manual:subwaysim:map_construction:laying_tracks
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| manual:subwaysim:map_construction:laying_tracks [2026/01/06 19:11] – dcs | manual:subwaysim:map_construction:laying_tracks [2026/01/21 11:32] (current) – old revision restored (2026/01/12 20:07) dcs | ||
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| ====== Laying Tracks ====== | ====== Laying Tracks ====== | ||
| + | |||
| + | ===== Overview ===== | ||
| In this section you will learn how to place railway tracks in your map using the Railtool. | In this section you will learn how to place railway tracks in your map using the Railtool. | ||
| Line 7: | Line 9: | ||
| ---- | ---- | ||
| + | ===== Initial Setup: RailwaySubSystem ===== | ||
| - | ===== Placing the RailwaySubSystem Blueprint | + | ==== Placing the RailwaySubSystem Blueprint ==== |
| The first step is to place the **RailwaySubSystem** master Blueprint into your level. | The first step is to place the **RailwaySubSystem** master Blueprint into your level. | ||
| Line 18: | Line 21: | ||
| To place it: | To place it: | ||
| - | |||
| * Open the **Content Drawer** | * Open the **Content Drawer** | ||
| * Navigate to **SubwaySim2_Modding Content** | * Navigate to **SubwaySim2_Modding Content** | ||
| Line 26: | Line 28: | ||
| {{: | {{: | ||
| - | Select the Blueprint in the **World Outliner** and set its position in the **Details** panel to: X = 0.000000 / Y = 0.000000 | + | Select the Blueprint in the **World Outliner** and set its position in the **Details** panel to: |
| + | X = 0.000000 / Y = 0.000000 | ||
| This ensures the subsystem is positioned correctly. | This ensures the subsystem is positioned correctly. | ||
| ---- | ---- | ||
| - | |||
| ===== Railway System 2 Settings ===== | ===== Railway System 2 Settings ===== | ||
| - | With **BP_RailwaySubSystem** selected, scroll down in the **Details** panel to the section: **Railway System 2** | + | With **BP_RailwaySubSystem** selected, scroll down in the **Details** panel to the section **Railway System 2**. |
| {{: | {{: | ||
| This section contains all settings required before placing tracks. | This section contains all settings required before placing tracks. | ||
| - | |||
| - | We will now go through each subsection step by step. | ||
| - | |||
| - | ---- | ||
| ==== Data Layer Channels ==== | ==== Data Layer Channels ==== | ||
| Line 67: | Line 65: | ||
| | Directional | If enabled, the Data Layer is applied only in one direction. Default is both directions. | | | Directional | If enabled, the Data Layer is applied only in one direction. Default is both directions. | | ||
| - | Once **Guide Rails**, **Third Rails**, and other infrastructure elements are configured in your Superstructure, | + | Once **Guide Rails**, **Third Rails**, and other infrastructure elements are configured in your Superstructure, |
| This typically includes: | This typically includes: | ||
| Line 78: | Line 76: | ||
| The **Tunnel** Data Layer is used to mark tunnel sections along the track. | The **Tunnel** Data Layer is used to mark tunnel sections along the track. | ||
| - | When applied, it ensures | + | When applied, it ensures tunnel areas are treated correctly by the game, including proper lighting behavior. |
| Without this Data Layer, tunnel sections may appear incorrectly lit or not fully dark during gameplay. | Without this Data Layer, tunnel sections may appear incorrectly lit or not fully dark during gameplay. | ||
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Superstructure Data Assets ==== | ==== Superstructure Data Assets ==== | ||
| Line 98: | Line 94: | ||
| Make sure all required Superstructures are added here before placing tracks. | Make sure all required Superstructures are added here before placing tracks. | ||
| - | |||
| - | ---- | ||
| ==== Superelevation ==== | ==== Superelevation ==== | ||
| Line 115: | Line 109: | ||
| ---- | ---- | ||
| + | ===== Entering Rail Mode ===== | ||
| - | ===== Entering Rail Mode and Track Placement ===== | + | After setting up the RailwaySubSystem correctly, we can begin placing tracks. |
| - | + | ||
| - | After setting up the base RailwaySubSystem | + | |
| Open the **Mode Selection** in the Unreal Editor and switch to **Simuverse Rail Mode**. | Open the **Mode Selection** in the Unreal Editor and switch to **Simuverse Rail Mode**. | ||
| Line 124: | Line 117: | ||
| {{: | {{: | ||
| - | ⚠️ Important: | + | ⚠️ Important: |
