the value,
the more stable the simulation will be. However, the higher value causes slower dynamic response. The
recommended range is between 10 and 50.
To match some of the real world features, the Wheel slip event can cause automatic zero throttle setting.
Use the Engine (ORTS (ORTSWheelSlipCausesThrottleDown)) Boolean value of the ENG file.

8.2 Engine – Classes of Motive Power
Open Rails software provides for different classes of engines: diesel, electric, steam and default. If needed,
additional classes can be created with unique performance characteristics.

8.2.1 Diesel Locomotives in General
The diesel locomotive model in ORTS simulates the behavior of two basic types of diesel engine driven
locomotives– diesel-electric and diesel-mechanical. The diesel engine model is the same for both types,
but acts differently because of the different type of load. Basic controls (direction, throttle, dynamic brake,
air brakes) are common across all classes of engines. Diesel engines can be started or stopped by pressing
the START/STOP key ( in English keyboards). The starting and stopping sequence is driven by a
starter logic, which can be customized, or is estimated by the engine parameters.
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Starting the Diesel Engine
To start the engine, simply press the START/STOP key once. The direction controller must be in the neutral
position (otherwise, a warning message pops up). The engine RPM (revolutions per minute) will increase
according to its speed curve parameters (described later). When the RPM reaches 90% of StartingRPM
(67% of IdleRPM by default), the fuel starts to flow and the exhaust emission starts as well. RPM continues
to increase up to StartingConfirmationRPM (110% of IdleRPM by default) and the demanded RPM is set
to idle. The engine is now started and ready to operate.
Stopping the Diesel Engine
To stop the engine, press the START/STOP key once. The direction controller must be in the neutral position (otherwise, a warning message pops up). The fuel flow is cut off and the RPM will start to decrease
according to its speed curve parameters. The engine is considered as fully stopped when RPM is zero. The
engine can be restarted even while it is stopping (RPM is not zero).
Starting or Stopping Helper Diesel Engines
By pressing the Diesel helper START/STOP key ( on English keyboards), the diesel engines of
helper locomotives can be started or stopped. Also consider disconnecting the unit from the multiple-unit
(MU) signals instead of stopping the engine (see here, Toggle MU connection).
It is also possible to operate a locomotive with the own engine off and the helper’s engine on.
ORTS Specific Diesel Engine Definition
If no ORTS specific definition is found, a single diesel engine definition is created based on the MSTS settings. Since MSTS introduces a model without any data crosscheck, the behavior of MSTS and ORTS diesel
locomotives can be very different. In MSTS, MaxPower is not considered in the same way and you can get
much better performance than expected. In ORTS, diesel engines cannot be overloaded.
No matter which engine definition is used, the diesel engine is defined by its load characteristics (maximum
output power vs. speed) for optimal fuel flow and/or mechanical characteristics (output torque vs. speed)
for maximum fuel flow. The model computes output power / torque according to these characteristics
and the throttle settings. If the characteristics are not defined (as they are in the example below), they are
calculated based on the MSTS data and common normalized characteristics.

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In many cases the throttle vs. speed curve is customized because power vs. speed is not linear. A default
linear throttle vs. speed characteristics is built in to avoid engine overloading at lower throttle settings.
Nevertheless, it is recommended to adjust the table below to get more realistic behavior.
In ORTS, single or multiple engines can be set for one locomotive. In case there is more than one engine,
other engines act like helper engines (start/stop control for helpers is  by default). The power of
each active engine is added to the locomotive power. The number of such diesel engines is not limited.
If the ORTS specific definition is used, each parameter is tracked and if one is missing (except in the case
of those marked with Optional), the simulation falls back to use MSTS parameters.

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Engine(
...
ORTSDieselEngines ( 2
Diesel (
IdleRPM ( 510 )
MaxRPM ( 1250 )
StartingRPM ( 400 )
StartingConfirmRPM ( 570 )
ChangeUpRPMpS ( 50 )
ChangeDownRPMpS ( 20 )
RateOfChangeUpRPMpSS ( 5 )
RateOfChangeDownRPMpSS ( 5 )
MaximalPower ( 300kW )
IdleExhaust ( 5 )
MaxExhaust ( 50 )
ExhaustDynamics ( 10 )
ExhaustDynamicsDown (10)
ExhaustColor ( 00 fe )
ExhaustTransientColor(
00 00 00 00)
DieselPowerTab (
0
0
510
2000
520
5000
600
2000
800
70000
1000
100000
1100
200000
1200
280000
1250
300000
)
DieselConsumptionTab (
0
0
510
10
1250
245
)
ThrottleRPMTab (
0
510
5
520
10 600
20 700
50 1000
75 1200
100 1250
)
DieselTorqueTab (
0
0
510
25000
1250
200000
)
MinOilPressure ( 40 )
MaxOilPressure ( 90 )
MaxTemperature ( 120 )
Cooling ( 3 )
TempTimeConstant ( 720 )
OptTemperature ( 90 )
IdleTemperature ( 70 )

)
Diesel ( ... )

8.2. Engine – Classes of Motive Power

Engine section in eng file
Number of engines
Idle RPM
Maximal RPM
Starting RPM
Starting confirmation RPM
Increasing change rate RPM/s
Decreasing change rate RPM/s
Jerk of ChangeUpRPMpS RPM/s^2
Jerk of ChangeDownRPMpS RPM/s^2
Maximal output power
Num of exhaust particles at IdleRPM
Num of exhaust particles at MaxRPM
Exhaust particle mult. at transient
Mult. for down transient (Optional)
Exhaust color at steady state
Exhaust color at RPM changing
Diesel engine power table
RPM
Power in Watts

Diesel fuel consumption table
RPM
Specific consumption g/kWh

Eengine RPM vs. throttle table
Throttle %
Demanded RPM

Diesel engine RPM vs. torque table
RPM
Force in Newtons

Min oil pressure PSI
Max oil pressure PSI
Maximal temperature Celsius
Cooling 0=No cooling, 1=Mechanical,
2= Hysteresis, 3=Proportional
Rate of temperature change
Normal temperature Celsius
Idle temperature Celsius
The same as above, or different

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Diesel Engine Speed Behavior
The engine speed is calculated based on the RPM rate of change and its rate of change. The
usual setting and the corresponding result is shown below. ChangeUpRPMpS means the slope of RPM,
RateOfChangeUpRPMpSS means how fast the RPM approaches the demanded RPM.

Fuel Consumption
Following the MSTS model, ORTS computes the diesel engine fuel consumption based on .eng file parameters. The fuel flow and level are indicated by the HUD view. Final fuel consumption is adjusted according
to the current diesel power output (load).
Diesel Exhaust
The diesel engine exhaust feature can be modified as needed. The main idea of this feature is based on the
general combustion engine exhaust. When operating in a steady state, the color of the exhaust is given by
the new ENG parameter engine (ORTS (Diesel (ExhaustColor))).
The amount of particles emitted is given by a linear interpolation of the values of engine(ORTS (Diesel
(IdleExhaust))) and engine(ORTS (Diesel (MaxExhaust))) in the range from 1 to 50. In a transient
state, the amount of the fuel increases but the combustion is not optimal. Thus, the quantity of particles is
temporarily higher: e.g. multiplied by the value of
engine(ORTS
(Diesel
(ExhaustDynamics))) and displayed with the color given by
engine(ORTS(Diesel(ExhaustTransientColor))).
The format of the color value is (aarrggbb) where:
• aa = intensity of light;
• rr = red color component;
• gg = green color component;
• bb = blue color component;

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and each component is in HEX number format (00 to ff).
Cooling System
ORTS introduces a simple cooling and oil system within the diesel engine model. The engine temperature
is based on the output power and the cooling system output. A maximum value of 100°C can be reached
with no impact on performance. It is just an indicator, but the impact on the engine’s performance will be
implemented later. The oil pressure feature is simplified and the value is proportional to the RPM. There
will be further improvements of the system later.

8.2.2 Diesel-Electric Locomotives
Diesel-electric locomotives are driven by electric traction motors supplied by a diesel-generator set. The
gen-set is the only power source available, thus the diesel engine power also supplies auxiliaries and other
loads. Therefore, the output power will always be lower than the diesel engine rated power.
In ORTS, the diesel-electric locomotive can use ORTSTractionCharacteristics or tables of
ORTSMaxTractiveForceCurves to provide a better approximation to real world performance. If a table is not used, the tractive force is limited by MaxForce, MaxPower and MaxVelocity. The throttle setting
is passed to the ThrottleRPMTab, where the RPM demand is selected. The output force increases with
the Throttle setting, but the power follows maximal output power available (RPM dependent).

8.2.3 Diesel-Hydraulic Locomotives
Diesel-hydraulic locomotives are not implemented in ORTS. However, by using either
ORTSTractionCharacteristics or ORTSMaxTractiveForceCurves tables, the desired performance
can be achieved, when no gearbox is in use and the DieselEngineType is electric.

8.2.4 Diesel-Mechanical Locomotives
ORTS features a mechanical gearbox feature that mimics MSTS behavior, including automatic or
manual shifting. Some features not well described in MSTS are not yet implemented, such as
GearBoxBackLoadForce, GearBoxCoastingForce and GearBoxEngineBraking.
Output performance is very different compared with MSTS. The output force is computed using the diesel
engine torque characteristics to get results that are more precise.

8.3 Electric Locomotives
At the present time, diesel and electric locomotive physics calculations use the default engine physics.
Default engine physics simply uses the MaxPower and MaxForce parameters to determine the pulling
power of the engine, modified by the Reverser and Throttle positions. The locomotive physics can be
replaced by traction characteristics (speed in mps vs. force in Newtons) as described below.
Some OR-specific parameters are available in order to improve the realism of the electric system.

8.3.1 Pantographs
The pantographs of all locomotives in a consist are triggered by Control Pantograph First and Control Pantograph Second commands ( 

