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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frogpipe</id>
	<title>TrainzOnline - User contributions [en]</title>
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	<updated>2026-11-05T06:36:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=39633</id>
		<title>Build Numbers</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=39633"/>
		<updated>2024-01-13T07:42:54Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Reformatted heading levels to match current state per EOL found at https://online.ts2009.com/mediaWiki/index.php/Trainz_Life-Cycle_Policy - Heading levels implied all were supported, TANE moved to Legacy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
=Build Number=&lt;br /&gt;
A unique [[Build Numbers|Build Number]] is created for each Trainz build produced, both for internal development builds and public (retail, beta) builds. Build numbers are generated sequentially, but because an update to an older product can occur after the release of a new product, it is not correct to assume that a higher number means a newer product.&lt;br /&gt;
&lt;br /&gt;
Each build of Trainz also has a [[&amp;quot;Trainz-build&amp;quot; number]] which provides a broad idea of capabilities and content compatibility. Many builds may share the same [[&amp;quot;Trainz-build&amp;quot; number]] and are therefore considered compatible with each other, despite minor differences.&lt;br /&gt;
&lt;br /&gt;
=Currently Supported Releases=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS22 - Trainz Railroad Simulator 2022 and Trainz Plus ==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2022 &amp;amp; Trainz+&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS22]] and Trainz Plus. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 115628||auto-patch to 116492||Beta release version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115635|| ||Standard Edition version (MAC)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115985|| ||Standard Edition version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116492||auto-patch to 117118||Early Access (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117118||auto-patch to 117300||Pre-Release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117300||auto-patch to 117442||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117442||auto-patch to 117504||Beta (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117504||auto-patch to 117537||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117537||auto-patch to 117655||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117654||auto-patch to 119463||Release Candidate TRS22 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117655||auto-patch to 119451||Release Candidate TRS22 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117660||auto-patch to 119449||Release Candidate TRS22 (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117661||auto-patch to 119442||Release Candidate Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117669||auto-patch to 119450||Release Candidate Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117688||auto-patch to 119458||Release Candidate Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117703||auto-patch to 119447||Release Candidate TRS22 (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117706||auto-patch to 119455||Release Candidate Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117744||auto-patch to 119444||Release Candidate TRS22 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119117||auto-patch to 119458||Beta Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119119||auto-patch to 119451||Beta TRS22 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119380||auto-patch to 119450||Beta Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119442||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119444||   ||Retail TRS22 SP1 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119447||   ||Retail TRS22 SP1 (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119449||   ||Retail TRS22 SP1 (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119450||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119451||   ||Retail TRS22 SP1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119455||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119458||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 119463||   ||Retail TRS22 SP1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 121895||   ||TRS22 Beta (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122411||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122418||   ||Retail TRS22 SP2/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122419||   ||Retail TRS22 SP2/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122427||   ||Retail TRS22 SP2/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122428||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122431||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122432||   ||Retail TRS22 SP2/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122433||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 122478||   ||Retail TRS22 SP2 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123792||   ||Retail TRS22 SP3/TRS22 PE (Steam Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123794||   ||Retail Trainz+ (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123797||   ||Retail TRS22 SP3/TRS22 PE (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123798||   ||Retail TRS22 SP3 (Mac App Store)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123799||   ||Retail TRS22 SP3/TRS22 PE (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123800||   ||Retail Trainz+ (Steam Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123801||   ||Retail TRS22 SP3/TRS22 PE (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123844||   ||Retail Trainz+ (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 123845||   ||Retail Trainz+ (Steam Mac)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TRS19 - Trainz Railroad Simulator 2019==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2019&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS19]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
TRS19 Service Pack 2 (SP2), Build 110491, unifies all TRS19 customers onto the same build number with cross-compatibility for content, routes and sessions including multiplayer.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 98569||auto-patch to 100331||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 98592||auto-patch to 100240||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100332||-||Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100339||-||Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105096||-||MyTrainz &amp;amp; Platinum SP1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105170||-||MyTrainz SP1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105175||114863||SP1 Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105497||-||SP1 Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Platinum (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|Build 111951||-||MyTrainz SP3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111952||-||SP3 Steam (Windows no Mac patch)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111956||-||SP3 Mac (Big Sur required)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114800||auto-patch to 116678||MyTrainz &amp;amp; Platinum SP4 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114841||-||SP4 Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 114863||-||SP4 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116678||-||SP5 Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117009||-||SP5 hotfix 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117026||-||SP5 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainz Plus==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Plus&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[Trainz_Plus]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
To install TrainzPlus, you must have an active Gold Membership or Trainz Plus Membership, and you will need to select the &#039;Trainz Plus&#039; update stream. See this guide for further information: https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/132/20/updating-to-a-new-build-version&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||auto-patch to 100464||TRS19 MyTrainz Windows to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||auto-patch to 100438||TRS19 MyTrainz Mac to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100464||auto-patch to 103369||Trainz Plus Update 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100438||auto-patch to 103368||Trainz Plus Update 1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103369||-||Trainz Plus Update 2 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103368||-||Trainz Plus Update 2 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Trainz Plus Update 3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Trainz Plus Update 3 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Legacy build versions=&lt;br /&gt;
:&#039;&#039;This section is being provided by the user community to make as complete a reference as possible, so is currently incomplete and may remain so.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TANE - Trainz: A New Era==&lt;br /&gt;
:&#039;&#039;&#039;Trainz: A New Era&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TANE]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 74697||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74702||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74794||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74885||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 75894||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75938||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75947||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75971||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76401||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76425||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76459||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76536||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76837||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 76794||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 78660||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 78667||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 78628||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 80285||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 80341||auto-patch to 81172||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80345||auto-patch to 81178||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80349||auto-patch to 81190||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 80413||auto-patch to 81197||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 2===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81172||auto-patch to 81321||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81178||auto-patch to 81324||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81190||auto-patch to 81296||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81197||auto-patch to 81343||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 3===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81321||auto-patch to 82848||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81324||auto-patch to 82851||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81296||auto-patch to 82718||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81343||auto-patch to 82867||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP1 Hotfix 4===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 82848||auto-patch to 84352||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82851||auto-patch to 84356||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82718||auto-patch to 84204||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 82867||auto-patch to 84219||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 84615||auto-patch to 88404||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 84473||auto-patch to 88460||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 84449||auto-patch to 88461||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP2===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 84352||auto-patch to 88343||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84356||auto-patch to 88348||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84204||auto-patch to 88364||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 84219||auto-patch to 88395||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 88404||auto-patch to 90957||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 88460||auto-patch to 90959||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 88461||auto-patch to 90969||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP2 Hotfix 1===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 88343||auto-patch to 90948||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88348||auto-patch to 90955||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88364||auto-patch to 90945||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 88395||auto-patch to 90946||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 90957||auto-patch to 95083||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 90959||auto-patch to 94812||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||auto-patch to 95086||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP3===&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 90948||auto-patch to 94808||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94808||-||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90955||auto-patch to 94829||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94829||-||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90945||auto-patch to 94916||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 94916||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 90946||auto-patch to 95078||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95078||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95083||-||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 94812||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TANE SP4===&lt;br /&gt;
More TANE SP4 information coming soon!&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 105766||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Build 105765||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS12 - Trainz Simulator 12==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Simulator 12&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TS12]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 46957||auto-patch to 48054||Planet Auran release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47059||auto-patch to 48054||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 47103||-||Steam release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47452||auto-patch to 48054||Just Trainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47772||auto-patch to 48054||Just Trainz release version (minor revision)&lt;br /&gt;
|-&lt;br /&gt;
|Build 48054||manual patch to 48249||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 48249||manual patch to 49922||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 49849||-||Czech Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 49922||-||Minor revision, added support for Aerotrain DLC&lt;br /&gt;
|-&lt;br /&gt;
|Build 50027||-||German Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 50406||-||French Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 51054||-||Dutch Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 52143||-||Russian, Japanese, Polish Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 57720||-||TS12 SP1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57825||-||TS12 SP1 Hotfix 1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57898||-||TS12 SP1 Hotfix 2 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 58414||-||TS12 SP1 Hotfix 3 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61297||-||TS12 SP1 Steam English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61388||-||TS12 SP1 Hotfix 4 English&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz Simulator Mac==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz MAC&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[Trainz Simulator Mac]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 47652||-||Planet Auran Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47770||-||Third-party Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 48159||-||Feral retail release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS2010 - Trainz 2010==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2010: Engineers Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[TS2010]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039; || &#039;&#039;&#039;[[Trainz-build]]*&amp;lt;br/&amp;gt;version No.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 41491&#039;&#039;&#039; ||manual patch to 41615 || [[TS2010| TS2010 GM]], English Online Release&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41615||manual patch to 43434 || [[TS2010 SP1]]&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41622||manual patch to 43434 || English Online Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! || || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 42203&#039;&#039;&#039;||manual patch to 43434||[[TS2010 SP2]] English, Swedish DVD Retail Release&lt;br /&gt;
| Ver: 3.2&amp;lt;!-- This version shipped from Simulator Central as late as July 2013 to User: Fabartus, version off CM screen, build from Main menu, before any service packs or hotfixes allowed. ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 42534||-||French Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42763||-||German Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42831||-||Dutch Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42953||-||Russian Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43030||-||Czech, Polish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43233||-||Spanish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 43434||-||[[TS2010 SP3]]&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 44088||-||[[TS2010 SP3]] Minor revision&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 45467||auto patch to 46170||[[TS2010 SP4]] (including Trainz Multiplayer Beta)&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|Build 45607||auto patch to 46170||[[TS2010 SP4]] patch 1 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 46170||manual patch to 49938||[[TS2010 SP4]] patch 2 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 49933||-||[[TS2010 SP3]] Minor revision, added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 49938||-||[[TS2010 SP4]] patch 3 (including Trainz &amp;lt;br/&amp;gt;Multiplayer Beta), added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;/big&amp;gt; The  tag trainz-build assigned value will reflect the tech-level assigned the release or that under which an asset is first made; the version is now listed on the title bar of the [[Content Manager]] screen, and that of individual items is one of the column listings. The trainz-build version is also list on the DLS web page.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TS2009 - Trainz 2009==&lt;br /&gt;
{{anchor|TRS2009|TS2009|Trainz2009|TRS 2009|TS 2009|Trainz 2009}}&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2009: World Builder Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The following builds exist for TS2009. Where patches are available, these are noted beside the build number.&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0 style=&amp;quot;text-align:center; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 37625||auto-patch to 40040||English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 38017||auto-patch to 40040||[[TS2009 SP1]]&lt;br /&gt;
|-&lt;br /&gt;
|Build 38411||auto-patch to 40040||English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38599||auto-patch to 40040||[[TS2009 SP1]] hotfix&lt;br /&gt;
|-&lt;br /&gt;
|Build 38610||PROTECTED||Steam English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38808||auto-patch to 41590||French Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38824||-||Dutch Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38869||PROTECTED||UK Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39176||-||German Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39413||auto-patch to 40040||Czech, Polish, Hungarian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39561||-||Spanish Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39979||auto-patch to 40040&lt;br /&gt;