| Tracks can **ONLY** be created, edited, or removed in **Simuverse Rail Mode**. | Tracks can **ONLY** be created, edited, or removed in **Simuverse Rail Mode**. | ||
| - | Under no circumstances should | + | Do **not** delete |
| ---- | ---- | ||
| + | ===== Rail Mode Interface ===== | ||
| - | ===== Rail Mode – Left Sidebar Overview ===== | + | When entering Simuverse Rail Mode, a tool panel appears on the **left side** of the editor. |
| - | + | ||
| - | When entering Simuverse Rail Mode, a new tool panel appears on the **left side** of the editor. | + | |
| - | This panel contains all tools required for track creation, modification, | + | |
| {{: | {{: | ||
| - | We will now go through each section step by step. | + | ==== Left Sidebar Overview ==== |
| - | + | ||
| - | ---- | + | |
| - | ==== Data Layers | + | === Data Layers === |
| This section controls how Data Layers are handled on tracks. | This section controls how Data Layers are handled on tracks. | ||
| Line 148: | Line 137: | ||
| Converts existing Data Layers into directional layers, allowing different values depending on track direction. | Converts existing Data Layers into directional layers, allowing different values depending on track direction. | ||
| - | ---- | + | === Mode === |
| - | + | ||
| - | ==== Mode ==== | + | |
| Defines the active editing mode. | Defines the active editing mode. | ||
| Line 164: | Line 151: | ||
| Used to assign or modify Data Layer values along track segments. | Used to assign or modify Data Layer values along track segments. | ||
| - | ---- | + | === Debug === |
| - | + | ||
| - | ==== Debug ==== | + | |
| Debugging tools to visualize and inspect track behavior. | Debugging tools to visualize and inspect track behavior. | ||
| Line 176: | Line 161: | ||
| Forces switches to align with the currently selected track. | Forces switches to align with the currently selected track. | ||
| - | ---- | + | === Parameters === |
| - | + | ||
| - | ==== Parameters | + | |
| General configuration values for track placement. | General configuration values for track placement. | ||
| Line 186: | Line 169: | ||
| Default value: **0.5 meters** | Default value: **0.5 meters** | ||
| - | ---- | + | === Debug and Fix === |
| - | + | ||
| - | ==== Debug and Fix ==== | + | |
| Tools for cleaning up and repairing track data. | Tools for cleaning up and repairing track data. | ||
| Line 195: | Line 176: | ||
| Removes invalid or corrupted control points and track segments from the map. | Removes invalid or corrupted control points and track segments from the map. | ||
| - | ---- | + | === Editor Camera === |
| - | + | ||
| - | ==== Editor Camera | + | |
| Camera helper functions for navigating complex track layouts. | Camera helper functions for navigating complex track layouts. | ||
| Line 207: | Line 186: | ||
| The control point number used for focusing the camera. | The control point number used for focusing the camera. | ||
| - | ---- | + | === Extra === |
| - | + | ||
| - | ==== Extra ==== | + | |
| Advanced diagnostic and maintenance tools. | Advanced diagnostic and maintenance tools. | ||
| Line 220: | Line 197: | ||
| * **Refresh Transition Curve Length** | * **Refresh Transition Curve Length** | ||
| - | Recalculates | + | Recalculates transition |
| * **Re-Register Console Commands** | * **Re-Register Console Commands** | ||
| - | Re-registers Railtool-related console commands in case they were lost or not initialized correctly. | + | Re-registers Railtool-related console commands in case they were lost. |
| * **Check Track Step Size CM** | * **Check Track Step Size CM** | ||
| - | Validates the internal step size (in centimeters) used for track mesh generation. | + | Validates the internal step size (cm) used for mesh generation. |
| - | ---- | + | === Parallel Tool === |
| - | + | ||
| - | ==== Parallel Tool ==== | + | |
| Tools for creating parallel tracks. | Tools for creating parallel tracks. | ||
| Line 238: | Line 213: | ||
| * **Parallel Offset Meters** | * **Parallel Offset Meters** | ||
| - | Defines the distance between | + | Defines the distance between selected and parallel track. |
| * **Create Parallel Tracks** | * **Create Parallel Tracks** | ||
| Line 244: | Line 219: | ||
| If disabled, only control points are created. | If disabled, only control points are created. | ||
| - | ---- | + | === Track Control === |
| - | + | ||
| - | ==== Track Control | + | |
| Core tools for managing track geometry. | Core tools for managing track geometry. | ||
| Line 266: | Line 239: | ||