and by default ). The status of the pantographs is indicated by the Pantographs value in the HUD view. 8.3. Electric Locomotives 83 Open Rails Manual, Release 1.2.3706 (draft) Since the simulator does not know whether the pantograph in the 3D model is up or down, you can set some additional parameters in order to add a delay between the time when the command to raise the pantograph is given and when the pantograph is actually up. In order to do this, you can write in the Wagon section of your .eng file or .wag file (since the pantograph may be on a wagon) this optional structure: ORTSPantographs( Pantograph( << This is going to be your first pantograph. Delay( 5s ) << Example : a delay of 5 seconds ) Pantograph( ... parameters for the second pantograph ... ) ) Other parameters will be added to this structure later, such as power limitations or speed restrictions. 8.3.2 Circuit breaker The circuit breaker of all locomotives in a consist can be controlled by Control Circuit Breaker Closing Order, Control Circuit Breaker Opening Order and Control Circuit Breaker Closing Authorization commands ( , and by default ). The status of the circuit breaker is indicated by the Circuit breaker value in the HUD view. Two default behaviours are available: • By default, the circuit breaker of the train closes as soon as power is available on the pantograph. • The circuit breaker can also be controlled manually by the driver. To get this behaviour, put the parameter ORTSCircuitBreaker( Manual ) in the Engine section of the ENG file. In order to model a different behaviour of the circuit breaker, a scripting interface is available. The script can be loaded with the parameter ORTSCircuitBreaker( ). In real life, the circuit breaker does not close instantly, so you can add a delay with the optional parameter ORTSCircuitBreakerClosingDelay( ) (by default in seconds). 8.3.3 Power supply The power status is indicated by the Power value in the HUD view. The power-on sequence time delay can be adjusted by the optional ORTSPowerOnDelay( ) value (for example: ORTSPowerOnDelay( 5s )) within the Engine section of the .eng file (value in seconds). The same delay for auxiliary systems can be adjusted by the optional parameter ORTSAuxPowerOnDelay( ) (by default in seconds). 8.4 Steam Locomotives 8.4.1 General Introduction to Steam Locomotives Principles of Train Movement Key Points to Remember: • Steam locomotive tractive effort must be greater than the train resistance forces. • Train resistance is impacted by the train itself, curves, gradients, tunnels, etc. 8.4. Steam Locomotives 84 Open Rails Manual, Release 1.2.3706 (draft) • Tractive effort reduces with speed, and will reach a point where it equals the train resistance, and thus the train will not be able to go any faster. • This point will vary as the train resistance varies due to changing track conditions. • Theoretical tractive effort is determined by the boiler pressure, cylinder size, drive wheel diameters, and will vary between locomotives. • Low Factors of Adhesion will cause the locomotive’s driving wheels to slip. Forces Impacting Train Movement The steam locomotive is a heat engine which converts heat energy generated through the burning of fuel, such as coal, into heat and ultimately steam. The steam is then used to do work by injecting the steam into the cylinders to drive the wheels around and move the locomotive forward. To understand how a train will move forward, it is necessary to understand the principal mechanical forces acting on the train. The diagram below shows the two key forces affecting the ability of a train to move. The first force is the tractive effort produced by the locomotive, whilst the second force is the resistance presented by the train. Whenever the tractive effort is greater than the train resistance the train will continue to move forward; once the resistance exceeds the tractive effort, then the train will start to slow down, and eventually will stop moving forward. The sections below describe in more detail the forces of tractive effort and train resistance. Train Resistance The movement of the train is opposed by a number of different forces which are collectively grouped together to form the train resistance. The main resistive forces are as follows (the first two values of resistance are modelled through the Davis formulas, and only apply on straight level track): • Journal or Bearing resistance (or friction) • Air resistance • Gradient resistance – trains travelling up hills will experience greater resistive forces then those operating on level track. • Curve resistance – applies when the train is traveling around a curve, and will be impacted by the curve radius, speed, and fixed wheel base of the rolling stock. • Tunnel resistance – applies when a train is travelling through a tunnel. 8.4. Steam Locomotives 85 Open Rails Manual, Release 1.2.3706 (draft) Tractive Effort Tractive Effort is created by the action of the steam against the pistons, which, through the media of rods, crossheads, etc., cause the wheels to revolve and the engine to advance. Tractive Effort is a function of mean effective pressure of the steam cylinder and is expressed by following formula for a simple locomotive. Geared and compound locomotives will have slightly different formula: TE = Cyl/2 x (M.E.P. x d2 x s) / D Where: • Cyl = number of cylinders • TE = Tractive Effort (lbf) • M.E.P. = mean effective pressure of cylinder (psi) • D = diameter of cylinder (in) • S = stroke of cylinder piston (in) • D = diameter of drive wheels (in) Theoretical Tractive Effort To allow the comparison of different locomotives, as well as determining their relative pulling ability, a theoretical approximate value of tractive effort is calculated using the boiler gauge pressure and includes a factor to reduce the value of M.E.P. Thus our formula from above becomes: TE = Cyl/2 x (0.85 x BP x d2 x s) / D Where: • BP = Boiler Pressure (gauge pressure - psi) • 0.85 – factor to account for losses in the engine, typically values between 0.7 and 0.85 were used by different manufacturers and railway companies. Factor of Adhesion The factor of adhesion describes the likelihood of the locomotive slipping when force is applied to the wheels and rails, and is the ratio of the starting Tractive Effort to the weight on the driving wheels of the locomotive: FoA = Wd / TE Where: • FoA = Factor of Adhesion • TE = Tractive Effort (lbs) • Wd = Weight on Driving Wheels (lbs) Typically the Factor of Adhesion should ideally be between 4.0 & 5.0 for steam locomotives. Values below this range will typically result in slippage on the rail. 8.4. Steam Locomotives 86 Open Rails Manual, Release 1.2.3706 (draft) Indicated HorsePower (IHP) Indicated Horsepower is the theoretical power produced by a steam locomotive. The generally accepted formula for Indicated Horsepower is: I.H.P. = Cyl/2 x (M.E.P. x L x A x N) / 33000 Where: • IHP = Indicated Horsepower (hp) • Cyl = number of cylinders • M.E.P. = mean effective pressure of cylinder (psi) • L = stroke of cylinder piston (ft) • A = area of cylinder (sq in) • N = number of cylinder piston strokes per min (NB: two piston strokes for every wheel revolution) As shown in the diagram below, IHP increases with speed, until it reaches a maximum value. This value is determined by the cylinder’s ability to maintain an efficient throughput of steam, as well as for the boiler’s ability to maintain sufficient steam generation to match the steam usage by the cylinders. Hauling Capacity of Locomotives Thus it can be seen that the hauling capacity is determined by the summation of the tractive effort and the train resistance. Different locomotives were designed to produce different values of tractive effort, and therefore the loads that they were able to haul would be determined by the track conditions, principally the ruling gradient for the section, and the load or train weight. Therefore most railway companies and locomotive manufacturers developed load tables for the different locomotives depending upon their theoretical tractive efforts. The table below is a sample showing the hauling capacity of an American (4-4-0) locomotive from the Baldwin Locomotive Company catalogue, listing the relative loads on level track and other grades as the cylinder size, drive wheel diameter, and weight of the locomotive is varied. 8.4. Steam Locomotives 87 Open Rails Manual, Release 1.2.3706 (draft) Typically the ruling gradient is defined as the maximum uphill grade facing a train in a particular section of the route, and this grade would typically determine the maximum permissible load that the train could haul in this section. The permissible load would vary depending upon the direction of travel of the train. Elements of Steam Locomotive Operation A steam locomotive is a very complex piece of machinery that has many component parts, each of which will influence the performance of the locomotive in different ways. Even at the peak of its development in the middle of the 20th century, the locomotive designer had at their disposal only a series of factors and simple formulae to describe its performance. Once designed and built, the performance of the locomotive was measured and adjusted by empirical means, i.e. by testing and experimentation on the locomotive. Even locomotives within the same class could exhibit differences in performance. A simplified description of a steam locomotive is provided below to help understand some of the key basics of its operation. As indicated above, the steam locomotive is a heat engine which converts fuel (coal, wood, oil, etc.) to heat; this is then used to do work by driving the pistons to turn the wheels. The operation of a steam locomotive can be thought of in terms of the following broadly defined components: • Boiler and Fire (Heat conversion) • Cylinder (Work done) Boiler and Fire (Heat conversion) The amount of work that a locomotive can do will be determined by the amount of steam that can be produced (evaporated) by the boiler. Boiler steam production is typically dependent upon the Grate Area, and the Boiler Evaporation Area. • Grate Area – the amount of heat energy released by the burning of the fuel is dependent upon the size of the grate area, draught of air flowing across the grate to support fuel combustion, fuel calorific value, and the amount of fuel that can be fed to the fire (a human fireman can only shovel so much coal in an hour). Some locomotives may have had good sized grate areas, but were ‘poor steamers’ because they had small draught capabilities. • Boiler Evaporation Area – consisted of the part of the firebox in contact with the boiler and the heat tubes running through the boiler. This area determined the amount of heat that could be transferred to the water in the boiler. As a rule of thumb a boiler could produce approximately 12-15 lbs/h of steam per ft2 of evaporation area. • Boiler Superheater Area – Typically modern steam locomotives are superheated, whereas older locomotives used only saturated steam. Superheating is the process of putting more heat into the steam without changing the pressure. This provided more energy in the steam and allowed the locomotive to produce more work, but with a reduction in steam and fuel usage. In other words a superheated locomotive tended to be more efficient then a saturated locomotive. 8.4. Steam Locomotives 88 Open Rails Manual, Release 1.2.3706 (draft) Cylinder (Work done) To drive the locomotive forward, steam was injected into the cylinder which pushed the piston backwards and forwards, and this in turn rotated the drive wheels of the locomotive. Typically the larger the drive wheels, the faster the locomotive was able to travel. The faster the locomotive travelled the more steam that was needed to drive the cylinders. The steam able to be produced by the boiler was typically limited to a finite value depending upon the design of the boiler. In addition the ability to inject and exhaust steam from the cylinder also tended to reach finite limits as well. These factors typically combined to place limits on the power of a locomotive depending upon the design factors used. Locomotive Types During the course of their development, many different types of locomotives were developed, some of the more common categories are as follows: • Simple – simple locomotives had only a single expansion cycle in the cylinder • Compound – locomotives had multiple steam expansion cycles and typically had a high and low pressure cylinder. • Saturated – steam was heated to only just above the boiling point of water. • Superheated – steam was heated well above the boiling point of water, and therefore was able to generate more work in the locomotive. • Geared – locomotives were geared to increase the tractive effort produced by the locomotive, this however reduced the speed of operation of the locomotive. Superheated Locomotives In the early 1900s, superheaters were fitted to some locomotives. As the name was implied a superheater was designed to raise the steam temperature well above the normal saturated steam temperature. This had a number of benefits for locomotive engineers in that it eliminated condensation of the steam in the cylinder, thus reducing the amount of steam required to produce the same amount of work in the cylinders. This resulted in reduced water and coal consumption in the locomotive, and generally improved the efficiency of the locomotive. Superheating was achieved by installing a superheater element that effectively increased the heating area of the locomotive. Geared Locomotives In industrial type railways, such as those used in the logging industry, spurs to coal mines were often built to very cheap standards. As a consequence, depending upon the terrain, they were often laid with sharp curves and steep gradients compared to normal main line standards. Typical main line rod type locomotives couldn’t be used on these lines due to their long fixed wheelbase (coupled wheels) and their relatively low tractive effort was no match for the steep gradients. Thus geared locomotives found their niche in railway practice. Geared locomotives typically used bogie wheelsets, which allowed the rigid wheelbase to be reduced compared to that of rod type locomotives, thus allowing the negotiation of tight curves. In addition the gearing allowed an increase of their tractive effort to handle the steeper gradients compared to main line tracks. Whilst the gearing allowed more tractive effort to be produced, it also meant that the maximum piston speed was reached at a lower track speed. 8.4. Steam Locomotives 89 Open Rails Manual, Release 1.2.3706 (draft) As suggested above, the maximum track speed would depend upon loads and track conditions. As these types of lines were lightly laid, excessive speeds could result in derailments, etc. The three principal types of geared locomotives used were: • Shay Locomotives • Climax • Heisler 8.4.2 Steam Locomotive Operation To successfully drive a steam locomotive it is necessary to consider the performance of the following elements: • Boiler and Fire (Heat conversion ) • Cylinder (Work done) For more details on these elements, refer to the “Elements of Steam Locomotive Operation” Summary of Driving Tips • Wherever possible, when running normally, have the regulator at 100%, and use the reverser to adjust steam usage and speed. • Avoid jerky movements when starting or running the locomotive, thus reducing the chances of breaking couplers. • When starting always have the reverser fully wound up, and open the regulator slowly and smoothly, without slipping the wheels. Open Rails Steam Functionality (Fireman) The Open Rails Steam locomotive functionality provides two operational options: • Automatic Fireman (Computer Controlled): In Automatic or Computer Controlled Fireman mode all locomotive firing and boiler management is done by Open Rails, leaving the player to concentrate on driving the locomotive. Only the basic controls such as the regulator and throttle are available to the player. • Manual Fireman: In Manual Fireman mode all locomotive firing and boiler management must be done by the player. All of the boiler management and firing controls, such as blower, injector, fuel rate, are available to the player, and can be adjusted accordingly. A full listing of the keyboard controls for use when in manual mode is provided on the Keyboard tab of the Open Rails Options panel. Use the keys to switch between Manual and Automatic firing modes. Hot or Cold Start The locomotive can be started either in a hot or cold mode. Hot mode simulates a locomotive which has a full head of steam and is ready for duty. Cold mode simulates a locomotive that has only just had the fire raised, and still needs to build up to full boiler pressure, before having full power available. This function can be selected through the Open Rails options menu on the Simulation tab. 8.4. Steam Locomotives 90 Open Rails Manual, Release 1.2.3706 (draft) Main Steam Locomotive Controls This section will describe the control and management of the steam locomotive based upon the assumption that the Automatic fireman is engaged. The following controls are those typically used by the driver in this mode of operation: • Cylinder Cocks – allows water condensation to be exhausted from the cylinders. (Open Rails Keys: toggle C) • Regulator – controls the pressure of the steam injected into the cylinders. (Open Rails Keys: D = increase, A = decrease) • Reverser – controls the valve gear and when the steam is “cutoff”. Typically it is expressed as a fraction of the cylinder stroke. (Open Rails Keys: W = increase, S = decrease). Continued operation of the W or S key will eventually reverse the direction of travel for the locomotive. • Brake – controls the operation of the brakes. (Open Rails Keys: ‘ = increase, ; = decrease) Recommended Option Settings For added realism of the performance of the steam locomotive, it is suggested that the following settings be considered for selection in the Open Rails options menu: • Break couplers • Curve speed dependent • Curve resistance speed • Hot start • Tunnel resistance dependent NB: Refer to the relevant sections of the manual for more detailed description of these functions. Locomotive Starting Open the cylinder cocks. They are to remain open until the engine has traversed a distance of about an average train length, consistent with safety. The locomotive should always be started in full gear (reverser up as high as possible), according to the direction of travel, and kept there for the first few turns of the driving wheels, before adjusting the reverser. After ensuring that all brakes are released, open the regulator sufficiently to move the train, care should be exercised to prevent slipping; do not open the regulator too much before the locomotive has gathered speed. Severe slipping causes excessive wear and tear on the locomotive, disturbance of the fire bed and blanketing of the spark arrestor. If slipping does occur, the regulator should be closed as appropriate, and if necessary sand applied. Also, when starting, a slow even increase of power will allow the couplers all along the train to be gradually extended, and therefore reduce the risk of coupler breakages. Locomotive Running Theoretically, when running, the regulator should always be fully open and the speed of the locomotive controlled, as desired, by the reverser. For economical use of steam, it is also desirable to operate at the lowest cut-off values as possible, so the reverser should be operated at low values, especially running at high speeds. 8.4. Steam Locomotives 91 Open Rails Manual, Release 1.2.3706 (draft) When running a steam locomotive keep an eye on the following key parameters in the Heads up Display (HUD – F5) as they will give the driver an indication of the current status and performance of the locomotive with regard to the heat conversion (Boiler and Fire) and work done (Cylinder) processes. Also bear in mind the above driving tips. • Direction – indicates the setting on the reverser and the direction of travel. The value is in per cent, so for example a value of 50 indicates that the cylinder is cutting off at 0.5 of the stroke. • Throttle – indicates the setting of the regulator in per cent. • Steam usage – these values represent the current steam usage per hour. • Boiler Pressure – this should be maintained close to the maximum working pressure of the locomotive. • Boiler water level – indicates the level of water in the boiler. Under operation in Automatic Fireman mode, the fireman should manage this. • Fuel levels – indicate the coal and water levels of the locomotive. For information on the other parameters, such as the brakes, refer to the relevant sections in the manual. For the driver of the locomotive the first two steam parameters are the key ones to focus on, as operating the locomotive for extended periods of time with steam usage in excess of the steam generation value will result in declining boiler pressure. If this is allowed to continue the locomotive will ultimately lose boiler pressure, and will no longer be able to continue to pull its load. Steam usage will increase with the speed of the locomotive, so the driver will need to adjust the regulator, reverser, and speed of the locomotive to ensure that optimal steam pressure is maintained. However, a point will finally be reached where the locomotive cannot go any faster without the steam usage exceeding the steam generation. This point determines the maximum speed of the locomotive and will vary depending upon load and track conditions Steam Locomotive Carriage Steam Heat Modelling Overview In the early days of steam, passenger carriages were heated by fire burnt in stoves within the carriage, but this type of heating proved to be dangerous, as on a number of occasions the carriages actually caught fire and burnt. A number of alternative heating systems were adopted as a safer replacement. The Open Rails Model is based upon a direct steam model, ie one that has steam pipes installed in each carriage, and pumps steam into each car to raise the internal temperature in each car. The heat model in each car is represented by Figure 1 below. The key parameters influencing the operation of the model are the values of tc, to, tp, which represent the temperature within the carriage, ambient temperature outside the carriage, and the temperature of the steam pipe due to steam passing through it. As shown in the figure the heat model has a number of different elements as follows: 8.4. Steam Locomotives 92 Open Rails Manual, Release 1.2.3706 (draft) 1. Internal heat mass – the air mass in the carriage (represented by cloud) is heated to temperature that is comfortable to the passengers. The energy required to maintain the temperature will be determined the volume of the air in the carriage 2. Heat Loss – Transmission – over time heat will be lost through the walls, roof, and floors of the carriage (represented by outgoing orange arrows), this heat loss will reduce the temperature of the internal air mass. 3. Heat Loss – Infiltration – also over time as carriage doors are opened and closed at station stops, some cooler air will enter the carriage (represented by ingoing blue arrows), and reduce the temperature of the internal air mass. 4. Steam Heating – to offset the above heat losses, steam was piped through each of the carriages (represented by circular red arrows). Depending upon the heat input from the steam pipe, the temperature would be balanced by offsetting the steam heating against the heat losses. Fig. 8.1: Heat Model for Passenger Car Carriage Heating Implementation in Open Rails Currently, carriage steam heating is only available on steam locomotives. To enable steam heating to work in Open Rails the following parameter must be included in the engine section of the steam locomotive ENG File: MaxSteamHeatingPressure( x ) Where: x = maximum steam pressure in the heating pipe – should not exceed 100 psi If the above parameter is added to the locomotive, then an extra line will appear in the extended HUD to show the temperature in the train, and the steam heating pipe pressure, etc. Steam heating will only work if there are passenger cars attached to the locomotive. Warning messages will be displayed if the temperature inside the carriage goes outside of the limits of 10–15.5°C. The player can control the train temperature by using the following controls: • – increase steam pipe pressure (and hence train temperature) • – decrease steam pipe pressure (and hence train temperature) It should be noted that the impact of steam heating will vary depending upon the season, length of train, etc. 8.4. Steam Locomotives 93 Open Rails Manual, Release 1.2.3706 (draft) 8.4.3 Steam Locomotives – Physics Parameters for Optimal Operation Required Input ENG and WAG File Parameters The OR Steam Locomotive Model (SLM) should work with default MSTS files; however optimal performance will only be achieved if the following settings are applied within the ENG file. The following list only describes the parameters associated with the SLM, other parameters such as brakes, lights, etc. still need to be included in the file. As always, make sure that you keep a backup of the original MSTS file. Open Rails has been designed to do most of the calculations for the modeler, and typically only the key parameters are required to be included in the ENG or WAG file. The parameters shown in the Locomotive performance Adjustments section should be included only where a specific performance outcome is required, since default parameters should provide a satisfactory result. When creating and adjusting ENG or WAG files, a series of tests should be undertaken to ensure that the performance matches the actual real-world locomotive as closely as possible. For further information on testing, as well as some suggested test tools, go to this site. NB: These parameters are subject to change as Open Rails continues to develop. Notes: • New – parameter names starting with ORTS means added as part of OpenRails development • Existing – parameter names not starting with ORTS are original in MSTS or added through MSTS BIN Possible Locomotive Reference Info: 1. Steam Locomotive Data 2. Example Wiki Locomotive Data 3. Testing Resources for Open Rails Steam Locomotives Parameter Description General Information (Engine section) ORTSSteamLocomotive Describes the type of Type ( x ) locomotive Recom’d Input Units WheelRadius ( x ) Distance Radius of drive wheels Simple, Geared Compound, Pressure, NB: normally < 100 psi BoilerVolume ( x ) Volume, where an act. value is n/a, use approx. EvapArea / 8.3 Area ORTSEvaporationArea (x) 8.4. Steam Locomotives Volume of boiler. This parameter is not overly critical. Boiler evaporation area (Simple) (Compound) (Geared) (0.648m) (36in) MaxSteamHeatingPressure Max pressure in steam (x) heating system for passenger carriages Boiler Parameters (Engine section) ORTSSteamBoilerType Describes the type of (x) boiler Saturated, heated Typical Examples Super- (80psi) (Saturated) (Superheated) (“220*(ft^3)”) (“110*(m^3)”) (“2198*(ft^2)”) (“194*(m^2)”) Continued on next page 94 Open Rails Manual, Release 1.2.3706 (draft) Parameter MaxBoilerPressure ( x ) Table 8.1 – continued from previous page Description Recom’d Input Units Max boiler working Pressure pressure (gauge) ORTSSuperheatArea ( Superheating heating x) area Locomotive Tender Info (Engine section) MaxTenderWaterMass Water in tender (x) Area MaxTenderCoalMass ( x) Coal in tender Mass Locomotive fire grate area Calorific value of fuel Area Fire (Engine section) ORTSGrateArea ( x ) ORTSFuelCalorific ( x ) ORTSSteamFiremanMax Maximum fuel rate PossibleFiringRate ( x ) that fireman can shovel in an hour. (Mass Flow) SteamFiremanIs Me- Mechanical stoker = chanicalStoker ( x large rate of coal feed ) Steam Cylinder (Engine section) NumCylinders ( x ) Number of steam cylinders CylinderStroke ( x ) Length of cylinder stroke Mass For coal use 13700 btu/lb Use as def: UK:3000lb/h US:5000lb/h AU:4200lb/h Boolean, 0=no-stoker 1=stoker Boolean Distance CylinderDiameter ( x ) Cylinder diameter Distance LPNumCylinders ( x ) Number of steam LP cylinders (compound locomotive only) LP cylinder stroke length (compound locomotive only) Boolean Diameter of LP cylinder (compound locomotive only) Distance LPCylinderStroke ( x ) LPCylinderDiameter ( x) Friction (Wagon section) 8.4. Steam Locomotives Distance Typical Examples (200psi) (200kPa) (“2198*(ft^2)”) (“194*(m^2)” ) (36500lb) (16000kg) (13440lb) (6000kg) (“2198*(ft^2)”) (“194*(m^2)”) (13700btu/lb) (33400kj/kg) (4200lb/h) (2000kg/h) (1) (2) (26in) (0.8m) (21in) (0.6m) (2) (26in) (0.8m) (21in) (0.6m) Continued on next page 95 Open Rails Manual, Release 1.2.3706 (draft) Parameter ORTSDavis_A ( x ) Table 8.1 – continued from previous page Description Recom’d Input Units Journal or roller bear- N, lbf. Use FCalc to caling + mechanical fric- culate tion ORTSDavis_B ( x ) Flange friction ORTSDavis_C ( x ) Air resistance friction ORTSBearingType ( x ) Bearing type, defaults to Friction Friction (Engine section) ORTSDriveWheelWeight Total weight on the (x) locomotive driving wheels Curve Speed Limit (Wagon section) ORTSUnbalancedSuper Determines the Elevation ( x ) amount of Cant Deficiency applied to carriage ORTSTrackGauge( x ) Track gauge CentreOfGravity ( x, y, z) Defines the centre of gravity of a locomotive or wagon Curve Friction (Wagon section) ORTSRigidWheelBase Rigid wheel base of ve(x) hicle Nm/s, lbf/mph. Use FCalc Nm/s^2, lbf/mph^2 Use FCalc Roller, Friction, Low Typical Examples (502.8N) (502.8lb) (1.5465Nm/s) (1.5465lbf/mph) (1.43Nm/s^2) (1.43lbf/mph^2) ( Roller ) Mass, Leave out if unknown (2.12t) Distance, Leave out if unknown (3in) (0.075m) Distance, Leave out if unknown Distance, Leave out if unknown Distance, Leave out if unknown (4ft 8.5in) ( 1.435m ) ( 4.708ft) (0m, 1.8m, 0m) (0ft, 5.0ft, 0ft) (5ft 6in) (3.37m) Locomotive Gearing (Engine section – Only required if locomotive is geared) ORTSSteamGearRatio Ratio of gears Numeric (2.55, 0.0) ( a, b ) ORTSSteamMaxGearPiston Max speed of piston ft/min ( 650 ) Rate ( x ) ORTSSteamGearType ( Fixed gearing or se- Fixed, Select x) lectable gearing (Fixed) (Select) Locomotive Performance Adjustments (Engine section – Optional, for experienced modellers) ORTSBoilerEvaporation Multipl. factor for ad- Between 10–15, Leave (15.0) Rate ( x ) justing maximum boiler out if not used steam output ORTSBurnRate ( x, y ) Tabular input: Coal x – lbs, y – kg, series of combusted (y) to steam x & y values. Leave out generated (x) if unused Continued on next page 8.4. Steam Locomotives 96 Open Rails Manual, Release 1.2.3706 (draft) Table 8.1 – continued from previous page Parameter Description Recom’d Input Units ORTSCylinderEfficiency Multipl. factor for Unlimited, Leave out if Rate ( x ) steam cylinder (force) unused output ORTSBoilerEfficiency Tabular input: boiler ef- x – lbs/ft2/h, series of x (x, y) ficiency (y) to coal com- & y values. Leave out if bustion (x) unused ORTSCylinderExhaust Point at which the Between 0.1–0.95, Open ( x ) cylinder exhaust port Leave out if unused opens ORTSCylinderPortOpening Size of cylinder port Between 0.05–0.12, (x) opening Leave out if unused ORTSCylinderInitial Tabular input: wheel x – rpm, series of x & y PressureDrop ( x, y ) speed (x) to pressure values. Leave out if undrop factor (y) used ORTSCylinderBackPressure Tabular input: Loco in- x – hp, y – psi(g), series ( x, y ) dicated power (x) to of x & y values. Leave backpressure (y) out if unused Typical Examples (1.0) (0.1) (0.085) 8.4.4 Special Steam Effects for Steam Locomotives Steam exhausts on a steam locomotive can be modelled in OR by defining appropriate steam effects in the SteamSpecialEffects section of the ENG file. OR supports the following special steam effects: • Steam cylinders (named CylindersFX and Cylinders2FX) – two effects are provided which will represent the steam exhausted when the steam cylinder cocks are opened. Two effects are provided to represent the steam exhausted at the front and rear of each piston stroke. These effects will appear whenever the cylinder cocks are opened, and there is sufficient steam pressure at the cylinder to cause the steam to exhaust, typically the regulator is open (> 0%). • Stack (named StackFX) – represents the smoke stack emissions. This effect will appear all the time in different forms depending upon the firing and steaming conditions of the locomotive. • Compressor (named CompressorFX) – represents a steam leak from the air compressor. Will only appear when the compressor is operating. • Generator (named GeneratorFX) – represents the emission from the turbo-generator of the locomotive. This effect operates continually. If a turbo-generator is not fitted to the locomotive it is recommended that this effect is left out of the effects section which will ensure that it is not displayed in OR. • Safety valves (named SafetyValvesFX) – represents the discharge of the steam valves if the maximum boiler pressure is exceeded. It will appear whenever the safety valve operates. • Whistle (named WhistleFX) – represents the steam discharge from the whistle. • Injectors (named Injectors1FX and Injectors2FX) – represents the steam discharge from the steam overflow pipe of the injectors. They will appear whenever the respective injectors operate. NB: If a steam effect is not defined in the SteamSpecialEffects section of the ENG file, then it will not be displayed in the simulation. Each effect is defined by inserting a code block into the ENG file similar to the one shown below: CylindersFX ( -1.0485 1.0 2.8 -1 0 0 0.1 ) 8.4. Steam Locomotives 97 Open Rails Manual, Release 1.2.3706 (draft) The code block consists of the following elements: • Effect name – as described above, • Effect location on the locomotive (given as an x, y, z offset in metres from the origin of the wagon shape) • Effect direction of emission (given as a normal x, y and z) • Effect nozzle width (in metres) 8.4.5 Auxiliary Water Tenders To increase the water carrying capacity of a steam locomotive, an auxiliary tender (or as known in Australia as a water gin) would sometimes be coupled to the locomotive. This auxiliary tender would provide additional water to the locomotive tender via connecting pipes. Typically, if the connecting pipes were opened between the locomotive tender and the auxiliary tender, the water level in the two vehicles would equalise at the same height. To implement this feature in Open Rails, a suitable water carrying vehicle needs to have the following parameter included in the WAG file. ORTSAuxTenderWaterMass ( 70000lb ) The units of measure are in mass. When the auxiliary tender is coupled to the locomotive the tender line in the LOCOMOTIVE INFORMATION HUD will show the two tenders and the water capacity of each. Water (C) is the combined water capacity of the two tenders, whilst Water (T) shows the water capacity of the locomotive tender, and Water (A) the capacity of the auxiliary tender (as shown below). To allow the auxiliary tender to be filled at a water fuelling point, a water freight animation will be need to be added to the WAG file as well. (Refer to Freight Animations for more details). 8.5 Engines – Multiple Units in Same Consist or AI Engines In an OR player train one locomotive is controlled by the player, while the other units are controlled by default by the train’s MU (multiple unit) signals for braking and throttle position, etc. The player-controlled locomotive generates the MU signals which are passed along to every unit in the train. For AI trains, the AI software directly generates the MU signals, i.e. there is no player-controlled locomotive. In this way, all engines use the same physics code for power and friction. This software model will ensure that non-player controlled engines will behave exactly the same way as player controlled ones. 8.6 Open Rails Braking Open Rails software has implemented its own braking physics in the current release. It is based on the Westinghouse 26C and 26F air brake and controller system. Open Rails braking will parse the type of braking from the .eng file to determine if the braking physics uses passenger or freight standards, selflapping or not. This is controlled within the Options menu as shown in General Options above. Selecting Graduated Release Air Brakes in Menu > Options allows partial release of the brakes. Some 26C brake valves have a cut-off valve that has three positions: passenger, freight and cut-out. Checked is equivalent to passenger standard and unchecked is equivalent to freight standard. The Graduated Release Air Brakes option controls two different features. If the train brake controller has a self-lapping notch and the Graduated Release Air Brakes box is checked, then the amount of brake pressure can be adjusted up or down by changing the control in this notch. If the Graduated Release Air Brakes option 8.5. Engines – Multiple Units in Same Consist or AI Engines 98 Open Rails Manual, Release 1.2.3706 (draft) is not checked, then the brakes can only be increased in this notch and one of the release positions is required to release the brakes. Another capability controlled by the Graduated Release Air Brakes checkbox is the behavior of the brakes on each car in the train. If the Graduated Release Air Brakes box is checked, then the brake cylinder pressure is regulated to keep it proportional to the difference between the emergency reservoir pressure and the brake pipe pressure. If the Graduated Release Air Brakes box is not checked and the brake pipe pressure rises above the auxiliary reservoir pressure, then the brake cylinder pressure is released completely at a rate determined by the retainer setting. The following brake types are implemented in OR: • Vacuum single • Air single-pipe • Air twin-pipe • EP (Electro-pneumatic) • Single-transfer-pipe (air and vacuum) The operation of air single-pipe brakes is described in general below. The auxiliary reservoir needs to be charged by the brake pipe and, depending on the WAG file parameters setting, this can delay the brake release. When the Graduated Release Air Brakes box is not checked, the auxiliary reservoir is also charged by the emergency reservoir (until both are equal and then both are charged from the pipe). When the Graduated Release Air Brakes box is checked, the auxiliary reservoir is only charged from the brake pipe. The Open Rails software implements it this way because the emergency reservoir is used as the source of the reference pressure for regulating the brake cylinder pressure. The end result is that you will get a slower release when the Graduated Release Air Brakes box is checked. This should not be an issue with two pipe air brake systems because the second pipe can be the source of air for charging the auxiliary reservoirs. Open Rails software has modeled most of this graduated release car brake behavior based on the 26F control valve, but this valve is designed for use on locomotives. The valve uses a control reservoir to maintain the reference pressure and Open Rails software simply replaced the control reservoir with the emergency reservoir. Increasing the Brake Pipe Charging Rate (psi/s) value controls the charging rate. Increasing the value will reduce the time required to recharge the train; while decreasing the value will slow the charging rate. However, this might be limited by the train brake controller parameter settings in the ENG file. The brake pipe pressure cannot go up faster than that of the equalization reservoir. The default value, 21, should cause the recharge time from a full set to be about 1 minute for every 12 cars. If the Brake Pipe Charging Rate (psi/s) value is set to 1000, the pipe pressure gradient features will be disabled and will also disable some but not all of the other new brake features. Brake system charging time depends on the train length as it should, but at the moment there is no modeling of main reservoirs and compressors. 8.6.1 Brake Shoe Adhesion The braking of a train is impacted by the following two types of adhesion (friction coefficients): • Brakeshoe – the coefficient of friction of the brakeshoe varies due to the type of brake shoe, and the speed of the wheel increases. Typically older cast iron brake shoes had lower friction coefficients then more modern composite brakeshoes. • Wheel – the adhesion or friction coefficient between the wheel and the rail will also vary with different conditions, such as whether the track was dry or wet, and will also vary with the speed of rotation of the wheel. 8.6. Open Rails Braking 99 Open Rails Manual, Release 1.2.3706 (draft) Thus a train traveling at high speed will have lower brake shoe adhesion, which means that the train will take a longer time to stop (or alternatively more force needs to be applied to the brakeshoe to achieve the same slowing effect of the wheel, as at slower speeds). Traveling at high speeds may also result in insufficient force being available to stop the train, and therefore under some circumstances the train may become uncontrollable (unstoppable) or runaway on steep falling gradients. Conversely if too much force is applied to the brakeshoe, then the wheel could lock up, and this could result in the wheel slipping along the rail once the adhesive force (wagon weight x coefficient of friction) of the wagon is exceeded by the braking force. In this instance the static friction between the wheel and the track will change to dynamic friction, which is significantly lower than the static friction, and thus the train will not be stopped in the desired time and distance. When designing the braking forces railway engineers need to ensure that the maximum braking force applied to the wheels takes into account the above adhesion factors. Implementation in Open Rails Open Rails models the aspects described above, and operates within one of the following modes: • Advanced Adhesion NOT selected - brake force operates as per previous OR functionality, i.e. - constant brake force regardless of speed. • Advanced Adhesion SELECTED and legacy WAG files, or NO additional user friction data defined in WAG file - OR assumes the users assigned friction coefficient have been set at 20% friction coefficient for cast iron brakes, and reverse engineers the braking force, and then applies the default friction curve as the speed varies. • Advanced Adhesion SELECTED and additional user friction data HAS been defined in WAG file - OR applies the user defined friction/speed curve. It should be noted that the MaxBrakeForce parameter in the WAG file is the actual force applied to the wheel after reduction by the friction coefficient. Option iii) above is the ideal recommended method of operating, and naturally will require include files, or variations to the WAG file. To setup the WAG file, the following values need to be set: • use the OR parameter ORTSBrakeShoeFriction ( x, y ) to define an appropriate friction/speed curve, where x = speed in kph, and y = brakeshoe friction. This parameter needs to be included in the WAG file near the section defining the brakes. This parameter allows the user to customise to any brake type. • Define the MaxBrakeForce value with a friction value equal to the zero speed value of the above curve, i.e. in the case of the curve below this woyuld be 0.49. For example, a sample curve definition for a COBRA (COmposition BRAkes) brakeshoe might be as follows: ORTSBrakeShoeFriction ( 0.0 0.49 8.0 ................ 80.5 0.298 88.5 0.295 96.6 0.289 104.6 0.288 ) The debug FORCES INFORMATION HUD has been modified by the addition of two extra columns: • Brk. Frict. - Column shows the current friction value of the brakeshoe and will vary according to the speed. (Applies to modes ii) and iii) above). In mode i) it will show friction constant at 100%, which indicates that the MaxBrakeForce defined in the WAG file is being used without alteration, ie it is constant regardless of the speed. • Brk. Slide - indicates that the vehicle wheels are sliding along the track under brake application. (Ref to Wheel Skidding due to Excessive Brake Force ) It should be noted that the Adhesion factor correction slider in the options menu will vary the brakeshoe coefficient above and below 100% (or unity). It is recommended that this is set @ the default value of 100%. These changes introduce an extra challenge to train braking, but provide a more realistic train operation. 8.6. Open Rails Braking 100 Open Rails Manual, Release 1.2.3706 (draft) For example, in a lot of normal Westinghouse brake systems, a minimum pressure reduction was applied by moving the brake controller to the LAP position. Typically Westinghouse recommended values of between 7 and 10 psi. 8.6.2 Train Brake Pipe Losses The train brake pipe on a train is subject to air losses through leakage at joints, etc. Typically when the brake controller is in the RUNNING position, air pressure is maintained in the pipe from the reservoir. However on some brake systems, especially older ones such as the A6-ET, when the brake controller is in the LAP position the train brkae pipe is isolated from the air reservoir, and hence over time the pipe will suffer pressure drops due to leakages. This will result in the brakes being gradually applied. More modern brake systems have a self lapping feature which compensates for train brake pipe leakage regardless of the position that the brake controller is in. Open Rails models this feature whenever the TrainPipeLeakRate parameter is defined in the engine section of the ENG file. Typically most railway companies accepted leakage rates of around 5 psi/min in the train brake pipe before some remedial action needed to be undertaken. If this parameter is left out of the ENG file, then no leakage will occur. 8.6.3 Wheel Skidding due to Excessive Brake Force The application of excessive braking force onto a wheel can cause it to lock up and then start to slip along the rails. This occurs where the wagon braking force exceeds the adhesive weight force of the wagon wheel, i.e. the wheel to rail friction is overcome, and the wheel no longer grips the rails. Typically this happens with lightly loaded vehicles at lower speeds, and hence the need to ensure that braking forces are applied to design standards. When a vehicle experiences wheel skid, an indication is provided in the FORCES INFORMATION HUD. To correct the problem the brakes must be released, and then applied slowly to ensure that the wheels are not locked up. 8.6.4 Using the F5 HUD Expanded Braking Information This helps users of Open Rails to understand the status of braking within the game and assists in realistically coupling and uncoupling cars. Open Rails braking physics is more realistic than MSTS, as it models the connection, charging and exhaust of brake lines. When coupling to a static consist, note that the brake line for the newly added cars normally does not have any pressure. This is because the train brake line/hose has not yet been connected. The last columns of each line shows the condition of the air brake hose connections of each unit in the consist. The columns under AnglCock describe the state of the Angle Cock, a manually operated valve in each of the brake hoses of a car: A is the cock at the front, B is the cock at the rear of the car. The symbol + indicates that the cock is open and the symbol - that it is closed. The column headed by T indicates if the hose on the locomotive or car is interconnected: T means that there is no connection, I means it is connected to the air pressure line. If the angle cocks of two consecutive cars are B+ and A+ respectively, they will pass the main air hose pressure between the two cars. In this example note that the locomotive air brake lines start with A- (closed) and end with B- (closed) before the air hoses are connected to the newly coupled cars. All of the newly coupled cars in this example have their angle cocks open, including those at the ends, so their brake pressures are zero. This will be reported as Emergency state. 8.6. Open Rails Braking 101 Open Rails Manual, Release 1.2.3706 (draft) Coupling Cars Also note that, immediately after coupling, you may also find that the handbrakes of the newly added cars have their handbrakes set to 100% (see column headed Handbrk). Pressing (Shift plus semicolon in English keyboards) will release all the handbrakes on the consist as shown below. Pressing (Shift plus apostrophe on English keyboards) will set all of the handbrakes. Cars without handbrakes will not have an entry in the handbrake column. If the newly coupled cars are to be moved without using their air brakes and parked nearby, the brake pressure in their air hose may be left at zero: i.e. their hoses are not connected to the train’s air hose. Before the cars are uncoupled in their new location, their handbrakes should be set. The cars will continue to report State Emergency while coupled to the consist because their BC value is zero; they will not have any braking. The locomotive brakes must be used for braking. If the cars are uncoupled while in motion, they will continue coasting. If the brakes of the newly connected cars are to be controlled by the train’s air pressure as part of the consist, their hoses must be joined together and to the train’s air hose and their angle cocks set correctly. Pressing the Backslash key <\>) (in English keyboards; please check the keyboard assignments for other keyboards) connects the brake hoses between all cars that have been coupled to the engine and sets the intermediate angle cocks to permit the air pressure to gradually approach the same pressure in the entire hose. This models the operations performed by the train crew. The HUD display changes to show the new condition of the brake hose connections and angle cocks: All of the hoses are now connected; only the angle cocks on the lead locomotive and the last car are closed as indicated by the -. The rest of the cocks are open (+) and the air hoses are joined together (all I) to connect to the air supply on the lead locomotive. Upon connection of the hoses of the new cars, recharging of the train brake line commences. Open Rails uses a default charging rate of about 1 minute per every 12 cars. The HUD display may report that the consist is in Emergency state; this is because the air pressure dropped when the empty car brake systems were connected. Ultimately the brake pressures reach their stable values: If you don’t want to wait for the train brake line to charge, pressing (in English keyboards) executes Brakes Initialize which will immediately fully charge the train brakes line to the final state. However, this action is not prototypical and also does not allow control of the brake retainers. The state of the angle cocks, the hose connections and the air brake pressure of individual coupled cars can be manipulated by using the F9 Train Operations Monitor, described here. This will permit more realistic shunting of cars in freight yards. Uncoupling Cars When uncoupling cars from a consist, using the F5 HUD Expanded Brake Display in conjunction with the F9 Train Operations Monitor display allows the player to set the handbrakes on the cars to be uncoupled, and to uncouple them without losing the air pressure in the remaining cars. Before uncoupling, close the angle cock at the rear of the car ahead of the first car to be uncoupled so that the air pressure in the remaining consist is not lost when the air hoses to the uncoupled cars are disconnected. If this procedure is 8.6. Open Rails Braking 102 Open Rails Manual, Release 1.2.3706 (draft) not followed, the train braking system will go into Emergency state and will require pressing the <\> (backslash) key to connect the air hoses correctly and then waiting for the brake pressure to stabilize again. Setting Brake Retainers If a long consist is to be taken down a long or steep grade the operator may choose to set the Brake Retainers on some or all of the cars to create a fixed braking force by those cars when the train brakes are released. (This requires that the retainer capability of the cars be enabled; either by the menu option Retainer valve on all cars, or by the inclusion of an appropriate keyword in the car’s .wag file.) The train must be fully stopped and the main brakes must be applied so that there is adequate pressure in the brake cylinders. Pressing controls how many cars in the consist have their retainers set, and the pressure value that is retained when the train brakes are released. The settings are described in Brake Retainers below. Pressing cancels the settings and exhausts all of the air from the brake cylinders when the brakes are released. The F5 display shows the symbol RV ZZ for the state of the retainer valve in all cars, where ZZ is: EX for Exhaust or LP or HP. When the system brakes are released and there are no retainers set, the air in the brake cylinders in the cars is normally released to the air. The BC pressure for the cars with retainers set will not fall below the specified value. In order to change the retainer settings, the train must be fully stopped. A sample F5 view with 50% LP is shown below: 8.6.5 Dynamic Brakes Open Rails software supports dynamic braking for engines. To increase the Dynamic brakes press Period (.) and Comma (,) to decrease them. Dynamic brakes are usually off at train startup (this can be overridden by the related MSTS setting in the .eng file), the throttle works and there is no value shown in the dynamic brake line in the HUD. To turn on dynamic brakes set the throttle to zero and then press Period. Pressing Period successively increases the Dynamic braking forces. If the value n in the MSTS parameter DynamicBrakesDelayTimeBeforeEngaging ( n ) is greater than zero, the dynamic brake will engage only after n seconds. The throttle will not work when the Dynamic brakes are on. The Dynamic brake force as a function of control setting and speed can be defined in a DynamicBrakeForceCurves table that works like the MaxTractiveForceCurves table. If there is no DynamicBrakeForceCurves defined in the ENG file, than one is created based on the MSTS parameter values. 8.6.6 Native Open Rails Braking Parameters Open Rails has implemented additional specific braking parameters to deliver realism in braking performance in the simulation. Following are a list of specific OR parameters and their default values. The default values are used in place of MSTS braking parameters; however, two MSTS parameters are used for the release state: MaxAuxilaryChargingRate and EmergencyResChargingRate. • wagon(brakepipevolume – Volume of car’s brake pipe in cubic feet (default .5). This is dependent on the train length calculated from the ENG to the last car in the train. This aggregate factor is used to approximate the effects of train length on other factors. Strictly speaking this value should depend on the car length, but the Open Rails Development team doesn’t believe it is worth the extra complication or CPU time that would be needed to calculate it in real time. We will let the community customize this effect by adjusting the brake servicetimefactor instead, but the Open Rails Development team doesn’t believe this is worth the effort by the user for the added realism. 