|[[TS2009 SP2]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 40040&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP2]] + hotfix &amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 40357||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40542||-||Russian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40762||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40837||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40895||-||Spanish pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41497||-||Dutch, German pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41546||-||Italian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 41590||-||French pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 41844&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP3]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 44653&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP4]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;[[TADDaemon]] (&amp;quot;Trainz Asset Database Daemon&amp;quot;) introduced&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Content Builds ==&lt;br /&gt;
&lt;br /&gt;
Auran&#039;s newer patch technology developed for TRS2009 has the capability of updating the base Trainz version and installed add-on content independently. The following is a list of released content build versions for add-on content since the advent of TRS2009&#039;s technology. Legacy versions (Trainz UTC, Trainz TCC discussed below)&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Content Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Content Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40355||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40400||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40563||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40761||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40836||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49210||-||Duchess Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49474||-||Duchess Steam Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49631||-||Coronation Scot Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49694||-||Coronation Scot Steam Release&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz Classics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039; was series of releases each featuring a single route. New code features were added to each version to support that route.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3337|| {{center|[[TC1|&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039;]]}} || {{cdash}} ||&amp;amp;nbsp; English Retail. Released July 9th, 2007 as a bundle with both [[TC1]] and [[TC2]] content included. Released as &#039;&#039;&#039;Trainz Railwayz&#039;&#039;&#039; (bundled with an updated TRS2006) in North America.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3422|| {{center|[[TRS2008]] }} || {{cdash}} ||&amp;amp;nbsp; French Retail. Includes both TC1/TC2 and also the French 2007 content in a single build. (Build 3422 is Edition Gold or Collector)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.8||Build 3529|| {{center|[[TC3|Trainz Classics 3]]}} || {{cdash}} ||&amp;amp;nbsp; TC3 English Retail, released on July 23, 2008.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS2006 &amp;amp; etc.==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRS2006&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went into partnership with various 3rd party distributors giving a host of releases in various markets but only one series of related Service Packs. &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||Build 2761 || {{center&lt;br /&gt;
|[[TRS2006|TRS2006 GM]] }} ||{{cdash}} ||&amp;amp;nbsp; Original release for Australia and USA. [[Content Creator Plus]] and [[Content Manager|Content Manager Plus]] first introduced.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Other Builds:&#039;&#039;&#039; UK release - 2773; French - 2883; &amp;lt;br/&amp;gt;Dutch - 2967;German - 2970; Spanish - 3007 ||German - was also called Pro Train Perfect or PTP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5|| Build 3096&amp;lt;br/&amp;gt;&amp;amp;Merscom&#039;s &amp;lt;br/&amp;gt;build 3104&amp;lt;!--&lt;br /&gt;
per wikibook http://en.wikibooks.org/w/index.php?title=Trainz/Version_And_Build_Numbers&lt;br /&gt;
--&amp;gt;|| &#039;&#039;&#039;{{center|Trainz Driver Edition&amp;amp;nbsp;(TDE)&#039;&#039;&#039; &amp;lt;br/&amp;gt;(&#039;demo version&#039;)}}|| {{cdash}} || UK release date of Trainz Driver was 24 February 2005. {{bullR}}TDE did not have CMP nor Surveyor, but did include Railyard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6 || build 3092 || {{cdash}} || {{center|[[TRS2006|TRS2006 SP1]] }} || TRS2006 - Australia and North American markets&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other SP1 Builds:&#039;&#039;&#039; United Kingdom-SP1= build 3099; Spanish-SP1= build 3118&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build 3335 || {{cdash}} || {{center|[[TRS2006#SP1|TRS2006 SP1]] }} || Vista support. Released in September 2007. Used for bundle packs - Trainz Railwayz (North American release bundled with TC1) and Trainz Complete Collection (bundled with TRS2004 SP4, UTC and Trainz Routes 1 to 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; French retail, equivalent to TRS2006+SP1, with some additional French content.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; German retail, equivalent to TRS2006+SP1, with a lot of additional German content.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS2004==&lt;br /&gt;
&#039;&#039;&#039;TRS2004&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went through a related succession of Service Packs. &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 668 || [[TRS2004|Trainz Railroad Simulator 2004]] || || International version (Australia and USA). Released in September 2003. &lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 686 || [[TRS2004|Trainz Railway Simulator 2004]] || || Just Trains version (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP1 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP1 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build 2285 || [[TRS2004|Trainz Railway Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP3 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP3 || ||&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004#Deluxe|TRS2004 Deluxe]] || ||Trainz 2004: Deluxe Edition. Includes SP3 and additional content. Different regions received different additional content.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2365 || [[TRS2004|Trainz Railroad Simulator 2004]] SP4 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Included in &#039;&#039;Trainz Collection&#039;&#039;, but &#039;&#039;without&#039;&#039; the requirement for a disk in the drive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Ultimate Trainz Collection==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;, released regionally in 2002, included PaintShed, GMax 1.1, and other accessories.  &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Build 0377 || {{center|Trainz UTC 3 CD set}} || {{cdash}} || Ultimate Trainz Collection,&amp;lt;br/&amp;gt;released 26 November 2002 w/expanded content&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0404 || {{cdash}} || {{center|Trainz UTC SP1}} || Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0033&amp;lt;!--&amp;lt;ref&amp;gt;per registry,&lt;br /&gt;
 p/o TRS2004 Deluxe Ed.&amp;lt;/ref&amp;gt; --&amp;gt; || {{center|Paintshed}} || {{cdash}} ||1st released as part of &amp;lt;br/&amp;gt;Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trainz 1.x==&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0.9||Build 0009 || {{center|Trainz Beta}} ||&amp;lt;center&amp;gt;wholly replaced &amp;lt;br/&amp;gt;by [[Trainz 1.0]] &amp;lt;/center&amp;gt;||released in November 2000 for testing purposes to Model Railroaders.&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0010&amp;lt;!-- &amp;lt;ref&amp;gt;per registry, User Fabartus&amp;lt;/ref&amp;gt; --&amp;gt;|| {{center|[[Trainz 1.0]]}} ||{{cdash}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Community Edition&#039;&#039;&#039;&#039;&#039;&#039;, &amp;lt;br/&amp;gt;released in December 2001&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0019? || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2 &lt;br /&gt;
|-&lt;br /&gt;
|1.1||Build ???? || {{Cdash}} || {{center|[[Trainz 1.0| SP1]]}} || released in 2002 (April ?)&lt;br /&gt;
|-&lt;br /&gt;
|1.2||Build 0??? || {{cdash}} || {{center|[[Trainz 1.0| SP2]]}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Retail Edition&#039;&#039;&#039;&#039;&#039;&#039; was released in June 2002&amp;lt;br/&amp;gt; aimed at the North American markets.&amp;lt;!--Wikipedia---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.3||Build 0263 || {{center|aka &#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;}} || {{center|[[Trainz SP3]]}} || First with TrainzScript.exe, and Scenarios, November 2002&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0277 || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Notes and references=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; Name usages matching information posted on {{wp|Trainz}} and the {{plain link|http://en.wikibooks.org/wiki/Trainz/Version_And_Build_Numbers|Trainz Wikibook}} Version and Build Numbers pages.&lt;br /&gt;
&amp;lt;!-- I see there is more research needed&lt;br /&gt;
&amp;lt;references group=&amp;quot;Note&amp;quot;/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{ORP-bot}}{{TBKr}}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39412</id>
		<title>Help:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39412"/>
		<updated>2023-12-02T09:47:19Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Complete DLC Listing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Asset Download window=&lt;br /&gt;
&lt;br /&gt;
In TRS19, the in-game Asset Download window allows you to download your latest DLC pack purchases, and additional freeware content from within Trainz quickly and easily.&lt;br /&gt;
&lt;br /&gt;
You can minimize this window while the downloads continue and carry on with other tasks. &lt;br /&gt;
&lt;br /&gt;
(You will be warned if you try to close the game window while the downloads are active.)&lt;br /&gt;
&lt;br /&gt;
  If the in-game Asset Download window does not appear, close the main game window, from the Trainz launcher click &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Download Purchased Items&amp;quot;, then click &amp;quot;Start Trainz&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a full list of DLC IDs click [[Help:In-game_Downloading#Complete_DLC_Listing|HERE]] then click the &amp;quot;+ Click to show/hide full list by Resource ID&amp;quot; text&lt;br /&gt;
&lt;br /&gt;
[[File:Asset-download-window-DLC.JPG|Asset Download Window]]&lt;br /&gt;
&lt;br /&gt;
=DLC Pack/Premium Content Downloads=&lt;br /&gt;
When you start Trainz after purchasing a new DLC pack, the Asset Download window will automatically appear with your new purchases ready for download.&lt;br /&gt;
&lt;br /&gt;
To download all of the listed items, simply click on Download All.&lt;br /&gt;
&lt;br /&gt;
To download just an individual DLC pack, click on the DLC pack in the list, then click on &#039;Download&#039;.&lt;br /&gt;
&lt;br /&gt;
If a DLC pack is made up of multiple parts, then you must download all parts for the DLC pack to work in Trainz. If you close Trainz, or the Asset Download window, without downloading all parts of the DLC pack then it will not be able to be used in Trainz (as it will show missing dependencies).&lt;br /&gt;
&lt;br /&gt;
==DLC Downloads==&lt;br /&gt;
If the Asset Download window doesn&#039;t appear after you have purchased a new DLC item, we suggest closing Trainz and waiting 5 minutes.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, then try the following steps:&lt;br /&gt;
* From the Launcher click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* If the Asset Download window still doesn&#039;t appear, close the main game window&lt;br /&gt;
* From the Launcher click Trainz Settings then click Internet tab.&lt;br /&gt;
* Remove your username, then re-enter it again.&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
&lt;br /&gt;
=Uninstalling/Reinstalling DLC =&lt;br /&gt;
If, after installing a DLC item, your Content Manager shows &amp;quot;Missing Dependencies&amp;quot;, then it is likely that one of the parts failed to download correctly.&lt;br /&gt;
&lt;br /&gt;
Restart Trainz and click File &amp;gt; Download Purchased items then click Start Trainz. If new files appear in the Asset Download window, then download them and wait for everything to show &amp;quot;Installed Complete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If there are no files to download, and your content shows missing dependencies, your install is not complete. You will need to uninstall the DLC packages and reinstall them again.&lt;br /&gt;
&lt;br /&gt;
== Reinstalling DLC==&lt;br /&gt;
Please follow the steps below to rectify missing dependencies with newly downloaded DLC items:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Next, navigate to the Cache folder and delete the entire cache folder.&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
* Then click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* The Asset Download window will now appear with all non-downloaded items showing.&lt;br /&gt;
* Select the items to download.&lt;br /&gt;
* Once the file is downloaded, if it is not immediately be available for use, close the game window and Start Trainz again (you should not need to run a db rebuild).&lt;br /&gt;
&lt;br /&gt;
Note that most DLC packages come with 2 or more parts. You must download each part and wait for the &amp;quot;installing&amp;quot; process to complete before closing the Asset Download Window. You can minimize the window and carry on playing Trainz while the downloads continue in the background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uninstalling DLC==&lt;br /&gt;
Please follow the steps below to uninstall a DLC pack:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
&lt;br /&gt;
The DLC pack will then be uninstalled. Note, if you still have access to the DLC pack, then you will see it re-appear for download in the Asset Download window.&lt;br /&gt;
&lt;br /&gt;
==Trainz A New Era (Std + Deluxe)==&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE) - 7 parts&lt;br /&gt;
* simc:SC236 - Healesville - 7 parts&lt;br /&gt;
* simc:SC237 - Warwick to Wallangarra - 4 parts&lt;br /&gt;
* simc:SC274 - Milwaukee Road - Avery Drexel - 8 parts&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton - 7 parts&lt;br /&gt;
* simc:SC284 - Season Town - 4 parts&lt;br /&gt;
* simc:SC297 - ECML Kings Cross - 10 parts&lt;br /&gt;
* simc:SC298 - Bidye Traction Railroad - 4 parts&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-21_071002.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Content Vault==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-contentvault&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-contentvault&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starter Pack===&lt;br /&gt;
* simc:45374 - Trainz Route: Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* simc:SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* simc:SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* simc:SC118 - Trainz DLC: Nickel Plate High Speed Freight Set&lt;br /&gt;
* simc:SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* simc:SC236 - VR Healesville&lt;br /&gt;
* simc:SC264 - Union Pacific GE C40-8&lt;br /&gt;
* simc:SC368 - Balezino Mosti&lt;br /&gt;
* simc:SC379 - Settle and Carlisle&lt;br /&gt;
* simc:SC390 - Niddertalbahn&lt;br /&gt;
* simc:SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* simc:TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - August Collection===&lt;br /&gt;
* simc:45359 - Trainz Route: The Shorts and Kerl Traction Railroad&lt;br /&gt;
* simc:SC063 - BNSF Railway - EMD SD70MAC Executive&lt;br /&gt;
* simc:SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* simc:SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* simc:SC252 - Indiana Railroad - EMD SD9043MAC&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC367 - Trainz Route: Mojave Subdivision&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC449 - CO17-4173 ( Russian Loco and Tender )&lt;br /&gt;
* simc:TDD035 - LMS Duchess&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - September Collection===&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - Trainz Route: Appen&lt;br /&gt;
* simc:SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* simc:SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* simc:SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC433 - Trainz Route: Shortline Railroad&lt;br /&gt;
* simc:SC454 - CO17-4171 ( Russian Loco and Tender )&lt;br /&gt;
* simc:SC463 - EMD SD40-2 - Norfolk Southern&lt;br /&gt;
* simc:TDD029 - Blue Comet&lt;br /&gt;
* simc:TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Trainz Model Railroad==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-tmr&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-tmr&amp;quot;&amp;gt;&lt;br /&gt;
* simc:45359	- The Shortz &amp;amp; Kerlz Traction Railroad&lt;br /&gt;
* simc:45369	- Japan - Model Trainz&lt;br /&gt;
* simc:45370	- Franklin Avenue Industrial&lt;br /&gt;
* simc:45373	- Appen&lt;br /&gt;
* simc:45374	- Port Zyd Fulazturn Railroad&lt;br /&gt;
* simc:45381	- Brazemore Yard&lt;br /&gt;
* simc:45406	- Bea-Dawe Model Railway&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==TRS19 Platinum Edition==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-platinum&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-platinum&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - TMR17 - Appen&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC236 - Healesville 1910s&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton&lt;br /&gt;
* simc:SC297 - ECML Kings Cross&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC274 - Trainz Route: Milwaukee Road - Avery Drexel&lt;br /&gt;
* simc:SC284 - Trainz Route: Season Town&lt;br /&gt;
* simc:SC298 - Trainz Route: Bidye Traction Railroad&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC368 - Trainz Route: Balezino Mosti&lt;br /&gt;
* simc:SC383 - Newcastle Shunter&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC390 - Trainz Route: Niddertalbahn&lt;br /&gt;
* simc:SC398 - Trainz Route: Chiyoda Branch Line&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC430 - Us Atc Class S 160 Steam &lt;br /&gt;
* simc:SC432 - Shmmns Coil Transporter&lt;br /&gt;
* simc:SC441 - Cornish Mainline Branches&lt;br /&gt;
* simc:TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* simc:TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete DLC Listing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC025-SC399&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SC025 - Kickstarter County (TANE)&lt;br /&gt;
* SC026 - Chinese Electric SS4 Locomotive Pack&lt;br /&gt;
* SC028 - Victorian Railways Type 1 DD Class Pack&lt;br /&gt;
* SC029 - ZecRail 2012 Christmas Train Pack&lt;br /&gt;
* SC031 - BNSF Railway - SW1500&lt;br /&gt;
* SC032 - Southern Pacific - SW1500&lt;br /&gt;
* SC033 - Chicago &amp;amp; North Western - GE C40-8&lt;br /&gt;
* SC034 - Conrail - GE C40-8&lt;br /&gt;
* SC045 - Santa Fe Railway - EMD SD40-2&lt;br /&gt;
* SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* SC051 - Burlington Northern Railroad - EMD SD40-2B&lt;br /&gt;
* SC052 - Burlington Northern Railroad - EMD SD60&lt;br /&gt;
* SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* SC054 - Burlington Northern Railroad - EMD SD70MAC&lt;br /&gt;
* SC057 - BNSF Railway - EMD SD40-2&lt;br /&gt;
* SC058 - BNSF Railway - GE ES44DC&lt;br /&gt;
* SC059 - BNSF Railway - SD40-2B&lt;br /&gt;
* SC060 - BNSF Railway - SD40-2 H3&lt;br /&gt;
* SC061 - BNSF Railway - SD60M - Heritage&lt;br /&gt;
* SC062 - BNSF Railway - SD60M&lt;br /&gt;
* SC063 - BNSF Railway - EMD SD70MAC Executive Patch&lt;br /&gt;
* SC064 - BNSF Railway - EMD SD70MAC - Heritage&lt;br /&gt;
* SC065 - BNSF Railway - EMD SD70MAC - Heritage 3&lt;br /&gt;
* SC066 - Crosswell Eastern Corporation - GP38-2&lt;br /&gt;
* SC072 - Conrail - EMD GP40-2&lt;br /&gt;
* SC076 - Conrail - EMD SD45 - Penn Central Patch&lt;br /&gt;
* SC077 - Conrail GE C30-7a&lt;br /&gt;
* SC078 - Conrail - GE C40-8&lt;br /&gt;
* SC079 - Conrail - EMD SD60&lt;br /&gt;
* SC080 - Conrail - EMD SD60M&lt;br /&gt;
* SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* SC084 - CSX Transportation - GE C30-7 &lt;br /&gt;
* SC085 - CSX Transportation - GE C30-7 Stealth &lt;br /&gt;
* SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* SC087 - CSX Transportation - GE ES44AH&lt;br /&gt;
* SC088 - CSX Transportation - GE ES44DC&lt;br /&gt;
* SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* SC091 - CSX Transportation - EMD SD40-2 YN3&lt;br /&gt;
* SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* SC118 - Nickel Plate High Speed Freight Set&lt;br /&gt;
* SC155 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC183 - ZecRail Christmas Train 2013&lt;br /&gt;
* SC229 - CSX Transportation - EMD SD80MAC YN3&lt;br /&gt;
* SC230 - NS EMD SD80MAC&lt;br /&gt;
* SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* SC236 - Healesville 1910&#039;s&lt;br /&gt;
* SC237 - Warwick Wallangara&lt;br /&gt;
