Diesel Railcar Simulator

Diesel Railcar Simulator

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Route editor reference guide
Af Lapioware
How to use the route editor
   
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General
Start the route editor from the main menu either by clicking on an existing route or on the "Create new route" button at the end of the route list. Some routes can only be opened in non-saveable mode unless you first make an editable copy. Making a copy is easy: just click on the route and select the appropriate option in the main menu.

Creating a new route starts the editor with a minimal route template which you can clear by removing the track nodes (the small squares) if you want to start from scratch.

Use the 2D/3D button at the top of the side panel, or the free roam key [8] and the map key [9] to switch between 3D and 2D views. Camera movement in the 3D free roam mode works the same way as in the actual driving simulation. The keys are configurable. Scroll the 2D view by holding down the right-hand mouse button. Zoom using mouse scroll wheel.

Try right-clicking on things or empty space to edit or add new objects. The editor is divided into infrastructure (tracks, signals etc.) and scenery modes which you can switch from the top of the side panel or by pressing space.

In general, the left mouse button accepts or confirms things or moves on to the next phase. The right mouse button cancels or moves back to the previous phase. In some editing modes you can also hold down the left shift key for alternative behaviour: for example, when creating a siding you can snap and align the siding to follow the main track.

Left-clicking on things usually shows their properties in the lower half of the side panel. Most properties have a tooltip with further instructions that pops up when you hold the mouse pointer over a field.

The [...] menu at the top of the side panel has two buttons that are not covered elsewhere in this guide:
  • Show errors: this lists all errors that occured when importing custom models
  • Clean up: here you can delete some unused data (not mandatory - please make a backup first)

Press [CTRL+Z] to undo changes and [CTRL+Y] to redo them. Both keys can be reconfigured.

Sometimes making changes doesn't properly update the 3D-view. In this case press the refresh key [F5] once or twice.

Don't forget to save often [CTRL+S] if you're doing any serious route building. It's also a good idea to periodically make backups of your route folder.

It's ok to copy an existing route made by Lapioware and continue from there, making your own version of it and uploading it to the Steam workshop.

You can remove a route by deleting its folder and restarting the game. The correct folder can be opened easily from the main menu by clicking on the route and selecting "Open folder".

Please see the Route editor feature showcase video for short demonstrations of how to use the editor.


See the discussion forum for known problems, workflow advice and tips on creating real-world routes.
Tracks
The editor starts in infrastructure editing mode. To switch between infra and scenery modes, click on the mode button at the top of the side panel or press space.


Laying tracks

Right-click on empty space and choose "Add track". Left-click to place track nodes and right-click to complete the track. Hold down the left shift key to force the track go straight.

Track nodes can be freely moved, lifted and rotated afterwards. Hold down the left shift key to move a node in straight line or to snap the direction to 22.5 degrees. When lifting a node, hold down the left shift key to sample the terrain height under the mouse pointer or to snap the pitch angle (gradient).

Removing a node from the end of the track shortens the track. Removing from the middle of the track bypasses the node instead of cutting the track in two pieces. See "splitting" in this guide for instructions on cutting the track.

Track nodes can be bound to other tracks. If the end nodes of a track section are bound to the same other track, the bound track section follows the shape of the other track. You can use this to create parallel tracks.

Avoid binding tracks mutually or in a cyclical manner as this can yield unexpected results. Long binding chains can also make the bound tracks wobbly.

Holding down the left shift key while moving a bound node will move it in steps. You can change the snap/step/jump distance by clicking on the side panel's [...] button and selecting "Edit snaps and constraints".

Track end buffers are created automatically unless they're hidden from the track properties (left-click on the track and navigate to the top of the side panel).


Turnouts, branches & sidings

Right-click on an existing track section or a node to create a branch. Adding a branch is essentially the same as adding a new track, only it originates from an existing track instead of starting from scratch.