| * **Linearize Control Points** | * **Linearize Control Points** | ||
| - | Aligns the middle | + | Aligns the middle point (of three) into a straight line. |
| * **Mark Close Segments** | * **Mark Close Segments** | ||
| - | Highlights | + | Highlights segments that are placed too close to each other. |
| - | + | ||
| - | At this point, the Rail Mode interface should be fully understood, and you are ready to begin placing and shaping track splines. | + | |
| - | ---- | + | At this point, the Rail Mode interface should be fully understood, and you are ready to begin placing and shaping track geometry. |
| + | |||
| + | ---- | ||
| ===== Understanding Track Placement ===== | ===== Understanding Track Placement ===== | ||
| - | Before we start placing tracks, it is important to understand | + | Before we start placing tracks, it is important to understand how track placement works in SubwaySim 2. |
| - | Unlike | + | Unlike classic spline-based tools, the Railtool uses **Control Points**. |
| - | + | ||
| - | This approach is inspired by **real-world railway track planning**, as used in full-scale railway engineering rather than typical game editor splines. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Control Points Instead of Spline Points ==== | ==== Control Points Instead of Spline Points ==== | ||
| - | In traditional spline-based tools, tracks are defined by many closely spaced spline points to form curves and transitions. | + | Control Points describe: |
| - | + | ||
| - | In SubwaySim 2, tracks are defined using **Control Points**, which describe: | + | |
| * Track direction | * Track direction | ||
| * Curve radius | * Curve radius | ||
| * Transition behavior | * Transition behavior | ||
| - | * Connections | + | * Connections |
| - | This allows for a much cleaner and more realistic track layout. | + | Example: |
| - | + | ||
| - | For example, | + | |
| - | Instead, it is defined using only **four Control Points**, which describe: | + | |
| * Entry direction | * Entry direction | ||
| * First curve transition | * First curve transition | ||
| Line 304: | Line 268: | ||
| * Exit direction | * Exit direction | ||
| - | This mirrors | + | This mirrors real-world |
| * Smooth geometry | * Smooth geometry | ||
| * Predictable curvature | * Predictable curvature | ||
| * Proper superelevation handling | * Proper superelevation handling | ||
| - | (See the attached diagram | + | (See the attached diagram.) |
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Advantages of the Control Point System ==== | ==== Advantages of the Control Point System ==== | ||
| - | |||
| - | Using Control Points offers several benefits: | ||
| * Fewer points for complex track shapes | * Fewer points for complex track shapes | ||
| - | * Cleaner and more readable | + | * Cleaner and more readable layouts |
| * More realistic curves and transitions | * More realistic curves and transitions | ||
| - | * Easier maintenance and modification | + | * Easier maintenance and modification |
| * Better compatibility with switches and intersections | * Better compatibility with switches and intersections | ||
| - | |||
| - | Understanding this concept is essential before placing your first track segments. | ||
| ---- | ---- | ||
| - | |||
| ===== Creating Your First Track ===== | ===== Creating Your First Track ===== | ||
| - | Now that we understand how the Control Point system works, | + | Now we can begin creating our first track. |
| - | + | ||
| - | ---- | + | |
| ==== Creating Control Points ==== | ==== Creating Control Points ==== | ||
| - | |||
| - | Tracks are created by placing **Control Points** on the landscape. | ||
| To create a Control Point: | To create a Control Point: | ||
| - | |||
| * Hold **CTRL** | * Hold **CTRL** | ||
| * **Left-click** on the Landscape | * **Left-click** on the Landscape | ||
| - | This creates your **first Control Point**. | + | Repeat at another position: |
| - | + | ||
| - | Repeat | + | |
| * Hold **CTRL** | * Hold **CTRL** | ||
| * **Left-click** at a different location | * **Left-click** at a different location | ||
| - | You now have: | + | A straight track segment |
| - | * A second Control Point | + | |
| - | * A straight track segment | + | |
| - | + | ||
| - | By repeating this process, you can continue extending | + | |
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Recreating the Example Layout ==== | ==== Recreating the Example Layout ==== | ||
| - | Using this technique, recreate | + | Recreate |
| + | * Straights | ||