* SC238 - ATSF GE C40-8W&lt;br /&gt;
* SC239 - BNSF GE C44-9W Heritage 1&lt;br /&gt;
* SC240 - BNSF GE C44-9W Heritage 2&lt;br /&gt;
* SC241 - BNSF GE C44-9W Heritage 3&lt;br /&gt;
* SC242 - BNSF GE Dash-9 44CW Warbonnet&lt;br /&gt;
* SC243 - Canadian National GE C40-8&lt;br /&gt;
* SC244 - Chicago North Western GE Dash 9 44CW&lt;br /&gt;
* SC245 - CSX Transportation GE C40-8W&lt;br /&gt;
* SC246 - CSX EMD SD60&lt;br /&gt;
* SC247 - CSX EMD SD60 Yellow Nose 2&lt;br /&gt;
* SC248 - EMD SD70ACE Demonstrator 2012&lt;br /&gt;
* SC249 - EMD SD70M Demonstrator 1&lt;br /&gt;
* SC250 - EMD SD70M Demonstrator 2&lt;br /&gt;
* SC251 - EMD SD70M Demonstrator 3&lt;br /&gt;
* SC252 - Indiana Railroad EMD SD9043MAC&lt;br /&gt;
* SC253 - Kansas City Southern EMD SD70MAC&lt;br /&gt;
* SC254 - Kansas City Southern EMD SD70MAC Belle&lt;br /&gt;
* SC255 - Norfolk Southern GE C40-8&lt;br /&gt;
* SC256 - Norfolk Southern GE Dash-9 40CW&lt;br /&gt;
* SC257 - Norfolk Southern EMD SD60&lt;br /&gt;
* SC258 - Norfolk Southern EMD SD60M&lt;br /&gt;
* SC259 - Norfolk Southern EMD SD70ACe&lt;br /&gt;
* SC260 - Seaboard EMD SD50&lt;br /&gt;
* SC261 - Southern Pacific GE B30-7&lt;br /&gt;
* SC262 - Southern Pacific GE CW44-9&lt;br /&gt;
* SC263 - Southern Pacific EMD SD50 Black Widow&lt;br /&gt;
* SC264 - Union Pacific GE C40-8&lt;br /&gt;
* SC265 - Union Pacific GE Dash-9 44CW Ex-CNW&lt;br /&gt;
* SC266 - Union Pacific GE Dash-9 44CW Ex-CNW LS&lt;br /&gt;
* SC267 - Union Pacific EMD SD50&lt;br /&gt;
* SC268 - Union Pacific EMD SD60M&lt;br /&gt;
* SC269 - Union Pacific EMD SD70M Flag&lt;br /&gt;
* SC270 - Union Pacific EMD SD70M Letters&lt;br /&gt;
* SC271 - Union Pacific EMD SD70M Olympic Torch Relay&lt;br /&gt;
* SC272 - Union Pacific EMD SD70M Salt Lake Olympic&lt;br /&gt;
* SC273 - Union Pacific EMD SD9043MAC&lt;br /&gt;
* SC274 - Avery Drexel&lt;br /&gt;
* SC276 - C&amp;amp;O Hinton Subdivision&lt;br /&gt;
* SC277 - Norfolk and Western Railway Y6B (Weathered) &lt;br /&gt;
* SC284 - Season Town&lt;br /&gt;
* SC297 - ECML Kings Cross&lt;br /&gt;
* SC298 - Bidye Traction&lt;br /&gt;
* SC312 - USRA Light Pacific&lt;br /&gt;
* SC313 - Blue Duchess&lt;br /&gt;
* SC332 - Tokyo Metro 08&lt;br /&gt;
* SC333 - Tokyo Metro 05n&lt;br /&gt;
* SC335 - SNCF BB75000&lt;br /&gt;
* SC339 - ATSF GP38-2&lt;br /&gt;
* SC340 - BNSF GP38-2&lt;br /&gt;
* SC341 - BN GP38-2&lt;br /&gt;
* SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* SC354 - RVSX Vegetation Control Train&lt;br /&gt;
* SC355 - Amtrak P42DC - Phase V&lt;br /&gt;
* SC356 - Amtrak P42DC - Phase III&lt;br /&gt;
* SC357 - Amtrak P42DC - Phase IV&lt;br /&gt;
* SC358 - Amtrak F40PH 2 pack&lt;br /&gt;
* SC359 - The Shortz &amp;amp; Kerliez Traction Railroad&lt;br /&gt;
* SC360 - Willamette &amp;amp; Pacific SD7 #1501&lt;br /&gt;
* SC361 - EMD SD45-2 - NS (EL Heritage)&lt;br /&gt;
* SC362 - CN SD40&lt;br /&gt;
* SC363 - CHN SS9G Electric Locomotive&lt;br /&gt;
* SC364 - C&amp;amp;O 2-6-6-6 H8 Allegheny&lt;br /&gt;
* SC365 - Healesville Christmas Train 2015&lt;br /&gt;
* SC366 - Laaers Car Transporter&lt;br /&gt;
* SC367 - Mojave Sub Division&lt;br /&gt;
* SC368 - Balezino Mosti&lt;br /&gt;
* SC369 - Modeltrainz Japan&lt;br /&gt;
* SC370 - Franklin Avenue Industrial&lt;br /&gt;
* SC371 - Canadian Rocky Mountains - Kicking Horse Canyon&lt;br /&gt;
* SC372 - Fall Harvest Nebraska&lt;br /&gt;
* SC373 - Appen&lt;br /&gt;
* SC374 - Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* SC375 - Debrecen - Nyiregyhaza&lt;br /&gt;
* SC376 - NEC Wilmington - Philadelphia&lt;br /&gt;
* SC377 - Southern China&lt;br /&gt;
* SC378 - Municipal Transit Railroad&lt;br /&gt;
* SC379 - Settle and Carlisle&lt;br /&gt;
* SC380 - Murchison&lt;br /&gt;
* SC381 - Brazemore Yard&lt;br /&gt;
* SC382 - NS SD60E First Responders&lt;br /&gt;
* SC383 - Newcastle Shunter Session&lt;br /&gt;
* SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* SC385 - QJ Steam Locomotive&lt;br /&gt;
* SC386 - Canadian Rocky Mountains - Columbia River Basin&lt;br /&gt;
* SC387 - Canadian Rocky Mountains - XXL CPR Mountain Sub&lt;br /&gt;
* SC388 - Laadgs Transporter&lt;br /&gt;
* SC389 - The Flying Scotsman 1920s&lt;br /&gt;
* SC390 - Niddertalbahn&lt;br /&gt;
* SC391 - SP SD7R Bonus Pack&lt;br /&gt;
* SC392 - PKP_SU46-032&lt;br /&gt;
* SC393 - NS SD60E - 6920 Veterans Unit&lt;br /&gt;
* SC394 - NS SD60E - Horsehead&lt;br /&gt;
* SC395 - NS SD60E - 6963 GoRail&lt;br /&gt;
* SC396 - Avmz INTERCITY 71&lt;br /&gt;
* SC398 - Chiyoda Branch Line&lt;br /&gt;
* SC399 - Hccrrs car transporter&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC401 onward&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&lt;br /&gt;
* SC401 - GT GP9 2 Pack&lt;br /&gt;
* SC402 - CN GP9 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC403 - ITC GP7 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC404 - PRR GP9 (2 Pack)&lt;br /&gt;
* SC405 - KSC + Tutorials&lt;br /&gt;
* SC406 - Bea-Dawe Model Railway&lt;br /&gt;
* SC407 - Sebino Lake&lt;br /&gt;
* SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* SC410 - ATSF - GP38-2 Santa FE - 2 Pack&lt;br /&gt;
* SC411 - East Coast Main Line - Dundee&lt;br /&gt;
* SC424 - Victorian Railways Type 4 DD Class Pack - Canadian Red - Newport Built (1904-1925)&lt;br /&gt;
* SC425 - Canadian Rocky Mountains - Rogers Pass&lt;br /&gt;
* SC426 - Canadian Rocky Mountains - CRB and KHC&lt;br /&gt;
* SC427 - Andrushivka - Vinnitsa UZ (was East European railway UZ)&lt;br /&gt;
* SC428 - ios70 - Hawes Junction&lt;br /&gt;
* SC429 - ZecRail 2016 Christmas Train&lt;br /&gt;
* SC430 - US ATC Class S 160 Steam&lt;br /&gt;
* SC431 - Quinnimont Coal Drag&lt;br /&gt;
* SC432 - Shmmns Coil Transporter&lt;br /&gt;
* SC433 - Shortline Railroad&lt;br /&gt;
* SC434 - Legacy of the BN II&lt;br /&gt;
* SC435 - Lichachove to Mosti - Day Passenger 432&lt;br /&gt;
* SC436 - Lichachove to Mosti - Night Passenger 435&lt;br /&gt;
* SC439 - Rostovsky Uzel Route&lt;br /&gt;
* SC440 - BNSF- GP38-2 Pumpkins- 2 Pack&lt;br /&gt;
* SC441 - Cornish Mainline &amp;amp; Branches&lt;br /&gt;
* SC442 - Furano Line&lt;br /&gt;
* SC443 - Darjeeling Himalayan Railway&lt;br /&gt;
* SC444 - Coal Country&lt;br /&gt;
* SC446 - JR West - 117 Series&lt;br /&gt;
* SC447 - Orient Express CIWL&lt;br /&gt;
* SC448 - CO17-4373&lt;br /&gt;
* SC449 - CO17-4173&lt;br /&gt;
* SC450 - Midwestern Branch&lt;br /&gt;
* SC451 - Victorian Railways D1 Class (Type 4 - Newport) Black&lt;br /&gt;
* SC452 - ZecRail 2017 Christmas Train&lt;br /&gt;
* SC453 - CO17-4174&lt;br /&gt;
* SC454 - CO17-4171&lt;br /&gt;
* SC455 - CO17-1471&lt;br /&gt;
* SC456 - CO17-1171&lt;br /&gt;
* SC457 - CO17-3173&lt;br /&gt;
* SC458 - TE7-083&lt;br /&gt;
* SC459 - TE3-1072&lt;br /&gt;
* SC460 - TE3-2068&lt;br /&gt;
* SC461 - CO17-1374&lt;br /&gt;
* SC462 - CO17-3373&lt;br /&gt;
* SC463 - EMD SD40-2 - NS&lt;br /&gt;
* SC464 - EMD SD40-2 - Maersk&lt;br /&gt;
* SC465 - EMD GP50 - FRISCO&lt;br /&gt;
* SC466 - EMD GP50 - Burlington Northern (Phase I)&lt;br /&gt;
* SC467 - EMD SD40-2 - Conrail&lt;br /&gt;
* SC468 - TS15 Content Set&lt;br /&gt;
* SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* SC470 - Switch Model Railroad&lt;br /&gt;
* SC471 - PRR X23 Boxcar&lt;br /&gt;
* SC473 - Tidewater Point Railroad 2.0&lt;br /&gt;
* SC474 - Rheingold 1962&lt;br /&gt;
* SC475 - Znamensk-Svir (Summer)&lt;br /&gt;
* SC476 - DRG Class 05 Steam&lt;br /&gt;
* SC477 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* SC478 - Cornish Route - Session Pack&lt;br /&gt;
* SC479 - RZD-UZ-RIC Wagons&lt;br /&gt;
* SC480 - The Innter Kohn Necktion Railroad&lt;br /&gt;
* SC481 - Northpoint &amp;amp; Pioneer Pass Railroad&lt;br /&gt;
* SC482 - Westbridge Coastal Railroad&lt;br /&gt;
* SC483 - Gapin &amp;amp; Tapinee Shortline&lt;br /&gt;
* SC484 - Cornish Mainline &amp;amp; Branches (TRS19 Builtin)&lt;br /&gt;
* SC485 - Niddertalbahn (TRS19 Builtin)&lt;br /&gt;
* SC486 - Canadian Rocky Mountains - Golden BC&lt;br /&gt;
* SC488 - DIC-Reefer (Mechanical Refrigerator)&lt;br /&gt;
* SC489 - NYC Hudson Dreyfuss&lt;br /&gt;
* SC490 - East Coast Main Line - Dundee&lt;br /&gt;
* SC491 - TANE - Additional Assets (Additional TANE Assets for TRS19) &lt;br /&gt;
* SC492 - ETR 1000 - Frecciarossa&lt;br /&gt;
* SC494 - The Broadway Limited&lt;br /&gt;
* SC495 - Belarusian Woodland&lt;br /&gt;
* SC497 - American Mountains &lt;br /&gt;
* SC498 - JR Rolling Stock Pack (TRS19)&lt;br /&gt;
* SC499 - Viktor Lake to Ross Peak &amp;amp; Glacier&lt;br /&gt;
* SC525 - Beavermouth to Ottertail&lt;br /&gt;
* SC548 - CP SD40-2 5865-5879 Multimark&lt;br /&gt;
* SC549 - CP SD40-2 5865-5879 Dual Flags&lt;br /&gt;
* SC550 - CP SD40-2 5865-5879 Block Letter&lt;br /&gt;
* SC565 - Ottertail to Castle Junction&lt;br /&gt;
* SC628 - Victorian Railways V499 - Baldwin Built&lt;br /&gt;
* SC630 - V499 Christmas 2019/ZecRail&lt;br /&gt;
* 431 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* 416 - Znamensk-Svir&lt;br /&gt;
* 477 - Chesapeake &amp;amp; Ohio K2 2-8-2&lt;br /&gt;
* 519 - Centrella Sub Division&lt;br /&gt;
* 524 - TRS19 CanadianRocky Mountains Baker Creek to West of Calgary&lt;br /&gt;
* 538 - Beloreck - South Ural Mountains&lt;br /&gt;
* 616 - Inzer - South Ural Mountains&lt;br /&gt;
* 619 - RZD-UZ-RIC Wagons Praha&lt;br /&gt;
* 634 - TRS19 Midwestern Branch&lt;br /&gt;
* 636 - Leadville Sub Division&lt;br /&gt;
* 641 - Lafond Regional Railway&lt;br /&gt;
* 642 - TRS19 - Switch Model Railroad	&lt;br /&gt;
* 651 - Liskeard to Looe, UK&lt;br /&gt;
* 659 - Beloreck - South Ural Mountains&lt;br /&gt;
* 660 - New York Central 10a 2-8-2&lt;br /&gt;
* 672 - Victorian Railways V class 2 Tone Green - Phoenix Foundry Built&lt;br /&gt;
* 673 - Lone Pine Branch&lt;br /&gt;
* 679 - ProTrainz TEE Rheingold&lt;br /&gt;
* 680 - Model Trainz: New South Wales Region	&lt;br /&gt;
* 694 - The Cilie Oldphartz Railroads&lt;br /&gt;
* 696 - Potteries Loop Line&lt;br /&gt;
* 703 - Southern Pacific AC4400CW 100-299&lt;br /&gt;
* 704 - Utah Belt AC4400CW 4400-4450&lt;br /&gt;
* 713 - VR Healesville 1913-1920 TRS19	&lt;br /&gt;
* 724 - L&amp;amp;N M1 2-8-4 Big Emma&lt;br /&gt;
* 733 - West from Denver&lt;br /&gt;
* 759 - Chicago Museum of Science &amp;amp; Industry Model Railroad&lt;br /&gt;
* 766 - British Rail Class 70 - Freightliner&lt;br /&gt;
* 767 - British Rail Class 70 - Colas Rail&lt;br /&gt;
* 772 - CFR Marfa Gbs/Gbgs freight car pack&lt;br /&gt;
* 815 - Florida Rail Road Museum Model Railroad&lt;br /&gt;
* 822 - Bairnsdale to Orbost&lt;br /&gt;
* 842 - PKP/PREG/PolRegio Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 849 - PolRegio B16mnopux 035&lt;br /&gt;
* 850 - PREG B16mnopux 064&lt;br /&gt;
* 851 - PREG B16mnopux 087&lt;br /&gt;
* 852 - PREG B16mnopux 106&lt;br /&gt;
* 853 - PREG Bmnopux 003&lt;br /&gt;
* 859 - Victorian Railways V class FL Black - Phoenix Foundry Built&lt;br /&gt;
* 877 - Coalmint Mountains Railroad&lt;br /&gt;
* 881 - CP AC4400CW #9800-9840&lt;br /&gt;
* 882 - CP AC4400CW #9800-9840 Repaint&lt;br /&gt;
* 883 - CEFX AC4400CW 1026-1059&lt;br /&gt;
* 884 - UP AC4400CW #5982-6081&lt;br /&gt;
* 888 - Blue Comet 2.0 - The Seashore&#039;s Finest Train (TRS22 steam: steam:2259821 / TrainzPlus Steam: steam:2259811)&lt;br /&gt;
* 900 - Industrial Mayhem&lt;br /&gt;
* 917 - Rodnye Prostory - SNDe&lt;br /&gt;
* 947 - PKP Bdhpumn 004	&lt;br /&gt;
* 949 - PREG Bdhpumn 088&lt;br /&gt;
* 950 - PREG B16mnopux 039	&lt;br /&gt;
* 951 - PREG B16mnopux 066&lt;br /&gt;
* 952 - PKP/PREG Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 953 - Model Trainz: Geneva Sub Division	&lt;br /&gt;
* 963 - Pro Train: Class 68 Chiltern Railways&lt;br /&gt;
* 965 - Pro Train Class 68 ScotRail&lt;br /&gt;
* 970 - Pacific National 92 and 93 Class Locomotives&lt;br /&gt;
* 976 - Pro Train Class 68 DRS	&lt;br /&gt;
* 979 - Pro Train: Class 68 TPN (TRS)&lt;br /&gt;
* 981 - Pro Train Class 68 DRS Blue	&lt;br /&gt;
* 982 - Industrial Switching&lt;br /&gt;
* 984 - Halloween Night on Kickstarter County	&lt;br /&gt;
* 986 - Christmas Eve on Kickstarter County 2&lt;br /&gt;
* 988 - DR DBmtrue 001	&lt;br /&gt;
* 989 - DR DBmtrue 215	&lt;br /&gt;
* 990 - DB DBmu748 080	&lt;br /&gt;
* 991 - DR DBmue 008	&lt;br /&gt;
* 992 - DR/DB DBm(tr)ue/DBmu748 Pack	&lt;br /&gt;
* 1029 - Schwaninger Land&lt;br /&gt;
* 1034 - QR National GE C44aci Pack&lt;br /&gt;
* 1035 - CFCLA, RailFirst, Freightliner GE C44aci Pack&lt;br /&gt;
* 1036- QUBE GE C44aci Pack&lt;br /&gt;
* 1037 - SSR, Fletcher, Crawfords GE C44aci Pack&lt;br /&gt;
* 1065 - CFR B 26-26 098&lt;br /&gt;
* 1066 - CFR Calatori B 26-26 064&lt;br /&gt;
* 1067 - CFR Calatori B 26-26 186&lt;br /&gt;
* 1068 - CFR Gorlitz Doubledecker Pack&lt;br /&gt;
* 1085 - Est/Etat 241A Mountain Locomotives&lt;br /&gt;
* 1097 - Pro Train DB Class 85 001&lt;br /&gt;
* 1102 - Pro Train TGV Duplex&lt;br /&gt;
* 1111 - USA Route - Forest Industry&lt;br /&gt;
* 1122 - USA Route - Far Northern Mountains&lt;br /&gt;
* 1130 - Pro Train ICE 4 Collection&lt;br /&gt;
* 1144 - 82 Class Freight Corp, Freight Rail Pack&lt;br /&gt;
* 1145 - NSW 82 Class Pacific National Pack&lt;br /&gt;
* 1167 - ANR DL Class Pacific National Pack (TRS19 Steam: steam:2427260 / TRS22 Steam: steam:2427250 / TrainzPlus Steam: steam:2427240 )&lt;br /&gt;
* 1226 - Ferrovia Appennino Centrale 1899  (TRS22 Steam: steam:2393980 / TrainzPlus Steam: steam:2393990)&lt;br /&gt;
* 1247 - Pro Train DB Class 50  (TRS19 Steam: steam:2485230 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2485250)&lt;br /&gt;
* 1252 - Pro Train Rheingold 1928  (TRS19 Steam: steam:2401700 / TRS22 Steam: steam:2485240 / TrainzPlus Steam: steam:2401720)&lt;br /&gt;
* 1257 - Yellowstone Mountain &amp;amp; Central Railroad  (TRS19 Steam: steam:2439840 / TRS22 Steam: steam:2439850 / TrainzPlus Steam: steam:2439860)&lt;br /&gt;
* 1261 - Pro Train DB Class 52  (TRS19 Steam: steam:2464150 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2464170)&lt;br /&gt;
* 1265 - Pro Train: Prussian G8 (BR 55 KPEV)  (TRS19 Steam: steam:2524370 / TRS22 Steam: steam:2524380 / TrainzPlus Steam: steam:2524390)&lt;br /&gt;
* 1271 - NR Class Locomotive - National Rail Mega Pack (TRS19 Steam: steam:2494310 / TRS22 Steam: steam:2494320 / TrainzPlus Steam: steam:2494330)&lt;br /&gt;
* 1272 - NR Class Locomotive - Pacific National Pack (TRS19 Steam: steam:2624570 / TRS22 Steam: steam:2624590 / TrainzPlus Steam: steam:2624600)&lt;br /&gt;
* 1273 - NR Class Locomotive - JBR Ghan Pack (TRS19 Steam: steam:2678740 / TRS22 Steam: steam:2678720 / TrainzPlus Steam: steam:2678730)&lt;br /&gt;
* 1275 - NR Class Locomotive - JBR Southern Rail Pack (TRS19 Steam: steam:2654820 / TRS22 Steam: steam:2654830 / TrainzPlus Steam: steam:2654840)&lt;br /&gt;
* 1282 - ProTrain Sggrrs InnoFreight (TRS19 Steam: steam:2533770 / TRS22 Steam: steam:2533780 / TrainzPlus Steam: steam:2533790)&lt;br /&gt;
* 1289 - ProTrain: Badgers Pass (TRS19 Steam: steam:2511460 / TRS22 Steam: steam:2511470 / TrainzPlus Steam: steam:2514770)&lt;br /&gt;
* 1303 - NR Class Locomotive - National Rail Pack (TRS19 Steam: steam:2514700 / TRS22 Steam: steam:2514730 / TrainzPlus Steam: steam:2511480)&lt;br /&gt;
* 1304 - NR Class Locomotive - TraileRail Pack (TRS19 Steam: steam:2514720 / TRS22 Steam: steam:2514750 / TrainzPlus Steam: steam:2514820)&lt;br /&gt;
* 1305 - NR Class Locomotive - SteelLink Pack (TRS19 Steam: steam:2514740 / TRS22 Steam: steam:2514780 / TrainzPlus Steam: steam:2514830)&lt;br /&gt;
* 1306 - NR Class Locomotive - SeaTrain Pack (TRS19 Steam: steam:2514710 / TRS22 Steam: steam:2514760 / TrainzPlus Steam: steam:2514790)&lt;br /&gt;
* 1311 - Model Trainz: UZ-Gbox (TRS19 Steam: steam:2543130 / TRS22 Steam: steam:2543120 / TrainzPlus Steam: steam:2543140)&lt;br /&gt;
* 1313 - Trainz Model Railroad - The Chuck Ewe Pharlie Railroad (TRS19 Steam: steam:2562480 / TRS22 Steam: steam:2562490 / TrainzPlus Steam: steam:2562500)&lt;br /&gt;
* 1316 - Ealnos GBRf/VTG (UK) (TRS19 Steam: steam:2569340 / TRS22 Steam: steam:2569350 / TrainzPlus Steam: steam:2569360)&lt;br /&gt;
* 1319 - Pro Train: Elk Canyon (TRS19 Steam: steam:2620580 / TRS22 Steam: steam:2620560 / TrainzPlus Steam: steam:2620570)&lt;br /&gt;
* 1330 - Pro Train: K-Series KSA Nacco (TRS19 Steam: steam:2595050 / TRS22 Steam: steam:2595060 / TrainzPlus Steam: steam:2595070)&lt;br /&gt;
* 1334 - CD Bdmteeo294 101 (TRS19 Steam: steam:2646530 / TRS22 Steam: steam:2646540 / TrainzPlus Steam: steam:2646550)&lt;br /&gt;
* 1335 - CD Bmteeo 124 (TRS19 Steam: steam:2688300 / TRS22 Steam: steam:2688290 / TrainzPlus Steam: steam:2688280)&lt;br /&gt;
* 1336 - CD Bmto292 109 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688330 / TrainzPlus Steam: steam:2688310)&lt;br /&gt;
* 1337 - CSD Bap 117 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688550 / TrainzPlus Steam: steam:2688340)&lt;br /&gt;
* 1375 - CD Doubledecker Pack No. 1 (TRS19 Steam: steam:2634910 / TRS22 Steam: steam:2634920 / TrainzPlus Steam: steam:2634930)&lt;br /&gt;
* 1376 - CD Doubledecker Pack No. 2 (TRS19 Steam: steam:2675040 / TRS22 Steam: steam:2675050 / TrainzPlus Steam: steam:2675060)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TDD025 - Trainz DLC: Treez&lt;br /&gt;
* TDD029 - Trainz DLC: Blue Comet&lt;br /&gt;
* TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* TDD042 - CONTZ Pack - Basic Edition&lt;br /&gt;
* TDD043 - CONTZ Pack - Standard Edition&lt;br /&gt;
* TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* TDD046 - Kansas City Southern Railway Pack (430)&lt;br /&gt;
* TDD047 - SPSF Mojave Pack&lt;br /&gt;
* TDD048 - Penn RR Pack&lt;br /&gt;
* TDD049 - China D38 Schnabel Car - Full Pack&lt;br /&gt;
* TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
* TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* TDD053 - Victorian Railways &#039;Type 17&#039; I Wagons Pack&lt;br /&gt;
* TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
* TDD060 - Trainz DLC: Aerotrain&lt;br /&gt;
* TDD066 - CSX Transportation SD70MAC Pack &lt;br /&gt;
* TDD067 - EMD SD80MAC Pack&lt;br /&gt;
* TDD070 - Trainz DLC: BR Class 14&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Turning off Auto-Downloads =&lt;br /&gt;
Usually you will be prompted to download items each time you start Trainz and there are new items to download. Sometimes there are files you do not wish to download, so you can disable the auto-prompt.&lt;br /&gt;
&lt;br /&gt;
Simply go to System Menu &amp;gt; Settings &amp;gt; General Settings and untick &amp;quot;Automatically download DLC updates&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Free Content (Download Station)=&lt;br /&gt;
The Asset Download window can also provide access to download new, free, content from the Download Station. To do this first open the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, then select &#039;Download Station&#039; in the Source drop down menu.&lt;br /&gt;
&lt;br /&gt;
Now locate the asset you wish to download (you can filter the list further using the filter tools at the top of the page).&lt;br /&gt;
&lt;br /&gt;
When located, select the asset then click on Download at the bottom of the page. This will open the Asset Download window, click on &#039;Download&#039; or &#039;Download All&#039; to begin downloading!&lt;br /&gt;
&lt;br /&gt;
== DLS Downloads==&lt;br /&gt;
You can also trigger the Asset Download window to download a DLS (Download Station) asset by opening the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, and then selecting the asset you wish to download, then click on the &#039;Download&#039; button.&lt;br /&gt;
&lt;br /&gt;
= Installing Other Trainz Content=&lt;br /&gt;
This article will assist in the process of installing all your other Trainz Content: [[Help:Importing_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39411</id>
		<title>Help:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39411"/>
		<updated>2023-12-02T08:24:15Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Complete DLC Listing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Asset Download window=&lt;br /&gt;
&lt;br /&gt;
In TRS19, the in-game Asset Download window allows you to download your latest DLC pack purchases, and additional freeware content from within Trainz quickly and easily.&lt;br /&gt;
&lt;br /&gt;
You can minimize this window while the downloads continue and carry on with other tasks. &lt;br /&gt;
&lt;br /&gt;
(You will be warned if you try to close the game window while the downloads are active.)&lt;br /&gt;
&lt;br /&gt;
  If the in-game Asset Download window does not appear, close the main game window, from the Trainz launcher click &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Download Purchased Items&amp;quot;, then click &amp;quot;Start Trainz&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a full list of DLC IDs click [[Help:In-game_Downloading#Complete_DLC_Listing|HERE]] then click the &amp;quot;+ Click to show/hide full list by Resource ID&amp;quot; text&lt;br /&gt;
&lt;br /&gt;
[[File:Asset-download-window-DLC.JPG|Asset Download Window]]&lt;br /&gt;
&lt;br /&gt;
=DLC Pack/Premium Content Downloads=&lt;br /&gt;
When you start Trainz after purchasing a new DLC pack, the Asset Download window will automatically appear with your new purchases ready for download.&lt;br /&gt;
&lt;br /&gt;
To download all of the listed items, simply click on Download All.&lt;br /&gt;
&lt;br /&gt;