Right-click on an existing track section or a node to create a siding. The siding can loop back to the main track or another track, or it can be a dead end. A siding is like a normal track but it has no curve superelevation and is automatically bound to the track it originated from. Both properties can be changed afterwards.

Adding long binding chains (siding of a siding of a siding etc.) can make the last track in the chain wobbly or a fence appear in the middle of the track. In this case try unbinding nodes around the affected track section or unbind the whole track.

Sections of track that foul one another near a turnout or a crossing are shown in lighter colour. Two trains running on adjacent tracks within the overlapping area would collide, therefore only one train is signalled to the track at a time. Avoid placing signals or stopping areas in overlapping track sections to ensure correct operation.


Double track

There are two alternative ways to doubling (or tripling etc.) a single line:

1. Add a siding off the start of the single track, then hold down the left shift key while placing nodes of the siding to make sure they're a constant distance away from the single line. Also hold down the left shift key while setting the node directions to make sure they're properly aligned. Finally, you can remove the first node from the siding track to separate it from the main track.

2. Add a separate track with only two nodes, then bind both nodes to the main track. Finally move and align the nodes while holding down left shift key.

Siding nodes are automatically bound to the main track. You can unbind the nodes one by one by selecting the binding mode and clicking on the node itself.


Crossings

Laying a track across another one will automatically create a crossing if the difference in height is sufficiently small.

You can add a common node to both of the tracks to ensure they're at the same height: Start off by adding a node near the intersection point to one of the tracks, then another one to the other track a bit farther away. Then move the second node on top of the first one so they'll merge. Finally make the crossing node undirected by clicking on the node itself when setting the direction. The node should turn pink and the tracks go right through it.


Track & section properties

Left-click on a track section to open its properties in the lower half of the side panel. In order to edit the properties of the whole track (not just a single section), scroll to the top of the upper half of the side panel and click on the first row. You can then change the name, type, superelevation or running direction of the track.

A track consists of one or more track sections. Changing the track properties affects all sections. Some of the properties can be overridden for a particular section, for example, to add a bridge or a tunnel.


Splitting & Merging

You can split a track into two at a node if there is no platform at that location. Splitting a track can be useful if you need to change the name, default train running direction or other properties of the other part, or if you need to make a gap between the parts.

It's also possible to reverse the split by merging two tracks together. Merging can only be done for tracks where the merging node is the last one for the first track and the first one for the second track.


Track types

The editor has a built-in library of track types for jointed and continuously welded rails of the standard gauge. The type defines the visual look, physical properties and terrain behaviour around the track. The types are not limited to specific use so it's possible to use a road or a canal type for a track and vice versa. For this reason the types are called "path types" in some parts of the editor.

To add a custom track type, click on the [...] button at the top of the side panel and select "Edit track/road types". The easiest way to add a new type is to clone an existing type and edit it to suit your needs. When cloning a built-in type, other associated types (such as chain and zone types) will also be cloned. This is because it's not possible to reference a built-in type from a custom type, only other custom types.


Structure types

Structure type defines the fences and telegraph poles around the track. Track and structure types are separate properties so you can select them independently for each track and section.

Adding and cloning custom structure types works the same way as adding and cloning track types.
Other railway infrastructure
Embankments, bridges & tunnels

By default, all tracks and roads have automatically generated cuttings and embankments. The height of the ground and the slope of the cutting/embankment are determined by the nearest track/road type. You can change the parameters by adding a custom type and using it instead of the built-in ones.

Bridges can be placed by overriding the type of a track section to one of the built-in (or custom) bridge types.

Tunnels can be placed by overriding the type of a track section to one of the built-in (or custom) tunnel types. The easiest way to create a tunnel portal is by right-clicking on the end node and selecting "Add tunnel portal". This will create a set of scenery elements that can be manually edited afterwards (in the scenery editing mode).

For bridge and tunnel sections it usually makes sense to also set the structure type to "Empty" in order to avoid unnecessary fences and telegraph poles below the bridge or above the tunnel.