| + | * Curves | ||
| + | * Smooth transitions | ||
| - | The goal is to place Control Points in a way that forms: | + | Your track should look similar to the example below: |
| - | * Straight sections | + | |
| - | * Curved sections | + | |
| - | * Smooth transitions between them | + | |
| - | + | ||
| - | As explained earlier, even complex shapes such as an **S-curve** require only a small number of Control Points. | + | |
| - | + | ||
| - | After placing the Control Points accordingly, | + | |
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Editing a Control Point for Curves ==== | ==== Editing a Control Point for Curves ==== | ||
| - | To shape curves, select one of the Control Points responsible for defining the curve. | + | To shape curves: |
| - | + | * Select a Control Point | |
| - | * Click on the Control Point | + | |
| * Open the **Details** panel | * Open the **Details** panel | ||
| - | In the Details panel, you will find multiple parameters that control how the curve behaves. | + | If Control Points are hard to select: |
| + | * Move the camera around | ||
| + | * Click from a different angle | ||
| + | * Zoom in closer | ||
| - | These settings allow you to adjust: | + | ---- |
| - | * Curve radius | + | ===== Control Point Parameters Explained ===== |
| - | * Direction | + | |
| - | * Transition behavior | + | |
| - | * Superelevation influence | + | |
| - | + | ||
| - | In some situations, Control Points can be **difficult to click or select**. | + | |
| - | + | ||
| - | This usually happens because Unreal Engine detects another mesh (such as track meshes or terrain) in front of the Control Point and prioritizes that object instead. | + | |
| - | + | ||
| - | If you experience this: | + | |
| - | + | ||
| - | * Move the editor camera around the Control Point | + | |
| - | * Try clicking it from a different angle or height | + | |
| - | * Zoom in closer or slightly above the Control Point | + | |
| - | + | ||
| - | In most cases, selecting the Control Point from a different viewpoint resolves the issue immediately. | + | |
| - | + | ||
| - | + | ||
| - | ===== Parameters Explained ===== | + | |
| - | + | ||
| - | When selecting a Control Point, the **Details panel** exposes a large set of parameters that define how the track curve, transitions, | + | |
| - | The following table explains each parameter | + | When selecting a Control Point, the Details panel exposes parameters for curve behavior, transitions, |
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Curve Radius Settings ==== | ==== Curve Radius Settings ==== | ||
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Desired Blue Radius** | Target curve radius of the **blue control line**. Defines the intended curvature. | | + | | **Desired Blue Radius** | Target curve radius of the blue control line. | |
| - | | **Actual Blue Radius** | The radius | + | | **Actual Blue Radius** | Currently generated |
| - | | **Desired Green Radius** | Target curve radius of the **green control line**. | | + | | **Desired Green Radius** | Target curve radius of the green control line. | |
| - | | **Actual Green Radius** | The radius | + | | **Actual Green Radius** | Currently generated |
| - | + | ||
| - | The *Desired* values describe what you want to achieve, while the *Actual* values show what is technically possible based on surrounding Control Points and constraints. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Superelevation Settings ==== | ==== Superelevation Settings ==== | ||
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Vmax (km/h)** | Not the in-game | + | | **Vmax (km/h)** | Internal value for superelevation calculations (not in-game |
| - | | **Superelevation Override [mm]** | Manually overrides the calculated | + | | **Superelevation Override [mm]** | Manual override for calculated shortfall. | |
| - | | **Superelevation [mm]** | The currently | + | | **Superelevation [mm]** | Currently |
| - | | **Superelevation Transitioncurve Length** | Length | + | | **Superelevation Transitioncurve Length** | Length |
| - | | **Minimal Transitioncurve Length** | The minimum | + | | **Minimal Transitioncurve Length** | Minimum |
| - | + | ||
| - | Superelevation ensures realistic banking behavior, especially in tighter curves. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Transition Curve Settings ==== | ==== Transition Curve Settings ==== | ||
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Desired Transitioncurve Length** | Target | + | | **Desired Transitioncurve Length** | Target transition curve length. | |