8.6. Open Rails Braking 103 Open Rails Manual, Release 1.2.3706 (draft) • engine(mainreschargingrate – Rate of main reservoir pressure change in psi per second when the compressor is on (default .4). • engine(enginebrakereleaserate – Rate of engine brake pressure decrease in psi per second (default 12.5). • engine(enginebrakeapplicationrate – Rate of engine brake pressure increase in psi per second (default 12.5). • engine(brakepipechargingrate – Rate of lead engine brake pipe pressure increase in PSI per second (default 21). • engine(brakeservicetimefactor – Time in seconds for lead engine brake pipe pressure to drop to about 1/3 for service application (default 1.009). • engine(brakeemergencytimefactor – Time in seconds for lead engine brake pipe pressure to drop to about 1/3 in emergency (default .1). • engine(brakepipetimefactor – Time in seconds for a difference in pipe pressure between adjacent cars to equalize to about 1/3 (default .003). 8.6.7 Brake Retainers The retainers of a car will only be available if either the General Option Retainer valve on all cars is checked, or the car’s .wag file contains a retainer valve declaration. To declare a retainer the line BrakeEquipmentType ( ) in the .wag file must include either the item Retainer_4_Position or the item Retainer_3_Position. A 4 position retainer includes four states: exhaust, low pressure (10 psi), high pressure (20 psi), and slow direct (gradual drop to zero). A 3 position retainer does not include the low pressure position. The use and display of the retainers is described in Extended HUD for Brake Information. The setting of the retained pressure and the number of retainers is controlled using the Ctrl+[ and Ctrl+] keys (Ctrl plus the left and right square bracket ([ and ]) keys on an English keyboard). The Ctrl+[ key will reset the retainer on all cars in the consist to exhaust (the default position). Each time the Ctrl+] key is pressed the retainer settings are changed in a defined sequence. First the fraction of the cars set at a low pressure is selected (25%, 50% and then 100% of the cars), then the fraction of the cars at a high pressure is selected instead, then the fraction at slow direct. For the 25% setting the retainer is set on every fourth car starting at the rear of the train, 50% sets every other car and 100% sets every car. These changes can only be made when the train is stopped. When the retainer is set to exhaust, the ENG file release rate value is used, otherwise the pressures and release rates are hard coded based on some AB brake documentation used by the Open Rails development team. 8.6.8 Emergency Brake Application Key The Backspace key is used, as in MSTS, to apply the train brakes in an emergency situation without requiring operation of the train brake lever. However in OR moving the brake lever back to the Release position will only cause OR to report Apply Emergency Brake Push Button. The Backspace key must be pressed again to cancel the emergency application, then normal operation can be resumed. When the button is active, the F5 HUD will display Emergency Brake Push Button in the Train Brake line. 8.7 Dynamically Evolving Tractive Force The Open Rails development team has been experimenting with max/continuous tractive force, where it can be dynamically altered during game play using the ORTSMaxTractiveForceCurves parameter as shown earlier. The parameters were based on the Handbook of Railway Vehicle Dynamics. This says the increased traction motor heat increase resistance which decreases current and tractive force. We used a moving average of the actual tractive force to approximate the heat in the motors. Tractive force is allowed to be at the maximum per the ENG file, if the average heat calculation is near zero. If the average is 8.7. Dynamically Evolving Tractive Force 104 Open Rails Manual, Release 1.2.3706 (draft) near the continuous rating than the tractive force is de-rated to the continuous rating. There is a parameter called ORTSContinuousForceTimeFactor that roughly controls the time over which the tractive force is averaged. The default is 1800 seconds. 8.8 Curve Resistance - Theory 8.8.1 Introduction When a train travels around a curve, due to the track resisting the direction of travel (i.e. the train wants to continue in a straight line), it experiences increased resistance as it is pushed around the curve. Over the years there has been much discussion about how to accurately calculate curve friction. The calculation methodology presented (and used in OR) is meant to be representative of the impacts that curve friction will have on rolling stock performance. 8.8.2 Factors Impacting Curve Friction A number of factors impact upon the value of resistance that the curve presents to the trains movement, as follows: • Curve radius – the smaller the curve radius the higher the higher the resistance to the train • Rolling Stock Rigid Wheelbase – the longer the rigid wheelbase of the vehicle, the higher the resistance to the train. Modern bogie stock tends to have shorter rigid wheelbase values and is not as bad as the older style 4 wheel wagons. • Speed – the speed of the train around the curve will impact upon the value of resistance, typically above and below the equilibrium speed (i.e. when all the wheels of the rolling stock are perfectly aligned between the tracks). See the section below Impact of superelevation. The impact of wind resistance on curve friction is ignored. 8.8.3 Impact of Rigid Wheelbase The length of the rigid wheelbase of rolling stock will impact the value of curve resistance. Typically rolling stock with longer rigid wheelbases will experience a higher degree of rubbing or frictional resistance on tight curves, compared to stock with smaller wheelbases. Steam locomotives usually created the biggest problem in regard to this as their drive wheels tended to be in a single rigid wheelbase as shown in figure. In some instances on routes with tighter curve the inside wheels of the locomotive were sometimes made flangeless to allow them to float across the track head. Articulated locomotives, such as Shays, tended to have their drive wheels grouped in bogies similar to diesel locomotives and hence were favoured for routes with tight curves. Fig. 8.2: Diagram Source: The Baldwin Locomotive Works – Locomotive Data – 1944 Example of Rigid Wheelbase in steam locomotive The value used for the rigid wheelbase is shown as W in figure 8.8. Curve Resistance - Theory 105 Open Rails Manual, Release 1.2.3706 (draft) 8.8.4 Impact of Super Elevation On any curve whose outer rail is super-elevated there is, for any car, one speed of operation at which the car trucks have no more tendency to run toward either rail than they have on straight track, where both rail-heads are at the same level (known as the equilibrium speed). At lower speeds the trucks tend constantly to run down against the inside rail of the curve, and thereby increase the flange friction; whilst at higher speeds they run toward the outer rail, with the same effect. This may be made clearer by reference to figure below, which represents the forces which operate on a car at its centre of gravity. With the car at rest on the curve there is a component of the weight W which tends to move the car down toward the inner rail. When the car moves along the track centrifugal force Fc comes into play and the car action is controlled by the force Fr which is the resultant of W and Fc. The force Fr likewise has a component which, still tends to move the car toward the inner rail. This tendency persists until, with increasing speed, the value of Fc becomes great enough to cause the line of operation of Fr to coincide with the centre line of the track perpendicular to the plane of the rails. At this equilibrium speed there is no longer any tendency of the trucks to run toward either rail. If the speed be still further increased, the component of Fr rises again, but now on the opposite side of the centre line of the track and is of opposite sense, causing the trucks to tend to move toward Fig. 8.3: Forces on rolling stock transitioning a curve the outer instead of the inner rail, and thereby reviving the extra flange friction. It should be emphasized that the flange friction arising from the play of the forces here under discussion is distinct from and in excess of the flange friction which arises from the action of the flanges in forcing the truck to follow the track curvature. This excess being a variable element of curve resistance, we may expect to find that curve resistance reaches a minimum value when this excess reduces to zero, that is, when the car speed reaches the critical value referred to. This critical speed depends only on the super-elevation, the track gauge, and the radius of the track curvature. The resulting variation of curve resistance with speed is indicated in diagram below. 8.8.5 Calculation of Curve Resistance R = W F (D + L) 2 r Where: • R = Curve resistance, • W = vehicle weight, • F = Coefficient of Friction, • 𝜇 = 0.5 for dry, smooth steel-to-steel; wet rail 0.1 – 0.3, • D = track gauge, • L = Rigid wheelbase, • r = curve radius. (Source: The Modern locomotive by C. Edgar Allen - 1912) 8.8. Curve Resistance - Theory 106 Open Rails Manual, Release 1.2.3706 (draft) 8.8.6 Calculation of Curve Speed Impact The above value represents the least value amount of resistance, which occurs at the equilibrium speed, and as described above will increase as the train speed increases and decreases from the equilibrium speed. This concept is shown pictorially in the following graph. Open Rails uses the following formula to model the speed impact on curve resistance: 𝑆𝑝𝑒𝑒𝑑𝐹 𝑎𝑐𝑡𝑜𝑟 = 𝑎𝑏𝑠 ((𝑣𝑒𝑞𝑢𝑖𝑙𝑖𝑏𝑟𝑖𝑢𝑚 − 𝑣𝑡𝑟𝑎𝑖𝑛 ) · 𝑣𝑒𝑞𝑢𝑖𝑙𝑖𝑏𝑟𝑖𝑢𝑚 ) · 𝑅𝑒𝑠𝑖𝑠𝑡𝑎𝑛𝑐𝑒𝐹 𝑎𝑐𝑡𝑜𝑟𝑠𝑡𝑎𝑟𝑡 Fig. 8.4: Generalisation of Variation of Curve Resistance With Speed 8.8.7 Further background reading http://en.wikipedia.org/wiki/Curve_resistance_(railroad) 8.9 Curve Resistance - Application in OR Open Rails models this function, and the user may elect to specify the known wheelbase parameters, or the above standard default values will be used. OR calculates the equilibrium speed in the speed curve module, however it is not necessary to select both of these functions in the simulator options TAB. Only select the function desired. By studying the Forces Information table in the HUD, you will be able to observe the change in curve resistance as the speed, curve radius, etc. vary. 8.9.1 OR Parameter Values Typical OR parameter values may be entered in the Wagon section of the .wag or .eng file, and are formatted as below.: ORTSRigidWheelBase ( 3in ) ORTSTrackGauge ( 4ft 8.5in) // (also used in curve speed module) 8.9. Curve Resistance - Application in OR 107 Open Rails Manual, Release 1.2.3706 (draft) 8.9.2 OR Default Values The above values can be entered into the relevant files, or alternatively if they are not present, then OR will use the default values described below. Rigid Wheelbase – as a default OR uses the figures shown above in the Typical Rigid Wheelbase Values section. The starting curve resistance value has been assumed to be 200%, and has been built into the speed impact curves. OR calculates the curve resistance based upon the actual wheelbases provided by the player or the appropriate defaults. It will use this as the value at Equilibrium Speed, and then depending upon the actual calculated equilibrium speed (from the speed limit module) it will factor the resistance up as appropriate to the current train speed. Steam locomotive wheelbase approximation – the following approximation is used to determine the default value for the fixed wheelbase of a steam locomotive. 𝑊 ℎ𝑒𝑒𝑙𝐵𝑎𝑠𝑒 = 1.25 · (𝑎𝑥𝑙𝑒𝑠 − 1) · 𝐷𝑟𝑣𝑊 ℎ𝑒𝑒𝑙𝐷𝑖𝑎𝑚𝑒𝑡𝑒𝑟 8.9.3 Typical Rigid Wheelbase Values The following values are used as defaults where actual values are not provided by the player. Rolling Stock Type Freight Bogie type stock (2 wheel bogie) Passenger Bogie type stock (2 wheel bogie) Passenger Bogie type stock (3 wheel bogie) Typical 4 wheel rigid wagon Typical 6 wheel rigid wagon Tender (6 wheel) Diesel, Electric Locomotives Steam locomotives Typical value 5’ 6” (1.6764m) 8’ (2.4384m) 12’ (3.6576m) 11’ 6” (3.5052m) 12’ (3.6576m) 14’ 3” (4.3434m) Similar to passenger stock Dependent on drive wheels #. Can be up to 20’+, e.g. large 2–10–0 locomotives Modern publications suggest an allowance of approximately 0.8 lb per ton (US) per degree of curvature for standard gauge tracks. At very slow speeds, say 1 or 2 mph, the curve resistance is closer to 1.0 lb (or 0.05% up grade) per ton per degree of curve. 8.10 Super Elevation (Curve Speed Limit) – Theory 8.10.1 Introduction When a train rounds a curve, it tends to travel in a straight direction and the track must resist this movement, and force the train to move around the curve. The opposing movement of the train and the track result in a number of different forces being in play. 8.10.2 19th & 20th Century vs Modern Day Railway Design In the early days of railway construction financial considerations were a big factor in route design and selection. Given that the speed of competing transport, such as horses and water transport was not very great, speed was not seen as a major factor in the design process. However as railway transportation became a more vital need for society, the need to increase the speed of trains became more and more important. This led to many improvements in railway practices and engineering. A number of factors, such as the design of the rolling stock, as well as the track design, ultimately influence the maximum speed of a train. Today’s high speed railway routes are specifically designed for the speeds expected of the rolling stock. 8.10. Super Elevation (Curve Speed Limit) – Theory 108 Open Rails Manual, Release 1.2.3706 (draft) 8.10.3 Centrifugal Force Railway locomotives, wagons and carriages, hereafter referred to as rolling stock, when rounding a curve come under the influence of centrifugal force. Centrifugal force is commonly defined as: • The apparent force that is felt by an object moving in a curved path that acts outwardly away from the centre of rotation. • An outward force on a body rotating about an axis, assumed equal and opposite to the centripetal force and postulated to account for the phenomena seen by an observer in the rotating body. For this article the use of the phrase centrifugal force shall be understood to be an apparent force as defined above. 8.10.4 Effect of Centrifugal Force When rolling stock rounds a curve, if the rails of the track are at the same elevation (i.e. the two tracks are at the same level) the combination of centrifugal force Fc and the weight of the rolling stock W will produce a resulting force Fr that does not coincide with the centre line of track, thus producing a downward force on the outside rail of the curve that is greater than the downward force on the inside rail (Refer to Figure 1). The greater the velocity and the smaller the radius of the curve (some railways have curve radius as low as 100m), the farther the resulting force Fr will move away from the centre line of track. Equilibrium velocity was the velocity at which a train could negotiate a curve with the rolling stock weight equally distributed across all the wheels. If the position of the resulting force Fr approaches the outside rail, then the rolling stock is at risk of falling off the track or overturning. The following drawing, illustrates the basic concept described. Lateral displacement of the centre of gravity permitted by the suspension system of the rolling stock is not illustrated. Fig. 8.5: Forces at work when a train rounds a curve 8.10.5 Use of Super Elevation In order to counteract the effect of centrifugal force Fc the outside rail of the curve may be elevated above the inside rail, effectively moving the centre of gravity of the rolling stock laterally toward the inside rail. This procedure is generally referred to as super elevation. If the combination of lateral displacement of the centre of gravity provided by the super elevation, velocity of the rolling stock and radius of curve is such that resulting force Fr becomes centred between and perpendicular to a line across the running rails the downward pressure on the outside and inside rails of the curve will be the 8.10. Super Elevation (Curve Speed Limit) – Theory 109 Fig. 8.6: This illustrates the concept. Open Rails Manual, Release 1.2.3706 (draft) same. The super elevation that produces this condition for a given velocity and radius of curve is known as the balanced or equilibrium elevation. 8.10.6 Limitation of Super Elevation in Mixed Passenger & Freight Routes Typical early railway operation resulted in rolling stock being operated at less than equilibrium velocity (all wheels equally sharing the rolling stock weight ), or coming to a complete stop on curves. Under such circumstances excess super elevation may lead to a downward force sufficient to damage the inside rail of the curve, or cause derailment of rolling stock toward the centre of the curve when draft force is applied to a train. Routine operation of loaded freight trains at low velocity on a curve superelevated to permit operation of higher velocity passenger trains will result in excess wear of the inside rail of the curve by the freight trains. Thus on these types of routes, super elevation is generally limited to no more than 6 inches. 8.10.7 Limitation of Super Elevation in High Speed Passenger Routes Modern high speed passenger routes do not carry slower speed trains, nor expect trains to stop on curves, so it is possible to operate these routes with higher track super elevation values. Curves on these types of route are also designed with a relatively gentle radius, and are typically in excess of 2000m (2km) or 7000m (7km) depending on the speed limit of the route. Parameters Speed (km/h) Horizontal curve radius (m) Super elevation (mm) Max Grade (mm/m) Cant Gradient (mm/s) Min Vertical radius (m) France 300/350 10000 (10km) 180 35 50 16000 (16km) Germany 300 7000 (7km) Spain 350 7000 (7km) 170 40 34.7 14000 (14km) 150 12.5 32 24000 (24km) Korea 300/350 7000 (7km) 130 25 N/A N/A Japan 350 4000 (4km) 180 15 N/A 10000 (10km) Table: Curve Parameters for High Speed Operations (Railway Track Engineering by J. S. Mundrey) 8.10.8 Maximum Curve Velocity The maximum velocity on a curve may exceed the equilibrium velocity, but must be limited to provide a margin of safety before overturning velocity is reached or a downward force sufficient to damage the outside rail of the curve is developed. This velocity is generally referred to as maximum safe velocity or safe speed. Although operation at maximum safe velocity will avoid overturning of rolling stock or rail damage, a passenger riding in a conventional passenger car will experience centrifugal force perceived as a tendency to slide laterally on their seat, creating an uncomfortable sensation of instability. To avoid passenger discomfort, the maximum velocity on a curve is therefore limited to what is generally referred to as maximum comfortable velocity or comfortable speed. Operating experience with conventional passenger cars has led to the generally accepted practice, circa 1980, of designating the maximum velocity for a given curve to be equal to the result for the calculation of equilibrium velocity with an extra amount added to the actual super elevation that will be applied to the curve. This is often referred to as unbalanced super elevation or cant deficiency. Tilt trains have been introduced to allow faster train operation on tracks not originally designed for high speed operation, as well as high speed railway operation. The tilting of the passenger cab allows greater values of unbalanced super elevation to be used. 8.10. Super Elevation (Curve Speed Limit) – Theory 110 Open Rails Manual, Release 1.2.3706 (draft) 8.10.9 Limitation of Velocity on Curved Track at Zero Cross Level The concept of maximum comfortable velocity may also be used to determine the maximum velocity at which rolling stock is permitted to round curved track without super elevation and maintained at zero cross level. The lead curve of a turnout located between the heel of the switch and the toe of the frog is an example of curved track that is generally not super elevated. Other similar locations would include yard tracks and industrial tracks where the increased velocity capability made possible by super elevation is not required. In such circumstances the maximum comfortable velocity for a given curve may also be the maximum velocity permitted on tangent track adjoining the curve. 8.10.10 Height of Centre of Gravity Operation on a curve at equilibrium velocity results in the centre of gravity of the rolling stock coinciding with a point on a line that is perpendicular to a line across the running rails and the origin of which is midway between the rails. Under this condition the height of the centre of gravity is of no consequence as the resulting force Fr coincides with the perpendicular line described above. When rolling stock stops on a super elevated curve or rounds a curve under any condition of non-equilibrium the resulting force Fr will not coincide with the perpendicular line previously described and the height of the centre of gravity then becomes significant in determining the location of the resulting force Fr relative to the centre line of the track. The elasticity of the suspension system of rolling stock under conditions of non-equilibrium will introduce a roll element that affects the horizontal displacement of the centre of gravity and that must also be considered when determining the location of the resulting force Fr. 8.10.11 Calculation of Curve Velocity The generic formula for calculating the various curve velocities is as follows: 𝑣= √︀ 𝐸·𝑔·𝑟·𝐺 Where: • E = Ea (track super elevation) + Ec (unbalanced super elevation) • g = acceleration due to gravity • r = radius of curve • G = track gauge 8.10.12 Typical Super Elevation Values & Speed Impact – Mixed Passenger & Freight Routes The values quoted below are “typical” but may vary from country to country. Track super elevation typically will not be more than 6 inches (150mm). Naturally, depending upon the radius of the curve, speed restrictions may apply. Normally unbalanced super elevation is typically restricted to 3 inches (75mm), and is usually only allowed for passenger stock. Tilt trains may have values of up to 12 inches (305mm). 8.10. Super Elevation (Curve Speed Limit) – Theory 111 Open Rails Manual, Release 1.2.3706 (draft) 8.10.13 Typical Super Elevation Values & Speed Impact – High Speed Passenger Routes CEN (draft) – Tilting trains Czech Rep. – Tilting trains France – Tilting trains Germany – Tilting trains Italy – Tilting trains Norway – Tilting trains Spain – Tilting trains (equivalent for standard gauge) Sweden – Tilting trains UK – Tilting trains Cant D (SuperElevation) (mm) 180–200 150 180 180 160 150 160 (139) Cant deficiency (Unbalanced SuperElevation) I (mm) 150 180 245 300 300 270 260 300 275 280 210 (182) Table: Super Elevation limits (source - Tracks for tilting trains - A study within the Fast And Comfortable Trains (FACT) project by B. Kufver, R. Persson) 8.11 Super Elevation (Curve Speed Limit) Application in OR Open Rails implements this function, and has standard default values applied. The user may elect to specify some of the standard parameters used in the above formula. 8.11.1 OR Super Elevation Parameters Typical OR parameters can be entered in the Wagon section of the .wag or .eng file, and are formatted as below. ORTSUnbalancedSuperElevation ( 3in ) ORTSTrackGauge( 4ft 8.5in) 8.11.2 OR Super Elevation Default Values The above values can be entered into the relevant files, or alternatively OR will default to the following functionality. OR will initially use the speed limit value from the route’s .trk file to determine whether the route is a conventional mixed freight and passenger route or a high speed route. • Speed limit < 200km/h (125mph) – Mixed Freight and Pass route • Speed limit > 200km/h (125mph) – High speed passenger route Default values of tracksuperelevation will be applied based upon the above classifications. Track gauge will default to the standard value of 4’ 8.5” (1435mm). Unbalancedsuperelevation (Cant Deficiency) will be determined from the value entered by the user, or will default to the following values: • Conventional Freight – 0” (0mm) • Conventional Passenger – 3” (75mm) • Engines & tenders – 6” (150mm) 8.11. Super Elevation (Curve Speed Limit) Application in OR 112 Open Rails Manual, Release 1.2.3706 (draft) Tilting trains require the addition of the relevant unbalancedsuperelevation information to the relevant rolling stock files. 8.12 Tunnel Friction – Theory 8.12.1 Introduction When a train travels through a tunnel it experiences increased resistance to the forward movement. Over the years there has been much discussion about how to accurately calculate tunnel resistance. The calculation methodology presented (and used in OR) is meant to provide an indicative representation of the impacts that tunnel resistance will have on rolling stock performance. 8.12.2 Factors Impacting Tunnel Friction In general, the train aerodynamics are related to aerodynamic drag, pressure variations inside the train, train-induced flows, cross-wind effects, ground effects, pressure waves inside the tunnel, impulse waves at the exit of tunnel, noise and vibration, etc. The aerodynamic drag is dependent on the cross-sectional area of the train body, train length, the shape of train fore- and after-bodies, the surface roughness of train body, and geographical conditions around the traveling train. The train-induced flows can influence passengers on a subway platform and is also associated with the cross-sectional area of the train body, the train length, the shape of train fore- and after-bodies, surface roughness of train body, etc. A high speed train entering a tunnel generates a compression wave at the entry portal that moves at the speed of sound in front of the train. The friction of the displaced air with the tunnel wall produces a pressure gradient and, as a consequence, a rise in pressure in front of the train. On reaching the exit portal of the tunnel, the compression wave is reflected back as an expansion wave but part of it exits the tunnel and radiates outside as a micro-pressure wave. This wave could cause a sonic boom that may lead to structural vibration and noise pollution in the surrounding environment. The entry of the tail of the train into the tunnel produces an expansion wave that moves through the annulus between the train and the tunnel. When the expansion pressure wave reaches the entry portal, it is reflected towards the interior of the tunnel as a compression wave. These compression and expansion waves propagate backwards and forwards along the tunnel and experience further reflections when meeting with the nose and tail of the train or reaching the entry and exit portals of the tunnel until they eventually dissipate completely. The presence of this system of pressure waves in a tunnel affects the design and operation of trains, and they are a source of energy losses, noise, vibrations and aural discomfort for passengers. These problems are even worse when two or more trains are in a tunnel at the same time. Aural comfort is one of the major factors determining the area of new tunnels or the maximum train speed in existing tunnels. 8.12.3 Importance of Tunnel Profile As described above, a train travelling through a tunnel will create a bow wave of air movement in front of it, which is similar to a piston effect. The magnitude and impact of this effect will principally be determined by the tunnel profile, train profile and speed. 8.12. Tunnel Friction – Theory 113 Open Rails Manual, Release 1.2.3706 (draft) Typical tunnel profiles are shown in the diagrams. As can be seen from these diagrams, the smaller the tunnel cross sectional area compared to the train cross sectional area, the less air that can escape around the train, and hence the greater the resistance experienced by the train. Thus it can be understood that a single train in a double track tunnel will experience less resistance then a single train in a single track tunnel. 