To download just an individual DLC pack, click on the DLC pack in the list, then click on &#039;Download&#039;.&lt;br /&gt;
&lt;br /&gt;
If a DLC pack is made up of multiple parts, then you must download all parts for the DLC pack to work in Trainz. If you close Trainz, or the Asset Download window, without downloading all parts of the DLC pack then it will not be able to be used in Trainz (as it will show missing dependencies).&lt;br /&gt;
&lt;br /&gt;
==DLC Downloads==&lt;br /&gt;
If the Asset Download window doesn&#039;t appear after you have purchased a new DLC item, we suggest closing Trainz and waiting 5 minutes.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, then try the following steps:&lt;br /&gt;
* From the Launcher click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* If the Asset Download window still doesn&#039;t appear, close the main game window&lt;br /&gt;
* From the Launcher click Trainz Settings then click Internet tab.&lt;br /&gt;
* Remove your username, then re-enter it again.&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
&lt;br /&gt;
=Uninstalling/Reinstalling DLC =&lt;br /&gt;
If, after installing a DLC item, your Content Manager shows &amp;quot;Missing Dependencies&amp;quot;, then it is likely that one of the parts failed to download correctly.&lt;br /&gt;
&lt;br /&gt;
Restart Trainz and click File &amp;gt; Download Purchased items then click Start Trainz. If new files appear in the Asset Download window, then download them and wait for everything to show &amp;quot;Installed Complete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If there are no files to download, and your content shows missing dependencies, your install is not complete. You will need to uninstall the DLC packages and reinstall them again.&lt;br /&gt;
&lt;br /&gt;
== Reinstalling DLC==&lt;br /&gt;
Please follow the steps below to rectify missing dependencies with newly downloaded DLC items:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Next, navigate to the Cache folder and delete the entire cache folder.&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
* Then click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* The Asset Download window will now appear with all non-downloaded items showing.&lt;br /&gt;
* Select the items to download.&lt;br /&gt;
* Once the file is downloaded, if it is not immediately be available for use, close the game window and Start Trainz again (you should not need to run a db rebuild).&lt;br /&gt;
&lt;br /&gt;
Note that most DLC packages come with 2 or more parts. You must download each part and wait for the &amp;quot;installing&amp;quot; process to complete before closing the Asset Download Window. You can minimize the window and carry on playing Trainz while the downloads continue in the background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uninstalling DLC==&lt;br /&gt;
Please follow the steps below to uninstall a DLC pack:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
&lt;br /&gt;
The DLC pack will then be uninstalled. Note, if you still have access to the DLC pack, then you will see it re-appear for download in the Asset Download window.&lt;br /&gt;
&lt;br /&gt;
==Trainz A New Era (Std + Deluxe)==&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE) - 7 parts&lt;br /&gt;
* simc:SC236 - Healesville - 7 parts&lt;br /&gt;
* simc:SC237 - Warwick to Wallangarra - 4 parts&lt;br /&gt;
* simc:SC274 - Milwaukee Road - Avery Drexel - 8 parts&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton - 7 parts&lt;br /&gt;
* simc:SC284 - Season Town - 4 parts&lt;br /&gt;
* simc:SC297 - ECML Kings Cross - 10 parts&lt;br /&gt;
* simc:SC298 - Bidye Traction Railroad - 4 parts&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-21_071002.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Content Vault==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-contentvault&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-contentvault&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starter Pack===&lt;br /&gt;
* simc:45374 - Trainz Route: Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* simc:SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* simc:SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* simc:SC118 - Trainz DLC: Nickel Plate High Speed Freight Set&lt;br /&gt;
* simc:SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* simc:SC236 - VR Healesville&lt;br /&gt;
* simc:SC264 - Union Pacific GE C40-8&lt;br /&gt;
* simc:SC368 - Balezino Mosti&lt;br /&gt;
* simc:SC379 - Settle and Carlisle&lt;br /&gt;
* simc:SC390 - Niddertalbahn&lt;br /&gt;
* simc:SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* simc:TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - August Collection===&lt;br /&gt;
* simc:45359 - Trainz Route: The Shorts and Kerl Traction Railroad&lt;br /&gt;
* simc:SC063 - BNSF Railway - EMD SD70MAC Executive&lt;br /&gt;
* simc:SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* simc:SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* simc:SC252 - Indiana Railroad - EMD SD9043MAC&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC367 - Trainz Route: Mojave Subdivision&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC449 - CO17-4173 ( Russian Loco and Tender )&lt;br /&gt;
* simc:TDD035 - LMS Duchess&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - September Collection===&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - Trainz Route: Appen&lt;br /&gt;
* simc:SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* simc:SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* simc:SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC433 - Trainz Route: Shortline Railroad&lt;br /&gt;
* simc:SC454 - CO17-4171 ( Russian Loco and Tender )&lt;br /&gt;
* simc:SC463 - EMD SD40-2 - Norfolk Southern&lt;br /&gt;
* simc:TDD029 - Blue Comet&lt;br /&gt;
* simc:TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Trainz Model Railroad==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-tmr&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-tmr&amp;quot;&amp;gt;&lt;br /&gt;
* simc:45359	- The Shortz &amp;amp; Kerlz Traction Railroad&lt;br /&gt;
* simc:45369	- Japan - Model Trainz&lt;br /&gt;
* simc:45370	- Franklin Avenue Industrial&lt;br /&gt;
* simc:45373	- Appen&lt;br /&gt;
* simc:45374	- Port Zyd Fulazturn Railroad&lt;br /&gt;
* simc:45381	- Brazemore Yard&lt;br /&gt;
* simc:45406	- Bea-Dawe Model Railway&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==TRS19 Platinum Edition==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-platinum&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-platinum&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - TMR17 - Appen&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC236 - Healesville 1910s&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton&lt;br /&gt;
* simc:SC297 - ECML Kings Cross&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC274 - Trainz Route: Milwaukee Road - Avery Drexel&lt;br /&gt;
* simc:SC284 - Trainz Route: Season Town&lt;br /&gt;
* simc:SC298 - Trainz Route: Bidye Traction Railroad&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC368 - Trainz Route: Balezino Mosti&lt;br /&gt;
* simc:SC383 - Newcastle Shunter&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC390 - Trainz Route: Niddertalbahn&lt;br /&gt;
* simc:SC398 - Trainz Route: Chiyoda Branch Line&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC430 - Us Atc Class S 160 Steam &lt;br /&gt;
* simc:SC432 - Shmmns Coil Transporter&lt;br /&gt;
* simc:SC441 - Cornish Mainline Branches&lt;br /&gt;
* simc:TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* simc:TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete DLC Listing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC025-SC399&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SC025 - Kickstarter County (TANE)&lt;br /&gt;
* SC026 - Chinese Electric SS4 Locomotive Pack&lt;br /&gt;
* SC028 - Victorian Railways Type 1 DD Class Pack&lt;br /&gt;
* SC029 - ZecRail 2012 Christmas Train Pack&lt;br /&gt;
* SC031 - BNSF Railway - SW1500&lt;br /&gt;
* SC032 - Southern Pacific - SW1500&lt;br /&gt;
* SC033 - Chicago &amp;amp; North Western - GE C40-8&lt;br /&gt;
* SC034 - Conrail - GE C40-8&lt;br /&gt;
* SC045 - Santa Fe Railway - EMD SD40-2&lt;br /&gt;
* SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* SC051 - Burlington Northern Railroad - EMD SD40-2B&lt;br /&gt;
* SC052 - Burlington Northern Railroad - EMD SD60&lt;br /&gt;
* SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* SC054 - Burlington Northern Railroad - EMD SD70MAC&lt;br /&gt;
* SC057 - BNSF Railway - EMD SD40-2&lt;br /&gt;
* SC058 - BNSF Railway - GE ES44DC&lt;br /&gt;
* SC059 - BNSF Railway - SD40-2B&lt;br /&gt;
* SC060 - BNSF Railway - SD40-2 H3&lt;br /&gt;
* SC061 - BNSF Railway - SD60M - Heritage&lt;br /&gt;
* SC062 - BNSF Railway - SD60M&lt;br /&gt;
* SC063 - BNSF Railway - EMD SD70MAC Executive Patch&lt;br /&gt;
* SC064 - BNSF Railway - EMD SD70MAC - Heritage&lt;br /&gt;
* SC065 - BNSF Railway - EMD SD70MAC - Heritage 3&lt;br /&gt;
* SC066 - Crosswell Eastern Corporation - GP38-2&lt;br /&gt;
* SC072 - Conrail - EMD GP40-2&lt;br /&gt;
* SC076 - Conrail - EMD SD45 - Penn Central Patch&lt;br /&gt;
* SC077 - Conrail GE C30-7a&lt;br /&gt;
* SC078 - Conrail - GE C40-8&lt;br /&gt;
* SC079 - Conrail - EMD SD60&lt;br /&gt;
* SC080 - Conrail - EMD SD60M&lt;br /&gt;
* SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* SC084 - CSX Transportation - GE C30-7 &lt;br /&gt;
* SC085 - CSX Transportation - GE C30-7 Stealth &lt;br /&gt;
* SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* SC087 - CSX Transportation - GE ES44AH&lt;br /&gt;
* SC088 - CSX Transportation - GE ES44DC&lt;br /&gt;
* SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* SC091 - CSX Transportation - EMD SD40-2 YN3&lt;br /&gt;
* SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* SC118 - Nickel Plate High Speed Freight Set&lt;br /&gt;
* SC155 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC183 - ZecRail Christmas Train 2013&lt;br /&gt;
* SC229 - CSX Transportation - EMD SD80MAC YN3&lt;br /&gt;
* SC230 - NS EMD SD80MAC&lt;br /&gt;
* SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* SC236 - Healesville 1910&#039;s&lt;br /&gt;
* SC237 - Warwick Wallangara&lt;br /&gt;
* SC238 - ATSF GE C40-8W&lt;br /&gt;
* SC239 - BNSF GE C44-9W Heritage 1&lt;br /&gt;
* SC240 - BNSF GE C44-9W Heritage 2&lt;br /&gt;
* SC241 - BNSF GE C44-9W Heritage 3&lt;br /&gt;
* SC242 - BNSF GE Dash-9 44CW Warbonnet&lt;br /&gt;
* SC243 - Canadian National GE C40-8&lt;br /&gt;
* SC244 - Chicago North Western GE Dash 9 44CW&lt;br /&gt;
* SC245 - CSX Transportation GE C40-8W&lt;br /&gt;
* SC246 - CSX EMD SD60&lt;br /&gt;
* SC247 - CSX EMD SD60 Yellow Nose 2&lt;br /&gt;
* SC248 - EMD SD70ACE Demonstrator 2012&lt;br /&gt;
* SC249 - EMD SD70M Demonstrator 1&lt;br /&gt;
* SC250 - EMD SD70M Demonstrator 2&lt;br /&gt;
* SC251 - EMD SD70M Demonstrator 3&lt;br /&gt;
* SC252 - Indiana Railroad EMD SD9043MAC&lt;br /&gt;
* SC253 - Kansas City Southern EMD SD70MAC&lt;br /&gt;
* SC254 - Kansas City Southern EMD SD70MAC Belle&lt;br /&gt;
* SC255 - Norfolk Southern GE C40-8&lt;br /&gt;
* SC256 - Norfolk Southern GE Dash-9 40CW&lt;br /&gt;
* SC257 - Norfolk Southern EMD SD60&lt;br /&gt;
* SC258 - Norfolk Southern EMD SD60M&lt;br /&gt;
* SC259 - Norfolk Southern EMD SD70ACe&lt;br /&gt;
* SC260 - Seaboard EMD SD50&lt;br /&gt;
* SC261 - Southern Pacific GE B30-7&lt;br /&gt;
* SC262 - Southern Pacific GE CW44-9&lt;br /&gt;
* SC263 - Southern Pacific EMD SD50 Black Widow&lt;br /&gt;
* SC264 - Union Pacific GE C40-8&lt;br /&gt;
* SC265 - Union Pacific GE Dash-9 44CW Ex-CNW&lt;br /&gt;
* SC266 - Union Pacific GE Dash-9 44CW Ex-CNW LS&lt;br /&gt;
* SC267 - Union Pacific EMD SD50&lt;br /&gt;
* SC268 - Union Pacific EMD SD60M&lt;br /&gt;
* SC269 - Union Pacific EMD SD70M Flag&lt;br /&gt;
* SC270 - Union Pacific EMD SD70M Letters&lt;br /&gt;
* SC271 - Union Pacific EMD SD70M Olympic Torch Relay&lt;br /&gt;
* SC272 - Union Pacific EMD SD70M Salt Lake Olympic&lt;br /&gt;
* SC273 - Union Pacific EMD SD9043MAC&lt;br /&gt;
* SC274 - Avery Drexel&lt;br /&gt;
* SC276 - C&amp;amp;O Hinton Subdivision&lt;br /&gt;
* SC277 - Norfolk and Western Railway Y6B (Weathered) &lt;br /&gt;
* SC284 - Season Town&lt;br /&gt;
* SC297 - ECML Kings Cross&lt;br /&gt;
* SC298 - Bidye Traction&lt;br /&gt;
* SC312 - USRA Light Pacific&lt;br /&gt;
* SC313 - Blue Duchess&lt;br /&gt;
* SC332 - Tokyo Metro 08&lt;br /&gt;
* SC333 - Tokyo Metro 05n&lt;br /&gt;
* SC335 - SNCF BB75000&lt;br /&gt;
* SC339 - ATSF GP38-2&lt;br /&gt;
* SC340 - BNSF GP38-2&lt;br /&gt;
* SC341 - BN GP38-2&lt;br /&gt;
* SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* SC354 - RVSX Vegetation Control Train&lt;br /&gt;
* SC355 - Amtrak P42DC - Phase V&lt;br /&gt;
* SC356 - Amtrak P42DC - Phase III&lt;br /&gt;
* SC357 - Amtrak P42DC - Phase IV&lt;br /&gt;
* SC358 - Amtrak F40PH 2 pack&lt;br /&gt;
* SC359 - The Shortz &amp;amp; Kerliez Traction Railroad&lt;br /&gt;
* SC360 - Willamette &amp;amp; Pacific SD7 #1501&lt;br /&gt;
* SC361 - EMD SD45-2 - NS (EL Heritage)&lt;br /&gt;
* SC362 - CN SD40&lt;br /&gt;
* SC363 - CHN SS9G Electric Locomotive&lt;br /&gt;
* SC364 - C&amp;amp;O 2-6-6-6 H8 Allegheny&lt;br /&gt;
* SC365 - Healesville Christmas Train 2015&lt;br /&gt;
* SC366 - Laaers Car Transporter&lt;br /&gt;
* SC367 - Mojave Sub Division&lt;br /&gt;
* SC368 - Balezino Mosti&lt;br /&gt;
* SC369 - Modeltrainz Japan&lt;br /&gt;
* SC370 - Franklin Avenue Industrial&lt;br /&gt;
* SC371 - Canadian Rocky Mountains - Kicking Horse Canyon&lt;br /&gt;
* SC372 - Fall Harvest Nebraska&lt;br /&gt;
* SC373 - Appen&lt;br /&gt;
* SC374 - Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* SC375 - Debrecen - Nyiregyhaza&lt;br /&gt;
* SC376 - NEC Wilmington - Philadelphia&lt;br /&gt;
* SC377 - Southern China&lt;br /&gt;
* SC378 - Municipal Transit Railroad&lt;br /&gt;
* SC379 - Settle and Carlisle&lt;br /&gt;
* SC380 - Murchison&lt;br /&gt;
* SC381 - Brazemore Yard&lt;br /&gt;
* SC382 - NS SD60E First Responders&lt;br /&gt;
* SC383 - Newcastle Shunter Session&lt;br /&gt;
* SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* SC385 - QJ Steam Locomotive&lt;br /&gt;
* SC386 - Canadian Rocky Mountains - Columbia River Basin&lt;br /&gt;
* SC387 - Canadian Rocky Mountains - XXL CPR Mountain Sub&lt;br /&gt;
* SC388 - Laadgs Transporter&lt;br /&gt;
* SC389 - The Flying Scotsman 1920s&lt;br /&gt;
* SC390 - Niddertalbahn&lt;br /&gt;
* SC391 - SP SD7R Bonus Pack&lt;br /&gt;
* SC392 - PKP_SU46-032&lt;br /&gt;
* SC393 - NS SD60E - 6920 Veterans Unit&lt;br /&gt;
* SC394 - NS SD60E - Horsehead&lt;br /&gt;
* SC395 - NS SD60E - 6963 GoRail&lt;br /&gt;
* SC396 - Avmz INTERCITY 71&lt;br /&gt;
* SC398 - Chiyoda Branch Line&lt;br /&gt;
* SC399 - Hccrrs car transporter&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC401 onward&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&lt;br /&gt;
* SC401 - GT GP9 2 Pack&lt;br /&gt;
* SC402 - CN GP9 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC403 - ITC GP7 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC404 - PRR GP9 (2 Pack)&lt;br /&gt;
* SC405 - KSC + Tutorials&lt;br /&gt;
* SC406 - Bea-Dawe Model Railway&lt;br /&gt;
* SC407 - Sebino Lake&lt;br /&gt;
* SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* SC410 - ATSF - GP38-2 Santa FE - 2 Pack&lt;br /&gt;
* SC411 - East Coast Main Line - Dundee&lt;br /&gt;
* SC424 - Victorian Railways Type 4 DD Class Pack - Canadian Red - Newport Built (1904-1925)&lt;br /&gt;
* SC425 - Canadian Rocky Mountains - Rogers Pass&lt;br /&gt;
* SC426 - Canadian Rocky Mountains - CRB and KHC&lt;br /&gt;
* SC427 - Andrushivka - Vinnitsa UZ (was East European railway UZ)&lt;br /&gt;
* SC428 - ios70 - Hawes Junction&lt;br /&gt;
* SC429 - ZecRail 2016 Christmas Train&lt;br /&gt;
* SC430 - US ATC Class S 160 Steam&lt;br /&gt;
* SC431 - Quinnimont Coal Drag&lt;br /&gt;
* SC432 - Shmmns Coil Transporter&lt;br /&gt;
* SC433 - Shortline Railroad&lt;br /&gt;
* SC434 - Legacy of the BN II&lt;br /&gt;
* SC435 - Lichachove to Mosti - Day Passenger 432&lt;br /&gt;
* SC436 - Lichachove to Mosti - Night Passenger 435&lt;br /&gt;
* SC439 - Rostovsky Uzel Route&lt;br /&gt;
* SC440 - BNSF- GP38-2 Pumpkins- 2 Pack&lt;br /&gt;
* SC441 - Cornish Mainline &amp;amp; Branches&lt;br /&gt;
* SC442 - Furano Line&lt;br /&gt;
* SC443 - Darjeeling Himalayan Railway&lt;br /&gt;
* SC444 - Coal Country&lt;br /&gt;
* SC446 - JR West - 117 Series&lt;br /&gt;
* SC447 - Orient Express CIWL&lt;br /&gt;
* SC448 - CO17-4373&lt;br /&gt;
* SC449 - CO17-4173&lt;br /&gt;
* SC450 - Midwestern Branch&lt;br /&gt;
* SC451 - Victorian Railways D1 Class (Type 4 - Newport) Black&lt;br /&gt;
* SC452 - ZecRail 2017 Christmas Train&lt;br /&gt;
* SC453 - CO17-4174&lt;br /&gt;
* SC454 - CO17-4171&lt;br /&gt;
* SC455 - CO17-1471&lt;br /&gt;
* SC456 - CO17-1171&lt;br /&gt;
* SC457 - CO17-3173&lt;br /&gt;
* SC458 - TE7-083&lt;br /&gt;
* SC459 - TE3-1072&lt;br /&gt;
* SC460 - TE3-2068&lt;br /&gt;
* SC461 - CO17-1374&lt;br /&gt;
* SC462 - CO17-3373&lt;br /&gt;
* SC463 - EMD SD40-2 - NS&lt;br /&gt;
* SC464 - EMD SD40-2 - Maersk&lt;br /&gt;
* SC465 - EMD GP50 - FRISCO&lt;br /&gt;
* SC466 - EMD GP50 - Burlington Northern (Phase I)&lt;br /&gt;
* SC467 - EMD SD40-2 - Conrail&lt;br /&gt;
* SC468 - TS15 Content Set&lt;br /&gt;
* SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* SC470 - Switch Model Railroad&lt;br /&gt;
* SC471 - PRR X23 Boxcar&lt;br /&gt;
* SC473 - Tidewater Point Railroad 2.0&lt;br /&gt;
* SC474 - Rheingold 1962&lt;br /&gt;
* SC475 - Znamensk-Svir (Summer)&lt;br /&gt;
* SC476 - DRG Class 05 Steam&lt;br /&gt;
* SC477 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* SC478 - Cornish Route - Session Pack&lt;br /&gt;
* SC479 - RZD-UZ-RIC Wagons&lt;br /&gt;
* SC480 - The Innter Kohn Necktion Railroad&lt;br /&gt;
* SC481 - Northpoint &amp;amp; Pioneer Pass Railroad&lt;br /&gt;
* SC482 - Westbridge Coastal Railroad&lt;br /&gt;
* SC483 - Gapin &amp;amp; Tapinee Shortline&lt;br /&gt;
* SC484 - Cornish Mainline &amp;amp; Branches (TRS19 Builtin)&lt;br /&gt;
* SC485 - Niddertalbahn (TRS19 Builtin)&lt;br /&gt;
* SC486 - Canadian Rocky Mountains - Golden BC&lt;br /&gt;
* SC488 - DIC-Reefer (Mechanical Refrigerator)&lt;br /&gt;
* SC489 - NYC Hudson Dreyfuss&lt;br /&gt;
* SC490 - East Coast Main Line - Dundee&lt;br /&gt;
* SC491 - TANE - Additional Assets (Additional TANE Assets for TRS19) &lt;br /&gt;
* SC492 - ETR 1000 - Frecciarossa&lt;br /&gt;
* SC494 - The Broadway Limited&lt;br /&gt;
* SC495 - Belarusian Woodland&lt;br /&gt;
* SC497 - American Mountains &lt;br /&gt;
* SC498 - JR TRS19 Content Pack&lt;br /&gt;
* SC499 - Viktor Lake to Ross Peak &amp;amp; Glacier&lt;br /&gt;
* SC525 - Beavermouth to Ottertail&lt;br /&gt;
* SC548 - CP SD40-2 5865-5879 Multimark&lt;br /&gt;
* SC549 - CP SD40-2 5865-5879 Dual Flags&lt;br /&gt;
* SC550 - CP SD40-2 5865-5879 Block Letter&lt;br /&gt;
* SC565 - Ottertail to Castle Junction&lt;br /&gt;
* SC628 - Victorian Railways V499 - Baldwin Built&lt;br /&gt;
* SC630 - V499 Christmas 2019/ZecRail&lt;br /&gt;
* 431 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* 416 - Znamensk-Svir&lt;br /&gt;
* 477 - Chesapeake &amp;amp; Ohio K2 2-8-2&lt;br /&gt;
* 519 - Centrella Sub Division&lt;br /&gt;
* 524 - TRS19 CanadianRocky Mountains Baker Creek to West of Calgary&lt;br /&gt;
* 538 - Beloreck - South Ural Mountains&lt;br /&gt;
* 616 - Inzer - South Ural Mountains&lt;br /&gt;
* 619 - RZD-UZ-RIC Wagons Praha&lt;br /&gt;
* 634 - TRS19 Midwestern Branch&lt;br /&gt;
* 636 - Leadville Sub Division&lt;br /&gt;
* 641 - Lafond Regional Railway&lt;br /&gt;
* 642 - TRS19 - Switch Model Railroad	&lt;br /&gt;
* 651 - Liskeard to Looe, UK&lt;br /&gt;
* 659 - Beloreck - South Ural Mountains&lt;br /&gt;
* 660 - New York Central 10a 2-8-2&lt;br /&gt;
* 672 - Victorian Railways V class 2 Tone Green - Phoenix Foundry Built&lt;br /&gt;
* 673 - Lone Pine Branch&lt;br /&gt;
* 679 - ProTrainz TEE Rheingold&lt;br /&gt;
* 680 - Model Trainz: New South Wales Region	&lt;br /&gt;
* 694 - The Cilie Oldphartz Railroads&lt;br /&gt;
* 696 - Potteries Loop Line&lt;br /&gt;
* 703 - Southern Pacific AC4400CW 100-299&lt;br /&gt;
* 704 - Utah Belt AC4400CW 4400-4450&lt;br /&gt;
* 713 - VR Healesville 1913-1920 TRS19	&lt;br /&gt;
* 724 - L&amp;amp;N M1 2-8-4 Big Emma&lt;br /&gt;
* 733 - West from Denver&lt;br /&gt;
* 759 - Chicago Museum of Science &amp;amp; Industry Model Railroad&lt;br /&gt;
* 766 - British Rail Class 70 - Freightliner&lt;br /&gt;
* 767 - British Rail Class 70 - Colas Rail&lt;br /&gt;
* 772 - CFR Marfa Gbs/Gbgs freight car pack&lt;br /&gt;
* 815 - Florida Rail Road Museum Model Railroad&lt;br /&gt;
* 822 - Bairnsdale to Orbost&lt;br /&gt;
* 842 - PKP/PREG/PolRegio Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 849 - PolRegio B16mnopux 035&lt;br /&gt;
* 850 - PREG B16mnopux 064&lt;br /&gt;
* 851 - PREG B16mnopux 087&lt;br /&gt;
* 852 - PREG B16mnopux 106&lt;br /&gt;
* 853 - PREG Bmnopux 003&lt;br /&gt;
* 859 - Victorian Railways V class FL Black - Phoenix Foundry Built&lt;br /&gt;
* 877 - Coalmint Mountains Railroad&lt;br /&gt;
* 881 - CP AC4400CW #9800-9840&lt;br /&gt;
* 882 - CP AC4400CW #9800-9840 Repaint&lt;br /&gt;
* 883 - CEFX AC4400CW 1026-1059&lt;br /&gt;
