Arma 3
1,232 ratings
Advanced Train Simulator (ATS)
Data Type: Mod
File Size
205.611 MB
Mar 26, 2017 @ 9:05am
Jul 22, 2017 @ 11:59am
13 Change Notes ( view )

Subscribe to download
Advanced Train Simulator (ATS)

In 1 collection by duda
Advanced Arma Pack
9 items
Advanced Train Simulator (ATS)

Discussion Fourm:

Got Questions? Join ATS Discord:

Donations would be greatly appreciated! Click here to donate[]!


- Drive and ride on trains in Arma 3!
- Supports all existing trains and tracks on Tanoa.
- Create custom tracks by placing APEX or Arma 2 track objects in the editor (see directions below).
- Multiplayer support. Mod only required to be installed on server. (but needed on clients if you want custom trains or sounds - recommended!)
- Supports APEX and CUPS train models.
- Supports APEX tracks (CUPS tracks still in the works!).
- 22 train cars included
- Arma 2 tracks included
- Most of the custom trains have headlights.
- Blow up trains. Players riding in the cars will be killed.
- TNT car will create larger explosions when blown up.
- Supports cable cars!


ats/core created by duda, eagledude, Aussie
ats/tracks/cable created by hcpookie
ats/trains/A2 created by BI imported by Aussie and eagledude
ats/trains/AE created by Arunas B., imported by IN005
ats/trains/cable created by Turgut G, imported by hcpookie
ats/trains/SD60 created by PolySquid, imported by IN005
ats/trains/steam created by Profi Developers, imported by badbenson
ats/trains/vl created by Citizenship, imported by hcpookie and duda
ats/trains/metro created by PR0L4M3
ats/tracks/a2 created by BI and included with permission from CUP and help from eagledude and Aussie
ATS trailer created by Dan


While outside of a train, there are a few actions you can perform. Look directly at the train to get these possible actions:

- Get in Train as Driver: When looking at a train engine, you'll get this option to become the driver of the train. See train driver controls below.
- Disconnect Car: When looking at a car connected to a train, you'll get this option. This will disconnect the car from the train. The train cannot be moving.
- Ride Train: When looking at a train car (attached to a train someone else is driving) you'll get this option to ride the train. See train passenger controls below.

Train Driver Controls:

- Move Forward (defaults to W key): Speed up the train
- Move Backward (defaults to S key): Slow down the train
- Turn Left (defaults to A key): Controls track switching. Hold "Move Left" as you pass an intersection to direct the train down the left-most path.
- Turn Right (defaults to D key): Controls track switching. Hold "Move Right" as you pass an intersection to direct the train down the right-most path.
- Enabled / Disable Cruise Control (C key): When enabled, the train will maintain its current speed automatically (even if you jump out of the train - runaway train!)
- Break (B key): A faster way to slow down your train besides holding down the Move Backwards key
- Exit Train (delete key): Exit the current train.
- First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person.
- Horn (H key): Train horn (hold for longer horn)
- Bells (G key): Train bells (hold for longer bells)
- Turn off Engine (E key): Turn off engine when train isn't moving
- Lights (L key): The A2 and High Speed trains support lights

Note: If you don't hold left or right while passing an intersection, the train will choose the path that requires the least amount of turning.

Train Passenger Controls:

- Exit Train (delete key): Exit the current train
- First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person.

Train Placement

Train objects can be placed on any tracks, including custom tracks. The train must be placed on top of the track. It's not important that the train object lines up perfectly. As long as it's on top of the track, it will work. All existing trains on the Tanoa map will work as-is. Currently, all of the train objects from APEX and CUPS are supported.

Track Placement

Custom track objects can be placed via the editor on any map. They can also connect on to the existing tracks placed on Tanoa. Only the track objects included with APEX are supported.

Note for mission makers: If you're having issues getting your custom tracks to work, you can turn on track detection debugging. (set ATRAIN_Track_Debug_Enabled = true in init.sqf). It will show arrows as it's attempting to detect the tracks. It will also show markers on the map for the detected track routes.

1. All tracks must be terminated with the track termination object. If you don't do this, the train won't be able to follow your track that has no termination.

2. Intersections must use the intersection track objects. Intersection track objects can be place on top of other tracks. You cannot create intersections using straight or curved tracks.


1. Subscribe via steam
2. If installing this on a server, add the addon to the -serverMod command line option. It's required on the server side and is not required for clients (unless you're using the new trains or want custom sounds - recommended!).


*Battleye kicks me when I try to do xyz. What do I do?*

You need to configure Battleye rules on your server. Below are the files you need to configure:


Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values):



If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule.

Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem.

My server is blocking script remote executions. How do I fix this?

Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See for more details on CfgRemoteExec.

class CfgRemoteExec
class Functions
class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; };
class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; };
class ATRAIN_fnc_updateTrackMap { allowedTargets=2; };
class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; };
class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; };
class ATRAIN_fnc_requestATSInstall { allowedTargets=2; };

Got Questions? Join ATS Discord:
Popular Discussions View All (5)
Jul 7 @ 4:45am
PINNED: Feature Requests
Sep 20 @ 1:35pm
PINNED: Feature Roadmap
Jun 18, 2017 @ 8:36pm
attachTo functionality
< >
dvd.brewster Nov 20 @ 7:57pm 
SAY Gabreta has some trains, but they arent't working when I run the mod. How about it?:valentinos:
Machine Gun Kelly Nov 3 @ 10:34am 
@soviet commisar 1948 - This is an educated guess. I suspect CUP has changed the names for the tracks they use and this mod has the 'old names'. As such, this mod is looking for the 'old' tracks, not finding them will not work. I can confirm Cher 2020 does NOT work with this mod.

BUT, you can take apart the mod's PBO, find where the tracks are listed and add the new CUP tracks. Then 're-PBO' it. This SHOULD fix it as well as for any other map.

Do note: If you do this, the original key will NOT work any longer on any MP server!

soviet commisar 1948 Oct 12 @ 9:15am 
the trains don't seem to work on any chernarus map. no matter what i try
Danisaiah Oct 10 @ 1:51pm 
is this mod ded? >.>
Howzer5 Sep 19 @ 6:59pm 
make it work on cam lao nam
🌽PK IllinoisFIN🌽 Sep 19 @ 8:34am 
does this work in cam lao nam?
mistzy ♥ Aug 18 @ 3:22pm 
especially with the wheels spinning as slowly as they are
mistzy ♥ Aug 18 @ 3:20pm 
watching the video. there's absolutely no way in hell that a diesel-mechanical shunter does 50km/h.
crackers Aug 11 @ 2:20pm 
it worked for me @Seth_Haveron, try placing a train on tanoa
Seth_Haveron Aug 11 @ 12:25pm 
outdated and dosnt work at all

pretty much a waste of time and diskspace