Stopping areas & stations

A stopping area can be a passenger station platform, a staff platform, a depot stabling track, an invisible waypoint etc. Stopping areas are shown as places in the timetable editor where trains can be ordered to start, stop and terminate.

Right-click on a track to place a stopping area and set its direction and length. Only trains of shorter or equal length that travel in the specified direction can stop there. Left-click on the stopping area to changed its properties from the side panel.

A default 3D-marker sign can be added by right-clicking on the stop and choosing "Add stopping marker". The sign can be moved and rotated manually. If you move the stop, the sign will not be updated automatically. Instead, you can remove the old one and create a new one.


Platforms

Right-click on a track and select "Add platform". This will create a default one-track platform. Right-clicking on one of the platform edges will present more editing options like adding a canopy. The opposite edge of the platform can also be anchored to another track to create an island platform.

Platforms and canopies have their own types. Change the types from the side panel by first left-clicking on a platform edge. The fields shown in the panel also cover other properties of the platform. Adding and cloning custom platform and canopy types works the same way as adding and cloning track types.

Station buildings can be added manually as regular objects from the "Objects" button of the side panel, or by right-clicking on the platform and selecting "Set station building here" or "Remove station building". The right-clicking options may be removed in the future because they provide little benefit over the manual placement method.

In order to automatically generate platform furniture, first right-click on the platform edge to define the furniture area. On passenger platforms this is the area where passengers may stand. Next, left-click on the platform to show its properties in the side panel. Change the default sign text and press "Create furniture". The generated furniture can now be edited manually to move stuff around or change models. Changing the furniture area or default sign text will not affect already generated furniture.

Creating a near or a far edge chain from the side panel adds a chain that follows the edge of the platform. The far edge chain in particular is useful for adding a fence to the off-track edge of the platform.

Right-clicking on a platform to add a footbridge will dynamically create a predefined footbridge that can span multiple platforms. Multiple bridges can be added and the bridge parts can be edited manually afterwards.

Note that platforms are "just graphics". In order to actually make the trains stop, you'll need to add at least one stopping area on the track.


Portals

To create a portal add a long stopping area near the end of the track (one in both directions). To have a train enter or exit the portal at speed, make the corresponding service order non-stop in the timetable editor by leaving the stop box unchecked.


Signalling & AWS

Place signals by right-clicking on a track. The signal applies to trains running in the specified direction on that track only. Possible paths onwards from a signal are determined by the allowed train path directions of the tracks and track sections (see track properties for details). Each path will get its own semaphore arm unless you limit the number of arms from the signal properties in the side panel. In some cases the paths don't quite go via the tracks you'd expect them to, but unfortunately it's not possible to manually edit them yet.

Distant signals can be placed manually by right-clicking on a track, or automatically by right-clicking on a signal. Automatic placement sets the distant 1/2 - 1 mile down the track depending on the speed limit (first make sure the track has a proper speed limit defined).

Combined main/distant signals can be added by placing the signal and the distant at the exact same location (zoom in until you can move the signal or distant in 1mm steps). Works for single-arm signals only.

AWS magnets can be placed automatically by right-clicking on a signal or a distant. The editor places one permanent magnet and one electromagnet a set distance away from the distant signal. The electromagnet is automatically linked to the distant to make it work as expected.

AWS magnets can also be placed manually with the "Add beacon" action, and their type can be changed from the properties in the side panel. Although you can change the type to an electromagnet, the magnet cannot be manually linked to a distant and therefore remains unfunctional. Permanent AWS magnets always trigger an AWS caution when a train fitted with AWS passes in the direction where the magnet is valid. The direction can be changed from the properties.


Speed limits

When adding a new speed limit you are first asked to choose the side of the limit and then the maximum speed. The maximum speed for a section of track delimited by two consecutive limits is the same for trains running in either direction. It's not possible to define an area where the maximum speed is higher in one direction.