* 884 - UP AC4400CW #5982-6081&lt;br /&gt;
* 888 - Blue Comet 2.0 - The Seashore&#039;s Finest Train (TRS22 steam: steam:2259821 / TrainzPlus Steam: steam:2259811)&lt;br /&gt;
* 900 - Industrial Mayhem&lt;br /&gt;
* 917 - Rodnye Prostory - SNDe&lt;br /&gt;
* 947 - PKP Bdhpumn 004	&lt;br /&gt;
* 949 - PREG Bdhpumn 088&lt;br /&gt;
* 950 - PREG B16mnopux 039	&lt;br /&gt;
* 951 - PREG B16mnopux 066&lt;br /&gt;
* 952 - PKP/PREG Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 953 - Model Trainz: Geneva Sub Division	&lt;br /&gt;
* 963 - Pro Train: Class 68 Chiltern Railways&lt;br /&gt;
* 965 - Pro Train Class 68 ScotRail&lt;br /&gt;
* 970 - Pacific National 92 and 93 Class Locomotives&lt;br /&gt;
* 976 - Pro Train Class 68 DRS	&lt;br /&gt;
* 979 - Pro Train: Class 68 TPN (TRS)&lt;br /&gt;
* 981 - Pro Train Class 68 DRS Blue	&lt;br /&gt;
* 982 - Industrial Switching&lt;br /&gt;
* 984 - Halloween Night on Kickstarter County	&lt;br /&gt;
* 986 - Christmas Eve on Kickstarter County 2&lt;br /&gt;
* 988 - DR DBmtrue 001	&lt;br /&gt;
* 989 - DR DBmtrue 215	&lt;br /&gt;
* 990 - DB DBmu748 080	&lt;br /&gt;
* 991 - DR DBmue 008	&lt;br /&gt;
* 992 - DR/DB DBm(tr)ue/DBmu748 Pack	&lt;br /&gt;
* 1029 - Schwaninger Land&lt;br /&gt;
* 1034 - QR National GE C44aci Pack&lt;br /&gt;
* 1035 - CFCLA, RailFirst, Freightliner GE C44aci Pack&lt;br /&gt;
* 1036- QUBE GE C44aci Pack&lt;br /&gt;
* 1037 - SSR, Fletcher, Crawfords GE C44aci Pack&lt;br /&gt;
* 1065 - CFR B 26-26 098&lt;br /&gt;
* 1066 - CFR Calatori B 26-26 064&lt;br /&gt;
* 1067 - CFR Calatori B 26-26 186&lt;br /&gt;
* 1068 - CFR Gorlitz Doubledecker Pack&lt;br /&gt;
* 1085 - Est/Etat 241A Mountain Locomotives&lt;br /&gt;
* 1097 - Pro Train DB Class 85 001&lt;br /&gt;
* 1102 - Pro Train TGV Duplex&lt;br /&gt;
* 1111 - USA Route - Forest Industry&lt;br /&gt;
* 1122 - USA Route - Far Northern Mountains&lt;br /&gt;
* 1130 - Pro Train ICE 4 Collection&lt;br /&gt;
* 1144 - 82 Class Freight Corp, Freight Rail Pack&lt;br /&gt;
* 1145 - NSW 82 Class Pacific National Pack&lt;br /&gt;
* 1167 - ANR DL Class Pacific National Pack (TRS19 Steam: steam:2427260 / TRS22 Steam: steam:2427250 / TrainzPlus Steam: steam:2427240 )&lt;br /&gt;
* 1226 - Ferrovia Appennino Centrale 1899  (TRS22 Steam: steam:2393980 / TrainzPlus Steam: steam:2393990)&lt;br /&gt;
* 1247 - Pro Train DB Class 50  (TRS19 Steam: steam:2485230 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2485250)&lt;br /&gt;
* 1252 - Pro Train Rheingold 1928  (TRS19 Steam: steam:2401700 / TRS22 Steam: steam:2485240 / TrainzPlus Steam: steam:2401720)&lt;br /&gt;
* 1257 - Yellowstone Mountain &amp;amp; Central Railroad  (TRS19 Steam: steam:2439840 / TRS22 Steam: steam:2439850 / TrainzPlus Steam: steam:2439860)&lt;br /&gt;
* 1261 - Pro Train DB Class 52  (TRS19 Steam: steam:2464150 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2464170)&lt;br /&gt;
* 1265 - Pro Train: Prussian G8 (BR 55 KPEV)  (TRS19 Steam: steam:2524370 / TRS22 Steam: steam:2524380 / TrainzPlus Steam: steam:2524390)&lt;br /&gt;
* 1271 - NR Class Locomotive - National Rail Mega Pack (TRS19 Steam: steam:2494310 / TRS22 Steam: steam:2494320 / TrainzPlus Steam: steam:2494330)&lt;br /&gt;
* 1272 - NR Class Locomotive - Pacific National Pack (TRS19 Steam: steam:2624570 / TRS22 Steam: steam:2624590 / TrainzPlus Steam: steam:2624600)&lt;br /&gt;
* 1273 - NR Class Locomotive - JBR Ghan Pack (TRS19 Steam: steam:2678740 / TRS22 Steam: steam:2678720 / TrainzPlus Steam: steam:2678730)&lt;br /&gt;
* 1275 - NR Class Locomotive - JBR Southern Rail Pack (TRS19 Steam: steam:2654820 / TRS22 Steam: steam:2654830 / TrainzPlus Steam: steam:2654840)&lt;br /&gt;
* 1282 - ProTrain Sggrrs InnoFreight (TRS19 Steam: steam:2533770 / TRS22 Steam: steam:2533780 / TrainzPlus Steam: steam:2533790)&lt;br /&gt;
* 1289 - ProTrain: Badgers Pass (TRS19 Steam: steam:2511460 / TRS22 Steam: steam:2511470 / TrainzPlus Steam: steam:2514770)&lt;br /&gt;
* 1303 - NR Class Locomotive - National Rail Pack (TRS19 Steam: steam:2514700 / TRS22 Steam: steam:2514730 / TrainzPlus Steam: steam:2511480)&lt;br /&gt;
* 1304 - NR Class Locomotive - TraileRail Pack (TRS19 Steam: steam:2514720 / TRS22 Steam: steam:2514750 / TrainzPlus Steam: steam:2514820)&lt;br /&gt;
* 1305 - NR Class Locomotive - SteelLink Pack (TRS19 Steam: steam:2514740 / TRS22 Steam: steam:2514780 / TrainzPlus Steam: steam:2514830)&lt;br /&gt;
* 1306 - NR Class Locomotive - SeaTrain Pack (TRS19 Steam: steam:2514710 / TRS22 Steam: steam:2514760 / TrainzPlus Steam: steam:2514790)&lt;br /&gt;
* 1311 - Model Trainz: UZ-Gbox (TRS19 Steam: steam:2543130 / TRS22 Steam: steam:2543120 / TrainzPlus Steam: steam:2543140)&lt;br /&gt;
* 1313 - Trainz Model Railroad - The Chuck Ewe Pharlie Railroad (TRS19 Steam: steam:2562480 / TRS22 Steam: steam:2562490 / TrainzPlus Steam: steam:2562500)&lt;br /&gt;
* 1316 - Ealnos GBRf/VTG (UK) (TRS19 Steam: steam:2569340 / TRS22 Steam: steam:2569350 / TrainzPlus Steam: steam:2569360)&lt;br /&gt;
* 1319 - Pro Train: Elk Canyon (TRS19 Steam: steam:2620580 / TRS22 Steam: steam:2620560 / TrainzPlus Steam: steam:2620570)&lt;br /&gt;
* 1330 - Pro Train: K-Series KSA Nacco (TRS19 Steam: steam:2595050 / TRS22 Steam: steam:2595060 / TrainzPlus Steam: steam:2595070)&lt;br /&gt;
* 1334 - CD Bdmteeo294 101 (TRS19 Steam: steam:2646530 / TRS22 Steam: steam:2646540 / TrainzPlus Steam: steam:2646550)&lt;br /&gt;
* 1335 - CD Bmteeo 124 (TRS19 Steam: steam:2688300 / TRS22 Steam: steam:2688290 / TrainzPlus Steam: steam:2688280)&lt;br /&gt;
* 1336 - CD Bmto292 109 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688330 / TrainzPlus Steam: steam:2688310)&lt;br /&gt;
* 1337 - CSD Bap 117 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688550 / TrainzPlus Steam: steam:2688340)&lt;br /&gt;
* 1375 - CD Doubledecker Pack No. 1 (TRS19 Steam: steam:2634910 / TRS22 Steam: steam:2634920 / TrainzPlus Steam: steam:2634930)&lt;br /&gt;
* 1376 - CD Doubledecker Pack No. 2 (TRS19 Steam: steam:2675040 / TRS22 Steam: steam:2675050 / TrainzPlus Steam: steam:2675060)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TDD025 - Trainz DLC: Treez&lt;br /&gt;
* TDD029 - Trainz DLC: Blue Comet&lt;br /&gt;
* TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* TDD042 - CONTZ Pack - Basic Edition&lt;br /&gt;
* TDD043 - CONTZ Pack - Standard Edition&lt;br /&gt;
* TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* TDD046 - Kansas City Southern Railway Pack (430)&lt;br /&gt;
* TDD047 - SPSF Mojave Pack&lt;br /&gt;
* TDD048 - Penn RR Pack&lt;br /&gt;
* TDD049 - China D38 Schnabel Car - Full Pack&lt;br /&gt;
* TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
* TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* TDD053 - Victorian Railways &#039;Type 17&#039; I Wagons Pack&lt;br /&gt;
* TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
* TDD060 - Trainz DLC: Aerotrain&lt;br /&gt;
* TDD066 - CSX Transportation SD70MAC Pack &lt;br /&gt;
* TDD067 - EMD SD80MAC Pack&lt;br /&gt;
* TDD070 - Trainz DLC: BR Class 14&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Turning off Auto-Downloads =&lt;br /&gt;
Usually you will be prompted to download items each time you start Trainz and there are new items to download. Sometimes there are files you do not wish to download, so you can disable the auto-prompt.&lt;br /&gt;
&lt;br /&gt;
Simply go to System Menu &amp;gt; Settings &amp;gt; General Settings and untick &amp;quot;Automatically download DLC updates&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Free Content (Download Station)=&lt;br /&gt;
The Asset Download window can also provide access to download new, free, content from the Download Station. To do this first open the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, then select &#039;Download Station&#039; in the Source drop down menu.&lt;br /&gt;
&lt;br /&gt;
Now locate the asset you wish to download (you can filter the list further using the filter tools at the top of the page).&lt;br /&gt;
&lt;br /&gt;
When located, select the asset then click on Download at the bottom of the page. This will open the Asset Download window, click on &#039;Download&#039; or &#039;Download All&#039; to begin downloading!&lt;br /&gt;
&lt;br /&gt;
== DLS Downloads==&lt;br /&gt;
You can also trigger the Asset Download window to download a DLS (Download Station) asset by opening the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, and then selecting the asset you wish to download, then click on the &#039;Download&#039; button.&lt;br /&gt;
&lt;br /&gt;
= Installing Other Trainz Content=&lt;br /&gt;
This article will assist in the process of installing all your other Trainz Content: [[Help:Importing_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39410</id>
		<title>Help:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39410"/>
		<updated>2023-12-02T00:12:20Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Complete DLC Listing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Asset Download window=&lt;br /&gt;
&lt;br /&gt;
In TRS19, the in-game Asset Download window allows you to download your latest DLC pack purchases, and additional freeware content from within Trainz quickly and easily.&lt;br /&gt;
&lt;br /&gt;
You can minimize this window while the downloads continue and carry on with other tasks. &lt;br /&gt;
&lt;br /&gt;
(You will be warned if you try to close the game window while the downloads are active.)&lt;br /&gt;
&lt;br /&gt;
  If the in-game Asset Download window does not appear, close the main game window, from the Trainz launcher click &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Download Purchased Items&amp;quot;, then click &amp;quot;Start Trainz&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a full list of DLC IDs click [[Help:In-game_Downloading#Complete_DLC_Listing|HERE]] then click the &amp;quot;+ Click to show/hide full list by Resource ID&amp;quot; text&lt;br /&gt;
&lt;br /&gt;
[[File:Asset-download-window-DLC.JPG|Asset Download Window]]&lt;br /&gt;
&lt;br /&gt;
=DLC Pack/Premium Content Downloads=&lt;br /&gt;
When you start Trainz after purchasing a new DLC pack, the Asset Download window will automatically appear with your new purchases ready for download.&lt;br /&gt;
&lt;br /&gt;
To download all of the listed items, simply click on Download All.&lt;br /&gt;
&lt;br /&gt;
To download just an individual DLC pack, click on the DLC pack in the list, then click on &#039;Download&#039;.&lt;br /&gt;
&lt;br /&gt;
If a DLC pack is made up of multiple parts, then you must download all parts for the DLC pack to work in Trainz. If you close Trainz, or the Asset Download window, without downloading all parts of the DLC pack then it will not be able to be used in Trainz (as it will show missing dependencies).&lt;br /&gt;
&lt;br /&gt;
==DLC Downloads==&lt;br /&gt;
If the Asset Download window doesn&#039;t appear after you have purchased a new DLC item, we suggest closing Trainz and waiting 5 minutes.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, then try the following steps:&lt;br /&gt;
* From the Launcher click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* If the Asset Download window still doesn&#039;t appear, close the main game window&lt;br /&gt;
* From the Launcher click Trainz Settings then click Internet tab.&lt;br /&gt;
* Remove your username, then re-enter it again.&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
&lt;br /&gt;
=Uninstalling/Reinstalling DLC =&lt;br /&gt;
If, after installing a DLC item, your Content Manager shows &amp;quot;Missing Dependencies&amp;quot;, then it is likely that one of the parts failed to download correctly.&lt;br /&gt;
&lt;br /&gt;
Restart Trainz and click File &amp;gt; Download Purchased items then click Start Trainz. If new files appear in the Asset Download window, then download them and wait for everything to show &amp;quot;Installed Complete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If there are no files to download, and your content shows missing dependencies, your install is not complete. You will need to uninstall the DLC packages and reinstall them again.&lt;br /&gt;
&lt;br /&gt;
== Reinstalling DLC==&lt;br /&gt;
Please follow the steps below to rectify missing dependencies with newly downloaded DLC items:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Next, navigate to the Cache folder and delete the entire cache folder.&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
* Then click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* The Asset Download window will now appear with all non-downloaded items showing.&lt;br /&gt;
* Select the items to download.&lt;br /&gt;
* Once the file is downloaded, if it is not immediately be available for use, close the game window and Start Trainz again (you should not need to run a db rebuild).&lt;br /&gt;
&lt;br /&gt;
Note that most DLC packages come with 2 or more parts. You must download each part and wait for the &amp;quot;installing&amp;quot; process to complete before closing the Asset Download Window. You can minimize the window and carry on playing Trainz while the downloads continue in the background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uninstalling DLC==&lt;br /&gt;
Please follow the steps below to uninstall a DLC pack:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
&lt;br /&gt;
The DLC pack will then be uninstalled. Note, if you still have access to the DLC pack, then you will see it re-appear for download in the Asset Download window.&lt;br /&gt;
&lt;br /&gt;
==Trainz A New Era (Std + Deluxe)==&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE) - 7 parts&lt;br /&gt;
* simc:SC236 - Healesville - 7 parts&lt;br /&gt;
* simc:SC237 - Warwick to Wallangarra - 4 parts&lt;br /&gt;
* simc:SC274 - Milwaukee Road - Avery Drexel - 8 parts&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton - 7 parts&lt;br /&gt;
* simc:SC284 - Season Town - 4 parts&lt;br /&gt;
* simc:SC297 - ECML Kings Cross - 10 parts&lt;br /&gt;
* simc:SC298 - Bidye Traction Railroad - 4 parts&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-21_071002.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Content Vault==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-contentvault&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-contentvault&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starter Pack===&lt;br /&gt;
* simc:45374 - Trainz Route: Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* simc:SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* simc:SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* simc:SC118 - Trainz DLC: Nickel Plate High Speed Freight Set&lt;br /&gt;
* simc:SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* simc:SC236 - VR Healesville&lt;br /&gt;
* simc:SC264 - Union Pacific GE C40-8&lt;br /&gt;
* simc:SC368 - Balezino Mosti&lt;br /&gt;
* simc:SC379 - Settle and Carlisle&lt;br /&gt;
* simc:SC390 - Niddertalbahn&lt;br /&gt;
* simc:SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* simc:TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - August Collection===&lt;br /&gt;
* simc:45359 - Trainz Route: The Shorts and Kerl Traction Railroad&lt;br /&gt;
* simc:SC063 - BNSF Railway - EMD SD70MAC Executive&lt;br /&gt;
* simc:SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* simc:SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* simc:SC252 - Indiana Railroad - EMD SD9043MAC&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC367 - Trainz Route: Mojave Subdivision&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC449 - CO17-4173 ( Russian Loco and Tender )&lt;br /&gt;
* simc:TDD035 - LMS Duchess&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - September Collection===&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - Trainz Route: Appen&lt;br /&gt;
* simc:SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* simc:SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* simc:SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC433 - Trainz Route: Shortline Railroad&lt;br /&gt;
* simc:SC454 - CO17-4171 ( Russian Loco and Tender )&lt;br /&gt;
* simc:SC463 - EMD SD40-2 - Norfolk Southern&lt;br /&gt;
* simc:TDD029 - Blue Comet&lt;br /&gt;
* simc:TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Trainz Model Railroad==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-tmr&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-tmr&amp;quot;&amp;gt;&lt;br /&gt;
* simc:45359	- The Shortz &amp;amp; Kerlz Traction Railroad&lt;br /&gt;
* simc:45369	- Japan - Model Trainz&lt;br /&gt;
* simc:45370	- Franklin Avenue Industrial&lt;br /&gt;
* simc:45373	- Appen&lt;br /&gt;
* simc:45374	- Port Zyd Fulazturn Railroad&lt;br /&gt;
* simc:45381	- Brazemore Yard&lt;br /&gt;
* simc:45406	- Bea-Dawe Model Railway&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==TRS19 Platinum Edition==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-platinum&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-platinum&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - TMR17 - Appen&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC236 - Healesville 1910s&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton&lt;br /&gt;
* simc:SC297 - ECML Kings Cross&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC274 - Trainz Route: Milwaukee Road - Avery Drexel&lt;br /&gt;
* simc:SC284 - Trainz Route: Season Town&lt;br /&gt;
* simc:SC298 - Trainz Route: Bidye Traction Railroad&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC368 - Trainz Route: Balezino Mosti&lt;br /&gt;
* simc:SC383 - Newcastle Shunter&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC390 - Trainz Route: Niddertalbahn&lt;br /&gt;
* simc:SC398 - Trainz Route: Chiyoda Branch Line&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC430 - Us Atc Class S 160 Steam &lt;br /&gt;
* simc:SC432 - Shmmns Coil Transporter&lt;br /&gt;
* simc:SC441 - Cornish Mainline Branches&lt;br /&gt;
* simc:TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* simc:TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete DLC Listing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC025-SC399&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SC025 - Kickstarter County (TANE)&lt;br /&gt;
* SC026 - Chinese Electric SS4 Locomotive Pack&lt;br /&gt;
* SC028 - Victorian Railways Type 1 DD Class Pack&lt;br /&gt;
* SC029 - ZecRail 2012 Christmas Train Pack&lt;br /&gt;
* SC031 - BNSF Railway - SW1500&lt;br /&gt;
* SC032 - Southern Pacific - SW1500&lt;br /&gt;
* SC033 - Chicago &amp;amp; North Western - GE C40-8&lt;br /&gt;
* SC034 - Conrail - GE C40-8&lt;br /&gt;
* SC045 - Santa Fe Railway - EMD SD40-2&lt;br /&gt;
* SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* SC051 - Burlington Northern Railroad - EMD SD40-2B&lt;br /&gt;
* SC052 - Burlington Northern Railroad - EMD SD60&lt;br /&gt;
* SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* SC054 - Burlington Northern Railroad - EMD SD70MAC&lt;br /&gt;
* SC057 - BNSF Railway - EMD SD40-2&lt;br /&gt;
* SC058 - BNSF Railway - GE ES44DC&lt;br /&gt;
* SC059 - BNSF Railway - SD40-2B&lt;br /&gt;
* SC060 - BNSF Railway - SD40-2 H3&lt;br /&gt;
* SC061 - BNSF Railway - SD60M - Heritage&lt;br /&gt;
* SC062 - BNSF Railway - SD60M&lt;br /&gt;
* SC063 - BNSF Railway - EMD SD70MAC Executive Patch&lt;br /&gt;
* SC064 - BNSF Railway - EMD SD70MAC - Heritage&lt;br /&gt;
* SC065 - BNSF Railway - EMD SD70MAC - Heritage 3&lt;br /&gt;
* SC066 - Crosswell Eastern Corporation - GP38-2&lt;br /&gt;
* SC072 - Conrail - EMD GP40-2&lt;br /&gt;
* SC076 - Conrail - EMD SD45 - Penn Central Patch&lt;br /&gt;
* SC077 - Conrail GE C30-7a&lt;br /&gt;
* SC078 - Conrail - GE C40-8&lt;br /&gt;
* SC079 - Conrail - EMD SD60&lt;br /&gt;
* SC080 - Conrail - EMD SD60M&lt;br /&gt;
* SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* SC084 - CSX Transportation - GE C30-7 &lt;br /&gt;
* SC085 - CSX Transportation - GE C30-7 Stealth &lt;br /&gt;
* SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* SC087 - CSX Transportation - GE ES44AH&lt;br /&gt;
* SC088 - CSX Transportation - GE ES44DC&lt;br /&gt;
* SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* SC091 - CSX Transportation - EMD SD40-2 YN3&lt;br /&gt;
* SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* SC118 - Nickel Plate High Speed Freight Set&lt;br /&gt;
* SC155 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC183 - ZecRail Christmas Train 2013&lt;br /&gt;
* SC229 - CSX Transportation - EMD SD80MAC YN3&lt;br /&gt;
* SC230 - NS EMD SD80MAC&lt;br /&gt;
* SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* SC236 - Healesville 1910&#039;s&lt;br /&gt;
* SC237 - Warwick Wallangara&lt;br /&gt;
* SC238 - ATSF GE C40-8W&lt;br /&gt;
* SC239 - BNSF GE C44-9W Heritage 1&lt;br /&gt;
* SC240 - BNSF GE C44-9W Heritage 2&lt;br /&gt;
* SC241 - BNSF GE C44-9W Heritage 3&lt;br /&gt;
* SC242 - BNSF GE Dash-9 44CW Warbonnet&lt;br /&gt;
* SC243 - Canadian National GE C40-8&lt;br /&gt;
* SC244 - Chicago North Western GE Dash 9 44CW&lt;br /&gt;
* SC245 - CSX Transportation GE C40-8W&lt;br /&gt;
* SC246 - CSX EMD SD60&lt;br /&gt;
* SC247 - CSX EMD SD60 Yellow Nose 2&lt;br /&gt;
* SC248 - EMD SD70ACE Demonstrator 2012&lt;br /&gt;
* SC249 - EMD SD70M Demonstrator 1&lt;br /&gt;
* SC250 - EMD SD70M Demonstrator 2&lt;br /&gt;
* SC251 - EMD SD70M Demonstrator 3&lt;br /&gt;