| - | | **Actual Transitioncurve Length Red** | Actual | + | | **Actual Transitioncurve Length Red** | Actual length on the red side. | |
| - | | **Actual Transitioncurve Length Blue** | Actual | + | | **Actual Transitioncurve Length Blue** | Actual length on the blue side. | |
| - | | **Maximum Transitioncurve Length Red** | Maximum allowed | + | | **Maximum Transitioncurve Length Red** | Maximum allowed on red side. | |
| - | | **Maximum Transitioncurve Length Blue** | Maximum allowed | + | | **Maximum Transitioncurve Length Blue** | Maximum allowed on blue side. | |
| - | + | ||
| - | Transition curves ensure smooth curvature changes and are critical for realistic track geometry. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Superelevation Connection ==== | ==== Superelevation Connection ==== | ||
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Connect Superelevation Red** | Connects | + | | **Connect Superelevation Red** | Connects |
| - | | **Connect Superelevation Blue** | Connects | + | | **Connect Superelevation Blue** | Connects |
| - | + | ||
| - | These settings help maintain consistent banking across connected track segments. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Switch-Related Settings ==== | ==== Switch-Related Settings ==== | ||
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Switch Motor Placement** | Defines on which side of the track the switch motor is placed when this Control Point represents a switch. | | + | | **Switch Motor Placement** | Side of track for switch motor placement. | |
| - | | **Switch Motor Type** | Defines whether the switch is **manual** | + | | **Switch Motor Type** | Manual |
| - | + | ||
| - | These options are only relevant when the Control Point is used as part of a switch. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Transform Settings ==== | ==== Transform Settings ==== | ||
| Line 479: | Line 376: | ||
| | **Location** | World-space XYZ location of the Control Point. | | | **Location** | World-space XYZ location of the Control Point. | | ||
| - | This defines the absolute position of the Control Point within the level. | + | Understanding these parameters |
| - | Understanding these parameters | + | |
| ---- | ---- | ||
| - | |||
| ===== Creating Switches ===== | ===== Creating Switches ===== | ||
| - | In this section we will create our **first switch | + | In this section we will create our first switch. |
| - | + | ||
| - | To do this, we first need a basic track setup similar to the one shown in the image above. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Creating the Base Tracks ==== | ==== Creating the Base Tracks ==== | ||
| - | Start by placing | + | Create |
| - | + | * Select both Control Points | |
| - | Once you have a straight track segment, do the following: | + | |
| - | + | ||
| - | * Select both Control Points | + | |
| * Enable the **Parallel Tool** | * Enable the **Parallel Tool** | ||
| * Click **Create Parallel Track** | * Click **Create Parallel Track** | ||
| Line 504: | Line 392: | ||
| {{: | {{: | ||
| - | A second, parallel track will now be created | + | A second, parallel track is created. |
| - | ---- | + | ==== Gizmo Setup (Important) ==== |
| - | + | For precise duplication and movement: | |
| - | ==== Setting the Correct Gizmo Coordinate System ==== | + | * Set the gizmo coordinate system to **Local** |
| - | + | * Align it to the **track axis** | |
| - | Now we will prepare the Control Points that will later form the switch. | + | |
| - | + | ||
| - | This step is very important and requires correct gizmo alignment. | + | |
| - | + | ||
| - | + | ||
| - | For precise | + | |
| - | + | ||
| - | * In the viewport toolbar, set the gizmo coordinate system to **Local** | + | |
| - | * Make sure it is aligned | + | |
| {{: | {{: | ||
| - | |||
| - | This ensures that Control Points can be moved exactly along the track direction. | ||
| - | |||
| - | ---- | ||
| ==== Aligning the Gizmo Rotation ==== | ==== Aligning the Gizmo Rotation ==== | ||
| - | After selecting a Control Point: | + | |
| - | + | * Align the gizmo with the track direction | |
| - | | + | |
| - | * Rotate | + | |
| - | + | ||
| - | This step is required so duplicated Control Points move cleanly along the rail axis. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Duplicating Control Points ==== | ==== Duplicating Control Points ==== | ||
| - | |||
| - | Now we duplicate Control Points to create the switch geometry. | ||