A 3D-sign for the limit can be added by right-clicking on the limit. The sign can then be moved and rotated like a regular object. If you change the speed of the limit, the sign will not be updated automatically.

Highlighting a track shows its name and the speed limit at the location under the mouse pointer.

Right-clicking on a track gives you options to automatically generate curve speed limit reductions, clean up unnecessary limits and to create signs for all limits. Generated curve limits are based on curve radius: the smaller the radius, the lower the limit. Cleaning up unnecessary limits removes ones that do not change the speed or define a limit area too short to make a real difference to the running of the trains.


Individual objects and 3D-models

There are built-in models like station buildings, signal boxes, residential buildings, industrial buildings and trees that can be placed freely in the world by first clicking on the "Objects" button at the top of the side panel, then selecting one of the models, and finally left-clicking on the map or 3D-view to place one. Placed objects can be moved and rotated like track nodes.

It's also possible to define custom model templates (or "prefabs") using built-in and imported 3D-models by clicking on the "Custom" button at the top of the side panel. For example, you can create a group of objects that can be placed as a single object by adding child nodes to the template node. Imported models must also be defined as custom templates before they can be placed (see the separate model importing guide).

Custom models are placed in the same way as built-in ones, by clicking on the "Objects" button at the top of the side panel and selecting one from
Scenery
Enter the scenery editing mode by clicking on the "Mode" button in the side panel or by pressing space.


Terrain

Many games store height maps in matrices, often represented as greyscale bitmap images which are edited using various brushes. The advantage of this system is that it's easy to implement and understand. The downside is that painting large areas is slow and the height data can take several hundred megabytes of memory.

Diesel Railcar Simulator uses a different approach more akin to vector graphics. The terrain is defined as a set of nodes, each with a height value. The nodes form a triangulation where the height of each point inside the triangle can be interpolated from the corner nodes.

The advantage of this system is that it's easy to create vast areas of diverse terrain with just a few nodes. The nodes also take very little hard drive space so the route files will be very small and quick to download.

By default the terrain is at zero height outside the triangulated area. Begin terrain editing by right-clicking on empty space and select "Add terrain nodes". Left-click to add at least three nodes and right-click to stop when you're done.

Existing nodes can be raised, lowered, repositioned and removed by right-clicking on them. Left-click to open a node's properties in the side panel. The texture and vegetation around each node can be selected from the panel. The properties also include fields for adding noise to the height data, automatically generating hilly or mountainous landscapes.

Changing the properties of each node one by one is possible but inconvenient. Instead you can right-click on a node and select "Set terrain type" to choose from a set of built-in presets. Custom presets can be added by clicking on the [...] button at the top of the side panel and selecting "Edit terrain presets".

When adding a terrain node between existing nodes, the properties of the new node are blended from the surrounding nodes. Sometimes this can cause the terrain to look odd. In this case try choosing a preset for the new node so that the properties are reset to known good values.

When designing the terrain for a route, start off by surrounding the whole route with a small number of nodes to represent distant scenery, then proceed to add more nodes near the tracks to create local terrain formations. Track/road embankments and cuttings are generated automatically based on their path types.

If you need more control over a small area, add a zone with a suitable type ("Height only" for height, "Ground, X" for texture or "Vegetation, X" for vegetation). For long, narrow depressions like dikes, use a chain or a road with a suitable type. Zones and chains override track and road embankments and cuttings. (More information on zones and chains below)


Roads

Right-click on empty space and select "Add road". Road editing is mostly identical to track editing (see the track editing chapters in this guide for instructions). Roads are even called "tracks" in some parts of the editor.


Level crossings

Right-click on a section of road and select "Add level crossing". The editor will create animated gates, warning signs and a track cover that can be edited manually afterwards. Adding a level crossing does nothing if the road doesn't cross any tracks at roughly the same height.