8.12.4 Calculation of Tunnel Resistance ⎞2 ⎛ 1 𝐴𝐿𝑡𝑟 2 ⎝ ⎠ √︁ 𝑣 1− 𝑊𝑡 = (𝑃 + 𝐺) 𝑡 −𝐿𝑡𝑟 ) 1 + 𝐵+𝐶(𝐿 𝐿𝑡𝑟 where 𝐴= 0.00003318 · 𝜌 · 𝐹𝑡 , (1 − 𝐹𝑡𝑟 /𝐹𝑡 )2 𝐵 = 174.419(1 − 𝐹𝑡𝑟 /𝐹𝑡 )2 , 𝐶 = 2.907 (1 − 𝐹𝑡𝑟 /𝐹𝑡 )2 . 4𝐹𝑡 /𝑅𝑡 Ft – tunnel cross-sectional area (m2 ) 𝜌 – density of air ( = 1.2 kg/m3 ) Ltr – length of train (m) v – train velocity (m/s) Wt – additional aerodynamic drag in tunnel (N/kN) Ftr – train cross-sectional area (m2 ) Rt – tunnel perimeter (m) Lt – length of tunnel (m) P – locomotive mass (t) G – train mass (t) Source: Reasonable compensation coefficient of maximum gradient in long railway tunnels by Sirong YI*, Liangtao NIE, Yanheng CHEN, Fangfang QIN 8.13 Tunnel Friction – Application in OR To enable this calculation capability it is necessary to select the Tunnel dependent resistance option on the Open Rails Menu. The implication of tunnel resistance is designed to model the relative impact, and does not take into account multiple trains in the tunnel at the same time. Tunnel resistance values can be seen in the Train Forces HUD. The default tunnel profile is determined by the route speed recorded in the TRK file. 8.13.1 OR Parameters The following parameters maybe included in the TRK file to overwrite standard default values used by Open Rails: • ORTSSingleTunnelArea ( x ) – Cross section area of single track tunnel – units area • ORTSSingleTunnelPerimeter ( x ) – Perimeter of single track tunnel – units distance • ORTSDoubleTunnelArea ( x ) – Cross section area of double track tunnel – units area 8.13. Tunnel Friction – Application in OR 114 Open Rails Manual, Release 1.2.3706 (draft) • ORTSDoubleTunnelPerimeter ( x ) – Perimeter of double track tunnel – units distance To insert these values in the .trk file, it is suggested that you add them just prior to the last parenthesis. You may also use an Include file method, described here. 8.13.2 OR Defaults Open Rails uses the following standard defaults, unless overridden by values included in the TRK file. Speed 1 track Tunnel Perimeter < 160 km/h 21.3 m 160 < 200 km/h 25.0 m 200 < 250 km/h 28.0 m 250 < 350 km/h 32.0 m Tunnel Cross Sectional Area < 120 km/h 27.0 m2 < 160 km/h 42.0 m2 200 km/h 50.0 m2 250 km/h 58.0 m2 350 km/h 70.0 m2 2 tracks 31.0 m 34.5 m 35.0 m 37.5 m 45.0 m2 76.0 m2 80.0 m2 90.0 m2 100.0 m2 8.14 OR-Specific Include Files for Modifying MSTS File Parameters 8.14.1 Modifications to .eng and .wag Files In the preceding paragraphs many references have been made to OR-specific parameters and tables to be included in .eng and .wag files. MSTS is in general quite tolerant if it finds unknown parameters and even blocks within .eng and .wag files, and continues running normally. However this way of operating is not encouraged by the OR team. Instead, a cleaner approach, as described here, has been implemented. Within the trainset folder containing the .eng and .wag files to be upgraded, create a subfolder named OpenRails. Only OR will read files from this folder. Within this subfolder a text file named xxxx.eng or xxxx.wag, where xxxx.eng or xxxx.wag is the name of the original file, must be created. This new file may contain either: • all of the information included in the original file (using (modified parts where desired) plus the ORspecific parts if any, or: • at its beginning only an include reference to the original file, followed by the modified parts and the OR-specific parts. This does not apply to the Name() statement and the Loco Description Information, where in any case the data in the base .eng file is retained. An example of an OR-specific bc13ge70tonner.eng file to be placed into the OpenRails subfolder that uses the second possibility is as follows: include ( ..\bc13ge70tonner.eng ) Wagon ( MaxReleaseRate ( 2.17 ) MaxApplicationRate ( 3.37 ) MaxAuxilaryChargingRate ( .4 ) EmergencyResChargingRate ( .4 ) BrakePipeVolume ( .4 ) ORTSUnbalancedSuperElevation ( 3in ) Engine ( AirBrakeMainresvolume ( 16 ) MainResChargingRate ( .5 ) BrakePipeChargingRate ( 21 ) 8.14. OR-Specific Include Files for Modifying MSTS File Parameters 115 Open Rails Manual, Release 1.2.3706 (draft) EngineBrakeReleaseRate ( 12.5 ) EngineBrakeApplicationRate ( 12.5 ) BrakePipeTimeFactor ( .00446 ) BrakeServiceTimeFactor ( 1.46 ) BrakeEmergencyTimeFactor ( .15 ) ORTSMaxTractiveForceCurves ( 0 ( 0 0 50 0 ) .125 ( 0 23125 .3 23125 1 6984 2 3492 5 1397 10 698 20 349 50 140 ) .25 ( 0 46250 .61 46250 1 27940 2 13969 5 5588 10 2794 20 1397 50 559 ) .375 ( 0 69375 .91 69375 2 31430 5 12572 10 6287 20 3143 50 1257 ) .5 ( 0 92500 1.21 92500 5 22350 10 11175 20 5588 50 2235 ) .625 ( 0 115625 1.51 115625 5 34922 10 17461 20 8730 50 3492 ) .75 ( 0 138750 1.82 138750 5 50288 10 25144 20 12572 50 5029 ) .875 ( 0 161875 2.12 161875 5 68447 10 34223 20 17112 50 6845 ) 1 ( 8.14. OR-Specific Include Files for Modifying MSTS File Parameters 116 Open Rails Manual, Release 1.2.3706 (draft) ) ) ) 0 185000 2.42 185000 5 89400 10 44700 20 22350 50 8940 ) Take into account that the first line must be blank (before the include line). The ORTSMaxTractiveForceCurves are formed by blocks of pairs of parameters representing speed in metres per second and tractive force in Newtons; these blocks are each related to the value of the throttle setting present at the top of each block. For intermediate values of the speed an interpolated value is computed to get the tractive force, and the same method applies for intermediate values of the throttle. If the parameter that is modified for OR is located within a named (i.e. bracketed) block in the original file, then in the OpenRails file it must be included in a matching bracketed block. For instance, it is not possible to replace only a part of the Lights() block. It must be replaced in its entirety. For example, to use a different Cabview(), it must be enclosed in an Engine block: Engine ( BNSF4773 CabView ( dash9OR.cvf ) ) This is also required in the case of certain Brake parameters; to correctly manage reinitialization of brake parameters, the entire block containing them must be present in the .eng file in the OpenRails folder. This use of the Include command can be extended to apply to sections of groups of .wag or .eng files that the user wishes to replace by a specific block of data – the parameters can be provided by a text file located outside the usual MSTS folders; e.g. brake parameters. 8.14.2 Modifications to .trk Files This Include method is also applicable to the .trk file in the root folder of a route. For example, OR and MSTS process the position of trees close to the track differently for certain routes. This may result in trees appearing in the path of trains in OR. An OR-specifc parameter can be added to the .trk file of the route to eliminate this. Alternatively, the original .trk file can be left unmodified, and a new .trk file inserted into an OpenRails folder in the root folder of the route. This .trk file will contain: include ( ../Surfliner2.trk ) ORTSUserPreferenceForestClearDistance ( 2 ) Where the parameter represents a minimum distance in metres from the track for placement of forests. Only OR will look in the Openrails folder. 8.15 Train Control System The Train Control System is a system that ensures the safety of the train. In MSTS, 4 TCS monitors were defined: the vigilance monitor, the overspeed monitor, the emergency stop monitor and the AWS monitor. Open Rails does not support the AWS monitor. In order to define the behavior of the monitors, you must add a group of parameters for each monitor in the Engine section of the .eng file. These groups are called VigilanceMonitor(), OverspeedMonitor(), EmergencyStopMonitor() and AWSMonitor(). In each group, you can define several parameters, which are described in the tables below. 8.15. Train Control System 117 Open Rails Manual, Release 1.2.3706 (draft) Parameter Description General Parameters MonitoringDeviceMonitorPeriod of time elapsed before the alarm TimeLimit( x or the penalty is triggered ) MonitoringDeviceAlarmTime- Period for which the alarm sounds prior Limit( x to the penalty being applied ) MonitoringDevicePenaltyPeriod in seconds before the penalty can TimeLimit( x be reset once triggered ) MonitoringDeviceCriticalSpeed at which monitor triggers Level( x ) MonitoringDeviceResetLevel( Speed at which monitor resets x) MonitoringDeviceAppliesFull- Sets whether full braking will be applied Brake( x ) MonitoringDeviceAppliesESets whether emergency braking will be mergencyBrake( x applied ) MonitoringDeviceAppliesCut- Sets whether the power will be cut to the sPower( x locomotive ) MonitoringDeviceApSets whether the engine will be shut pliesShutsDownEngine( x down ) MonitoringDeviceResetOnDi- Sets whether the monitor resets when rectionNeutral( x the reverser is in the neutral position ) MonitoringDeviceResetOnRe- Sets whether the monitor resets when setButton( x the reset button is pushed ) MonitoringDeviceResetOnZe- Set whether the monitor resets when the roSpeed( x speed is null ) Specific parameters of the Overspeed Monitor MonitoringDeviceAlarmTime- Period for which the alarm sounds prior BeforeOverSpeed( x to the penalty being applied ) MonitoringDeviceTrigMaximum allowed speed gerOnOverspeed( x ) MonitoringDeviceTriggerOnActivates the overspeed margin control TrackOverspeed( x ) MonitoringDeviceTriggerOnAllowed overspeed TrackOverspeedMargin( x ) Recom’d Input Units Typical Examples Time (5s) Time (5s) Time (5s) Speed (200kph) Speed (5kph) Boolean – 0 or 1 (0) Boolean – 0 or 1 (1) Boolean – 0 or 1 (1) Boolean – 0 or 1 (0) Boolean – 0 or 1 (0) Boolean – 0 or 1 (0) Boolean – 0 or 1 (1) Time (2s) Speed (200kph) Boolean – 0 or 1 (1) Speed (5kph) Two other parameters in the Engine section of the ENG file are used by the TCS: • DoesBrakeCutPower( x ) sets whether applying brake on the locomotive cuts the traction (1 for enabled, 0 for disabled) • BrakeCutsPowerAtBrakeCylinderPressure( x ) sets the minimum pressure in the brake cylinder 8.15. Train Control System 118 Open Rails Manual, Release 1.2.3706 (draft) that cuts the traction (by default 4 PSI) 8.15. Train Control System 119 CHAPTER 9 Further Open Rails Rolling Stock Features 9.1 Train Engine Lights OR supports the whole set of lights accepted by MSTS. 9.2 Tilting trains OR supports tilting trains. ETR460_tilted.con. A train tilts when its .con file name contains the tilted string: e.g. 120 Open Rails Manual, Release 1.2.3706 (draft) 9.3 Freight animations and pickups 9.3.1 OR implementation of MSTS freight animations and pickups OR supports the freight animations as MSTS does (refueling of water, coal and diesel); when refueling from a water column the animation of the column arm is supported; coal level in the tender of the player loco decreases with consumption and increases when refueling. The following pickup parameters are taken into consideration by OR for the MSTS animations: • Pickup type • Speed range • Anim length The pickup animation frame rate is computed as the ratio between the number of frames defined in the .s file, divided by the Anim length. As in MSTS, Freight Animations are treated differently for tenders than for other vehicles. Tenders: • First numeric parameter: shape vertical position when full, relative to its origin, in meters • Second numeric parameter: shape vertical position when empty, relative to its origin, in meters. • Third numeric parameter: set to any positive value, or omitted, causes the shape to drop - see below. – As long as the second parameter is lower than the first and the third parameter is either omitted or has a non-zero value, the shape will drop, based on fuel consumption. – If the second parameter is not lower than the first, no movement will take place irrespective of the 3rd parameter. Other Vehicles: • The numeric parameters are not used. 9.3.2 OR specific freight animations and pickups General In addition to the support of the MSTS freight animations, Open Rails provides a large extension for freight animations (called OR freightanims below) and pickups. Following are the native features Open Rails offers: • two types of OR freightanims: continuous and static • continuous OR freightanims are related to commodity loads, like coal, or stones: the load level in the trainset varies accordingly to the amount of load • static OR freightanims are in fact additional shapes that can be attached to the main trainset shape • both types of OR freightanims can be present in the same trainset, and can coexist with original MSTS freight animations • both types of OR freightanims can be related to locomotives or wagons • more than one static OR freightanim can be present in a single trainset • a wagon can be loaded with different commodities in different moments • commodities can be loaded (in pickup stations) and unloaded (in unloading stations). • wagons supporting continuous OR freightanims may be provided with a physical animation that is triggered when unloading the wagon (like opening its bottom or fully rotating) 9.3. Freight animations and pickups 121 Open Rails Manual, Release 1.2.3706 (draft) • OR freightanims are defined with an ORTSFreightAnims () block within the .wag or within the wagon section of an .eng file. It is suggested that this block be defined within an include file as described here. Continuous OR Freightanims A description of this feature is best achieved by showing an example of an include file, (in this case named AECX1636.wag and located in an Openrails subfolder within the wagon’s folder). Note that the first line of the file must be blank.: include ( ../AECX1636.wag ) Wagon ( ORTSFreightAnims ( MSTSFreightAnimEnabled (0) WagonEmptyWeight(22t) IsGondola(1) UnloadingStartDelay (7) FreightAnimContinuous ( IntakePoint ( 0.0 6.0 FreightCoal ) Shape(Coal.s) MaxHeight(0.3) MinHeight(-2.0) FreightWeightWhenFull(99t) FullAtStart(0) ) FreightAnimContinuous ( IntakePoint ( 0.0 6.0 FuelCoal ) Shape(Coal.s) MaxHeight(0.3) MinHeight(-2.0) FreightWeightWhenFull(99t) FullAtStart(0) ) ) ) The ORTSFreightAnims block is composed by a set of general parameters followed by the description of the OR freightanims. Here below the general parameters are described: • MSTSFreightAnimEnabled specifies if eventual MSTS freight animations within the trainset are enabled (1) or not (0). This is useful if one wants to use a wagon where the load is already shown with a (static) MSTS freight animation. In such a case the MSTS freight animation must be disabled, to use the OR freightanim, that allows to modify the vertical position of the freight shape. • WagonEmptyWeight defines the mass of the wagon when empty. If the parameter is missing, the weight of the load is not considered and the weight of the wagon is always the value present in the root .eng file. • IsGondola specifies (in case it is set to 1) if the load has to be rotated during unloading, as happens in a gondola wagon. If absent the parameter is set to 0. • UnloadingStartDelay specifies, if present, after how many seconds after pressing of the T key the unloading starts. This is due to the fact that some seconds may be needed before the wagon is set in a unloading layout. For example, a gondola must rotate more than a certain number of degrees before the load begins to fall down. There may be more than one FreightAnimContinuous subblock, one for each possible load type. The parameters of the subblock are described below: 9.3. Freight animations and pickups 122 Open Rails Manual, Release 1.2.3706 (draft) • IntakePoint has the same format and the same meaning of the IntakePoint line within the standard MSTS freight animations. Following types of loads are accepted: FreightGrain, FreightCoal, FreightGravel, FreightSand, FuelWater, FuelCoal, FuelDiesel. All these types of loads can be defined also for a pickup with the MSTS Route editor. • Shape defines the path of the shape to be displayed for the load • MaxHeight defines the height of the shape over its 0 position at full load • MinHeight defines the height of the shape over its 0 position at zero load • FreightWeightWhenFull defines the mass of the freight when the wagon is full; the mass of the wagon is computed by adding the mass of the empty wagon to the actual mass of the freight • FullAtStart defines wether the wagon is fully loaded (1) or is empty at game start; if there are more continuous OR freightanims that have FullAtStart set to 1, only the first one is considered. As already outlined, the wagon may have a physical animation linked with the unload operation. In a gondola this could be used to rotate the whole wagon, while in a hopper it could be used to open the bottom of the wagon. The base matrix within the wagon shape that has to be animated must have a name that starts with ANIMATED_PARTS. There may be more than one, like ANIMATED_PARTS1, ANIMATED_PARTS2 and so on. Its frame rate is fixed, and is 1 frame per second as for the other types of OR trainset animations. To define a pickup point as an unload point, its shape must be inserted in the .ref file of the route as a pickup object . Here is an example of the .ref block: Pickup ( FileName ( rotary_dump.s ) Shadow ( DYNAMIC ) Class ( "Track Objects" ) PickupType ( _FUEL_COAL_ ) Description ( "Rotary dumper" ) ) When laying it down in the route with the MSTS Route Editor, its fill rate must be set to a negative value. Such a pickup (which in reality is an unloader) may be animated too. As for the MSTS standard pickups, the pickup animation frame rate is computed as the ratio between the number of frames defined in the .s file, divided by the Anim length. By combining a physical animation of the wagon with an unloader animation effects like that of a wagon within a rotary dumper may be achieved, as seen in the picture below. 9.3. Freight animations and pickups 123 Open Rails Manual, Release 1.2.3706 (draft) Loading and unloading a trainset is triggered by pressing the key when the trainset is at the pickup/unloader location. Static OR Freightanims Only the two general parameters shown below are used for static OR freightanims: MSTSFreightAnimEnabled (0) WagonEmptyWeight(22t) The subblock (to be inserted within the ORTSFreightAnims block) has the following format: FreightAnimStatic ( SubType(Default) Shape(xxshape.s) Offset(XOffset, YOffset, ZOffset) FreightWeight(weight) Flip() ) Where: • SubType is not currently used • Shape is the path of the shape file. • XOffset, YOffset and ZOffset are the offsets of the shape with respect to its zero position, and are useful to place the shape precisely. • FreightWeight is the weight of the specific load. This weight is added to the WagonEmptyWeight value (if present) to provide the total weight of the wagon. If more static OR freightanims are present, each of their weights is added to define the total weight of the wagon. • Flip(), if present, flips the shape around its pivot point. Because more static OR freightanims may be defined for a wagon, in the case of a container wagon that is able to carry more than one container, even as a double stack, it is therefore possible to use a static OR freightanim for each container, defining its position within the wagon. 9.3. Freight animations and pickups 124 CHAPTER 10 Open Rails Train Operation Note that this document details behaviour while in single-player mode only. For multi-player mode, different rules may apply. 10.1 Open Rails Activities OR has the aim of running in a compatible way most of the activities written for MSTS. Also, activities specifically for OR can be created, using the additional functions OR features, like Extended AI Shunting. Discussions of the execution of some functions in ORTS and MSTS are given here. 10.1.1 Player Paths, AI Paths, and How Switches Are Handled If the player path requires a switch to be aligned both ways, the alignment that is the last on the path is used. If an AI train crosses the player path before the player train gets there, the AI train will leave the switches aligned for the main route (the default setting for most switches) If you throw a switch to move into a siding, the switch at the far end of the siding is aligned to let you leave when your train first occupies the siding. But after that it is not changed back to its original setting. If the switch gets thrown the other way, you can leave the siding with the switch aligned incorrectly. If you uncouple and re-couple to the train while it occupies the misaligned switch, the rear end of the train will switch tracks. 10.2 Open Rails AI Basic AI Functionality • OR supports AI trains. The AI system is becoming more and more advanced with new features. • OR supports two distinct ways of controlling trains: it supports traditional activities in compatibility with MSTS, and it also supports Timetable mode. Note that various options and settings are sometimes limited to either activity or Timetable mode. • AI trains can meet if both paths have passing sections defined at the same place, or if their paths lead them to different tracks at the meet station. 125 Open Rails Manual, Release 1.2.3706 (draft) • Waiting points and reverse points work. Reverse points can be used in both Activity and Timetable modes, while waiting points can only be used in Activity mode. • AI trains throw switches not lined properly before engaging them. • In activity mode AI trains can perform shunting actions, provided the Extended AI shunting option has been selected. • Priorities: AI trains should start as scheduled as long as there is no other AI train already on a conflict path. 10.3 Control Mode Control Mode defines what interactions there are between the player and the control system, and the level of control of the player on signals and switches. There are two basic modes: Auto Mode and Manual Mode. Use the key to toggle between these modes. 10.3.1 Auto Mode In Auto Mode the control system sets the train’s path and signals, and the player cannot change the setting of the switches or request for signals at danger to clear. The train’s route is taken from the path as defined in the Activity Editor or timetable definition, and the system will attempt to clear the route ahead of the train according to the signalling rules and interaction with other trains. No route is cleared in the reverse direction as the train is assumed not to run in reverse. Selecting a reverse cab or changing the position of the reverser does not change the direction of the route. In fact, the route will not be reversed other than at reversal points as defined in the train’s path. At these reversal points, the route will reverse automatically as soon as the train stops. If the train does accidentally run backward, e.g. due to slipping or setting back after overshooting a platform, only safety checks are performed for the rear end of the train with respect to signals, switch alignment, other trains and end of track. There is no check on speed limits behind the train. Setting switches using the F8 window or / is not allowed. Setting switches using Alt+left mouseclick is possible, but is not allowed for switches in the train’s path. However, any switches set manually will automatically be reset by an approaching train according to that train’s path. So, in Auto Mode the train cannot deviate from the defined path. A request to clear a signal ahead of the train using the Tab command is only allowed when the track ahead is occupied by another train which is at a stand-still, and when that track is in the train’s route. A request to clear a signal which would lead the train off its route is not allowed. A request to clear a signal behind the train using Shift+Tab is also not possible. Auto Mode is intended for normal running under control of signals or traffic control. Shunting moves can be performed if fully defined in the train’s path, using reversal points etc.. Details on Auto Mode: Auto Signal & Auto Node There are two sub-modes to Auto Mode: Auto Signal and Auto Node. Auto Signal is the normal mode on signalled routes. The train’s route is generally cleared from signal to signal. Only in specifically defined situations can routes be cleared short of a signal as detailed below. Auto Node is set when the train has not encountered any signals yet, e.g. on unsignalled routes or at the start of the route when there is no signal along the path of the train as far as it can be cleared - e.g. in yards where the train starts but has no clear route yet to the first signal. 10.3. Control Mode 126 Open Rails Manual, Release 1.2.3706 (draft) Auto Node can also be set if the route ahead cannot be fully cleared up to the next signal, and partial clearing is allowed. A number of sub-states are defined in Auto Node, depending on the reason that clearance is terminated. In the list below, (A) indicates a subtype which can occur if no signal has yet been encountered, (B) indicates a subtype when a route from a signal is partially cleared. The following states are possible : • (A) route ahead is clear to the maximum distance for which the track is cleared. The control mode is set to Auto Node – Max Distance. • (A) route ahead is blocked at a switch which is aligned for and occupied or reserved by another train. Control mode is set to Auto Node – Misaligned Switch. • (A)(B – only if signal allows access to occupied track, or after command) route ahead is occupied by a stationary train or train moving in the same direction. Control mode is set to Auto Node – Train Ahead. • Note that, for (A), it should not be possible that the route ahead is occupied by a train moving in opposite direction - in that case, there should always be a misaligned switch in the train’s path. • For (B), a signal will never clear when the train ahead is moving in the opposite direction, nor will the Tab request be granted. • (A)(B) the train’s defined path terminates short of the next signal, or there is a reversal point short of the next signal, and there is at least one switch between this point and the next signal. The control mode changes to Auto Node – End of Path. Note that if there is no switch between the terminating or reversal point and the next signal the route is automatically extended to the next signal. • (A)(B) the train has passed the last signal before the end of the track, or the train has reached the end of track without encountering any signal. The control mode changes to Auto Node – End of Track. Changes from Auto Node to Auto Signal and vice-versa are automatic and cannot be influenced by the player. 