| For the first track: | For the first track: | ||
| - | * Select | + | * Select |
| * Hold **ALT** | * Hold **ALT** | ||
| - | * Drag the Control Point along the track direction | + | * Drag it along the track direction |
| {{: | {{: | ||
| - | This creates a duplicated Control Point exactly aligned with the track. | + | Repeat on the parallel track and offset |
| - | + | ||
| - | Repeat | + | |
| - | + | ||
| - | ---- | + | |
| ==== Connecting Control Points to Create a Switch ==== | ==== Connecting Control Points to Create a Switch ==== | ||
| - | |||
| - | Once both duplicated Control Points are placed: | ||
| * Select one Control Point | * Select one Control Point | ||
| Line 565: | Line 426: | ||
| {{: | {{: | ||
| - | The Railtool | + | The Railtool |
| - | + | ||
| - | ---- | + | |
| ==== Editing the Switch ==== | ==== Editing the Switch ==== | ||
| - | After the switch is created, it can be refined in several ways: | + | You can refine a switch by: |
| - | + | * Moving | |
| - | * Move Control Points | + | * Changing |
| - | * Modify | + | * Adjusting |
| - | * Change | + | * Adjusting |
| - | * Adjust switch | + | |
| - | + | ||
| - | The Railtool will also display the **frog type** of the switch in **red text** directly on the switch. | + | |
| - | + | ||
| - | This information is also available in the Control Point Details panel and helps identify the switch configuration. | + | |
| - | At this point, | + | The Railtool displays |
| ---- | ---- | ||
| - | |||
| ===== Height Control Points ===== | ===== Height Control Points ===== | ||
| - | In addition to horizontal track geometry, the Railtool also allows you to control **track elevation** | + | The Railtool also supports vertical geometry |
| - | + | ||
| - | These are used to define gradients, inclines, and height differences between track sections. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Creating Height Control Points ==== | ==== Creating Height Control Points ==== | ||
| - | To place Height Control Points, you must switch the Railtool into the correct mode. | + | |
| - | + | ||
| - | | + | |
| * Select **Height Control** | * Select **Height Control** | ||
| - | |||
| - | (See the reference image above.) | ||
| - | |||
| - | Only in this mode can Height Control Points be created or edited. | ||
| - | |||
| - | Once **Height Control** mode is active: | ||
| - | |||
| * Hold **CTRL** | * Hold **CTRL** | ||
| - | | + | * Left-click directly on the track |
| - | + | ||
| - | This places a **Height Control Point** at the selected position. | + | |
| - | + | ||
| - | Repeat this process at another location along the same track. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Defining Track Elevation ==== | ==== Defining Track Elevation ==== | ||
| - | After placing two or more Height Control | + | Select a Height Control |
| - | + | ||
| - | * Select one of the Height Control Points | + | |
| - | * Open the **Details** panel | + | |
| - | * Adjust the height-related values | + | |
| ^ Parameter ^ Description ^ | ^ Parameter ^ Description ^ | ||
| - | | **Desired Radius Meters** | Target radius | + | | **Desired Radius Meters** | Target radius for vertical transitions. | |
| - | | **Current Radius Meters** | The radius currently calculated | + | | **Current Radius Meters** | Calculated |
| - | When height values differ between two Height Control Points, the Railtool | + | The Railtool |
| - | * The gradient | + | * Gradients |
| - | * A smooth | + | * Smooth |
| - | + | ||
| - | This allows realistic slopes and elevation changes without manually adjusting individual track segments.^ | + | |
| {{: | {{: | ||
| - | |||
| - | ---- | ||
| ==== Important Notes ==== | ==== Important Notes ==== | ||
| - | * Height Control Points | + | * Height Control Points affect |
| - | * Horizontal | + | * Horizontal geometry remains unchanged |
| - | * Gradients are calculated automatically by the Railtool | + | * Avoid placing |
| - | * Avoid placing | + | |
| - | + | ||
| - | With Height Control Points, you can now create inclines, descents, and complex elevation profiles for your railway tracks. | + | |
| ---- | ---- | ||
| - | |||
| ===== Working with Data Layers ===== | ===== Working with Data Layers ===== | ||
| - | Now we finally get to **Data Layers**, which are used to define additional track-related | + | Data Layers define additional track properties such as: |
| - | + | * Third Rail | |
| - | To work with Data Layers, switch the Railtool mode: | + | * Guide Rails |
