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manual:subwaysim:map_construction:laying_tracks

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Laying Tracks

Overview

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.


Initial Setup: RailwaySubSystem

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.

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.

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 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

After setting up the RailwaySubSystem 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. Do not delete track meshes in Selection Mode, as this can cause severe rendering and logic issues within the Railtool.


Rail Mode Interface

When entering Simuverse Rail Mode, a tool panel appears on the left side of the editor.

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 transition curve length for smooth geometry and correct superelevation behavior.

  • Re-Register Console Commands

Re-registers Railtool-related console commands in case they were lost.

  • Check Track Step Size CM

Validates the internal step size (cm) used for 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 selected and 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 point (of three) into a straight line.

  • Mark Close Segments

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 geometry.


Understanding Track Placement

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

Unlike classic spline-based tools, the Railtool uses Control Points.

Control Points Instead of Spline Points

Control Points describe:

  • Track direction
  • Curve radius
  • Transition behavior
  • Connections between track segments

Example: an S-curve can be defined using only four Control Points:

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

This mirrors real-world railway alignment planning and ensures:

  • Smooth geometry
  • Predictable curvature
  • Proper superelevation handling

(See the attached diagram.)

Advantages of the Control Point System

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

Creating Your First Track

Now we can begin creating our first track.

Creating Control Points

To create a Control Point:

  • Hold CTRL
  • Left-click on the Landscape

Repeat at another position:

  • Hold CTRL
  • Left-click at a different location

A straight track segment will be generated between the points.

Recreating the Example Layout

Recreate the layout shown in the diagram by placing Control Points for:

  • Straights
  • Curves
  • Smooth transitions

Your track should look similar to the example below:

Editing a Control Point for Curves

To shape curves:

  • Select a Control Point
  • Open the Details panel

If Control Points are hard to select:

  • Move the camera around
  • Click from a different angle
  • Zoom in closer

Control Point Parameters Explained

When selecting a Control Point, the Details panel exposes parameters for curve behavior, transitions, and superelevation.

Curve Radius Settings

Parameter Description
Desired Blue Radius Target curve radius of the blue control line.
Actual Blue Radius Currently generated radius for the blue line.
Desired Green Radius Target curve radius of the green control line.
Actual Green Radius Currently generated radius for the green line.

Superelevation Settings

Parameter Description
Vmax (km/h) Internal value for superelevation calculations (not in-game max speed).
Superelevation Override [mm] Manual override for calculated shortfall.
Superelevation [mm] Currently applied superelevation in millimeters.
Superelevation Transitioncurve Length Length for gradual banking change.
Minimal Transitioncurve Length Minimum allowed transition length.

Transition Curve Settings

Parameter Description
Desired Transitioncurve Length Target transition curve length.
Actual Transitioncurve Length Red Actual length on the red side.
Actual Transitioncurve Length Blue Actual length on the blue side.
Maximum Transitioncurve Length Red Maximum allowed on red side.
Maximum Transitioncurve Length Blue Maximum allowed on blue side.

Superelevation Connection

Parameter Description
Connect Superelevation Red Connects banking to the red neighboring segment.
Connect Superelevation Blue Connects banking to the blue neighboring segment.
Parameter Description
Switch Motor Placement Side of track for switch motor placement.
Switch Motor Type Manual or electrically driven.

Transform Settings

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

Understanding these parameters enables precise control over track geometry and realistic results.


Creating Switches

In this section we will create our first switch.

Creating the Base Tracks

Create a straight track using two Control Points. Then:

  • Select both Control Points with SHIFT + Left Click
  • Enable the Parallel Tool
  • Click Create Parallel Track

A second, parallel track is created.

Gizmo Setup (Important)

For precise duplication and movement:

  • Set the gizmo coordinate system to Local
  • Align it to the track axis

Aligning the Gizmo Rotation

  • Press M to cycle gizmo rotation modes
  • Align the gizmo with the track direction

Duplicating Control Points

For the first track:

  • Select a Control Point
  • Hold ALT
  • Drag it along the track direction

Repeat on the parallel track and offset slightly to create the diverging branch.

Connecting Control Points to Create a Switch

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

The Railtool generates a switch between the two tracks.

Editing the Switch

You can refine a switch by:

  • Moving Control Points
  • Changing curve radius
  • Adjusting switch motor type
  • Adjusting motor placement

The Railtool displays the frog type in red text and in the Control Point Details panel.


Height Control Points

The Railtool also supports vertical geometry using Height Control Points.

Creating Height Control Points

  • Open the Mode dropdown
  • Select Height Control
  • Hold CTRL
  • Left-click directly on the track

Defining Track Elevation

Select a Height Control Point and adjust:

Parameter Description
Desired Radius Meters Target radius for vertical transitions.
Current Radius Meters Calculated and applied radius.

The Railtool calculates:

  • Gradients between points
  • Smooth vertical transitions

Important Notes

  • Height Control Points affect only vertical alignment
  • Horizontal geometry remains unchanged
  • Avoid placing points too close together

Working with Data Layers

Data Layers define additional track properties such as:

  • Third Rail
  • Guide Rails
  • Tunnel markers
  • Speed limits

To work with Data Layers:

  • Open the Mode dropdown
  • Select Data Layers

Data Layer Mode – Settings Overview

Setting Description
Mode Direction behavior of the Data Layer.
Add Channel Selects which channel is applied.
Visualize Channel Visual overlay for a selected channel.

Mode Settings

Option Description
Unidirectional Applies in both directions (e.g. Third Rail, Tunnel).
Bidirectional Applies only in one direction (e.g. Speed Limits).

Placing a Data Layer (Example: Third Rail)

  • Hover over a segment (highlighted orange)
  • Left-click to set a start point
  • Move along the track
  • Left-click again to set the end point

Assigning the Data Layer

  • Open Add Channel
  • Select ThirdRail
  • Choose placement: None / Left / Right / Both
  • Select Left

Visualizing Data Layers

Optional:

  • Open Visualize Channel
  • Select Third Rail

Removing or Modifying Data Layers

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

Conclusion

With this, the basic principles of track placement have been explained.

Creating clean and realistic railway layouts requires practice. We recommend studying the tracks used in the SampleModMap to learn proper Control Point placement, curve design, and Data Layer usage.


Next Step

With the track layout completed, including curves, switches, height profiles, and Data Layers, your map’s railway infrastructure is now in place.

The next step is to prepare the map for use in SubwaySim 2 by configuring all required settings and validating the setup.

Prepare Map

manual/subwaysim/map_construction/laying_tracks.1768244837.txt.gz · Last modified: by dcs

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