10.3.2 Manual Mode When it is required that a train move off its defined path, a player can switch his train to Manual Mode. This will allow the player to set switches and request to clear signals off its path. However, there are a number of restrictions when running a train in Manual Mode. In Manual Mode, a route is cleared from the train in both directions, ahead of and behind the train. The route is cleared to a shorter distance as compared to Auto Mode, and is never cleared automatically beyond the first signal. If a train is moving and passes a signal in the opposite direction, the route behind the train will automatically retract to that signal as that is now the next signal in the reverse route. The same restrictions apply with respect to signals ahead when the train is running in reverse. The route orientation will not change whatever direction the train is running. It is fixed to the orientation of the route as it was the moment the player switched to Manual Mode. So, changing to a reverse-facing cab or changing the position of the loco’s reverser does not change the direction of the route orientation. This is not a limitation to the train’s behaviour, as routes are always cleared in both directions. It does, however, affect the display of the F4 and F8 windows, as the top/bottom direction of these windows is linked to the route direction and will therefore not change if the train reverses. To assist the player in his orientation in which direction the train is moving, an “eye” has been added to these displays symbolizing the direction of the cabview, and an “arrow” has been added to symbolize the direction of the reverser. The player can set all switches in the train’s path using the F8 window or the / keys. The G key will set the first switch ahead of the train (as defined by the route direction), Shift+G sets the switch behind the train. It is also possible to set switches as required using the Alt+Left Mouseclick command. Switches can be set even if they are in the train’s path and a signal has been cleared over that path. Switches, of course, can not be set if already set as part of a cleared route for another train. The following rules apply to the setting of switches : 10.3. Control Mode 127 Open Rails Manual, Release 1.2.3706 (draft) • all switches will remain in the position in which they were set by the last train passing over that switch. If no train has yet passed over the switch, it is in its default position. • when in Manual Mode, trailing switches will not be automatically aligned for the approaching player train, except : • when a route is cleared through a signal while in Manual Mode, any trailing switches in the train’s path up to the end of authority (e.g. next signal) will be aligned. Note that in this case, trailing switches in the path cleared by the signal can no longer be reset. Signals which the train approaches will not be cleared automatically. The player must request clearance of all signals encountered, by using the or keys. The key will clear the signal ahead of the train (according to the route direction), the key will clear the signal behind the train. Repeated use of ( + )‘‘‘‘ will clear the next signal beyond the first cleared signal etc., but only up to the maximum clearing distance. Signals will always clear on request except when the section immediately behind the signal is already cleared for a train from the opposite direction. The normal route-setting limitations etc. are ignored. The signal will only clear to the first available most restrictive aspect above Stop. Note that, in contrast to the situation in Auto Mode, as the signal will clear even if the full route behind the signal is not available, a cleared signal is no indication of the cleared distance beyond that signal. It may be that the first switch beyond the signal is already cleared for another train. Therefore, when in Manual Mode, use of the F4 window or the Dispatcher window to check on the route availability is essential when running in an area with AI traffic. When in Manual Mode, deadlock prevention processing is switched off. This is because the changes in the train’s route and direction which are likely to occur in Manual Mode could jeopardise the stability of the deadlock processing. So care should be taken when using Manual Mode in an area with AI traffic, specifically on single track sections. Switching from Auto Mode to Manual Mode can be performed with the train at a standstill or with the train moving. The key toggles between Auto Mode and Manual Mode. When switching from Auto Mode to Manual Mode, all signals already cleared will be reset, and new routes are cleared ahead of and behind the train for the maximum distance if possible, or up to the first signal. To switch back from Manual Mode to Auto Mode the front of the train must be on the path as defined in the Activity Editor. If the path contains reversal points, the train must be in between the same reversal points as it was when it switched to Manual Mode (i.e. same subpath). If the train is moving in the direction as the path defines, switching back to Auto Mode can be done while the train is moving. The rear of the train need not be on the defined path, only the front. If the train is moving in the opposite direction, it must be at a standstill in order to switch back to Auto Mode. If the orientation of the train’s route was somehow reversed (e.g. by moving through a balloon-line or a Y-section) and differs from the direction in the defined path, both the front and rear must be on the defined path. In this situation, the orientation will switch back to the direction as defined in the path. 10.3.3 Out-of-Control Mode This is a special mode. Normally, the player train should not be in this mode. The out-of-control mode is activated when the player violates a security rule. Such incidents are: • when the player train passes a signal at danger (SPAD); • when the player train passes over a misaligned switch; • when the player train runs beyond the end of the authorised path. These actions will place the player train into out-of-control mode. In this situation, the emergency brake is activated and maintained until the train is stopped. The player has no control over his train until it is at a standstill. 10.3. Control Mode 128 Open Rails Manual, Release 1.2.3706 (draft) Once the train has stopped, the player can switch to Manual Mode to try to return to a correct situation (e.g. get back to in front of the signal at danger, authorised path etc.). Once a normal situation has been restored, the player can switch back to Auto Mode. If the action led the player train onto a section of track already cleared for another train, that train is also stopped. 10.3.4 Explorer Mode When OR is started in Explorer Mode instead of in an activity, the train is set to Explorer Mode. The player has full control over all switches. Signals will clear as normal but signals can be cleared over routes which are not normally available using the or commands. 10.4 Track Access Rules All trains clear their own path. When in Auto Signal mode, part of that function is transferred to the signals. In Auto Node mode, trains will clear their path up to 5000 metres, or the distance covered in 2 mins at the maximum allowed speed, whichever is greater. In Auto Signal mode, the number of signals cleared ahead of the train is taken from the value of the SignalNumClearAhead parameter as defined in the sigcfg.dat file for the first signal ahead of the train. In Manual mode, the distance cleared is 3000 metres maximum, or as limited by signals. Distances in Explorer Mode are similar to those in Auto Mode. If a train is stopped at a signal it can claim the track ahead ensuring it will get priority as the next train onto that section, but to avoid needless blocking of other possible routes, no claim is made if the train ahead is also stopped. No distinctions are made between types of train, and there are no priority rules. 10.5 Deadlock Processing When a train is started, it will check its path against all other trains (including those not yet started). If a section is found on which this train and the other train are due in opposite directions, the boundaries of that total common section are determined, and deadlock traps are set at those boundaries, for each train in the appropriate direction. These boundaries are always switch nodes. When a train passes a node which has a deadlock trap for that train, the trap is sprung. When a train approaches a node which has an active deadlock, it will stop at that node, or at the last signal ahead of it if there is one. This train will now also spring its deadlock traps, and will claim the full common section of that deadlock to ensure it will be the next train allowed onto that section. The deadlock traps are removed when a train passes the end node of a deadlock section. When a train is started, and the train’s path includes one or more reversal points, deadlocks are only checked for the part of the path up to the first reversal point. On reversal, deadlocks are checked for the next part, etc.. Deadlock traps are removed when a train switches to Manual mode. When the train switches back to Auto mode, the deadlock check is performed again. There are no deadlock checks in Explorer Mode as there are no AI trains when running in this mode. If an alternative path is defined (using the Passing Path definition in MSTS Activity Editor), and the train is setting a route to the start node of this alternative path, it will check if a deadlock is set for the related end node. If so, and the alternative path is clear, it will take the alternative path, allowing the other train to use the main path. If the alternative path is already occupied, the train will wait short of the node where the path starts (or the last signal in front, if any); this is to prevent blocking both tracks which would leave the opposite train nowhere to go. Further rules for the use of alternative paths : 10.4. Track Access Rules 129 Open Rails Manual, Release 1.2.3706 (draft) • Trains from both direction must have the same main path through the area. • If only one train has an alternative path defined, and the trains are to pass, that train will always use the alternative path; the other train will always use the main path regardless of which train arrives first. • If both trains have an alternative path defined, and the trains are to pass, the first train to clear its route will take the alternative path. Note that this need not always be the first train to arrive - it could be that the train which first clears its path takes much longer to actually get to the passing loop. 10.6 Reversal Points If a reversal point is defined, the path will be extended beyond that point to the end of the section, this is to the next switch or signal or the end of track. The diverging point is determined – this is the switch node where the reverse route diverges from the incoming route. From this point, a search is made for the last signal facing the reverse direction which is located such that the full train will fit in between the signal and the end of the path. If there is such a signal, this will become the diverging point. In order for a train to be able to reverse, the rear of the train must be clear of this diverging point. Reversal for AI trains occurs as in MSTS; that is, when the AI train’s first car reaches the reversal point. If at that point the rear of the train has not yet cleared the diverging point, the reversal takes place later, when the diverging point is cleared. For player trains the reversal can take place starting from 50 meters before the reversal point provided the diverging point is cleared. As in MSTS, double reversal points can be used to set a signal at red after such reversal points. However waiting points are recommended for this, as explained in the next paragraph. 10.7 Waiting Points 10.7.1 General Waiting points (WP) set in a path used by an AI train are regularly respected by the train, and executed when the head of the train reaches the WP. Differently from MSTS, waiting points do not influence the length of the reserved path, except when the WP is followed by a signal in the same track section (no nodes – that is switches – in between). WPs set in a path used by a player train have no influence on the train run, except – again – when the WP is followed by a signal in the same track section. In such cases, for both AI trains and player train, the signal is set to red when the train approaches the WP. For AI trains the signal returns to green (if the block conditions after the signal allow this) one second after expiration of the WP. For player trains the signal returns to green 5 seconds after expiration of the WP. If there are more WPs in the track section where the signal resides, only the last one influences the signal. Waiting points cannot be used in Timetable mode. 10.7.2 Absolute Waiting Points When the Extended AI shunting option is selected and OR is not in Timetable Mode, waiting points with a waiting time between 30000 and 32359 are interpreted as absolute time-of-day waiting points, with a format 3HHMM, where HH and MM are the hour and minute of the day in standard decimal notation. 10.6. Reversal Points 130 Open Rails Manual, Release 1.2.3706 (draft) If the AI train will reach the WP before this time of day, the WP will expire at HH:MM. If the AI train will reach the WP later, the WP will be alreay expired. This type of WP can also be used in conjunction with a signal in the same track section, as explained in preceding paragraph. Again, such waiting points won’t have an effect on a player train if there is no signal in the same section; if instead there is a signal, it will stay red until the WP has expired. Absolute waiting points are a comfortable way of synchronizing and scheduling train operation. 10.8 Signals at Station Stops If the Experimental Option Forced red at station stops has been selected, and if there is a signal at the end of a platform, that signal will be held at danger up to 2 minutes before the booked departure. If the station stop is less than 2 minutes, the signal will clear as the train comes to a stand. This applies to both AI train and player trains. However, if the platform length is less than half the train length, the signal will not be held but will clear as normal to allow the train to properly position itself along the platform. Signals which only protect plain track will also not be held. In some railway control systems trains do not get a red at the station starting signal when they have to stop in that station. In these cases the above option must be disabled. 10.9 Speedposts and Speed Limits Set by Signals Speed limits which raise the allowed speed, as set by speedposts or signals, only become valid when the rear of the train has cleared the position of speedpost or signal. When a speed limit set by a signal is lower than the speed limit set by the last speedpost, the speed limit is set to the lower value. However, when a speed limit as set by a signal is higher than the present speed limit set by the last speedpost, the limit defined by the speedpost will be maintained. If a lower speed limit was in force due to a limit set by another signal, the allowed limit is set to that as defined by the speedpost. In timetable mode if a speedpost sets a limit which is higher than that set by the last signal, the limit set by the signal is overruled and the allowed limit is set to that as defined by the speedpost. In activity mode in the preceding case the lower of the two limits becomes valid. 10.10 Further Features of AI Train Control • AI trains always run in Auto control mode. • AI trains will ignore any manual setting of switches and will reset all switches as defined in their path. • AI trains will stop at stations and will adhere to the booked station departure times if possible. • AI trains will stop at a platform such that the middle of the train is in the middle of the platform. If the train is longer than the platform, both the front and rear of the train will extend outside the platform. If the platform has a signal at the end, and this signal is held at danger (see further above), and the train is too long for the platform, it will stop at the signal. But if the train length is more than double the platform length, the signal will not be held. • AI trains will adhere to the speed limits. • AI trains will stop at a signal approximately 30 m. short of a signal at danger in Timetable mode, and at a shorter distance in activity mode. 10.8. Signals at Station Stops 131 Open Rails Manual, Release 1.2.3706 (draft) • Where AI trains are allowed to follow other trains in the same section passing permissive signals, the train will adjust its speed to that of the train ahead, and follow at a distance of approx. 300 m. If the train ahead has stopped, the train behind will draw up to a distance of about 50m. However, if the train ahead is stopped in a station, and the train behind is also booked to stop at that station, the train will draw up behind the first train up to a distance of a few metres. • The control of AI trains before the start of an activity is similar to the normal control during an activity, except that the update frequency is reduced from the normal update rate to just once per second. But all rules regarding speed limits, station stops, deadlock, interaction between AI trains (signals etc.) are followed. The position of all AI trains at the start of an activity therefore is as close as possible to what it would have been if the activity had been started at the start time of the first AI train. 10.11 Location-linked Passing Path Processing Passing paths can be used to allow trains to pass one another on single track routes. The required passing paths are defined per train path in the MSTS Activity Editor or in the native ORTS path editor included within TrackViewer. The present version is an ‘intermediate’ stage leading to complete new processing. The data structure and processing have already been prepared for the next stage, when ‘alternative paths’ (not just a single passing path but multiple paths through a certain area) will be defined per location, and no longer per train. The present version, however, is still based on the MSTS activity and path definition, and therefore is still based on the definition of alternative paths per train. The setup of this version is as detailed below : • Passing paths defined for the player train are available to all trains – in both directions. The ‘through’ path of the player train is taken to be the “main” path through that location. This only applies to Activity mode, as there is no predefined player train when running in Timetable mode. • Each train can have definitions for additional passing paths, these will be available to that train only. Note that this implies that there can be more than one passing path per location. • When possible passing locations are determined for each pair of trains, the train lengths are taken into consideration. A location is only ‘valid’ as a passing location if at least one of the trains fits into the shortest of the available passing paths. • The order in which passing paths are selected: – If no train is approaching from the opposite direction (through route): * Train’s own path. * “Main” path. * Any alternative path. – If train is to pass another train approaching from the opposite direction (passing route): * Train’s own path (if not the same as “main” path). * Alternative path. * “Main” path. However, in the situation where the train does not fit on all paths, for the first train to claim a path through the area, preference is given to the paths (if any) where the train will fit. The setting of the ‘deadlock’ trap (the logic which prevents trains from getting on a single track from both directions) has also been changed. In the ‘old’ version, the trap was ‘sprung’ as a train claimed its path through a possible passing area. However, this often lead to quite early blocking of trains in the opposite direction. 10.11. Location-linked Passing Path Processing 132 Open Rails Manual, Release 1.2.3706 (draft) In this version the trap is ‘sprung’ when a train actually claims its path in the single track section itself. One slight flaw in this logic is that this can lead to the train which is to wait being allocated to the “main” path, while the train which can pass is directed over the “loop”. This can happen when two trains approach a single track section at almost the same time, each one claiming its path through the passing areas at either end before the deadlock trap is actually sprung. If a passing location contains platforms and there are passenger trains which are booked to stop there, OR will try to locate an alternate platform on the passing path, and if it can find it, this platform will replace the original one as the stop platform. This behavior occurs only if the Location-linked Passing Path Processing option has been checked. Selecting this type of passing path with the related experimental option processing can lead to considerable changes in the behaviour of trains on single track routes – and behaviour that is certainly significantly different from that in MSTS. 10.12 Other Comparisons Between Running Activities in ORTS or MSTS 10.12.1 End of run of AI trains AI trains end their run where the end point of their path resides, as in MSTS. However they always end their run at zero speed. 10.12.2 Default Performance and Performance Parameters If the AI train does not make station stops, its maxspeed (not considering signal, speedpost and route speed) is given by the first MaxVelocity parameter in the .con file, expressed in meters per second, multiplied by the “Default performance” parameter (divided by 100) that can be found and modified in the MSTS AE in the “Service editor”. Such parameter divided by 100 is written by the AE in the .srv file as “Efficiency”. If the AI train makes station stops, its maxspeed depends from the “Performance” parameter for every route section, as can be seen and defined in the AI train timetable (that is maxspeed is the product of the first MAxVelocity parameter by the “Performance” parameter divided by 100). Such performance parameter list is written (divided by 100) by the AE in “Service_Definition” block in the activity editor, again as “Efficiency” (for every station stop). From the starting location of the AI train up to the first station, the “Performance” linked to such station is used; from the first station to the second one, the “Performance” linked to the second station is used and so on. From the last station up to end of path the “Default performance” mentioned above is used. This corresponds to MSTS behaviour. Moreover the Efficiency parameter is used also to compute acceleration and braking curves. 10.12.3 Calculation of Train Speed Limit For the player train: speed limit is the lowest among: • route speed limit as defined in the .trk file • local signal speed limit • local speedpost speed limit • local temporary speedpost speed limit • first parameter MaxVelocityA in .con file, if bigger than zero and not equal 40 10.12. Other Comparisons Between Running Activities in ORTS or MSTS 133 Open Rails Manual, Release 1.2.3706 (draft) • locomotive speed limit in .eng file in the other cases. For the AI trains: speed limit is the lowest among: • route speed limit as defined in the .trk file • local signal speed limit • local speedpost speed limit • local temporary speedpost speed limit • first parameter MaxVelocityA in .con file, if bigger than zero and not equal 40 • locomotive speed limit in .eng file in the other cases. • route speed limit as defined in the .trk file • local signal speed limit • local speedpost speed limit • local temporary speedpost speed limit • first parameter MaxVelocityA in .con file, if bigger than zero, multiplied by the Efficiency as explained :ref:here . 10.12.4 Start of Run of AI train in a Section Reserved by Another Train The AI train is created as in MSTS. It is up to the activity creator not to generate deadlocks. Creation of a train in a section where another train resides is possible only if the created train is not front-to-front with the existing train. 10.12.5 Stop Time at Stations The platform passenger number as defined by the MSTS activity editor is read by OR. Each passenger requires 10 seconds to board. This time must be divided by the number of passenger wagons within the platform boundaries. Also locomotives with the line PassengerCapacity in their .eng file count as passenger wagons (EMU, DMU). The criterion to define if a passenger wagon is within the platform boundaries is different for player trains and AI trains. For player trains an individual check is made on every passenger wagon to check if it is within the plaform boundaries (it is assumed that this is OK if at least two thirds of the wagon are within). For AI trains instead the number of wagons + engines within the platform is computed, and all of them, up to the number of the passenger wagons in the consist, are considered as passenger wagons. The player or AI train boarding time is added to the real arrival time, giving a new departure time; this new departure time is compared with the scheduled departure time and the higher value is selected as the real departure time. A train is considered to be a passenger train if at least one wagon (or engine) carries passengers. AI real freight trains (0 passenger cars) stop 20 seconds at stations as in MSTS if scheduled starting times are not present. If they are present the freight trains will stop up to the scheduled starting time or up to the real arrival time plus 20 seconds, whichever is higher. A special behaviour has been introduced for trains with more than 10 cars and having a single passenger car. This type of train has been used in MSTS to have the possibility of also defining schedules for freight trains. These trains are managed – like MSTS – as passenger trains with the rules defined above. However a simplification for the player has been introduced for the player train: if the train stops with the single passenger car outside of the platform, the stop is still considered valid. All this is compatible with MSTS operation; only the fact that the scheduled departure time is considered for AI trains differs, as it is considered an improvement. 10.12. Other Comparisons Between Running Activities in ORTS or MSTS 134 Open Rails Manual, Release 1.2.3706 (draft) 10.12.6 Restricted speed zones defined in activities OR manages restricted speed zones defined in activities as MSTS. Start of a restricted speed zone can be recognized on the Track Monitor Window because the maxspeed is shown in red; the maxspeed at an end of a restricted speed zone is shown in green. 10.13 Extended AI Train Shunting 10.13.1 General When this option is selected further AI train shunting functions are available. Note that this option is not available in Timetable mode. The following additional shunting functions are available: 1. AI train couples to a static consist and restarts with it. 2. AI train couples to a player or AI train and becomes part of it; the coupled train continues on its path. 3. AI train couples to a player or AI train and leaves to it its cars; the coupled and coupling train continue on their path. 4. AI train couples to a player or AI train and steals its cars; the coupled and coupling train continue on their path. 5. AI train uncouples any number of its cars; the uncoupled part becomes a static consist. With the same function it is possible to couple any number of cars from a static consist. 6. AI train couples to a player or AI train; the resulting combined train runs for part of the path, then stops; the train is split there into two parts that continue on their own paths (join and split function). 7. AI train can get permission to pass a signal at danger. These functions are described in detail below. A sample activity can be found in Documentation\SampleFiles\Manual\Show_AI_shunting.zip. 10.13.2 Activity Design for Extended AI Train Shunting Functions Activity design can be performed with the MSTS Activity Editor, and does not need post-processing of the created files. Extended AI Functions 1 to 4 (these all involve coupling) It is not always desired that AI trains couple to other trains; e.g. the activity could have been designed so that the trains proceed separately, but then, at runtime, they could be at the same place at the same moment because of timing problems. In such a case it would be undesirable that the trains couple. So coupling is activated only if certain conditions are met. In general the signal protection rules apply, that is, an AI train will find a red signal if its path leads it directly to another train. So in general these functions can be used only if there are no signals between the coupling train and the coupled train. However, this can be overcome in three modes: • by the activity developer, by inserting a double reversal point between the signal and the coupled train (this works only if the double reversal point is not in the track section occupied by the coupled train). • by the player, forcing the signal to the clear state by using the dispatcher window. • or even better, by using extended AI shunting function #7, which is described further below, that allows the AI train to pass a signal at danger. 