| + | * Tunnel markers | ||
| + | * Speed limits | ||
| + | To work with Data Layers: | ||
| * Open the **Mode** dropdown | * Open the **Mode** dropdown | ||
| - | * Select **Data | + | * Select **Data |
| - | + | ||
| - | ---- | + | |
| ==== Data Layer Mode – Settings Overview ==== | ==== Data Layer Mode – Settings Overview ==== | ||
| - | |||
| - | When Data Layer mode is active, the **Details panel** shows several options that control how Data Layers are placed and visualized. | ||
| - | |||
| - | The following table explains the available settings. | ||
| ^ Setting ^ Description ^ | ^ Setting ^ Description ^ | ||
| - | | **Mode** | Defines how the Data Layer behaves direction-wise. | | + | | **Mode** | Direction behavior of the Data Layer. | |
| - | | **Add Channel** | Selects which Data Layer channel is applied | + | | **Add Channel** | Selects which channel is applied. | |
| - | | **Visualize Channel** | Displays | + | | **Visualize Channel** | Visual overlay for a selected |
| - | ---- | + | {{: |
| ==== Mode Settings ==== | ==== Mode Settings ==== | ||
| - | |||
| - | The **Mode** setting defines whether a Data Layer applies in one or both directions. | ||
| ^ Option ^ Description ^ | ^ Option ^ Description ^ | ||
| - | | **Unidirectional** | The Data Layer applies | + | | **Unidirectional** | Applies |
| - | | **Bidirectional** | The Data Layer applies | + | | **Bidirectional** | Applies |
| - | + | ||
| - | ---- | + | |
| ==== Placing a Data Layer (Example: Third Rail) ==== | ==== Placing a Data Layer (Example: Third Rail) ==== | ||
| - | As an example, we will place a **Third Rail** Data Layer. | + | * Hover over a segment (highlighted orange) |
| + | | ||
| + | | ||
| + | | ||
| - | * Move the mouse over a track segment | + | {{: |
| - | → The track will be highlighted **orange** | + | |
| - | * **Left-click** to set a start point | + | |
| - | * Move the mouse along the track | + | |
| - | * **Left-click** again to set the end point | + | |
| - | + | ||
| - | You have now selected a track section. | + | |
| - | + | ||
| - | ---- | + | |
| ==== Assigning the Data Layer ==== | ==== Assigning the Data Layer ==== | ||
| - | |||
| - | With the track section selected: | ||
| * Open **Add Channel** | * Open **Add Channel** | ||
| * Select **ThirdRail** | * Select **ThirdRail** | ||
| + | * Choose placement: None / Left / Right / Both | ||
| + | * Select **Left** | ||
| - | A channel configuration menu will appear below. | + | {{: |
| - | Here you can choose where the Third Rail should be placed: | + | ==== Visualizing Data Layers ==== |
| - | * **None** | + | Optional: |
| - | * **Left** | + | * Open **Visualize Channel** |
| - | * **Right** | + | * Select |
| - | * **Both** | + | |
| - | Select **Left**. | + | ==== Removing or Modifying Data Layers ==== |
| - | The Third Rail will now be generated along the selected | + | * Select a track section |
| + | * Open **Add Channel** | ||
| + | * Set value to **None** or **Clear** | ||
| ---- | ---- | ||
| + | ===== Conclusion ===== | ||
| - | ==== Visualizing Data Layers ==== | + | With this, the basic principles of track placement have been explained. |
| - | + | ||
| - | To improve visibility, you can enable visualization: | + | |
| - | + | ||
| - | * Open **Visualize Channel** | + | |
| - | * Select **Third Rail** | + | |
| - | This highlights the Data Layer along the track. | + | Creating clean and realistic railway layouts requires practice. |
| - | This step is optional, as the generated mesh is already visible | + | We recommend studying |
| ---- | ---- | ||
| - | ==== Removing or Modifying Data Layers | + | ===== Next Step ===== |
| - | To remove or change a Data Layer: | + | With the track layout completed, including curves, switches, height profiles, and Data Layers, your map’s railway infrastructure is now in place. |
| - | * Select a track section again | + | The next step is to prepare the map for use in SubwaySim 2 by configuring all required settings and validating the setup. |
| - | * Open **Add Channel** | + | |
| - | * Set the value to **None** or **Clear** | + | |
| - | This allows quick iteration and adjustment of track properties. | + | → **[[manual: |
| - | + | ||
| - | Using this workflow, you can freely add, modify, and remove Data Layers such as Third Rail, Guide Rails, Tunnel markers, or Speed Limits along your tracks. | + | |
| {{page> | {{page> | ||
| - | |||
| - | |||
manual/subwaysim/map_construction/laying_tracks.1767723085.txt.gz · Last modified: by dcs