* SC252 - Indiana Railroad EMD SD9043MAC&lt;br /&gt;
* SC253 - Kansas City Southern EMD SD70MAC&lt;br /&gt;
* SC254 - Kansas City Southern EMD SD70MAC Belle&lt;br /&gt;
* SC255 - Norfolk Southern GE C40-8&lt;br /&gt;
* SC256 - Norfolk Southern GE Dash-9 40CW&lt;br /&gt;
* SC257 - Norfolk Southern EMD SD60&lt;br /&gt;
* SC258 - Norfolk Southern EMD SD60M&lt;br /&gt;
* SC259 - Norfolk Southern EMD SD70ACe&lt;br /&gt;
* SC260 - Seaboard EMD SD50&lt;br /&gt;
* SC261 - Southern Pacific GE B30-7&lt;br /&gt;
* SC262 - Southern Pacific GE CW44-9&lt;br /&gt;
* SC263 - Southern Pacific EMD SD50 Black Widow&lt;br /&gt;
* SC264 - Union Pacific GE C40-8&lt;br /&gt;
* SC265 - Union Pacific GE Dash-9 44CW Ex-CNW&lt;br /&gt;
* SC266 - Union Pacific GE Dash-9 44CW Ex-CNW LS&lt;br /&gt;
* SC267 - Union Pacific EMD SD50&lt;br /&gt;
* SC268 - Union Pacific EMD SD60M&lt;br /&gt;
* SC269 - Union Pacific EMD SD70M Flag&lt;br /&gt;
* SC270 - Union Pacific EMD SD70M Letters&lt;br /&gt;
* SC271 - Union Pacific EMD SD70M Olympic Torch Relay&lt;br /&gt;
* SC272 - Union Pacific EMD SD70M Salt Lake Olympic&lt;br /&gt;
* SC273 - Union Pacific EMD SD9043MAC&lt;br /&gt;
* SC274 - Avery Drexel&lt;br /&gt;
* SC276 - C&amp;amp;O Hinton Subdivision&lt;br /&gt;
* SC277 - Norfolk and Western Railway Y6B (Weathered) &lt;br /&gt;
* SC284 - Season Town&lt;br /&gt;
* SC297 - ECML&lt;br /&gt;
* SC298 - Bidye Traction&lt;br /&gt;
* SC312 - USRA Light Pacific&lt;br /&gt;
* SC313 - Blue Duchess&lt;br /&gt;
* SC332 - Tokyo Metro 08&lt;br /&gt;
* SC333 - Tokyo Metro 05n&lt;br /&gt;
* SC335 - SNCF BB75000&lt;br /&gt;
* SC339 - ATSF GP38-2&lt;br /&gt;
* SC340 - BNSF GP38-2&lt;br /&gt;
* SC341 - BN GP38-2&lt;br /&gt;
* SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* SC354 - RVSX Vegetation Control Train&lt;br /&gt;
* SC355 - Amtrak P42DC - Phase V&lt;br /&gt;
* SC356 - Amtrak P42DC - Phase III&lt;br /&gt;
* SC357 - Amtrak P42DC - Phase IV&lt;br /&gt;
* SC358 - Amtrak F40PH 2 pack&lt;br /&gt;
* SC359 - The Shortz &amp;amp; Kerliez Traction Railroad&lt;br /&gt;
* SC360 - Willamette &amp;amp; Pacific SD7 #1501&lt;br /&gt;
* SC361 - EMD SD45-2 - NS (EL Heritage)&lt;br /&gt;
* SC362 - CN SD40&lt;br /&gt;
* SC363 - CHN SS9G Electric Locomotive&lt;br /&gt;
* SC364 - C&amp;amp;O 2-6-6-6 H8 Allegheny&lt;br /&gt;
* SC365 - Healesville Christmas Train 2015&lt;br /&gt;
* SC366 - Laaers Car Transporter&lt;br /&gt;
* SC367 - Mojave Sub Division&lt;br /&gt;
* SC368 - Balezino Mosti&lt;br /&gt;
* SC369 - Modeltrainz Japan&lt;br /&gt;
* SC370 - Franklin Avenue Industrial&lt;br /&gt;
* SC371 - Canadian Rocky Mountains - Kicking Horse Canyon&lt;br /&gt;
* SC372 - Fall Harvest Nebraska&lt;br /&gt;
* SC373 - Appen&lt;br /&gt;
* SC374 - Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* SC375 - Debrecen - Nyiregyhaza&lt;br /&gt;
* SC376 - NEC Wilmington - Philadelphia&lt;br /&gt;
* SC377 - Southern China&lt;br /&gt;
* SC378 - Municipal Transit Railroad&lt;br /&gt;
* SC379 - Settle and Carlisle&lt;br /&gt;
* SC380 - Murchison&lt;br /&gt;
* SC381 - Brazemore Yard&lt;br /&gt;
* SC382 - NS SD60E First Responders&lt;br /&gt;
* SC383 - Newcastle Shunter Session&lt;br /&gt;
* SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* SC385 - QJ Steam Locomotive&lt;br /&gt;
* SC386 - Canadian Rocky Mountains - Columbia River Basin&lt;br /&gt;
* SC387 - Canadian Rocky Mountains - XXL CPR Mountain Sub&lt;br /&gt;
* SC388 - Laadgs Transporter&lt;br /&gt;
* SC389 - The Flying Scotsman 1920s&lt;br /&gt;
* SC390 - Niddertalbahn&lt;br /&gt;
* SC391 - SP SD7R Bonus Pack&lt;br /&gt;
* SC392 - PKP_SU46-032&lt;br /&gt;
* SC393 - NS SD60E - 6920 Veterans Unit&lt;br /&gt;
* SC394 - NS SD60E - Horsehead&lt;br /&gt;
* SC395 - NS SD60E - 6963 GoRail&lt;br /&gt;
* SC396 - Avmz INTERCITY 71&lt;br /&gt;
* SC398 - Chiyoda Branch Line&lt;br /&gt;
* SC399 - Hccrrs car transporter&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC401 onward&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&lt;br /&gt;
* SC401 - GT GP9 2 Pack&lt;br /&gt;
* SC402 - CN GP9 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC403 - ITC GP7 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC404 - PRR GP9 (2 Pack)&lt;br /&gt;
* SC405 - KSC + Tutorials&lt;br /&gt;
* SC406 - Bea-Dawe Model Railway&lt;br /&gt;
* SC407 - Sebino Lake&lt;br /&gt;
* SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* SC410 - ATSF - GP38-2 Santa FE - 2 Pack&lt;br /&gt;
* SC411 - East Coast Main Line - Dundee&lt;br /&gt;
* SC424 - Victorian Railways Type 4 DD Class Pack - Canadian Red - Newport Built (1904-1925)&lt;br /&gt;
* SC425 - Canadian Rocky Mountains - Rogers Pass&lt;br /&gt;
* SC426 - Canadian Rocky Mountains - CRB and KHC&lt;br /&gt;
* SC427 - Andrushivka - Vinnitsa UZ (was East European railway UZ)&lt;br /&gt;
* SC428 - ios70 - Hawes Junction&lt;br /&gt;
* SC429 - ZecRail 2016 Christmas Train&lt;br /&gt;
* SC430 - US ATC Class S 160 Steam&lt;br /&gt;
* SC431 - Quinnimont Coal Drag&lt;br /&gt;
* SC432 - Shmmns Coil Transporter&lt;br /&gt;
* SC433 - Shortline Railroad&lt;br /&gt;
* SC434 - Legacy of the BN II&lt;br /&gt;
* SC435 - Lichachove to Mosti - Day Passenger 432&lt;br /&gt;
* SC436 - Lichachove to Mosti - Night Passenger 435&lt;br /&gt;
* SC439 - Rostovsky Uzel Route&lt;br /&gt;
* SC440 - BNSF- GP38-2 Pumpkins- 2 Pack&lt;br /&gt;
* SC441 - Cornish Mainline &amp;amp; Branches&lt;br /&gt;
* SC442 - Furano Line&lt;br /&gt;
* SC443 - Darjeeling Himalayan Railway&lt;br /&gt;
* SC444 - Coal Country&lt;br /&gt;
* SC446 - JR West - 117 Series&lt;br /&gt;
* SC447 - Orient Express CIWL&lt;br /&gt;
* SC448 - CO17-4373&lt;br /&gt;
* SC449 - CO17-4173&lt;br /&gt;
* SC450 - Midwestern Branch&lt;br /&gt;
* SC451 - Victorian Railways D1 Class (Type 4 - Newport) Black&lt;br /&gt;
* SC452 - ZecRail 2017 Christmas Train&lt;br /&gt;
* SC453 - CO17-4174&lt;br /&gt;
* SC454 - CO17-4171&lt;br /&gt;
* SC455 - CO17-1471&lt;br /&gt;
* SC456 - CO17-1171&lt;br /&gt;
* SC457 - CO17-3173&lt;br /&gt;
* SC458 - TE7-083&lt;br /&gt;
* SC459 - TE3-1072&lt;br /&gt;
* SC460 - TE3-2068&lt;br /&gt;
* SC461 - CO17-1374&lt;br /&gt;
* SC462 - CO17-3373&lt;br /&gt;
* SC463 - EMD SD40-2 - NS&lt;br /&gt;
* SC464 - EMD SD40-2 - Maersk&lt;br /&gt;
* SC465 - EMD GP50 - FRISCO&lt;br /&gt;
* SC466 - EMD GP50 - Burlington Northern (Phase I)&lt;br /&gt;
* SC467 - EMD SD40-2 - Conrail&lt;br /&gt;
* SC468 - TS15 Content Set&lt;br /&gt;
* SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* SC470 - Switch Model Railroad&lt;br /&gt;
* SC471 - PRR X23 Boxcar&lt;br /&gt;
* SC473 - Tidewater Point Railroad 2.0&lt;br /&gt;
* SC474 - Rheingold 1962&lt;br /&gt;
* SC475 - Znamensk-Svir (Summer)&lt;br /&gt;
* SC476 - DRG Class 05 Steam&lt;br /&gt;
* SC477 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* SC478 - Cornish Route - Session Pack&lt;br /&gt;
* SC479 - RZD-UZ-RIC Wagons&lt;br /&gt;
* SC480 - The Innter Kohn Necktion Railroad&lt;br /&gt;
* SC481 - Northpoint &amp;amp; Pioneer Pass Railroad&lt;br /&gt;
* SC482 - Westbridge Coastal Railroad&lt;br /&gt;
* SC483 - Gapin &amp;amp; Tapinee Shortline&lt;br /&gt;
* SC484 - Cornish Mainline &amp;amp; Branches (TRS19 Builtin)&lt;br /&gt;
* SC485 - Niddertalbahn (TRS19 Builtin)&lt;br /&gt;
* SC486 - Canadian Rocky Mountains - Golden BC&lt;br /&gt;
* SC488 - DIC-Reefer (Mechanical Refrigerator)&lt;br /&gt;
* SC489 - NYC Hudson Dreyfuss&lt;br /&gt;
* SC490 - East Coast Main Line - Dundee&lt;br /&gt;
* SC491 - TANE - Additional Assets (Additional TANE Assets for TRS19) &lt;br /&gt;
* SC492 - ETR 1000 - Frecciarossa&lt;br /&gt;
* SC494 - The Broadway Limited&lt;br /&gt;
* SC495 - Belarusian Woodland&lt;br /&gt;
* SC497 - American Mountains &lt;br /&gt;
* SC498 - JR TRS19 Content Pack&lt;br /&gt;
* SC499 - Viktor Lake to Ross Peak &amp;amp; Glacier&lt;br /&gt;
* SC525 - Beavermouth to Ottertail&lt;br /&gt;
* SC548 - CP SD40-2 5865-5879 Multimark&lt;br /&gt;
* SC549 - CP SD40-2 5865-5879 Dual Flags&lt;br /&gt;
* SC550 - CP SD40-2 5865-5879 Block Letter&lt;br /&gt;
* SC565 - Ottertail to Castle Junction&lt;br /&gt;
* SC628 - Victorian Railways V499 - Baldwin Built&lt;br /&gt;
* SC630 - V499 Christmas 2019/ZecRail&lt;br /&gt;
* 431 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* 416 - Znamensk-Svir&lt;br /&gt;
* 477 - Chesapeake &amp;amp; Ohio K2 2-8-2&lt;br /&gt;
* 519 - Centrella Sub Division&lt;br /&gt;
* 524 - TRS19 CanadianRocky Mountains Baker Creek to West of Calgary&lt;br /&gt;
* 538 - Beloreck - South Ural Mountains&lt;br /&gt;
* 616 - Inzer - South Ural Mountains&lt;br /&gt;
* 619 - RZD-UZ-RIC Wagons Praha&lt;br /&gt;
* 634 - TRS19 Midwestern Branch&lt;br /&gt;
* 636 - Leadville Sub Division&lt;br /&gt;
* 641 - Lafond Regional Railway&lt;br /&gt;
* 642 - TRS19 - Switch Model Railroad	&lt;br /&gt;
* 651 - Liskeard to Looe, UK&lt;br /&gt;
* 659 - Beloreck - South Ural Mountains&lt;br /&gt;
* 660 - New York Central 10a 2-8-2&lt;br /&gt;
* 672 - Victorian Railways V class 2 Tone Green - Phoenix Foundry Built&lt;br /&gt;
* 673 - Lone Pine Branch&lt;br /&gt;
* 679 - ProTrainz TEE Rheingold&lt;br /&gt;
* 680 - Model Trainz: New South Wales Region	&lt;br /&gt;
* 694 - The Cilie Oldphartz Railroads&lt;br /&gt;
* 696 - Potteries Loop Line&lt;br /&gt;
* 703 - Southern Pacific AC4400CW 100-299&lt;br /&gt;
* 704 - Utah Belt AC4400CW 4400-4450&lt;br /&gt;
* 713 - VR Healesville 1913-1920 TRS19	&lt;br /&gt;
* 724 - L&amp;amp;N M1 2-8-4 Big Emma&lt;br /&gt;
* 733 - West from Denver&lt;br /&gt;
* 759 - Chicago Museum of Science &amp;amp; Industry Model Railroad&lt;br /&gt;
* 766 - British Rail Class 70 - Freightliner&lt;br /&gt;
* 767 - British Rail Class 70 - Colas Rail&lt;br /&gt;
* 772 - CFR Marfa Gbs/Gbgs freight car pack&lt;br /&gt;
* 815 - Florida Rail Road Museum Model Railroad&lt;br /&gt;
* 822 - Bairnsdale to Orbost&lt;br /&gt;
* 842 - PKP/PREG/PolRegio Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 849 - PolRegio B16mnopux 035&lt;br /&gt;
* 850 - PREG B16mnopux 064&lt;br /&gt;
* 851 - PREG B16mnopux 087&lt;br /&gt;
* 852 - PREG B16mnopux 106&lt;br /&gt;
* 853 - PREG Bmnopux 003&lt;br /&gt;
* 859 - Victorian Railways V class FL Black - Phoenix Foundry Built&lt;br /&gt;
* 877 - Coalmint Mountains Railroad&lt;br /&gt;
* 881 - CP AC4400CW #9800-9840&lt;br /&gt;
* 882 - CP AC4400CW #9800-9840 Repaint&lt;br /&gt;
* 883 - CEFX AC4400CW 1026-1059&lt;br /&gt;
* 884 - UP AC4400CW #5982-6081&lt;br /&gt;
* 888 - Blue Comet 2.0 - The Seashore&#039;s Finest Train (TRS22 steam: steam:2259821 / TrainzPlus Steam: steam:2259811)&lt;br /&gt;
* 900 - Industrial Mayhem&lt;br /&gt;
* 917 - Rodnye Prostory - SNDe&lt;br /&gt;
* 947 - PKP Bdhpumn 004	&lt;br /&gt;
* 949 - PREG Bdhpumn 088&lt;br /&gt;
* 950 - PREG B16mnopux 039	&lt;br /&gt;
* 951 - PREG B16mnopux 066&lt;br /&gt;
* 952 - PKP/PREG Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 953 - Model Trainz: Geneva Sub Division	&lt;br /&gt;
* 963 - Pro Train: Class 68 Chiltern Railways&lt;br /&gt;
* 965 - Pro Train Class 68 ScotRail&lt;br /&gt;
* 970 - Pacific National 92 and 93 Class Locomotives&lt;br /&gt;
* 976 - Pro Train Class 68 DRS	&lt;br /&gt;
* 979 - Pro Train: Class 68 TPN (TRS)&lt;br /&gt;
* 981 - Pro Train Class 68 DRS Blue	&lt;br /&gt;
* 982 - Industrial Switching&lt;br /&gt;
* 984 - Halloween Night on Kickstarter County	&lt;br /&gt;
* 986 - Christmas Eve on Kickstarter County 2&lt;br /&gt;
* 988 - DR DBmtrue 001	&lt;br /&gt;
* 989 - DR DBmtrue 215	&lt;br /&gt;
* 990 - DB DBmu748 080	&lt;br /&gt;
* 991 - DR DBmue 008	&lt;br /&gt;
* 992 - DR/DB DBm(tr)ue/DBmu748 Pack	&lt;br /&gt;
* 1029 - Schwaninger Land&lt;br /&gt;
* 1034 - QR National GE C44aci Pack&lt;br /&gt;
* 1035 - CFCLA, RailFirst, Freightliner GE C44aci Pack&lt;br /&gt;
* 1036- QUBE GE C44aci Pack&lt;br /&gt;
* 1037 - SSR, Fletcher, Crawfords GE C44aci Pack&lt;br /&gt;
* 1065 - CFR B 26-26 098&lt;br /&gt;
* 1066 - CFR Calatori B 26-26 064&lt;br /&gt;
* 1067 - CFR Calatori B 26-26 186&lt;br /&gt;
* 1068 - CFR Gorlitz Doubledecker Pack&lt;br /&gt;
* 1085 - Est/Etat 241A Mountain Locomotives&lt;br /&gt;
* 1097 - Pro Train DB Class 85 001&lt;br /&gt;
* 1102 - Pro Train TGV Duplex&lt;br /&gt;
* 1111 - USA Route - Forest Industry&lt;br /&gt;
* 1122 - USA Route - Far Northern Mountains&lt;br /&gt;
* 1130 - Pro Train ICE 4 Collection&lt;br /&gt;
* 1144 - 82 Class Freight Corp, Freight Rail Pack&lt;br /&gt;
* 1145 - NSW 82 Class Pacific National Pack&lt;br /&gt;
* 1167 - ANR DL Class Pacific National Pack (TRS19 Steam: steam:2427260 / TRS22 Steam: steam:2427250 / TrainzPlus Steam: steam:2427240 )&lt;br /&gt;
* 1226 - Ferrovia Appennino Centrale 1899  (TRS22 Steam: steam:2393980 / TrainzPlus Steam: steam:2393990)&lt;br /&gt;
* 1247 - Pro Train DB Class 50  (TRS19 Steam: steam:2485230 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2485250)&lt;br /&gt;
* 1252 - Pro Train Rheingold 1928  (TRS19 Steam: steam:2401700 / TRS22 Steam: steam:2485240 / TrainzPlus Steam: steam:2401720)&lt;br /&gt;
* 1257 - Yellowstone Mountain &amp;amp; Central Railroad  (TRS19 Steam: steam:2439840 / TRS22 Steam: steam:2439850 / TrainzPlus Steam: steam:2439860)&lt;br /&gt;
* 1261 - Pro Train DB Class 52  (TRS19 Steam: steam:2464150 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2464170)&lt;br /&gt;
* 1265 - Pro Train: Prussian G8 (BR 55 KPEV)  (TRS19 Steam: steam:2524370 / TRS22 Steam: steam:2524380 / TrainzPlus Steam: steam:2524390)&lt;br /&gt;
* 1271 - NR Class Locomotive - National Rail Mega Pack (TRS19 Steam: steam:2494310 / TRS22 Steam: steam:2494320 / TrainzPlus Steam: steam:2494330)&lt;br /&gt;
* 1272 - NR Class Locomotive - Pacific National Pack (TRS19 Steam: steam:2624570 / TRS22 Steam: steam:2624590 / TrainzPlus Steam: steam:2624600)&lt;br /&gt;
* 1273 - NR Class Locomotive - JBR Ghan Pack (TRS19 Steam: steam:2678740 / TRS22 Steam: steam:2678720 / TrainzPlus Steam: steam:2678730)&lt;br /&gt;
* 1275 - NR Class Locomotive - JBR Southern Rail Pack (TRS19 Steam: steam:2654820 / TRS22 Steam: steam:2654830 / TrainzPlus Steam: steam:2654840)&lt;br /&gt;
* 1282 - ProTrain Sggrrs InnoFreight (TRS19 Steam: steam:2533770 / TRS22 Steam: steam:2533780 / TrainzPlus Steam: steam:2533790)&lt;br /&gt;
* 1289 - ProTrain: Badgers Pass (TRS19 Steam: steam:2511460 / TRS22 Steam: steam:2511470 / TrainzPlus Steam: steam:2514770)&lt;br /&gt;
* 1303 - NR Class Locomotive - National Rail Pack (TRS19 Steam: steam:2514700 / TRS22 Steam: steam:2514730 / TrainzPlus Steam: steam:2511480)&lt;br /&gt;
* 1304 - NR Class Locomotive - TraileRail Pack (TRS19 Steam: steam:2514720 / TRS22 Steam: steam:2514750 / TrainzPlus Steam: steam:2514820)&lt;br /&gt;
* 1305 - NR Class Locomotive - SteelLink Pack (TRS19 Steam: steam:2514740 / TRS22 Steam: steam:2514780 / TrainzPlus Steam: steam:2514830)&lt;br /&gt;
* 1306 - NR Class Locomotive - SeaTrain Pack (TRS19 Steam: steam:2514710 / TRS22 Steam: steam:2514760 / TrainzPlus Steam: steam:2514790)&lt;br /&gt;
* 1311 - Model Trainz: UZ-Gbox (TRS19 Steam: steam:2543130 / TRS22 Steam: steam:2543120 / TrainzPlus Steam: steam:2543140)&lt;br /&gt;
* 1313 - Trainz Model Railroad - The Chuck Ewe Pharlie Railroad (TRS19 Steam: steam:2562480 / TRS22 Steam: steam:2562490 / TrainzPlus Steam: steam:2562500)&lt;br /&gt;
* 1316 - Ealnos GBRf/VTG (UK) (TRS19 Steam: steam:2569340 / TRS22 Steam: steam:2569350 / TrainzPlus Steam: steam:2569360)&lt;br /&gt;
* 1319 - Pro Train: Elk Canyon (TRS19 Steam: steam:2620580 / TRS22 Steam: steam:2620560 / TrainzPlus Steam: steam:2620570)&lt;br /&gt;
* 1330 - Pro Train: K-Series KSA Nacco (TRS19 Steam: steam:2595050 / TRS22 Steam: steam:2595060 / TrainzPlus Steam: steam:2595070)&lt;br /&gt;
* 1334 - CD Bdmteeo294 101 (TRS19 Steam: steam:2646530 / TRS22 Steam: steam:2646540 / TrainzPlus Steam: steam:2646550)&lt;br /&gt;
* 1335 - CD Bmteeo 124 (TRS19 Steam: steam:2688300 / TRS22 Steam: steam:2688290 / TrainzPlus Steam: steam:2688280)&lt;br /&gt;
* 1336 - CD Bmto292 109 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688330 / TrainzPlus Steam: steam:2688310)&lt;br /&gt;
* 1337 - CSD Bap 117 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688550 / TrainzPlus Steam: steam:2688340)&lt;br /&gt;
* 1375 - CD Doubledecker Pack No. 1 (TRS19 Steam: steam:2634910 / TRS22 Steam: steam:2634920 / TrainzPlus Steam: steam:2634930)&lt;br /&gt;
* 1376 - CD Doubledecker Pack No. 2 (TRS19 Steam: steam:2675040 / TRS22 Steam: steam:2675050 / TrainzPlus Steam: steam:2675060)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TDD025 - Trainz DLC: Treez&lt;br /&gt;
* TDD029 - Trainz DLC: Blue Comet&lt;br /&gt;
* TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* TDD042 - CONTZ Pack - Basic Edition&lt;br /&gt;
* TDD043 - CONTZ Pack - Standard Edition&lt;br /&gt;
* TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* TDD046 - Kansas City Southern Railway Pack (430)&lt;br /&gt;
* TDD047 - SPSF Mojave Pack&lt;br /&gt;
* TDD048 - Penn RR Pack&lt;br /&gt;
* TDD049 - China D38 Schnabel Car - Full Pack&lt;br /&gt;
* TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
* TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* TDD053 - Victorian Railways &#039;Type 17&#039; I Wagons Pack&lt;br /&gt;
* TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
* TDD060 - Trainz DLC: Aerotrain&lt;br /&gt;
* TDD066 - CSX Transportation SD70MAC Pack &lt;br /&gt;
* TDD067 - EMD SD80MAC Pack&lt;br /&gt;
* TDD070 - Trainz DLC: BR Class 14&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Turning off Auto-Downloads =&lt;br /&gt;
Usually you will be prompted to download items each time you start Trainz and there are new items to download. Sometimes there are files you do not wish to download, so you can disable the auto-prompt.&lt;br /&gt;
&lt;br /&gt;
Simply go to System Menu &amp;gt; Settings &amp;gt; General Settings and untick &amp;quot;Automatically download DLC updates&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Free Content (Download Station)=&lt;br /&gt;
The Asset Download window can also provide access to download new, free, content from the Download Station. To do this first open the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, then select &#039;Download Station&#039; in the Source drop down menu.&lt;br /&gt;
&lt;br /&gt;
Now locate the asset you wish to download (you can filter the list further using the filter tools at the top of the page).&lt;br /&gt;
&lt;br /&gt;
When located, select the asset then click on Download at the bottom of the page. This will open the Asset Download window, click on &#039;Download&#039; or &#039;Download All&#039; to begin downloading!&lt;br /&gt;
&lt;br /&gt;
== DLS Downloads==&lt;br /&gt;
You can also trigger the Asset Download window to download a DLS (Download Station) asset by opening the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, and then selecting the asset you wish to download, then click on the &#039;Download&#039; button.&lt;br /&gt;
&lt;br /&gt;
= Installing Other Trainz Content=&lt;br /&gt;
This article will assist in the process of installing all your other Trainz Content: [[Help:Importing_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39407</id>
		<title>Help:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39407"/>
		<updated>2023-12-01T19:56:14Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Complete DLC Listing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Asset Download window=&lt;br /&gt;
&lt;br /&gt;
In TRS19, the in-game Asset Download window allows you to download your latest DLC pack purchases, and additional freeware content from within Trainz quickly and easily.&lt;br /&gt;
&lt;br /&gt;
You can minimize this window while the downloads continue and carry on with other tasks. &lt;br /&gt;
&lt;br /&gt;
(You will be warned if you try to close the game window while the downloads are active.)&lt;br /&gt;
&lt;br /&gt;
  If the in-game Asset Download window does not appear, close the main game window, from the Trainz launcher click &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Download Purchased Items&amp;quot;, then click &amp;quot;Start Trainz&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a full list of DLC IDs click [[Help:In-game_Downloading#Complete_DLC_Listing|HERE]] then click the &amp;quot;+ Click to show/hide full list by Resource ID&amp;quot; text&lt;br /&gt;
&lt;br /&gt;
[[File:Asset-download-window-DLC.JPG|Asset Download Window]]&lt;br /&gt;
&lt;br /&gt;
=DLC Pack/Premium Content Downloads=&lt;br /&gt;
When you start Trainz after purchasing a new DLC pack, the Asset Download window will automatically appear with your new purchases ready for download.&lt;br /&gt;
&lt;br /&gt;
To download all of the listed items, simply click on Download All.&lt;br /&gt;
&lt;br /&gt;
To download just an individual DLC pack, click on the DLC pack in the list, then click on &#039;Download&#039;.&lt;br /&gt;
&lt;br /&gt;
If a DLC pack is made up of multiple parts, then you must download all parts for the DLC pack to work in Trainz. If you close Trainz, or the Asset Download window, without downloading all parts of the DLC pack then it will not be able to be used in Trainz (as it will show missing dependencies).&lt;br /&gt;
&lt;br /&gt;
==DLC Downloads==&lt;br /&gt;
If the Asset Download window doesn&#039;t appear after you have purchased a new DLC item, we suggest closing Trainz and waiting 5 minutes.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, then try the following steps:&lt;br /&gt;