10.13. Extended AI Train Shunting 135 Open Rails Manual, Release 1.2.3706 (draft) Coupling with a static consist is not subject to other conditions, since if the activity designer decided that the path would lead an AI train up to against a static consist, it was also desired that the AI train would couple to it. Coupling with another AI train or with the player train is subject to the following conditions. Either: • the coupling happens in the last path section of the coupling AI train, and the path end point is under the coupled train or beyond it in the same section, or • the coupling happens in the last section before a reverse point of the coupling AI train, and the reverse point is under the coupled train or beyond it in the same section. In this way undesired couplings are avoided in case the AI train has its path running in the same direction beyond the coupled train. Just after coupling OR performs another check to define what happens next. In the case where the coupled train is static: • if there is at least one reverse point further in the path or if there are more than 5 track sections further in the path, the coupling train couples with the static train, and then the resulting formed train restarts following the path of the coupling train, or • if not, the coupling train couples with the static train and becomes part of the static train itself (is absorbed by it), stopping movement. In case the coupled train is a player train or an AI train: • if there is at least one reverse point under the coupling train or further in the same track section, the coupling train couples with the coupled train; at that point there are two possibilities: 1. The trainset coupling to the coupled train is a wagon: in this case the coupling train leaves to the coupled train all the cars between its locomotive and the coupled train, decouples and moves further in its own path (it can only reverse due to above conditions). The coupled train follows its own path. 2. The trainset coupling to the coupled train is a locomotive: in this case the coupling train steals from the coupled train all the cars between the coupled train’s locomotive and the coupling train, decouples and moves further in its own path (it can only reverse due to the above conditions). The coupled train follows its own path. • or if there is no reverse point further in the path of the coupling train, the coupling train couples with the coupled train and becomes part of it (is absorbed by it). The coupled train follows its own path. Now on how to design paths: • If one wants the coupling train to be absorbed by the coupled train: simply put the end point of the path of the coupling train below the coupled train or further, but in the same track section. • If one wants the coupling train to move further on in its path after having coupled with the coupled train: put in the path of the coupling train a reverse point below the coupled train. If one also wants that the coupling train does not immediately restart, but that it performs a pause, a waiting point has to be added in the path of the coupling train, subsequent to the reverse point. It is suggested to put the waiting point near the reverse point, and in any case in the same track section. OR will execute the waiting point even if it is not exactly below what remains of the coupling train after coupling/decoupling is only the locomotive. • If the coupled train is an AI train, obviously it must be stopped on a waiting point when it has to be coupled by the coupling train. Extended AI Function 5 (AI train uncouples any number of its cars) To uncouple a predefined number of cars from an AI train, a special waiting point (WP) has to be inserted. 10.13. Extended AI Train Shunting 136 Open Rails Manual, Release 1.2.3706 (draft) The format of this waiting point (in decimal notation) is usually 4NNSS, where NN is the number of cars in front of the AI train that are NOT uncoupled, locomotive included, and SS is the duration of the waiting point in seconds. The 5NNSS format is also accepted. In this case the remaining AI train is formed by NN cars (locomotives included) starting from the rear of the train. Of course there must be at least one locomotive in this part of the train. It must be noted that the “front” of the AI train is the part which is at the front of the train in the actual forward direction. So, if the consist has been created with the locomotive at first place, the locomotive will be at the front up to the first reverse point. At that point, “front” will become the last car and so on. The following possibilities arise: • The AI train proceeds and stops with the locomotive at the front, and wants to uncouple and proceed in the same direction: a WP with the format 4NNSS is inserted where the AI train will stop, counting cars starting from the locomotive. • The AI train proceeds with the locomotive at the rear, and wants to uncouple and proceed in the reverse direction: a reverse point has to be put in the point where the train will stop, and a 4NNSS WP has to be put sequentially after the reverse point, somewhere under the part of the train that will remain with the train, formatted as above. As the train has changed direction at the reverse point, again cars are counted starting from the locomotive. • The AI locomotive proceeds and couples to a loose consist, and wants to get only a part of it: a reverse point is inserted under the loose consist, and a 4NNSS WP is inserted sequentially after the reverse point, somewhere under the part of the train that will remain with the train, formatted as above. What is NOT currently possible is the ability to couple the AI train to the player train or to another AI train, and to “steal” from it a predefined number of cars. With the currently available functions it is only possible to steal all the cars or to pass all the cars. If it is desired that only a number of cars be passed from an AI or player train to the other, the first AI train has to uncouple these cars as described above, then move a bit forward, and then make the second AI train couple to these cars. Function 6 (Join and split) Introduction Join and split means that two trains (AI or player) each start running on their own path; then they join and run coupled together a part of their path, and then they split and run further each on its own path (in the same direction or in opposite directions). This can have e.g. the following example applications: Application 1: • a pair of helper locomotives couples to the rear or to the front of a long train; • the resulting train runs uphill; • when they have arrived uphill, the helper locomotives uncouple from the train. – if the helpers were coupled to the rear of the other train, the train continues forward on its path, while the helper locomotives return downhill. – If the helpers were coupled to the front, the helpers will enter a siding and stop; the train will continue forward on its path, and when the train has passed, thee helpers can reverse and return downhill. This means that a complete helper cycle can be simulated. Application 2: • a passenger train is formed from two parts that join (e.g. two sections of a HST); • the train reaches an intermediate station and the two sections decouple; 10.13. Extended AI Train Shunting 137 Open Rails Manual, Release 1.2.3706 (draft) • one section takes the main line, while the other one takes a branch line (this can happen in any direction for both trains). • Both the joining train (the one that moves and couples to the other train – the joined train) and the joined train may be an AI train or a player train. Activity development 1. The two trains start as separate trains, couple together and decouple later in the game . After that of course such trains can couple to other trains, and so on. 2. The coupling train becomes an “Incorporated” train after coupling, that is it has no more cars or locomotives (they all become part of the coupled train) and is a sort of virtual train. In this phase it is not shown in the Dispatcher information HUD. It will return to life when an uncoupling command (automatic or manual) is issued. 3. To become an “Incorporated” train, the coupling train if of AI type, must pass in its path before coupling over a Waiting Point with value 60001 (the effective waiting time is 0 seconds); such WP is not necessary if the coupling train is the player train. 4. For the coupling train to couple to the rear of the coupled train there are no particular requirements; if however you want to have very short runs from coupling train start to coupling moment, it could be necessary to insert a couple of reversal points in between, or else the train could stop and avoid coupling. Please don’t disdain double reversals: they are sometimes the only way to limit the authority range of a train. 5. If the coupling train has to couple to the front of the coupled train, obviously a reversal point is needed for the coupling train: it must be laid somewhere under the coupled train, or even farther down in the same track section; also in this case there can be a problem of authority, that could require that the coupled train has a couple of reversal points after the point where it waits to be coupled. 6. The incorporated train has its own path, but from coupling to decoupling point it must pass over the same track sections of the path of the incorporating train. The incorporated train must not have waiting points nor station stops in the common path part (the coupled train instead may have them). If there are reversals within the common path part, they must be present in both paths. 7. At the point of decoupling the number of cars and locomotives to be decoupled from the train can be different from the number of the original train. 8. The whole train part to be decoupled must lie on the same track section. After decoupling, the “incorporated” train returns to being a standard AI train. 9. Manual decoupling (for player trains) occurs using the F9 window; automatic decoupling occurs with the 4NNSS and 5NNSS commands (see previous paragraph); the first one has to be used when the part to be decoupled is at the rear of the train, and the second one where the part is at the front of the train. 10. In the standard case where the main part of the train continues in the same direction, the following cases can occur: • If the decoupled part is on the front, this decoupled part can only proceed further in the same direction (ahead of the main part of the train). To avoid it starting immediately after decoupling, it is wise to set a WP of some tens of seconds in the path of the decoupled train. This WP can be set at the beginning of the section where decoupling occurs; OR will move it under the decoupled part, so you don’t need to be precise in positioning it. • If the decoupled part is on the rear, two cases are possible: either the decoupled part reverses or the decoupled part continues in the same direction. In the first case a reversal point has to be put anywhere in the section where the decoupling occurs (better towards the end of the section), and OR will move it to the right place so that the train reverses at the point where decoupling occurred; moreover it is also advised to put a WP of some tens of seconds, so that the train does not restart immediately. This WP must be located logically after the reversal point, and in the same track section; OR will move it under the decoupled train. 10.13. Extended AI Train Shunting 138 Open Rails Manual, Release 1.2.3706 (draft) • If the decoupled part continues in the same direction, neither WP nor RP are needed. This train part will wait that the part ahead will clear the path before starting. Activity run hints • When you run as player, you have to uncouple the train where foreseen by the activity (the uncoupled train must lay in a route section present in its path). If you don’t uncouple on a track section present in the path of the uncoupled train, the uncoupled train will become a static train, because it’s not on its path. • You can run the train formed by the original train plus the incorporated train from any cab (also in a cab of the incorporated train). However before uncoupling (splitting) the trains, you have to return to a cab of the original train. Function 7 (Permission to pass signal at danger for AI train) During AI train shunting there are cases where it is necessary that the AI train is conditionally able to pass a red signal, in a similar way of the player trains when pressing TAB. This can be accomplished by defining a specific WP with value 60002 to be laid down in the AI train path before the signal to be passed (in the track section just in front of the signal). 10.14 Signal related files For content developers OR manages signals as defined in the files sigcfg.dat and sigscr.dat in a way that is highly compatible to MSTS. A description of their contents and how to modify these two files is contained in the Word document How_to_make_Signal_config_and_Script_files.doc that is found in the TECH DOCS folder of an MSTS installation. Note that these files must be edited with a Unicode text editor. 10.14.1 SignalNumClearAhead Specific rules, however, apply to the sigcfg.dat parameter SignalNumClearAhead (), that is not managed in a consistent way by MSTS. In this paragraph the standard case is discussed, where sigcfg.dat and sigscr.dat are located in the root of of the route. If for a SignalType only one SignalNumClearAhead () is defined (as is standard in MSTS files), then this parameter defines the number of NORMAL signal heads (not signals!) that are cleared down the route, including the signal heads of the signal where the SignalType resides. This is not exactly as in MSTS, where quite complex and strange calculations are perfomed, and in some cases could lead to too few signals being cleared for a satisfactory train operation. Moreover MSTS doesn’t consider the SignalNumClearAhead () value related to the signal, but the maximum SignalNumClearAhead () encountered in the signal types used in the route. Therefore, if it is desired that OR approaches the MSTS operation, the value of SignalNumClearAhead ()of all signals must be set at the same maximum value. To avoid affecting also MSTS operation, there are two approaches that are described here below. If for a SignalType a second SignalNumClearAhead () parameter is added just before the existing one, OR interprets it as the number of NORMAL SIGNALS that are cleared down the route, including the signal where the SignalType resides. MSTS will skip this first SignalNumClearAhead () and will consider only the second. In this way this change to sigcfg.dat does not affect its use in MSTS. However, instead of modifying the copy of the file sigcfg.dat residing in the route’s root, the approach described in the next paragraph is recommended. 10.14. Signal related files 139 Open Rails Manual, Release 1.2.3706 (draft) 10.14.2 Location of OR-specific sigcfg and sigscr files By simply copying the original sigscr.dat and sigcfg.dat into a subfolder named OpenRails created within the main folder of the route, OR will no longer consider the pair of files located in the route’s root folder, and will interpret the (single) SignalNumClearAhead () line as defining the number of signals cleared. So OR interprets sigscr.dat in a different way, depending whether there is a copy of this file in the OpenRails subfolder or not. In this way the problem of too few signals cleared for satisfactory train operation is usually solved. If however this single line standard sigscr.dat doesn’t behave satisfactorily even counting signals (a reason has been described in preceding paragraph), it will have to be optimized for OR by modifying the parameter SignalNumClearAhead () for the unsatisfactory signals; if preferred the line can stay as it is, and an optimized line can be added before the existing one, and it will again count signals. In this case the sigscr.dat file behaves the same as if it would if located in the route’s root folder. Sigcfg.dat must keep its name, while the sigscr files can also have other names, provided that within sigcfg.dat there is a reference to these other names. 10.14.3 OR-unique values for SignalNumClearAhead () OR recognizes two additional unique values of the parameter SignalNumClearAhead (), when this parameter is located on a line preceding the line with the MSTS value, or if the sigcfg.dat file is located in the subfolder OpenRails: • 0 : no signal will be cleared beyond this signal until train passes this signal. • -1: signal does not count when determining the number of signals to clear. 10.15 OR-specific Signaling Functions A set of powerful OR-specific signaling functions are available. Sigcfg and sigscr files referring to these functions must be located as described in the previous paragraph. 10.15.1 SPEED Signals – a New Signal Function Type The SPEED signal function type allows a signal object marker to be used as a speed sign. The advantages of such a use are : • The signal object marker only applies to the track on which it is placed. Original speed signs always also affect any nearby lines, making it difficult and sometimes impossible to set a specific speed limit on just one track in complex areas. • As a signal object, the SPEED signal can have multiple states defined and a script function to select the required state, e.g. based on route selection. This allows different speed limits to be defined for different routes through the area, e.g. no limit for the main line but specific limits for a number of diverging routes. The SPEED signal is fully processed as a speed limit and not as a signal, and it has no effect on any other signals. Limitation: it is not possible to define different speeds related to type of train (passenger or freight). Definition and usage The definition is similar to that of any other signal, with SignalFnType set to SPEED. It allows the definition of drawstates and aspects like any other signal. Different speed values can be defined per aspect as normal. 10.15. OR-specific Signaling Functions 140 Open Rails Manual, Release 1.2.3706 (draft) An aspect can be set to not have an active speed limit. If this aspect is active, the speed limit will not be changed. This can, for instance, be used if a route-linked speed limit is required. This aspect can then be set for a route for which no speed limit is required. An aspect can also be set to not have an active speed limit but with a special signal flag : OR_SPEEDRESET. If this flag is set, the speed limit will be reset to the limit as set by the last speed limit sign. This can be used to reset any limit imposed by a specific signal aspect. Note that this does not overrule any speed limits set by another SPEED signal as those limits are processed as if set by a speed limit sign. Example 1: SignalType ("SpeedSignal" SignalFnType ( SPEED ) SignalLightTex ( "ltex" ) SignalDrawStates ( 5 SignalDrawState ( 0 "speed25" ) SignalDrawState ( 1 "speed40" ) SignalDrawState ( 2 "speed50" ) SignalDrawState ( 3 "speed60" ) SignalDrawState ( 4 "speed70" ) ) SignalAspects ( 5 SignalAspect ( APPROACH_1 SignalAspect ( APPROACH_2 SignalAspect ( APPROACH_3 SignalAspect ( CLEAR_1 SignalAspect ( CLEAR_2 ) SignalNumClearAhead ( 2 ) ) "speed25" "speed40" "speed50" "speed60" "speed70" SpeedMPH SpeedMPH SpeedMPH SpeedMPH SpeedMPH ( ( ( ( ( 25 40 50 60 70 ) ) ) ) ) ) ) ) ) ) Notes: • The SignalNumClearAhead value must be included to satisfy syntax but has no function. • The actual speed can be set either using fixed aspect selection through user functions, or can be route linked. The actual use is defined in the related script and the related shape definition. Example 2: SignalType ( "SpeedReset" SignalFnType ( SPEED ) SignalLightTex ( "ltex" ) SignalDrawStates ( 1 SignalDrawState ( 0 "Red" ) ) SignalAspects ( 1 SignalAspect ( STOP ) "Red" 10.15. OR-specific Signaling Functions signalflags (OR_SPEEDRESET) ) 141 Open Rails Manual, Release 1.2.3706 (draft) ) SignalNumClearAhead ( 2 ) This example resets the speed to the limit as set by the last speed sign, overruling any speed limits set by signal aspects. 10.15.2 Approach control functions Approach control signals are used, specifically in the UK, to keep a signal at ‘danger’ until the train is within a specific distance ahead of the signal, or has reduced its speed to a specific value. Such control is used for diverging routes, to ensure the speed of the train is reduced sufficiently to safely negotiate the switches onto the diverging route. Two script functions for use in OR have been defined which can be used to control the signal until the train has reached a specific position or has reduced its speed. These functions are: APPROACH_CONTROL_POSITION(position) APPROACH_CONTROL_SPEED(position, speed) These functions are Boolean functions: the returned value is ‘true’ if a train is approaching the signal and is within the required distance of the signal and, for APPROACH_CONTROL_SPEED, has reduced its speed below the required values. Parameters : • position : required distance of train approaching the signal, in meters • speed : required speed, in m/s Note that the speed is checked only when the train is within the defined distance. Important note : although the script uses ‘float’ to define local variables, these are in fact all integers. This is also true for the values used in these functions : if direct values are used, these must be integer values. The values may be set directly in the signal script, either as variables or as numbers in the function call. However, it is also possible to define the required limits in the sigcfg.dat file as part of the signal definition. The syntax definition for this is: ApproachControlLimits ( ) Allowed definitions : • Position : – Positionm : position in meters. – Positionkm : position in kilometers. – Positionmiles : position in miles. – Positionyd : position in yards. • Speed : – Speedkph : speed in km / hour. – Speedmph : speed in miles / hour. These values are referenced in the script file using the following variable names : • Approach_Control_Req_Position • Approach_Control_Req_Speed 10.15. OR-specific Signaling Functions 142 Open Rails Manual, Release 1.2.3706 (draft) These variables must not be defined as floats etc., but can be used directly without prior definition. Note that the values as defined in the sigcfg.dat file will be converted to meters and meters/sec and rounded to the nearest integer value. The following example is for a three-head search light signal, which uses Approach Control if the route is set to the ‘lower’ head. Route selection is through ‘dummy’ DISTANCE type route-selection signals. Signal definition: SignalType ( "SL_J_40_LAC" SignalFnType ( NORMAL ) SignalLightTex ( "bltex" ) SigFlashDuration ( 0.5 0.5 ) SignalLights ( 8 SignalLight ( 0 "Red Light" Position ( 0 6.3 0.11 ) Radius ( 0.125 ) ) SignalLight ( 1 "Amber Light" Position ( 0 6.3 0.11 ) Radius ( 0.125 ) ) SignalLight ( 2 "Green Light" Position ( 0 6.3 0.11 ) Radius ( 0.125 ) ) SignalLight ( 3 "Red Light" Position ( 0 4.5 0.11 ) Radius ( 0.125 ) ) SignalLight ( 4 "Amber Light" Position ( 0 4.5 0.11 ) Radius ( 0.125 ) ) SignalLight ( 5 "Green Light" Position ( 0 4.5 0.11 ) Radius ( 0.125 ) ) SignalLight ( 6 "Amber Light" Position ( 0 2.7 0.11 ) Radius ( 0.125 ) ) SignalLight ( 7 "White Light" Position ( 0 2.7 0.11 ) Radius ( 0.125 ) ) ) SignalDrawStates ( 8 SignalDrawState ( 0 "Red" DrawLights ( 1 DrawLight ( 0 ) ) ) SignalDrawState ( 1 "TopYellow" DrawLights ( 1 DrawLight ( 1 ) ) ) SignalDrawState ( 2 10.15. OR-specific Signaling Functions 143 Open Rails Manual, Release 1.2.3706 (draft) "TopGreen" DrawLights ( 1 DrawLight ( 2 ) ) ) SignalDrawState ( 3 "TopYellowMidGreen" DrawLights ( 2 DrawLight ( 1 ) DrawLight ( 5 ) ) ) SignalDrawState ( 4 "MidYellow" DrawLights ( 2 DrawLight ( 0 ) DrawLight ( 4 ) ) ) SignalDrawState ( 5 "MidGreen" DrawLights ( 2 DrawLight ( 0 ) DrawLight ( 5 ) ) ) SignalDrawState ( 6 "LowYellow" DrawLights ( 3 DrawLight ( 0 ) DrawLight ( 3 ) DrawLight ( 6 ) ) ) SignalDrawState ( 7 "LowWhite" DrawLights ( 3 DrawLight ( 0 ) DrawLight ( 3 ) DrawLight ( 7 SignalFlags ( FLASHING )) ) ) ) ) SignalAspects ( 8 SignalAspect ( STOP SignalAspect ( STOP_AND_PROCEED SignalAspect ( RESTRICTING SignalAspect ( APPROACH_1 SignalAspect ( APPROACH_2 SignalAspect ( APPROACH_3 SignalAspect ( CLEAR_1 SignalAspect ( CLEAR_2 ) ApproachControlSettings ( PositionM ( 500 ) SpeedMpH ( 10 ) ) SignalNumClearAhead ( 5 ) "Red" ) "LowWhite" SpeedMPH(25) "LowYellow" SpeedMPH(25) "MidYellow" SpeedMPH(40) "TopYellowMidGreen" ) "TopYellow" ) "MidGreen" SpeedMPH(40) "TopGreen" ) ) ) ) ) Signal function (reduced to show use of approach control only). This function uses approach control for the ‘lower’ route.: 10.15. OR-specific Signaling Functions 144 Open Rails Manual, Release 1.2.3706 (draft) SCRIPT SL_J_40_LAC // Searchlight Top Main Junction extern float block_state (); extern float route_set (); extern float def_draw_state (); extern float next_sig_lr (); extern float sig_feature (); extern float state; extern float draw_state; extern float enabled; // // Returned states // drawn : // SIGASP_STOP // // Top Cleared : // SIGASP_APPROACH_3 // SIGASP_APPROACH_2 // SIGASP_CLEAR_2 // // Middle Cleared : // SIGASP_APPROACH_1 // SIGASP_CLEAR_1 // // Lower Cleared : // SIGASP_RESTRICTING // SIGASP_STOP_AND_PROCEED // // User Flags // // USER1 : copy top approach // USER2 : top approach junction // USER3 : copy middle approach // USER4 : no check block for lower // float clearstate; float setstate; float diststate; float adiststate; float nextstate; float routestate; float blockstate; blockstate clearstate routestate setstate nextstate diststate adiststate = = = = = = = 0; 0; 0; 0; next_sig_lr(SIGFN_NORMAL); next_sig_lr(SIGFN_DISTANCE); diststate; if (diststate ==# SIGASP_CLEAR_1) { diststate = SIGASP_CLEAR_2; } if (diststate ==# SIGASP_APPROACH_1) { diststate = SIGASP_APPROACH_3; } // get block state if (!enabled) 10.15. OR-specific Signaling Functions 145 Open Rails Manual, Release 1.2.3706 (draft) { } clearstate = -1; if (block_state () ==# BLOCK_JN_OBSTRUCTED) { clearstate = -1; } if (block_state() ==# BLOCK_OCCUPIED) { blockstate = -1; } // check if distant indicates correct route if (diststate ==# SIGASP_STOP) { clearstate = -1; } // top route state = SIGASP_STOP; if (blockstate == 0 && clearstate == 0 && diststate ==# SIGASP_CLEAR_2) { // aspect selection for top route (not shown) ....... } // middle route if (blockstate == 0 && clearstate == 0 && diststate ==# SIGASP_APPROACH_3) { // aspect selection for middle route (not shown) ....... } // lower route if (blockstate == 0 && clearstate == 0 && diststate ==# SIGASP_RESTRICTING) { if (Approach_Control_Speed(Approach_Control_Req_Position, Approach_Control_Req_Speed)) { state = SIGASP_RESTRICTING; } } // Get draw state draw_state = def_draw_state (state); 10.15.3 TrainHasCallOn Function This function is intended specifically to allow trains to ‘call on’ in Timetable mode when allowed to do so as defined in the timetable. The use of this function allows a train to ‘call on’ into a platform in Timetable mode without jeopardizing the functionality in normal Activity mode. It is a Boolean function and returns state as follows: • Activity Mode : – Returns true if : * Route from signal is not leading into a platform. • Timetable Mode : 10.15. OR-specific Signaling Functions 146 Open Rails Manual, Release 1.2.3706 (draft) – Returns true if : * Route from signal is not leading into a platform. * Route from signal is leading into a platform and the train has a booked stop in that platform, and any of the following states is true: · Train has $CallOn command set for this station. · Train has $Attach command set for this station and the train in the platform is the train which it has to attach to. · Train is part of RunRound command, and is to attach to the train presently in the platform. The use of this function must be combined with a check for: blockstate ==# BLOCK_OCCUPIED Note : this function must NOT be used in combination with: blockstate ==# JN_OBSTRUCTED The state JN_OBSTRUCTED is used to indicate that the route is not accessible to the train (e.g. switch set against the train, opposite movement taking place etc.). Some signal scripts allow signals to clear on blockstate ==# JN_OBSTRUCTED. This can lead to all kinds of incorrect situations. These problems are not due to programming errors but to route signal script errors. Example (part of script only): if (enabled && route_set() ) { if (block_state == #BLOCK_CLEAR) { // normal clear, e.g. state = #SIGASP_CLEAR_1; } else if (block_state == #BLOCK_OCCUPIED && TrainHasCallOn() ) { // clear on occupied track and CallOn allowed state = #SIGASP_STOP_AND_PROCEED; } else { // track is not clear or CallOn not allowed state = #SIGASP_STOP; } } 10.15.4 TrainHasCallOn_Restricted Function This function has been introduced because signals with call-on aspects can be used not only as entrance signals for stations, but also on ‘free line’ sections, that is, away from stations. TrainHasCallOn always allows call-on if the signal is on a ‘free-line’ section. This is to allow proper working for USA-type permissive signals. Some signal systems however use these signals on sections where call-on is not allowed. For this case, the TrainHasCallOn_Restricted function has been introduced. When approaching a station, both functions behave the same, but on ‘free line’ sections, the TrainHasCallOn_Restricted() will never allow call-on. So, in a nutshell : 10.15. OR-specific Signaling Functions 147 Open Rails Manual, Release 1.2.3706 (draft) • Use on approach to stations: – TrainHasCallOn() and TrainHasCallOn_Restricted(): * Activity: call-on not allowed * Timetable: call-on allowed in specific situations (with $callon, $stable or $attach commands) • Use on ‘free line’ : – TrainHasCallOn(): * Activity or Timetable: call-on always allowed – TrainsHasCallOn_Restricted(): * Activity or Timetable: call-on never allowed These signals can be laid down with the MSTS RE. In the .tdb file only a reference to the SignalType name is written, an in the world file only a reference to the signal head is written. As these are accordingly to MSTS standards, no need to manually edit route files exists. 