Chains

Chains are generic sequences of nodes similar to tracks and roads except that the nodes are only connected by straight lines (no curves). A chain can have objects at set intervals (e.g. telegraph poles or fence posts), a continuous mesh based on a cross-section (e.g. wall or rail) or a combination of both, determined by the chain type.

Right-click on empty space and select "Add chain". The node placement logic is similar to roads and tracks. Left-click on a chain to show its properties in the side panel.

Chain objects can be placed along the terrain (e.g. fences) or along the straight line between the 3D-positions of nodes (e.g. bridges) depending on the "Use terrain height" checkbox in the properties.

Chain nodes can be set as children of the first node from the properties. This allows manual entering of node coordinates in the local space of the first node, which is useful for precise positioning of bridges and other structures.

Custom chain types can be added by clicking on the [...] button at the top of the side panel and selecting "Edit chain types". The easiest way to add a new type is to clone one of the built-in types and edit it to suit your needs.


Zones

Zones are generic areas surrounded by a chain. A zone can have objects (e.g. trees), planes (e.g. platform/water surface), terrain effects (height, texture, vegetation, e.g. fields) or a combination of them, determined by the zone type.

When adding a zone (right-click on empty space and select "Add zone") the editor first lets you add a chain and then automatically adds a zone to it. You can add (or remove) a zone to any chain by left-clicking on the chain to open its properties in the side panel, then right-clicking on "Zones" near the top of the panel.

Custom zone types can be added by clicking on the [...] button at the top of the side panel and selecting "Edit zone types". The easiest way to add a new type is to clone one of the built-in types and edit it to suit your needs.
Scenery continued
Buildings

Individual buildings can be placed from the "Objects" button in the side panel.

To generate buildings automatically, right-click on empty space and select "Add buildings". Buildings should appear next to roads within the building circle. If no buildings appear, left-click on the centre of the circle and select a different group of buildings from the side panel.

Auto-generated buildings need the terrain near the road to be fairly flat, depending on the size of the buildings. If the road is on hilly terrain, buildings with large yards might not appear. In this case try using a group with smaller buildings or place the buildings manually.

Moving the building circle (or changing the roads) automatically regenerates the buildings. It's not possible to manually edit the generated buildings.


Trees

Individual trees can be placed from the "Objects" button in the side panel.

To add a sparse forest (a loose group of trees), right-click on empty space and select "Add trees". The circle is automatically populated with trees. The type, density and grouping of trees can be changed from the side panel (left-click on the tree circle first). Moving the tree circle automatically regenerates the trees. It's not possible to manually edit the generated trees.

To add a dense forest, right-click on empty space and select "Add stuff", then select either coniferous or deciduous forest. This is a shortcut that adds a zone with preselected forest zone and chain types. The trees inside the dense forest are just spiky terrain instead of real trees, which makes them fast to render.


Fences and telegraph poles

Auto-generated track/road fences and telegraph poles are determined by the structure type of the track/road (see track chapter in this guide). It's also possible to add fences and poles manually using chains. In this case you may also want to set the structure type to "empty" for the nearby tracks/roads.


Grids

Grids can be used as an intermediate step to quickly create patterns of chains, zones and roads, for example farmland or city streets.

Right-click on empty space and select "Add grid". A default 3x3 grid is added. Change the number of divisions from the side panel. (Note: there is currently a bug that might cause the grid to malform when changing either of the divisions by more than 1 at a time.)

All nodes of the grid can be moved. Moving the corners will keep the borders in line when the "Align nodes when moving corner" checkbox in the side panel is on. All nodes have the grid centre node as their parent. This means you can move and rotate the whole grid by moving or rotating the centre node.

If the grid properties vanish from the side panel, left-click on the centre node to see them again. You may need to scroll down the panel as the generic node properties are shown first.

Finally convert the grid to chains, zones or roads from the side panel to assign visual types to it.


Water

Water can be created as zones. There are built-in zone types for ponds, lakes, rivers, ocean, bog, swamp and marshland. There are also chain types for various types of shore.