* From the Launcher click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* If the Asset Download window still doesn&#039;t appear, close the main game window&lt;br /&gt;
* From the Launcher click Trainz Settings then click Internet tab.&lt;br /&gt;
* Remove your username, then re-enter it again.&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
&lt;br /&gt;
=Uninstalling/Reinstalling DLC =&lt;br /&gt;
If, after installing a DLC item, your Content Manager shows &amp;quot;Missing Dependencies&amp;quot;, then it is likely that one of the parts failed to download correctly.&lt;br /&gt;
&lt;br /&gt;
Restart Trainz and click File &amp;gt; Download Purchased items then click Start Trainz. If new files appear in the Asset Download window, then download them and wait for everything to show &amp;quot;Installed Complete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If there are no files to download, and your content shows missing dependencies, your install is not complete. You will need to uninstall the DLC packages and reinstall them again.&lt;br /&gt;
&lt;br /&gt;
== Reinstalling DLC==&lt;br /&gt;
Please follow the steps below to rectify missing dependencies with newly downloaded DLC items:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Next, navigate to the Cache folder and delete the entire cache folder.&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
* Then click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* The Asset Download window will now appear with all non-downloaded items showing.&lt;br /&gt;
* Select the items to download.&lt;br /&gt;
* Once the file is downloaded, if it is not immediately be available for use, close the game window and Start Trainz again (you should not need to run a db rebuild).&lt;br /&gt;
&lt;br /&gt;
Note that most DLC packages come with 2 or more parts. You must download each part and wait for the &amp;quot;installing&amp;quot; process to complete before closing the Asset Download Window. You can minimize the window and carry on playing Trainz while the downloads continue in the background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uninstalling DLC==&lt;br /&gt;
Please follow the steps below to uninstall a DLC pack:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
&lt;br /&gt;
The DLC pack will then be uninstalled. Note, if you still have access to the DLC pack, then you will see it re-appear for download in the Asset Download window.&lt;br /&gt;
&lt;br /&gt;
==Trainz A New Era (Std + Deluxe)==&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE) - 7 parts&lt;br /&gt;
* simc:SC236 - Healesville - 7 parts&lt;br /&gt;
* simc:SC237 - Warwick to Wallangarra - 4 parts&lt;br /&gt;
* simc:SC274 - Milwaukee Road - Avery Drexel - 8 parts&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton - 7 parts&lt;br /&gt;
* simc:SC284 - Season Town - 4 parts&lt;br /&gt;
* simc:SC297 - ECML Kings Cross - 10 parts&lt;br /&gt;
* simc:SC298 - Bidye Traction Railroad - 4 parts&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-21_071002.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Content Vault==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-contentvault&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-contentvault&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starter Pack===&lt;br /&gt;
* simc:45374 - Trainz Route: Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* simc:SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* simc:SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* simc:SC118 - Trainz DLC: Nickel Plate High Speed Freight Set&lt;br /&gt;
* simc:SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* simc:SC236 - VR Healesville&lt;br /&gt;
* simc:SC264 - Union Pacific GE C40-8&lt;br /&gt;
* simc:SC368 - Balezino Mosti&lt;br /&gt;
* simc:SC379 - Settle and Carlisle&lt;br /&gt;
* simc:SC390 - Niddertalbahn&lt;br /&gt;
* simc:SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* simc:TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - August Collection===&lt;br /&gt;
* simc:45359 - Trainz Route: The Shorts and Kerl Traction Railroad&lt;br /&gt;
* simc:SC063 - BNSF Railway - EMD SD70MAC Executive&lt;br /&gt;
* simc:SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* simc:SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* simc:SC252 - Indiana Railroad - EMD SD9043MAC&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC367 - Trainz Route: Mojave Subdivision&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC449 - CO17-4173 ( Russian Loco and Tender )&lt;br /&gt;
* simc:TDD035 - LMS Duchess&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - September Collection===&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - Trainz Route: Appen&lt;br /&gt;
* simc:SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* simc:SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* simc:SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC433 - Trainz Route: Shortline Railroad&lt;br /&gt;
* simc:SC454 - CO17-4171 ( Russian Loco and Tender )&lt;br /&gt;
* simc:SC463 - EMD SD40-2 - Norfolk Southern&lt;br /&gt;
* simc:TDD029 - Blue Comet&lt;br /&gt;
* simc:TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Trainz Model Railroad==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-tmr&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-tmr&amp;quot;&amp;gt;&lt;br /&gt;
* simc:45359	- The Shortz &amp;amp; Kerlz Traction Railroad&lt;br /&gt;
* simc:45369	- Japan - Model Trainz&lt;br /&gt;
* simc:45370	- Franklin Avenue Industrial&lt;br /&gt;
* simc:45373	- Appen&lt;br /&gt;
* simc:45374	- Port Zyd Fulazturn Railroad&lt;br /&gt;
* simc:45381	- Brazemore Yard&lt;br /&gt;
* simc:45406	- Bea-Dawe Model Railway&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==TRS19 Platinum Edition==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-platinum&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-platinum&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - TMR17 - Appen&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC236 - Healesville 1910s&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton&lt;br /&gt;
* simc:SC297 - ECML Kings Cross&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC274 - Trainz Route: Milwaukee Road - Avery Drexel&lt;br /&gt;
* simc:SC284 - Trainz Route: Season Town&lt;br /&gt;
* simc:SC298 - Trainz Route: Bidye Traction Railroad&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC368 - Trainz Route: Balezino Mosti&lt;br /&gt;
* simc:SC383 - Newcastle Shunter&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC390 - Trainz Route: Niddertalbahn&lt;br /&gt;
* simc:SC398 - Trainz Route: Chiyoda Branch Line&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC430 - Us Atc Class S 160 Steam &lt;br /&gt;
* simc:SC432 - Shmmns Coil Transporter&lt;br /&gt;
* simc:SC441 - Cornish Mainline Branches&lt;br /&gt;
* simc:TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* simc:TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete DLC Listing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC025-SC399&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SC025 - Kickstarter County (TANE)&lt;br /&gt;
* SC026 - Chinese Electric SS4 Locomotive Pack&lt;br /&gt;
* SC028 - Victorian Railways Type 1 DD Class Pack&lt;br /&gt;
* SC029 - ZecRail 2012 Christmas Train Pack&lt;br /&gt;
* SC031 - BNSF Railway - SW1500&lt;br /&gt;
* SC032 - Southern Pacific - SW1500&lt;br /&gt;
* SC033 - Chicago &amp;amp; North Western - GE C40-8&lt;br /&gt;
* SC034 - Conrail - GE C40-8&lt;br /&gt;
* SC045 - Santa Fe Railway - EMD SD40-2&lt;br /&gt;
* SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* SC051 - Burlington Northern Railroad - EMD SD40-2B&lt;br /&gt;
* SC052 - Burlington Northern Railroad - EMD SD60&lt;br /&gt;
* SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* SC054 - Burlington Northern Railroad - EMD SD70MAC&lt;br /&gt;
* SC057 - BNSF Railway - EMD SD40-2&lt;br /&gt;
* SC058 - BNSF Railway - GE ES44DC&lt;br /&gt;
* SC059 - BNSF Railway - SD40-2B&lt;br /&gt;
* SC060 - BNSF Railway - SD40-2 H3&lt;br /&gt;
* SC061 - BNSF Railway - SD60M - Heritage&lt;br /&gt;
* SC062 - BNSF Railway - SD60M&lt;br /&gt;
* SC063 - BNSF Railway - EMD SD70MAC Executive Patch&lt;br /&gt;
* SC064 - BNSF Railway - EMD SD70MAC - Heritage&lt;br /&gt;
* SC065 - BNSF Railway - EMD SD70MAC - Heritage 3&lt;br /&gt;
* SC066 - Crosswell Eastern Corporation - GP38-2&lt;br /&gt;
* SC072 - Conrail - EMD GP40-2&lt;br /&gt;
* SC076 - Conrail - EMD SD45 - Penn Central Patch&lt;br /&gt;
* SC077 - Conrail GE C30-7a&lt;br /&gt;
* SC078 - Conrail - GE C40-8&lt;br /&gt;
* SC079 - Conrail - EMD SD60&lt;br /&gt;
* SC080 - Conrail - EMD SD60M&lt;br /&gt;
* SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* SC084 - CSX Transportation - GE C30-7 &lt;br /&gt;
* SC085 - CSX Transportation - GE C30-7 Stealth &lt;br /&gt;
* SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* SC087 - CSX Transportation - GE ES44AH&lt;br /&gt;
* SC088 - CSX Transportation - GE ES44DC&lt;br /&gt;
* SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* SC091 - CSX Transportation - EMD SD40-2 YN3&lt;br /&gt;
* SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* SC118 - Nickel Plate High Speed Freight Set&lt;br /&gt;
* SC155 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC183 - ZecRail Christmas Train 2013&lt;br /&gt;
* SC229 - CSX Transportation - EMD SD80MAC YN3&lt;br /&gt;
* SC230 - NS EMD SD80MAC&lt;br /&gt;
* SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* SC236 - Healesville 1910&#039;s&lt;br /&gt;
* SC237 - Warwick Wallangara&lt;br /&gt;
* SC238 - ATSF GE C40-8W&lt;br /&gt;
* SC239 - BNSF GE C44-9W Heritage 1&lt;br /&gt;
* SC240 - BNSF GE C44-9W Heritage 2&lt;br /&gt;
* SC241 - BNSF GE C44-9W Heritage 3&lt;br /&gt;
* SC242 - BNSF GE Dash-9 44CW Warbonnet&lt;br /&gt;
* SC243 - Canadian National GE C40-8&lt;br /&gt;
* SC244 - Chicago North Western GE Dash 9 44CW&lt;br /&gt;
* SC245 - CSX Transportation GE C40-8W&lt;br /&gt;
* SC246 - CSX EMD SD60&lt;br /&gt;
* SC247 - CSX EMD SD60 Yellow Nose 2&lt;br /&gt;
* SC248 - EMD SD70ACE Demonstrator 2012&lt;br /&gt;
* SC249 - EMD SD70M Demonstrator 1&lt;br /&gt;
* SC250 - EMD SD70M Demonstrator 2&lt;br /&gt;
* SC251 - EMD SD70M Demonstrator 3&lt;br /&gt;
* SC252 - Indiana Railroad EMD SD9043MAC&lt;br /&gt;
* SC253 - Kansas City Southern EMD SD70MAC&lt;br /&gt;
* SC254 - Kansas City Southern EMD SD70MAC Belle&lt;br /&gt;
* SC255 - Norfolk Southern GE C40-8&lt;br /&gt;
* SC256 - Norfolk Southern GE Dash-9 40CW&lt;br /&gt;
* SC257 - Norfolk Southern EMD SD60&lt;br /&gt;
* SC258 - Norfolk Southern EMD SD60M&lt;br /&gt;
* SC259 - Norfolk Southern EMD SD70ACe&lt;br /&gt;
* SC260 - Seaboard EMD SD50&lt;br /&gt;
* SC261 - Southern Pacific GE B30-7&lt;br /&gt;
* SC262 - Southern Pacific GE CW44-9&lt;br /&gt;
* SC263 - Southern Pacific EMD SD50 Black Widow&lt;br /&gt;
* SC264 - Union Pacific GE C40-8&lt;br /&gt;
* SC265 - Union Pacific GE Dash-9 44CW Ex-CNW&lt;br /&gt;
* SC266 - Union Pacific GE Dash-9 44CW Ex-CNW LS&lt;br /&gt;
* SC267 - Union Pacific EMD SD50&lt;br /&gt;
* SC268 - Union Pacific EMD SD60M&lt;br /&gt;
* SC269 - Union Pacific EMD SD70M Flag&lt;br /&gt;
* SC270 - Union Pacific EMD SD70M Letters&lt;br /&gt;
* SC271 - Union Pacific EMD SD70M Olympic Torch Relay&lt;br /&gt;
* SC272 - Union Pacific EMD SD70M Salt Lake Olympic&lt;br /&gt;
* SC273 - Union Pacific EMD SD9043MAC&lt;br /&gt;
* SC274 - Avery Drexel&lt;br /&gt;
* SC276 - C&amp;amp;O Hinton Subdivision&lt;br /&gt;
* SC277 - Norfolk and Western Railway Y6B (Weathered) &lt;br /&gt;
* SC284 - Season Town&lt;br /&gt;
* SC297 - ECML&lt;br /&gt;
* SC298 - Bidye Traction&lt;br /&gt;
* SC312 - USRA Light Pacific&lt;br /&gt;
* SC313 - Blue Duchess&lt;br /&gt;
* SC332 - Tokyo Metro 08&lt;br /&gt;
* SC333 - Tokyo Metro 05n&lt;br /&gt;
* SC335 - SNCF BB75000&lt;br /&gt;
* SC339 - ATSF GP38-2&lt;br /&gt;
* SC340 - BNSF GP38-2&lt;br /&gt;
* SC341 - BN GP38-2&lt;br /&gt;
* SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* SC354 - RVSX Vegetation Control Train&lt;br /&gt;
* SC355 - Amtrak P42DC - Phase V&lt;br /&gt;
* SC356 - Amtrak P42DC - Phase III&lt;br /&gt;
* SC357 - Amtrak P42DC - Phase IV&lt;br /&gt;
* SC358 - Amtrak F40PH 2 pack&lt;br /&gt;
* SC359 - The Shortz &amp;amp; Kerliez Traction Railroad&lt;br /&gt;
* SC360 - Willamette &amp;amp; Pacific SD7 #1501&lt;br /&gt;
* SC361 - EMD SD45-2 - NS (EL Heritage)&lt;br /&gt;
* SC362 - CN SD40&lt;br /&gt;
* SC363 - CHN SS9G Electric Locomotive&lt;br /&gt;
* SC364 - C&amp;amp;O 2-6-6-6 H8 Allegheny&lt;br /&gt;
* SC365 - Healesville Christmas Train 2015&lt;br /&gt;
* SC366 - Laaers Car Transporter&lt;br /&gt;
* SC367 - Mojave Sub Division&lt;br /&gt;
* SC368 - Balezino Mosti&lt;br /&gt;
* SC369 - Modeltrainz Japan&lt;br /&gt;
* SC370 - Franklin Avenue Industrial&lt;br /&gt;
* SC371 - Canadian Rocky Mountains - Kicking Horse Canyon&lt;br /&gt;
* SC372 - Fall Harvest Nebraska&lt;br /&gt;
* SC373 - Appen&lt;br /&gt;
* SC374 - Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* SC375 - Debrecen - Nyiregyhaza&lt;br /&gt;
* SC376 - NEC Wilmington - Philadelphia&lt;br /&gt;
* SC377 - Southern China&lt;br /&gt;
* SC378 - Municipal Transit Railroad&lt;br /&gt;
* SC379 - Settle and Carlisle&lt;br /&gt;
* SC380 - Murchison&lt;br /&gt;
* SC381 - Brazemore Yard&lt;br /&gt;
* SC382 - NS SD60E First Responders&lt;br /&gt;
* SC383 - Newcastle Shunter Session&lt;br /&gt;
* SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* SC385 - QJ Steam Locomotive&lt;br /&gt;
* SC386 - Canadian Rocky Mountains - Columbia River Basin&lt;br /&gt;
* SC387 - Canadian Rocky Mountains - XXL CPR Mountain Sub&lt;br /&gt;
* SC388 - Laadgs Transporter&lt;br /&gt;
* SC389 - The Flying Scotsman 1920s&lt;br /&gt;
* SC390 - Niddertalbahn&lt;br /&gt;
* SC391 - SP SD7R Bonus Pack&lt;br /&gt;
* SC392 - PKP_SU46-032&lt;br /&gt;
* SC393 - NS SD60E - 6920 Veterans Unit&lt;br /&gt;
* SC394 - NS SD60E - Horsehead&lt;br /&gt;
* SC395 - NS SD60E - 6963 GoRail&lt;br /&gt;
* SC396 - Avmz INTERCITY 71&lt;br /&gt;
* SC398 - Chiyoda Branch Line&lt;br /&gt;
* SC399 - Hccrrs car transporter&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC401 onward&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&lt;br /&gt;
* SC401 - GT GP9 2 Pack&lt;br /&gt;
* SC402 - CN GP9 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC403 - ITC GP7 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC404 - PRR GP9 (2 Pack)&lt;br /&gt;
* SC405 - KSC + Tutorials&lt;br /&gt;
* SC406 - Bea-Dawe Model Railway&lt;br /&gt;
* SC407 - Sebino Lake&lt;br /&gt;
* SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* SC410 - ATSF - GP38-2 Santa FE - 2 Pack&lt;br /&gt;
* SC411 - East Coast Main Line - Dundee&lt;br /&gt;
* SC424 - Victorian Railways Type 4 DD Class Pack - Canadian Red - Newport Built (1904-1925)&lt;br /&gt;
* SC425 - Canadian Rocky Mountains - Rogers Pass&lt;br /&gt;
* SC426 - Canadian Rocky Mountains - CRB and KHC&lt;br /&gt;
* SC427 - Andrushivka - Vinnitsa UZ (was East European railway UZ)&lt;br /&gt;
* SC428 - ios70 - Hawes Junction&lt;br /&gt;
* SC429 - ZecRail 2016 Christmas Train&lt;br /&gt;
* SC430 - US ATC Class S 160 Steam&lt;br /&gt;
* SC431 - Quinnimont Coal Drag&lt;br /&gt;
* SC432 - Shmmns Coil Transporter&lt;br /&gt;
* SC433 - Shortline Railroad&lt;br /&gt;
* SC434 - Legacy of the BN II&lt;br /&gt;
* SC435 - Lichachove to Mosti - Day Passenger 432&lt;br /&gt;
* SC436 - Lichachove to Mosti - Night Passenger 435&lt;br /&gt;
* SC439 - Rostovsky Uzel Route&lt;br /&gt;
* SC440 - BNSF- GP38-2 Pumpkins- 2 Pack&lt;br /&gt;
* SC441 - Cornish Mainline &amp;amp; Branches&lt;br /&gt;
* SC442 - Furano Line&lt;br /&gt;
* SC443 - Darjeeling Himalayan Railway&lt;br /&gt;
* SC444 - Coal Country&lt;br /&gt;
* SC446 - JR West - 117 Series&lt;br /&gt;
* SC447 - Orient Express CIWL&lt;br /&gt;
* SC448 - CO17-4373&lt;br /&gt;
* SC449 - CO17-4173&lt;br /&gt;
* SC450 - Midwestern Branch&lt;br /&gt;
* SC451 - Victorian Railways D1 Class (Type 4 - Newport) Black&lt;br /&gt;
* SC452 - ZecRail 2017 Christmas Train&lt;br /&gt;
* SC453 - CO17-4174&lt;br /&gt;
* SC454 - CO17-4171&lt;br /&gt;
* SC455 - CO17-1471&lt;br /&gt;
* SC456 - CO17-1171&lt;br /&gt;
* SC457 - CO17-3173&lt;br /&gt;
* SC458 - TE7-083&lt;br /&gt;
* SC459 - TE3-1072&lt;br /&gt;
* SC460 - TE3-2068&lt;br /&gt;
* SC461 - CO17-1374&lt;br /&gt;
* SC462 - CO17-3373&lt;br /&gt;
* SC463 - EMD SD40-2 - NS&lt;br /&gt;
* SC464 - EMD SD40-2 - Maersk&lt;br /&gt;
* SC465 - EMD GP50 - FRISCO&lt;br /&gt;
* SC466 - EMD GP50 - Burlington Northern (Phase I)&lt;br /&gt;
* SC467 - EMD SD40-2 - Conrail&lt;br /&gt;
* SC468 - TS15 Content Set&lt;br /&gt;
* SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* SC470 - Switch Model Railroad&lt;br /&gt;
* SC471 - PRR X23 Boxcar&lt;br /&gt;
* SC473 - Tidewater Point Railroad 2.0&lt;br /&gt;
* SC474 - Rheingold 1962&lt;br /&gt;
* SC475 - Znamensk-Svir (Summer)&lt;br /&gt;
* SC476 - DRG Class 05 Steam&lt;br /&gt;
* SC477 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* SC478 - Cornish Route - Session Pack&lt;br /&gt;
* SC479 - RZD-UZ-RIC Wagons&lt;br /&gt;
* SC480 - The Innter Kohn Necktion Railroad&lt;br /&gt;
* SC481 - Northpoint &amp;amp; Pioneer Pass Railroad&lt;br /&gt;
* SC482 - Westbridge Coastal Railroad&lt;br /&gt;
* SC483 - Gapin &amp;amp; Tapinee Shortline&lt;br /&gt;
* SC484 - Cornish Mainline &amp;amp; Branches (TRS19 Builtin)&lt;br /&gt;
* SC485 - Niddertalbahn (TRS19 Builtin)&lt;br /&gt;
* SC486 - Canadian Rocky Mountains - Golden BC&lt;br /&gt;
* SC488 - DIC-Reefer (Mechanical Refrigerator)&lt;br /&gt;
* SC489 - NYC Hudson Dreyfuss&lt;br /&gt;
* SC490 - East Coast Main Line - Dundee&lt;br /&gt;
* SC491 - TANE - Additional Assets&lt;br /&gt;
* SC492 - ETR 1000 - Frecciarossa&lt;br /&gt;
* SC494 - The Broadway Limited&lt;br /&gt;
* SC495 - Belarusian Woodland&lt;br /&gt;
* SC497 - American Mountains &lt;br /&gt;
* SC498 - JR TRS19 Content Pack&lt;br /&gt;
* SC499 - Viktor Lake to Ross Peak &amp;amp; Glacier&lt;br /&gt;
* SC525 - Beavermouth to Ottertail&lt;br /&gt;
* SC548 - CP SD40-2 5865-5879 Multimark&lt;br /&gt;
* SC549 - CP SD40-2 5865-5879 Dual Flags&lt;br /&gt;
* SC550 - CP SD40-2 5865-5879 Block Letter&lt;br /&gt;
* SC565 - Ottertail to Castle Junction&lt;br /&gt;
* SC628 - Victorian Railways V499 - Baldwin Built&lt;br /&gt;
* SC630 - V499 Christmas 2019/ZecRail&lt;br /&gt;
* 431 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* 416 - Znamensk-Svir&lt;br /&gt;
* 477 - Chesapeake &amp;amp; Ohio K2 2-8-2&lt;br /&gt;
* 519 - Centrella Sub Division&lt;br /&gt;
* 524 - TRS19 CanadianRocky Mountains Baker Creek to West of Calgary&lt;br /&gt;
* 538 - Beloreck - South Ural Mountains&lt;br /&gt;
* 616 - Inzer - South Ural Mountains&lt;br /&gt;
* 619 - RZD-UZ-RIC Wagons Praha&lt;br /&gt;
* 634 - TRS19 Midwestern Branch&lt;br /&gt;
* 636 - Leadville Sub Division&lt;br /&gt;
* 641 - Lafond Regional Railway&lt;br /&gt;
* 642 - TRS19 - Switch Model Railroad	&lt;br /&gt;
* 651 - Liskeard to Looe, UK&lt;br /&gt;
* 659 - Beloreck - South Ural Mountains&lt;br /&gt;
* 660 - New York Central 10a 2-8-2&lt;br /&gt;
* 672 - Victorian Railways V class 2 Tone Green - Phoenix Foundry Built&lt;br /&gt;
* 673 - Lone Pine Branch&lt;br /&gt;
* 679 - ProTrainz TEE Rheingold&lt;br /&gt;
* 680 - Model Trainz: New South Wales Region	&lt;br /&gt;
* 694 - The Cilie Oldphartz Railroads&lt;br /&gt;
* 696 - Potteries Loop Line&lt;br /&gt;
* 703 - Southern Pacific AC4400CW 100-299&lt;br /&gt;
* 704 - Utah Belt AC4400CW 4400-4450&lt;br /&gt;
* 713 - VR Healesville 1913-1920 TRS19	&lt;br /&gt;
* 724 - L&amp;amp;N M1 2-8-4 Big Emma&lt;br /&gt;
* 733 - West from Denver&lt;br /&gt;
* 759 - Chicago Museum of Science &amp;amp; Industry Model Railroad&lt;br /&gt;
* 766 - British Rail Class 70 - Freightliner&lt;br /&gt;
* 767 - British Rail Class 70 - Colas Rail&lt;br /&gt;
* 772 - CFR Marfa Gbs/Gbgs freight car pack&lt;br /&gt;
* 815 - Florida Rail Road Museum Model Railroad&lt;br /&gt;
* 822 - Bairnsdale to Orbost&lt;br /&gt;
* 842 - PKP/PREG/PolRegio Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 849 - PolRegio B16mnopux 035&lt;br /&gt;
* 850 - PREG B16mnopux 064&lt;br /&gt;
* 851 - PREG B16mnopux 087&lt;br /&gt;
* 852 - PREG B16mnopux 106&lt;br /&gt;
* 853 - PREG Bmnopux 003&lt;br /&gt;
* 859 - Victorian Railways V class FL Black - Phoenix Foundry Built&lt;br /&gt;
* 877 - Coalmint Mountains Railroad&lt;br /&gt;
* 881 - CP AC4400CW #9800-9840&lt;br /&gt;
* 882 - CP AC4400CW #9800-9840 Repaint&lt;br /&gt;
* 883 - CEFX AC4400CW 1026-1059&lt;br /&gt;
* 884 - UP AC4400CW #5982-6081&lt;br /&gt;
* 888 - Blue Comet 2.0 - The Seashore&#039;s Finest Train (TRS22 steam: steam:2259821 / TrainzPlus Steam: steam:2259811)&lt;br /&gt;
* 900 - Industrial Mayhem&lt;br /&gt;
* 917 - Rodnye Prostory - SNDe&lt;br /&gt;
* 947 - PKP Bdhpumn 004	&lt;br /&gt;
* 949 - PREG Bdhpumn 088&lt;br /&gt;
* 950 - PREG B16mnopux 039	&lt;br /&gt;
* 951 - PREG B16mnopux 066&lt;br /&gt;
* 952 - PKP/PREG Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 953 - Model Trainz: Geneva Sub Division	&lt;br /&gt;
* 963 - Pro Train: Class 68 Chiltern Railways&lt;br /&gt;
* 965 - Pro Train Class 68 ScotRail&lt;br /&gt;
* 970 - Pacific National 92 and 93 Class Locomotives&lt;br /&gt;
* 976 - Pro Train Class 68 DRS	&lt;br /&gt;
