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manual:subwaysim:map_construction:laying_tracks

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Laying Tracks

In this section you will learn how to place railway tracks in your map using the Railtool. Placing tracks comes with several important considerations and requires basic familiarity with the Unreal Editor.

If you are not yet comfortable with Unreal Editor navigation and controls, please take some time to familiarize yourself before continuing.


Placing the RailwaySubSystem Blueprint

The first step is to place the RailwaySubSystem master Blueprint into your level.

This Blueprint acts as the central configuration point for all railway-related systems and defines:

  • Superstructures
  • Data Layers
  • Track behavior settings

To place it:

  • Open the Content Drawer
  • Navigate to SubwaySim2_Modding Content
  • Locate the Blueprint BP_RailwaySubSystem
  • Drag it into your level

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.


Railway System 2 Settings

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.

We will now go through each subsection step by step.


Data Layer Channels

The Data Layer Channels section defines which Data Layers the Railtool can use.

These include:

  • Superstructure Data Layers
  • Guide Rail Data Layers
  • Third Rail Data Layers
  • Custom Data Layers

You can:

  • Add a channel using the + button
  • Remove a channel using the Trash icon

Each channel consists of the following fields:

Property Description
Channel Id Automatically assigned index. Channel 1 should always be the Superstructure.
Name Name of the Data Layer.
Default Value Default value applied when no track data is set.
Type Data Layer type: Side, Superstructure, String, Integer, Float
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, the Data Layer Channels section will contain multiple entries, similar to the setup shown in the image below.

This typically includes:

  • A Superstructure Data Layer
  • One or more Guide Rail Data Layers
  • A Third Rail Data Layer
  • Additional custom Data Layers

One commonly used custom Data Layer is Tunnel.

The Tunnel Data Layer is used to mark tunnel sections along the track. When applied, it ensures that 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.


Superstructure Data Assets

In this section, you add all Superstructure Data Assets that should be available for track creation.

These assets define:

  • Rail geometry
  • Sleeper meshes
  • Ballast
  • Clamps
  • Guide Rail and Third Rail behavior

Make sure all required Superstructures are added here before placing tracks.


Superelevation

Superelevation describes the banking of tracks in curves to compensate for centrifugal forces.

The Railtool supports automatic superelevation using the following parameters:

Property Default Description
Max Super Elevation Change Millimeter Per Sec 50.0 Maximum change per second
Max Super Elevation Change Millimeter Per Meter 2.25 Maximum change per meter
Super Elevation Shortfall Millimeter 100.0 Allowed deviation / tolerance

These default values are suitable for most cases and can be adjusted depending on track design and realism requirements.


Entering Rail Mode and Track Placement

After setting up the base RailwaySubSystem Blueprint correctly, we can begin placing tracks.

Open the Mode Selection in the Unreal Editor and switch to Simuverse Rail Mode.

⚠️ Important: Tracks can ONLY be created, edited, or removed in Simuverse Rail Mode. Under no circumstances should track meshes be deleted in Selection Mode, as this can cause severe rendering and logic issues within the Railtool.


Rail Mode – Left Sidebar Overview

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, debugging, and validation.

We will now go through each section step by step.


Data Layers

This section controls how Data Layers are handled on tracks.

  • Convert to Directional

Converts existing Data Layers into directional layers, allowing different values depending on track direction.


Mode

Defines the active editing mode. You can switch between the following modes using the dropdown menu:

  • Track Control

Used for creating, connecting, and editing track control points.

  • Height Control

Used to adjust vertical alignment and elevation of tracks.

  • Data Layer

Used to assign or modify Data Layer values along track segments.


Debug

Debugging tools to visualize and inspect track behavior.

  • Display Rail Intersections

Displays intersections and connection points between tracks.

  • Switch Switches to Current Track

Forces switches to align with the currently selected track.


Parameters

General configuration values for track placement.

  • Ground Offset Meters

Defines the vertical offset of tracks above the ground.

  Default value: **0.5 meters**

Debug and Fix

Tools for cleaning up and repairing track data.

  • Cleanup Invalid Controlpoints and Segments

Removes invalid or corrupted control points and track segments from the map.


Editor Camera

Camera helper functions for navigating complex track layouts.

  • Focus Control Point

Moves the editor camera to the control point specified by ID.

  • Focus Control Point ID

The control point number used for focusing the camera.


Extra

Advanced diagnostic and maintenance tools.

  • Check Track System

Scans the entire track system for errors or inconsistencies.

  • Refresh and Check Imported Switches

Validates imported switches and refreshes their data.

  • Refresh Transition Curve Length

Recalculates the length of transition curves to ensure smooth geometry and correct superelevation behavior.

  • Re-Register Console Commands

Re-registers Railtool-related console commands in case they were lost or not initialized correctly.

  • Check Track Step Size CM

Validates the internal step size (in centimeters) used for track mesh generation.


Parallel Tool

Tools for creating parallel tracks.

  • Create Parallel Track

Creates a new track parallel to the selected one.