10.15.5 Signalling Function NEXT_NSIG_LR This function is similar to NEXT_SIG_LR, except that it returns the state of the nth signal ahead. Function call: state = NEXT_NSIG_LR(MstsSignalFunction fn_type, int n). Returned value: • state of nth signal ahead, except, – When there are less than n signals ahead of the train. – when any of the intermediate signals is at danger. In those situations, the function will return SIGASP_STOP. Usage : take, for instance, the sequence of signals as shown below. The distance between signals B and C, as well as between C and D, is shorter than the required braking distance. Therefore, if D is at danger, both C and B must show yellow; similar, if C is at danger, both B and A must be yellow. Problem now is what aspect should be shown at A : if B is yellow, is it because C is at red, so A must also be yellow, or is it because C is at yellow as D is at red – in which case A can show green. One could, of course, use two different states for yellow at C, but that soon gets rather complicated, and also one might soon run out of available aspects. With the new function, it becomes simpler : if B is at yellow, A can directly check the state of C, and so decide if it can clear to green or must show yellow. Suppose state SIGASP_STOP shows red, SIGASP_APPROACH_1 shows yellow and SIGASP_CLEAR_1 shows green for all signals, the related part of the script could be as follows: if (next_sig_lr(SIGFN_NORMAL) == SIGASP_APPROACH_1) { if (next_nsig_lr(SIGFN_NORMAL, 2) == SIGASP_STOP) { state = SIGASP_APPROACH_1; } 10.15. OR-specific Signaling Functions 148 Open Rails Manual, Release 1.2.3706 (draft) } else { state = SIGASP_CLEAR_1; } The function is also very useful when a distant signal is to reflect the state of more than one home signal, but dist_multi_sig_mr cannot be used because there is no distant signal further on. 10.15.6 Signalling Function HASHEAD This function can be used for any optional SIGNAL_HEAD as defined for the relevant signalshape in sigcfg.dat, to check if that has been selected for this signal or not. Using ‘DECOR’ dummy heads, this allows these heads to be used as additional user settings, and as such are kind of an extension to the four available SIGFEAT_USER flags. Please note that this function is still experimental. Function call: state = HASHEAD(headname); Function returns 1 if head is set, else 0. 10.15.7 Signalling flag OR_NOSPEEDREDUCTION Differently from MSTS, as default AI trains pass signals with aspect RESTRICTED or STOP_AND_PROCEED at reduced speed. To provide also an MSTS-compatible operation and to take into account signalling systems where no a speed reduction is required when passing such signals, the flag OR_NOSPEEDREDUCTION has been introduced. This is an example of usage of such flag: SignalAspects ( 7 SignalAspect ( STOP "Red" ) SignalAspect ( STOP_AND_PROCEED "LowYellowFlash" SpeedMPH(25) signalflags (OR_ ˓→NOSPEEDREDUCTION) ) SignalAspect ( RESTRICTING "LowYellow" SpeedMPH(25) signalflags (OR_NOSPEEDREDUCTION) ) SignalAspect ( APPROACH_2 "TopYellowMidGreen" ) SignalAspect ( APPROACH_3 "TopYellow" ) SignalAspect ( CLEAR_1 "MidGreen" ) SignalAspect ( CLEAR_2 "TopGreen" ) ) With this flag set, no speed reduction is applied when passing the signal. 10.16 OR-Specific Additions to Activity Files The additions described below will be ignored by MSTS. Make these additions to the .act file with a Unicode-enabled editor. Note that these additions will be removed by the MSTS Activity Editor if the .act activity file is opened and saved as an .act file by the AE. However, if the activity is opened in the AE and saved in an .apk Activity Package, the additions will instead be included. Since activity files are not used in Timetable mode, none of the following features will operate in that mode. 10.16. OR-Specific Additions to Activity Files 149 Open Rails Manual, Release 1.2.3706 (draft) 10.16.1 No Halt by Activity Message Box MSTS activities may contain instructions to display a message box when the player train reaches a specific location in the activity, or at a specific time. Normally the simulation is halted when the message box is displayed until the player manually closes the box. This behavior can be modified if the line: ORTSContinue ( nn ) Where nn = number of seconds to display the box, is added to the event declaration (EventTypeLocation or EventTypeTime) in the .act file. For example: EventCategoryLocation ( EventTypeLocation ( ) ID ( 1 ) Activation_Level ( 1 ) Outcomes ( DisplayMessage ( "Test nopause." ) ) Name ( Location1 ) Location ( -146 14082 -1016.56 762.16 10 ) TriggerOnStop ( 0 ) ORTSContinue ( 10 ) ) Now, the activity will continue to run while the message window is displayed. If the player does nothing, the window disappears automatically after nn seconds. The player may close the window manually or pause the activity by clicking on the appropriate button in the window. Note that this modification does not work for the terminating event of the activity. 10.16.2 AI Train Horn Blow This feature requires selection of the Extended AI train shunting option. Horn blow by AI trains is achieved by inserting into the AI train path a waiting point with a waiting time value between 60011 (1 second horn blow) and 60020 (10 seconds horn blow). The AI train will not stop at these waiting points, but will continue at its regular speed. If a “normal” waiting point follows a horn blow waiting point, the horn blow must be terminated before the normal waiting point is reached ( just in case). On the other hand, a horn blow waiting point may be positioned just after a normal WP (thus achieving the effect that the train blows the horn when it restarts). 10.16.3 AI Horn Blow at Level Crossings If the line: ORTSAIHornAtCrossings ( 1 ) is inserted into the activity file following the line: NextActivityObjectUID ( 32768 ) (note that the number in the brackets may be different), then AI trains will blow their horn at level crossings for a random time between 2 and 5 seconds.The level crossing must be defined as such in the MSTS route editor. Simple road crossings, not defined as level crossings, may also be present in the route. The AI train will not blow the horn at these crossings. Examining the route with TrackViewer allows identification 10.16. OR-Specific Additions to Activity Files 150 Open Rails Manual, Release 1.2.3706 (draft) of the true level crossings. If a horn blow is also desired for a simple road crossing, the feature AI Train Horn Blow described above must be used. 10.16.4 Location Event and Time Event Sound File An activity file can be modified so that a sound file is played when the train reaches a location specified in an EventTypeLocation event in the .act file, or when a certain time interval specified in an EventTypeTime event has elapsed since the start of the activity. Add the line: ORTSActSoundFile ( Filename SoundType ) to the EventCategoryLocation or EventCategoryTime event, where: • Filename = name, in quotations, of a .wav file located in the SOUND folder of the route. (If the .wav file is located elsewhere in the computer, the string must contain also the path from the SOUND folder to the location where the sound is located.) • Soundtype = any one of the strings: – Everywhere – sound is played in all views at the same volume without fading effects – Cab – sound is played only in the cab – Pass – sound is played only in the active passenger view – Ground – sound is played externally from a fixed position, the one that the locomotive has reached when the event is triggered. The sound is also heard in internal views in an attenuated way, and becomes attenuated by moving away from the position. For example: EventCategoryLocation ( EventTypeLocation ( ) ID ( 7 ) Activation_Level ( 1 ) Outcomes ( DisplayMessage ( "Won't be shown because ORTSContinue = 0") ) Name ( Location6 ) Location ( -146 14082 -1016.56 762.16 10 ) TriggerOnStop ( 0 ) ORTSContinue ( 0 ) ORTSActSoundFile ( "x_Next_stop_MiClei.wav" "Pass" ) ) Including the ORTSContinue line (explained above) inhibits the normal halting of the activity by the event. Also, if the value of 0 is inserted in the line as in the example above, the display of the event message is completely suppressed. Only one sound file per event is allowed. 10.16.5 Weather Change Activity Event An activity can be modified so that the weather changes when running the activity in ORTS. MSTS operation is not affected by these WeatherChange events. The following block can be added within an Event Block (either a Location or a Time event) of the .act file: ORTSWeatherChange ( ORTSOvercast ( final_overcastFactor(float) overcast_transitionTime(int) ) ORTSFog ( final_fogDistance(float) fog_transitionTime(int) ) ORTSPrecipitationIntensity ( 10.16. OR-Specific Additions to Activity Files 151 Open Rails Manual, Release 1.2.3706 (draft) final_precipitationIntensity(float) precipitationIntensity_transitionTime(int) ) ) ORTSPrecipitationLiquidity ( final_precipitationLiquidity(float) precipitationLiquidity_transitionTime(int) ) The weather will change accordingly during the activity. The ranges of the factors are as follows: • final_overcastFactor: value from 0 to 1. • final_fogDistance: value from 10 (meters) to 100000. • final_precipitationIntensity: value from 0 to 0.020 (clamped to 0.010 if a 16 bit graphics card is used). • final_precipitationLiquidity: value from 0 to 1. The weather type will change accordingly to the following rules: • when precipitationIntensity falls to 0, the weather type is set to Clear. • when precipitationIntensity rises above 0 the weather type is selected accordingly to final_precipitationLiquidity. • when precipitationLiquidity is above 0.3 the weather type is set to Rain. • when precipitationLiquidity is below or equal to 0.3, weather type is set to Snow. The parameter ORTSPrecipitationLiquidity allows for a smooth transition from rain (ORTSPrecipitationLiquidity = 1) to snow (ORTSPrecipitationLiquidity = 0) and vice-versa. The xx_transitionTime is expressed in seconds, and indicates the time needed to pass from the initial weather feature value (overcastFactor, fogDistance and so on) to the final weather feature value. If such xx_transitionTime is set to 0, the weather feature takes immediately the final value. This is useful to start activities with weather features in intermediate states. The event can also include an ORTSContinue ( 0 ) line, therefore not displaying messages and not suspending activity execution. Manual commands related to weather interrupt the weather change triggered by the above events. Each Event Block in the activity file may include only one WeatherChange block, and every WeatherChange block may include one to all of the lines specified above. Event blocks including WeatherChange blocks may be partly interlaced (execution of one block can be still active at the moment a new WeatherChange block is triggered). Execution of the various weather parameter changes remains independent. If one weather parameter is present in both events, the execution of the parameter change commanded by the first block is stopped and the one commanded by the second block is started. Note: editing the .act file with the MSTS Activity Editor after inclusion of WeatherChange events will remove them, so they should be backed up separately. Opening an .act file that contains WeatherChange events with the MSTS Activity Editor and packaging it without editing it generates an .apk file that contains the WeatherChange events. 10.16. OR-Specific Additions to Activity Files 152 CHAPTER 11 Timetable Mode 11.1 Introduction The timetable concept is not a replacement for the activity definition, but is an alternative way of defining both player and computer-controlled (AI and Static) trains. In an activity, the player train is defined explicitly, and all AI trains are defined in a traffic definition. Static trains are defined separately. In a timetable all trains are defined in a similar way. On starting a timetable run, the required player train is selected from the list of available trains. In the timetable definition itself, no distinction is made between running trains – any of the running trains can be selected as player train, and if not selected as such they will be run as AI trains. Static trains are also defined in the same way but cannot be selected as the player train. As a result, the number of different ‘activities’ that can be played using the same timetable file is equal to the number of trains which are defined in the timetable. The development of the timetable concept is still very much a work in progress. This document details the state as it is at the moment, but also includes items yet to be produced, or items which have yet to be developed further. To distinguish between these items, the following styles are used in the description of timetable mode. Items shown in black italics are available but only in a provisional implementation, or in a limited context. Further development of these items is still required. Important aspects where the use of specific OR or MSTS items for timetables differs significantly from its use in an activity are shown in bold. Apart from the items indicated as above, it should be realised that as work continues, all items are still subject to change. 153 Open Rails Manual, Release 1.2.3706 (draft) 11.2 General 11.2.1 Data definition The timetable data is defined in a Spreadsheet, and saved as a *.csv file (character separated file) in Unicode format. As the separation character, either ‘,’ (comma) or ‘;’ (semi-colon) must be used. Do not select space or tab as the separation character. As ‘;’ or ‘,’ are possible separation characters, these symbols must not be used anywhere within the actual data. Enclosure of text by quotes (either single or double) has no effect. Also, the character ‘#’ should not be used in train names, since it is the prefix for reserved words in the Timetable. 11.2.2 File structure The saved *.csv files must be renamed with the extension *.timetable_or. The timetable files must be placed in a subdirectory named OpenRails created in the route’s Activities directory. 11.2.3 File and train selection When starting a timetable run, the mode Timetable is selected in the menu. The desired timetable file must then be selected in the Timetable set display. After selecting the required timetable, a list of all trains contained in that timetable is displayed and the required train can be selected. Season and weather can also be selected; these are not preset within the timetable definition. 11.3 Timetable Definition 11.3.1 General A timetable consists of a list of trains, and, per train, the required timing of these trains. The timing can be limited to just the start time, or it can include intermediate times as well. At present, intermediate timings are limited to ‘platform’ locations as created using the MSTS Route Editor. Each column in the spreadsheet contains data for a train and each row represents a location. A cell at the intersection of a train and location contains the timing data for that particular train at that location. Special rows and columns can be defined for general information or control commands. The first row for each column contains the train definition. The first column for each row contains the location definition. The cell at the intersection of the first row and first column must be empty. This paragraph only lists the main outline, a fuller detailed description will follow in the next paragraphs. 11.3.2 Column definitions A column is defined by the contents of the first row. Default, the first row defines the train name. Special columns can be defined using the following syntax : • #comment: column contains comment only and is ignored when reading the timetable. 11.2. General 154 Open Rails Manual, Release 1.2.3706 (draft) • : column is extension of preceding column. 11.3.3 Row definitions A row is defined by the contents of the first column. Default, the first column defines the stop location. Special columns can be defined using the following syntax : • #comment: row contains comment only and is ignored when reading the timetable • : row is extension of row above • #path: defines train path • #consist: defines train consist • #start: defines time when train is started • #note: defines general notes for this train • #dispose: defines how train is handled after it has terminated 11.3.4 Timing details Each cell which is at an intersection of a train column and a location row, can contain timing details for that train at that location. Presently, only train stop details can be defined. Later on, passing times will also be defined; these passing times can be used to determine a train’s delay. Control commands can be set at locations where the train stops, but can also be set for locations where no timing is inserted as the train passes through that location without stopping. 11.4 Timetable Data Details 11.4.1 Timetable Description Although #comment rows and columns are generally ignored, the contents of the cell at the intersection of the first #comment row and first #comment column is used as the timetable description and appears as the timetable’s name in the Open Rails menu. 11.4.2 Train Details The train name as defined in the first row must be unique for each train in a timetable file. This name is also used when referencing this train in a train command; see details below. The sequence of trains is not important. 11.4.3 Location Details At present, the possible locations are restricted to ‘platforms’ as defined in the MSTS Route Editor. Each location must be set to the ‘Station Name’ as defined in the platform definitions. The name used in the timetable must exactly match the name as used in the route definition (*.tdb file), otherwise the location cannot be found and therefore cannot be processed. Also, each location name must be unique, as otherwise its position in the train path could be ambiguous. 11.4. Timetable Data Details 155 Open Rails Manual, Release 1.2.3706 (draft) The sequence of the locations is not important, as the order in which the stations are passed by a train is defined in that train’s path. For the same reason, a train’s path can be set to just run in between some of the locations, or be set to bypass certain stations. 11.4.4 Timing Details Each cell at an intersection of train and location can contain the timing details of that train at that location. Times are defined as HH:mm, and the 24-hour clock must be used. If a single time is inserted it is taken as the departure time (except at the final location). If both arrival and departure time are to be defined, these must be separated by ‘-‘. Additional control commands can be included. Such commands can also be set for locations where the train does not stop and therefore has no timing details, but the train must pass through that location for the commands to be effective. Although a location itself can be defined more than once in a timetable, it is not possible to define timing details for trains for a location more than once. If a train follows a route which takes it through the same location more than once, the train must be ‘split’ into separate train entries. 11.4.5 Special Columns • #Comment column. A column with the #comment definition in the first row is a comment column and is ignored when reading the timetable, except for the cell at the intersection of the first comment column and the first comment row. • column. A column with a blank (empty) cell in the first row is taken as a continuation of the preceding column. It can be used to insert control commands which apply to the details in the preceding column. This can be useful when timings are derived automatically through formulas in the spreadsheet as inserting commands in the timing cell itself would exclude the use of such formulas. 11.4.6 Special rows • #Comment row. A row with the #comment definition in the first column is a comment row and is ignored when reading the timetable, except for the cell at the intersection of the first comment column and the first comment row. • row. A row with a blank (empty) cell in the first column is taken as a continuation of the preceding row. • #Path row. The #path row defines the path of that train. The path must be a *.pat file as defined by the MSTS Activity Editor or by Trackviewer, and must be located in the route’s Path directory. This field is compulsory. The timetable uses the same paths as those defined for activities. However, waiting points must not be defined in paths for use in timetables as the processing of waiting points is not supported in the timetable concept. Waiting points within a timetable must be defined using the specific control commands. The #path statement can take a qualifier: /binary. 11.4. Timetable Data Details 156 Open Rails Manual, Release 1.2.3706 (draft) Large timetables can require many paths, and loading those paths can take considerable time (several minutes). To reduce this loading time, the paths can be stored in a processed, binary format. This format is the same as used in the ‘save’ command. Note that the binary path information cannot be directly accessed by the user, either for reading or for writing. When /binary is set, the program will check if a binary path exists. If so, it will read that path. If not, it will read the ‘normal’ path, and will then store this as binary for future use. Binary paths are stored in a subdirectory named OpenRails which must be created in the Paths directory of the route. Important: – If a path is edited, the binary version must be deleted manually, otherwise the program will still use this older version. – If a route is edited, such that the .tdb might have been changed, all binary paths must be deleted. • #Consist row The #consist row defines the consist used for that train. This field is compulsory. However, if the train is run as an AI train and it is ‘formed’ out of another train (see below), the consist information is ignored and the train uses the consist of the train out of which it was formed. For the player train, the consist is always used even if the train is formed out of another train. The consist definition must be a *.con file as defined by the MSTS Activity Editor or by the TSRE5 consist editor, and must be stored in the defined consist directory. Also a more complex syntax of the consist definition is possible, as described below. This allows a consist definition to be not just a single string directly referring to a file, but a combination of strings, with the possibility to use (part of) the consist in reverse. The general syntax is: consist [$reverse] [+ consists [$reverse] [+ ...] ] Example: a loco-hauled train, using the same set of coaches, running in both directions. Two consists are defined: c_loco and c_wagons. The consist definitions which can now be used are: c_loco + c_wagons, and for reverse: c_loco $reverse + c_wagons $reverse Please note that $reverse always applies only to the sub-consist with which it is defined, not for the complete combined consist. If this train sometimes has some additional wagons, e.g. during rush hours, the consists can be defined as follows (with c_add the definition of the additional wagons): c_loco + c_wagons + c_add, and for reverse: c_loco $reverse + c_add $reverse + c_wagons $reverse Clearly, this can save on the definition of the total required consists, and in particular saves the tedious task of having to define ‘reverse’ consists. When using multiple units, this is even more useful. Suppose there are two sets of multiple units, running either as single trains or combined. Normally, six different consists would be required to cover all trains, but now only two will suffice : set_a and set_b. The various combinations are: set_a, reverse set_a $reverse. set_b, reverse set_b $reverse. set_a + set_b, reverse set_b $reverse + set_a $reverse. Consist strings which contain ‘+’ or ‘$’ can be used in timetables but must be enclosed by < >. For instance : +<$loco+wagon>$reverse 11.4. Timetable Data Details 157 Open Rails Manual, Release 1.2.3706 (draft) • #Start row The #start row defines the time at which the train is started. It must be defined as HH:mm, and the 24 hour clock must be used. This field is compulsory. Use of start time for AI trains : – When a train is formed out of another train and this other train is included to run in the timetable, the time defined in #start is only used to define when the train becomes active. Use of start time for player train : – The time as defined in #start is normally used as the start time of the timetable ‘activity’. If a train is formed out of another train and this train is included in the timetable, then if this train is delayed and has not arrived before the defined start time, the starting of this train is also delayed until the train out of which it is formed has arrived. This applies to both AI and player train. This means that the start of the player activity can be delayed. For details on starting and running of trains around midnight see the paragraph below. The #start field can also contain the following command: $create[=


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