The built-in plane-only water zone types only add the surface plane, whereas the regular types also clear vegetation and adjust the terrain height. Using the plane-only type may be easier in some cases, for example if you want to "fill" a rocky depression in the terrain with water: a rectangular zone set at a suitable height will clip to the terrain automatically, which might be easier than tracing the exact shoreline.

Canals can be created by adding a road and changing its type from road to one of the canal types.

Rivers can be made with zones but the line-segment shore might not look very natural. Another option is to add them like canals, but there is currently no built-in river path type.


Streams

Despite their name, streams are not necessarily related to water, but do share some similarities. Right-click on empty space and select "Add stream". A single node is created. Left-click on the node to show its properties in the side panel. You may need to scroll down to see the stream properties as the generic node properties are listed first.

A stream generates a chain, and optionally, a zone if a zone type has been selected. The generated chain is not visible as lines like a normal chain, so you'll need to select a visible chain type to see it. By default, the generated chain flows downhill at 10m steps. Step length, max distance etc. can be changed from the properties.

An obvious use case for streams is placing them on top of mountains, using the "eroded rock" chain type to mimic grooves created by water flowing down the mountain.

Streams in "level" mode are useful for creating detailed ponds and lakes in terrain depressions (automatically tracing the shoreline), by placing them at a suitable height along the slope and using one of the water zone types.

If necessary, a stream can be converted to a regular chain from the properties for manual editing.
Workshop
When submitting a route to the Workshop, the whole route folder is uploaded, including any timetables or other files in the folder. There's no need to submit the timetables separately if the files are in the route folder.

To add a preview or cover image shown when browsing the Workshop, save an image with the filename workshop_preview.png, workshop_preview.jpg, workshop_preview.jpeg, workshop_preview.gif, thumbnail.png, thumbnail.jpg, thumbnail.jpeg or thumbnail.gif to the route folder before submitting.
37 kommentarer
Lapioware  [ophavsmand] 22. sep. 2023 kl. 12:36 
Guide updated to match the changes done in Scenery patch 5
OwainGlyndwr 3. juni 2023 kl. 8:26 
Many thanks for the updated manual, Oskari.
Lapioware  [ophavsmand] 28. maj 2023 kl. 10:41 
Guide updated with new scenery update features
Kevinho006 1. okt. 2021 kl. 14:23 
Cool!
Lapioware  [ophavsmand] 1. okt. 2021 kl. 9:20 
It's not possible to disable telegraph poles yet, but it will be possible after the big scenery update
Kevinho006 30. sep. 2021 kl. 15:11 
Hi Lapioware - another question! Is it possible to disable the telegraph poles from spawning? I generally think they are a good feature along the mainline, but they also pop up when I build non parallel sidings?
brandonyoshicoupe1997 25. sep. 2021 kl. 14:33 
Hello again, That's good news. Thank you for the reply, it's great to see things getting better... I mean I can't wait to see how it looked well for the next update! Let us know if there's a date announcement when possible. :)
Lapioware  [ophavsmand] 25. sep. 2021 kl. 8:54 
Hi Brandon, advanced road laying will be possible in the next major update (scenery) which I'm trying to get ready (at least for beta testing) by the end of the year. Road laying will work much in the same way as track laying. Animated road traffic will be included in another update later.
brandonyoshicoupe1997 24. sep. 2021 kl. 12:16 
Hi Lapioware, There's a question I can ask: Because the game let us only create a street grid, when will be an update that will be able to lay roads (Like single roads) and including adding T and + intersections etc. which would be easier? Also I wonder if you can able to add cars to environment too?

Most train/transport simulation games do lay single roads, like I did on Trainz recently. I'd be happy to know.

Thanks! :)
Kevinho006 23. sep. 2021 kl. 13:34 
Thanks - I found this! I had searched everywhere but this explains those values. Thanks!