  • Parallel Offset Meters

Defines the distance between the selected track and the parallel track.

  • Create Parallel Tracks

If enabled, track meshes are generated immediately.

  If disabled, only control points are created.

Track Control

Core tools for managing track geometry.

  • Create Intersection

Creates a connecting control point between two existing control points.

  • Destroy Track Meshes

Removes all generated track meshes from the map.

  • Disconnect Selected Control Points

Breaks the connection between selected control points.

  • Force Reset All Track Meshes

Resets all track meshes to their default state.

  • Generate Track Meshes

Regenerates all track meshes on the map.

  • Linearize Control Points

Aligns the middle control point in a selection of three points into a straight line.

  • Mark Close Segments

Highlights track 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.


Understanding Track Placement

Before we start placing tracks, it is important to understand how track placement works in SubwaySim 2.

Unlike many other building tools that rely on classic spline points, the Railtool uses a system based on 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

In traditional spline-based tools, tracks are defined by many closely spaced spline points to form curves and transitions.

In SubwaySim 2, tracks are defined using Control Points, which describe:

  • Track direction
  • Curve radius
  • Transition behavior
  • Connections to other track segments

This allows for a much cleaner and more realistic track layout.

For example, an S-curve does not require dozens of points. Instead, it is defined using only four Control Points, which describe:

  • Entry direction
  • First curve transition
  • Second curve transition
  • Exit direction

This mirrors how real railway alignment plans are created and ensures:

  • Smooth geometry
  • Predictable curvature
  • Proper superelevation handling

(See the attached diagram for a visual explanation.)


Advantages of the Control Point System

Using Control Points offers several benefits:

  • Fewer points for complex track shapes
  • Cleaner and more readable track layouts
  • More realistic curves and transitions
  • Easier maintenance and modification of tracks
  • Better compatibility with switches and intersections

Understanding this concept is essential before placing your first track segments.


Creating Your First Track

Now that we understand how the Control Point system works, we can begin creating our first track.


Creating Control Points

Tracks are created by placing Control Points on the landscape.

To create a Control Point:

  • Hold CTRL
  • Left-click on the Landscape

This creates your first Control Point.

Repeat this action at another position on the Landscape:

  • Hold CTRL
  • Left-click at a different location

You now have:

  • A second Control Point
  • A straight track segment automatically generated between them

By repeating this process, you can continue extending the track.


Recreating the Example Layout

Using this technique, recreate the layout shown in the diagram above.

The goal is to place Control Points in a way that forms:

  • 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, your track layout should look similar to the example image shown below.


Editing a Control Point for Curves

To shape curves, select one of the Control Points responsible for defining the curve.

  • Click on the Control Point
  • Open the Details panel

In the Details panel, you will find multiple parameters that control how the curve behaves.

These settings allow you to adjust:

  • Curve radius
  • 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, and superelevation behave.

The following table explains each parameter and its function.


Curve Radius Settings

Parameter Description
Desired Blue Radius Target curve radius of the blue control line. Defines the intended curvature.
Actual Blue Radius The radius currently generated by the system for the blue control line.
Desired Green Radius Target curve radius of the green control line.
Actual Green Radius The radius currently generated by the system for the green control line.

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

Parameter Description
Vmax (km/h) Not the in-game maximum speed. This value is used internally to calculate superelevation based on curve radius and assumed design speed.
Superelevation Override [mm] Manually overrides the calculated superelevation shortfall (cant deficiency).
Superelevation [mm] The currently applied superelevation value in millimeters.
Superelevation Transitioncurve Length Length over which superelevation is gradually introduced or removed to avoid sudden banking changes.
Minimal Transitioncurve Length The minimum allowed length for a transition curve, preventing unrealistic or abrupt transitions.

Superelevation ensures realistic banking behavior, especially in tighter curves.


Transition Curve Settings

Parameter Description
Desired Transitioncurve Length Target length of the transition curve between straight and curved track.
Actual Transitioncurve Length Red Actual transition curve length applied on the red track side.
Actual Transitioncurve Length Blue Actual transition curve length applied on the blue track side.
Maximum Transitioncurve Length Red Maximum allowed transition curve length on the red side.
Maximum Transitioncurve Length Blue Maximum allowed transition curve length on the blue side.

Transition curves ensure smooth curvature changes and are critical for realistic track geometry.


Superelevation Connection

Parameter Description
Connect Superelevation Red Connects superelevation continuously to the red neighboring track segment.
Connect Superelevation Blue Connects superelevation continuously to the blue neighboring track segment.

These settings help maintain consistent banking across connected track segments.


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 Type Defines whether the switch is manual or electrically driven.

These options are only relevant when the Control Point is used as part of a switch.


Transform Settings

Parameter Description
Location World-space XYZ location of the Control Point.

This defines the absolute position of the Control Point within the level. Understanding these parameters allows precise control over track geometry, curve behavior, and switch configuration, enabling realistic and reliable railway layouts.


Creating Switches

In this section we will create our first switch (turnout) using the Railtool.

To do this, we first need a basic track setup similar to the one shown in the image above.


Creating the Base Tracks

Start by placing a straight track using two Control Points, as explained in the previous sections.

Once you have a straight track segment, do the following:

  • Select both Control Points of the straight track using SHIFT + Left Click
  • Enable the Parallel Tool
  • Click Create Parallel Track

A second, parallel track will now be created automatically.


Setting the Correct Gizmo Coordinate System

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 Control Point duplication and movement, the transform gizmo must be aligned correctly.

  • In the viewport toolbar, set the gizmo coordinate system to Local
  • Make sure it is aligned to the track axis

This ensures that Control Points can be moved exactly along the track direction.


Aligning the Gizmo Rotation

After selecting a Control Point:

  • Press M to cycle the gizmo rotation modes
  • Rotate the gizmo so it aligns with the track direction

This step is required so duplicated Control Points move cleanly along the rail axis.


Duplicating Control Points

Now we duplicate Control Points to create the switch geometry.

For the first track:

  • Select one Control Point
  • Hold ALT
  • Drag the Control Point along the track direction

This creates a duplicated Control Point exactly aligned with the track.

Repeat the same process on the parallel track, but place the duplicated Control Point slightly offset to create the diverging branch.


Connecting Control Points to Create a Switch

Once both duplicated Control Points are placed:

  • Select one Control Point
  • Hold CTRL
  • Left-click the other Control Point

The Railtool will now automatically generate a switch (turnout) between the two tracks.


Editing the Switch

After the switch is created, it can be refined in several ways:

  • Move Control Points to adjust geometry
  • Modify curve radius in the Details panel
  • Change switch motor type (manual or electric)
  • Adjust switch motor placement

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 switch is fully functional and can be further refined to match your track layout and infrastructure requirements.


Height Control Points

In addition to horizontal track geometry, the Railtool also allows you to control track elevation using so-called Height Control Points.

These are used to define gradients, inclines, and height differences between track sections.


Creating Height Control Points

To place Height Control Points, you must switch the Railtool into the correct mode.

  • Open the Mode dropdown in Simuverse Rail Mode
  • 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
  • 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

After placing two or more Height Control Points:

  • Select one of the Height Control Points
  • Open the Details panel
  • Adjust the height-related values
Parameter Description
Desired Radius Meters Target radius of the vertical track curve used for the height transition. Defines how smooth the incline or decline should be.
Current Radius Meters The radius currently calculated and applied by the Railtool for the vertical track curve.

When height values differ between two Height Control Points, the Railtool will automatically calculate:

  • The gradient between the points
  • A smooth vertical transition along the track

This allows realistic slopes and elevation changes without manually adjusting individual track segments.^


Important Notes

  • Height Control Points only affect vertical alignment
  • Horizontal track geometry remains unchanged
  • Gradients are calculated automatically by the Railtool
  • Avoid placing Height Control Points too close together to ensure smooth slopes

With Height Control Points, you can now create inclines, descents, and complex elevation profiles for your railway tracks.


Working with Data Layers

Now we finally get to Data Layers, which are used to define additional track-related properties such as power rails, guide rails, speed limits, tunnel behavior, and more.

To work with Data Layers, switch the Railtool mode:

  • Open the Mode dropdown
  • Select Data Layer

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
Mode Defines how the Data Layer behaves direction-wise.
Add Channel Selects which Data Layer channel is applied to the track.
Visualize Channel Displays a selected Data Layer visually on the track for easier overview.

Mode Settings

The Mode setting defines whether a Data Layer applies in one or both directions.

Option Description
Unidirectional The Data Layer applies in both directions. Relevant for non-directional data such as Third Rail or Tunnel.
Bidirectional The Data Layer applies only in one direction, based on the placement direction. Relevant for directional data such as Speed Limits.

Placing a Data Layer (Example: Third Rail)

As an example, we will place a Third Rail Data Layer.

  • 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

With the track section selected:

  • Open Add Channel
  • Select ThirdRail

A channel configuration menu will appear below.

Here you can choose where the Third Rail should be placed:

  • None
  • Left
  • Right
  • Both

Select Left.

The Third Rail will now be generated along the selected track section.


Visualizing Data Layers

To improve visibility, you can enable visualization:

  • Open Visualize Channel
  • Select Third Rail

This highlights the Data Layer along the track. This step is optional, as the generated mesh is already visible in most cases.


Removing or Modifying Data Layers

To remove or change a Data Layer:

  • Select a track section again
  • Open Add Channel
  • Set the value to None or Clear

This allows quick iteration and adjustment of track properties.

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.


© 2025 Simuverse Interactive · SubwaySim 2 Modding Wiki

All trademarks and registered trademarks are the property of their respective owners. This Wiki is provided for documentation and modding purposes only.

2025/12/12 12:06 · dcs
manual/subwaysim/map_construction/laying_tracks.1767723085.txt.gz · Last modified: by dcs

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