* 979 - Pro Train: Class 68 TPN (TRS)&lt;br /&gt;
* 981 - Pro Train Class 68 DRS Blue	&lt;br /&gt;
* 982 - Industrial Switching&lt;br /&gt;
* 984 - Halloween Night on Kickstarter County	&lt;br /&gt;
* 986 - Christmas Eve on Kickstarter County 2&lt;br /&gt;
* 988 - DR DBmtrue 001	&lt;br /&gt;
* 989 - DR DBmtrue 215	&lt;br /&gt;
* 990 - DB DBmu748 080	&lt;br /&gt;
* 991 - DR DBmue 008	&lt;br /&gt;
* 992 - DR/DB DBm(tr)ue/DBmu748 Pack	&lt;br /&gt;
* 1029 - Schwaninger Land&lt;br /&gt;
* 1034 - QR National GE C44aci Pack&lt;br /&gt;
* 1035 - CFCLA, RailFirst, Freightliner GE C44aci Pack&lt;br /&gt;
* 1036- QUBE GE C44aci Pack&lt;br /&gt;
* 1037 - SSR, Fletcher, Crawfords GE C44aci Pack&lt;br /&gt;
* 1065 - CFR B 26-26 098&lt;br /&gt;
* 1066 - CFR Calatori B 26-26 064&lt;br /&gt;
* 1067 - CFR Calatori B 26-26 186&lt;br /&gt;
* 1068 - CFR Gorlitz Doubledecker Pack&lt;br /&gt;
* 1085 - Est/Etat 241A Mountain Locomotives&lt;br /&gt;
* 1097 - Pro Train DB Class 85 001&lt;br /&gt;
* 1102 - Pro Train TGV Duplex&lt;br /&gt;
* 1111 - USA Route - Forest Industry&lt;br /&gt;
* 1122 - USA Route - Far Northern Mountains&lt;br /&gt;
* 1130 - Pro Train ICE 4 Collection&lt;br /&gt;
* 1144 - 82 Class Freight Corp, Freight Rail Pack&lt;br /&gt;
* 1145 - NSW 82 Class Pacific National Pack&lt;br /&gt;
* 1167 - ANR DL Class Pacific National Pack (TRS19 Steam: steam:2427260 / TRS22 Steam: steam:2427250 / TrainzPlus Steam: steam:2427240 )&lt;br /&gt;
* 1226 - Ferrovia Appennino Centrale 1899  (TRS22 Steam: steam:2393980 / TrainzPlus Steam: steam:2393990)&lt;br /&gt;
* 1247 - Pro Train DB Class 50  (TRS19 Steam: steam:2485230 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2485250)&lt;br /&gt;
* 1252 - Pro Train Rheingold 1928  (TRS19 Steam: steam:2401700 / TRS22 Steam: steam:2485240 / TrainzPlus Steam: steam:2401720)&lt;br /&gt;
* 1257 - Yellowstone Mountain &amp;amp; Central Railroad  (TRS19 Steam: steam:2439840 / TRS22 Steam: steam:2439850 / TrainzPlus Steam: steam:2439860)&lt;br /&gt;
* 1261 - Pro Train DB Class 52  (TRS19 Steam: steam:2464150 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2464170)&lt;br /&gt;
* 1265 - Pro Train: Prussian G8 (BR 55 KPEV)  (TRS19 Steam: steam:2524370 / TRS22 Steam: steam:2524380 / TrainzPlus Steam: steam:2524390)&lt;br /&gt;
* 1271 - NR Class Locomotive - National Rail Mega Pack (TRS19 Steam: steam:2494310 / TRS22 Steam: steam:2494320 / TrainzPlus Steam: steam:2494330)&lt;br /&gt;
* 1272 - NR Class Locomotive - Pacific National Pack (TRS19 Steam: steam:2624570 / TRS22 Steam: steam:2624590 / TrainzPlus Steam: steam:2624600)&lt;br /&gt;
* 1273 - NR Class Locomotive - JBR Ghan Pack (TRS19 Steam: steam:2678740 / TRS22 Steam: steam:2678720 / TrainzPlus Steam: steam:2678730)&lt;br /&gt;
* 1275 - NR Class Locomotive - JBR Southern Rail Pack (TRS19 Steam: steam:2654820 / TRS22 Steam: steam:2654830 / TrainzPlus Steam: steam:2654840)&lt;br /&gt;
* 1282 - ProTrain Sggrrs InnoFreight (TRS19 Steam: steam:2533770 / TRS22 Steam: steam:2533780 / TrainzPlus Steam: steam:2533790)&lt;br /&gt;
* 1289 - ProTrain: Badgers Pass (TRS19 Steam: steam:2511460 / TRS22 Steam: steam:2511470 / TrainzPlus Steam: steam:2514770)&lt;br /&gt;
* 1303 - NR Class Locomotive - National Rail Pack (TRS19 Steam: steam:2514700 / TRS22 Steam: steam:2514730 / TrainzPlus Steam: steam:2511480)&lt;br /&gt;
* 1304 - NR Class Locomotive - TraileRail Pack (TRS19 Steam: steam:2514720 / TRS22 Steam: steam:2514750 / TrainzPlus Steam: steam:2514820)&lt;br /&gt;
* 1305 - NR Class Locomotive - SteelLink Pack (TRS19 Steam: steam:2514740 / TRS22 Steam: steam:2514780 / TrainzPlus Steam: steam:2514830)&lt;br /&gt;
* 1306 - NR Class Locomotive - SeaTrain Pack (TRS19 Steam: steam:2514710 / TRS22 Steam: steam:2514760 / TrainzPlus Steam: steam:2514790)&lt;br /&gt;
* 1311 - Model Trainz: UZ-Gbox (TRS19 Steam: steam:2543130 / TRS22 Steam: steam:2543120 / TrainzPlus Steam: steam:2543140)&lt;br /&gt;
* 1313 - Trainz Model Railroad - The Chuck Ewe Pharlie Railroad (TRS19 Steam: steam:2562480 / TRS22 Steam: steam:2562490 / TrainzPlus Steam: steam:2562500)&lt;br /&gt;
* 1316 - Ealnos GBRf/VTG (UK) (TRS19 Steam: steam:2569340 / TRS22 Steam: steam:2569350 / TrainzPlus Steam: steam:2569360)&lt;br /&gt;
* 1319 - Pro Train: Elk Canyon (TRS19 Steam: steam:2620580 / TRS22 Steam: steam:2620560 / TrainzPlus Steam: steam:2620570)&lt;br /&gt;
* 1330 - Pro Train: K-Series KSA Nacco (TRS19 Steam: steam:2595050 / TRS22 Steam: steam:2595060 / TrainzPlus Steam: steam:2595070)&lt;br /&gt;
* 1334 - CD Bdmteeo294 101 (TRS19 Steam: steam:2646530 / TRS22 Steam: steam:2646540 / TrainzPlus Steam: steam:2646550)&lt;br /&gt;
* 1335 - CD Bmteeo 124 (TRS19 Steam: steam:2688300 / TRS22 Steam: steam:2688290 / TrainzPlus Steam: steam:2688280)&lt;br /&gt;
* 1336 - CD Bmto292 109 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688330 / TrainzPlus Steam: steam:2688310)&lt;br /&gt;
* 1337 - CSD Bap 117 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688550 / TrainzPlus Steam: steam:2688340)&lt;br /&gt;
* 1375 - CD Doubledecker Pack No. 1 (TRS19 Steam: steam:2634910 / TRS22 Steam: steam:2634920 / TrainzPlus Steam: steam:2634930)&lt;br /&gt;
* 1376 - CD Doubledecker Pack No. 2 (TRS19 Steam: steam:2675040 / TRS22 Steam: steam:2675050 / TrainzPlus Steam: steam:2675060)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TDD025 - Trainz DLC: Treez&lt;br /&gt;
* TDD029 - Trainz DLC: Blue Comet&lt;br /&gt;
* TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* TDD042 - CONTZ Pack - Basic Edition&lt;br /&gt;
* TDD043 - CONTZ Pack - Standard Edition&lt;br /&gt;
* TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* TDD046 - Kansas City Southern Railway Pack (430)&lt;br /&gt;
* TDD047 - SPSF Mojave Pack&lt;br /&gt;
* TDD048 - Penn RR Pack&lt;br /&gt;
* TDD049 - China D38 Schnabel Car - Full Pack&lt;br /&gt;
* TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
* TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* TDD053 - Victorian Railways &#039;Type 17&#039; I Wagons Pack&lt;br /&gt;
* TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
* TDD060 - Trainz DLC: Aerotrain&lt;br /&gt;
* TDD066 - CSX Transportation SD70MAC Pack &lt;br /&gt;
* TDD067 - EMD SD80MAC Pack&lt;br /&gt;
* TDD070 - Trainz DLC: BR Class 14&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Turning off Auto-Downloads =&lt;br /&gt;
Usually you will be prompted to download items each time you start Trainz and there are new items to download. Sometimes there are files you do not wish to download, so you can disable the auto-prompt.&lt;br /&gt;
&lt;br /&gt;
Simply go to System Menu &amp;gt; Settings &amp;gt; General Settings and untick &amp;quot;Automatically download DLC updates&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Free Content (Download Station)=&lt;br /&gt;
The Asset Download window can also provide access to download new, free, content from the Download Station. To do this first open the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, then select &#039;Download Station&#039; in the Source drop down menu.&lt;br /&gt;
&lt;br /&gt;
Now locate the asset you wish to download (you can filter the list further using the filter tools at the top of the page).&lt;br /&gt;
&lt;br /&gt;
When located, select the asset then click on Download at the bottom of the page. This will open the Asset Download window, click on &#039;Download&#039; or &#039;Download All&#039; to begin downloading!&lt;br /&gt;
&lt;br /&gt;
== DLS Downloads==&lt;br /&gt;
You can also trigger the Asset Download window to download a DLS (Download Station) asset by opening the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, and then selecting the asset you wish to download, then click on the &#039;Download&#039; button.&lt;br /&gt;
&lt;br /&gt;
= Installing Other Trainz Content=&lt;br /&gt;
This article will assist in the process of installing all your other Trainz Content: [[Help:Importing_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39406</id>
		<title>Help:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:In-game_Downloading&amp;diff=39406"/>
		<updated>2023-12-01T19:55:53Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* TRS19 Platinum Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Asset Download window=&lt;br /&gt;
&lt;br /&gt;
In TRS19, the in-game Asset Download window allows you to download your latest DLC pack purchases, and additional freeware content from within Trainz quickly and easily.&lt;br /&gt;
&lt;br /&gt;
You can minimize this window while the downloads continue and carry on with other tasks. &lt;br /&gt;
&lt;br /&gt;
(You will be warned if you try to close the game window while the downloads are active.)&lt;br /&gt;
&lt;br /&gt;
  If the in-game Asset Download window does not appear, close the main game window, from the Trainz launcher click &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Download Purchased Items&amp;quot;, then click &amp;quot;Start Trainz&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a full list of DLC IDs click [[Help:In-game_Downloading#Complete_DLC_Listing|HERE]] then click the &amp;quot;+ Click to show/hide full list by Resource ID&amp;quot; text&lt;br /&gt;
&lt;br /&gt;
[[File:Asset-download-window-DLC.JPG|Asset Download Window]]&lt;br /&gt;
&lt;br /&gt;
=DLC Pack/Premium Content Downloads=&lt;br /&gt;
When you start Trainz after purchasing a new DLC pack, the Asset Download window will automatically appear with your new purchases ready for download.&lt;br /&gt;
&lt;br /&gt;
To download all of the listed items, simply click on Download All.&lt;br /&gt;
&lt;br /&gt;
To download just an individual DLC pack, click on the DLC pack in the list, then click on &#039;Download&#039;.&lt;br /&gt;
&lt;br /&gt;
If a DLC pack is made up of multiple parts, then you must download all parts for the DLC pack to work in Trainz. If you close Trainz, or the Asset Download window, without downloading all parts of the DLC pack then it will not be able to be used in Trainz (as it will show missing dependencies).&lt;br /&gt;
&lt;br /&gt;
==DLC Downloads==&lt;br /&gt;
If the Asset Download window doesn&#039;t appear after you have purchased a new DLC item, we suggest closing Trainz and waiting 5 minutes.&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t help, then try the following steps:&lt;br /&gt;
* From the Launcher click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* If the Asset Download window still doesn&#039;t appear, close the main game window&lt;br /&gt;
* From the Launcher click Trainz Settings then click Internet tab.&lt;br /&gt;
* Remove your username, then re-enter it again.&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
&lt;br /&gt;
=Uninstalling/Reinstalling DLC =&lt;br /&gt;
If, after installing a DLC item, your Content Manager shows &amp;quot;Missing Dependencies&amp;quot;, then it is likely that one of the parts failed to download correctly.&lt;br /&gt;
&lt;br /&gt;
Restart Trainz and click File &amp;gt; Download Purchased items then click Start Trainz. If new files appear in the Asset Download window, then download them and wait for everything to show &amp;quot;Installed Complete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If there are no files to download, and your content shows missing dependencies, your install is not complete. You will need to uninstall the DLC packages and reinstall them again.&lt;br /&gt;
&lt;br /&gt;
== Reinstalling DLC==&lt;br /&gt;
Please follow the steps below to rectify missing dependencies with newly downloaded DLC items:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Next, navigate to the Cache folder and delete the entire cache folder.&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
* Then click File &amp;gt; Download Purchased Items&lt;br /&gt;
* Click Start Trainz&lt;br /&gt;
* The Asset Download window will now appear with all non-downloaded items showing.&lt;br /&gt;
* Select the items to download.&lt;br /&gt;
* Once the file is downloaded, if it is not immediately be available for use, close the game window and Start Trainz again (you should not need to run a db rebuild).&lt;br /&gt;
&lt;br /&gt;
Note that most DLC packages come with 2 or more parts. You must download each part and wait for the &amp;quot;installing&amp;quot; process to complete before closing the Asset Download Window. You can minimize the window and carry on playing Trainz while the downloads continue in the background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uninstalling DLC==&lt;br /&gt;
Please follow the steps below to uninstall a DLC pack:&lt;br /&gt;
&lt;br /&gt;
* Open the TANE Launcher then go to Trainz Settings &amp;gt; Install Tab&lt;br /&gt;
* Highlight the Local Data Folder path name (e.g. C:\Users\&amp;lt;pcname&amp;gt;\AppData\Local\N3V Games\TANE\build 7uiv95001) then use Ctrl-C to copy the path to your clipboard&lt;br /&gt;
* Close all TANE windows to shutdown TANE (Do not force quit as this process can take 5 minutes or longer in some cases - check it has shut down completely by checking Task Manager)&lt;br /&gt;
* Open a Windows Explorer window, and use Ctrl-V to paste the address, then hit Enter&lt;br /&gt;
* Click on the &amp;quot;packages&amp;quot; folder which will show a list of DLC folders. (The Date Modified column will show you the latest DLC item downloaded)&lt;br /&gt;
* Delete the appropriate folder or folders (e.g. SC237)&lt;br /&gt;
* Open the TANE Launcher and click Developer &amp;gt; Rebuild Database&lt;br /&gt;
* Allow this to complete (which can take 5-10 minutes if you have lots of content installed)&lt;br /&gt;
&lt;br /&gt;
The DLC pack will then be uninstalled. Note, if you still have access to the DLC pack, then you will see it re-appear for download in the Asset Download window.&lt;br /&gt;
&lt;br /&gt;
==Trainz A New Era (Std + Deluxe)==&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE) - 7 parts&lt;br /&gt;
* simc:SC236 - Healesville - 7 parts&lt;br /&gt;
* simc:SC237 - Warwick to Wallangarra - 4 parts&lt;br /&gt;
* simc:SC274 - Milwaukee Road - Avery Drexel - 8 parts&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton - 7 parts&lt;br /&gt;
* simc:SC284 - Season Town - 4 parts&lt;br /&gt;
* simc:SC297 - ECML Kings Cross - 10 parts&lt;br /&gt;
* simc:SC298 - Bidye Traction Railroad - 4 parts&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-21_071002.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Content Vault==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-contentvault&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-contentvault&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starter Pack===&lt;br /&gt;
* simc:45374 - Trainz Route: Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* simc:SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* simc:SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* simc:SC118 - Trainz DLC: Nickel Plate High Speed Freight Set&lt;br /&gt;
* simc:SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* simc:SC236 - VR Healesville&lt;br /&gt;
* simc:SC264 - Union Pacific GE C40-8&lt;br /&gt;
* simc:SC368 - Balezino Mosti&lt;br /&gt;
* simc:SC379 - Settle and Carlisle&lt;br /&gt;
* simc:SC390 - Niddertalbahn&lt;br /&gt;
* simc:SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* simc:TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - August Collection===&lt;br /&gt;
* simc:45359 - Trainz Route: The Shorts and Kerl Traction Railroad&lt;br /&gt;
* simc:SC063 - BNSF Railway - EMD SD70MAC Executive&lt;br /&gt;
* simc:SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* simc:SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* simc:SC252 - Indiana Railroad - EMD SD9043MAC&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC367 - Trainz Route: Mojave Subdivision&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC449 - CO17-4173 ( Russian Loco and Tender )&lt;br /&gt;
* simc:TDD035 - LMS Duchess&lt;br /&gt;
&lt;br /&gt;
===Trainz Gold Class - September Collection===&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - Trainz Route: Appen&lt;br /&gt;
* simc:SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* simc:SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* simc:SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC433 - Trainz Route: Shortline Railroad&lt;br /&gt;
* simc:SC454 - CO17-4171 ( Russian Loco and Tender )&lt;br /&gt;
* simc:SC463 - EMD SD40-2 - Norfolk Southern&lt;br /&gt;
* simc:TDD029 - Blue Comet&lt;br /&gt;
* simc:TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Trainz Model Railroad==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-tmr&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-tmr&amp;quot;&amp;gt;&lt;br /&gt;
* simc:45359	- The Shortz &amp;amp; Kerlz Traction Railroad&lt;br /&gt;
* simc:45369	- Japan - Model Trainz&lt;br /&gt;
* simc:45370	- Franklin Avenue Industrial&lt;br /&gt;
* simc:45373	- Appen&lt;br /&gt;
* simc:45374	- Port Zyd Fulazturn Railroad&lt;br /&gt;
* simc:45381	- Brazemore Yard&lt;br /&gt;
* simc:45406	- Bea-Dawe Model Railway&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==TRS19 Platinum Edition==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-platinum&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide list&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-platinum&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* simc:45373 - TMR17 - Appen&lt;br /&gt;
* simc:SC025 - Kickstarter County (TANE)&lt;br /&gt;
* simc:SC236 - Healesville 1910s&lt;br /&gt;
* simc:SC276 - C&amp;amp;O Hinton&lt;br /&gt;
* simc:SC297 - ECML Kings Cross&lt;br /&gt;
* simc:SC237 - Trainz Route: Warwick to Wallangarra&lt;br /&gt;
* simc:SC274 - Trainz Route: Milwaukee Road - Avery Drexel&lt;br /&gt;
* simc:SC284 - Trainz Route: Season Town&lt;br /&gt;
* simc:SC298 - Trainz Route: Bidye Traction Railroad&lt;br /&gt;
* simc:SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* simc:SC368 - Trainz Route: Balezino Mosti&lt;br /&gt;
* simc:SC383 - Newcastle Shunter&lt;br /&gt;
* simc:SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* simc:SC388 - Laadgs Transporter&lt;br /&gt;
* simc:SC390 - Trainz Route: Niddertalbahn&lt;br /&gt;
* simc:SC398 - Trainz Route: Chiyoda Branch Line&lt;br /&gt;
* simc:SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* simc:SC430 - Us Atc Class S 160 Steam &lt;br /&gt;
* simc:SC432 - Shmmns Coil Transporter&lt;br /&gt;
* simc:SC441 - Cornish Mainline Branches&lt;br /&gt;
* simc:TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* simc:TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* simc:TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete DLC Listing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC025-SC399&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* SC025 - Kickstarter County (TANE)&lt;br /&gt;
* SC026 - Chinese Electric SS4 Locomotive Pack&lt;br /&gt;
* SC028 - Victorian Railways Type 1 DD Class Pack&lt;br /&gt;
* SC029 - ZecRail 2012 Christmas Train Pack&lt;br /&gt;
* SC031 - BNSF Railway - SW1500&lt;br /&gt;
* SC032 - Southern Pacific - SW1500&lt;br /&gt;
* SC033 - Chicago &amp;amp; North Western - GE C40-8&lt;br /&gt;
* SC034 - Conrail - GE C40-8&lt;br /&gt;
* SC045 - Santa Fe Railway - EMD SD40-2&lt;br /&gt;
* SC050 - Burlington Northern Railroad - EMD SD40-2&lt;br /&gt;
* SC051 - Burlington Northern Railroad - EMD SD40-2B&lt;br /&gt;
* SC052 - Burlington Northern Railroad - EMD SD60&lt;br /&gt;
* SC053 - Burlington Northern Railroad - EMD SD60M&lt;br /&gt;
* SC054 - Burlington Northern Railroad - EMD SD70MAC&lt;br /&gt;
* SC057 - BNSF Railway - EMD SD40-2&lt;br /&gt;
* SC058 - BNSF Railway - GE ES44DC&lt;br /&gt;
* SC059 - BNSF Railway - SD40-2B&lt;br /&gt;
* SC060 - BNSF Railway - SD40-2 H3&lt;br /&gt;
* SC061 - BNSF Railway - SD60M - Heritage&lt;br /&gt;
* SC062 - BNSF Railway - SD60M&lt;br /&gt;
* SC063 - BNSF Railway - EMD SD70MAC Executive Patch&lt;br /&gt;
* SC064 - BNSF Railway - EMD SD70MAC - Heritage&lt;br /&gt;
* SC065 - BNSF Railway - EMD SD70MAC - Heritage 3&lt;br /&gt;
* SC066 - Crosswell Eastern Corporation - GP38-2&lt;br /&gt;
* SC072 - Conrail - EMD GP40-2&lt;br /&gt;
* SC076 - Conrail - EMD SD45 - Penn Central Patch&lt;br /&gt;
* SC077 - Conrail GE C30-7a&lt;br /&gt;
* SC078 - Conrail - GE C40-8&lt;br /&gt;
* SC079 - Conrail - EMD SD60&lt;br /&gt;
* SC080 - Conrail - EMD SD60M&lt;br /&gt;
* SC081 - Conrail - EMD SD70MAC&lt;br /&gt;
* SC082 - Conrail - EMD SD80MAC&lt;br /&gt;
* SC083 - CSX Transportation - GE B30-7&lt;br /&gt;
* SC084 - CSX Transportation - GE C30-7 &lt;br /&gt;
* SC085 - CSX Transportation - GE C30-7 Stealth &lt;br /&gt;
* SC086 - CSX Transportation - GE C40-8&lt;br /&gt;
* SC087 - CSX Transportation - GE ES44AH&lt;br /&gt;
* SC088 - CSX Transportation - GE ES44DC&lt;br /&gt;
* SC089 - CSX Transportation - EMD SD40-2 YN2&lt;br /&gt;
* SC091 - CSX Transportation - EMD SD40-2 YN3&lt;br /&gt;
* SC095 - CSX Transportation - EMD SD60M YN3&lt;br /&gt;
* SC118 - Nickel Plate High Speed Freight Set&lt;br /&gt;
* SC155 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC183 - ZecRail Christmas Train 2013&lt;br /&gt;
* SC229 - CSX Transportation - EMD SD80MAC YN3&lt;br /&gt;
* SC230 - NS EMD SD80MAC&lt;br /&gt;
* SC234 - SNCF - AGC Languedoc&lt;br /&gt;
* SC236 - Healesville 1900&#039;s&lt;br /&gt;
* SC237 - Warwick Wallangara&lt;br /&gt;
* SC238 - ATSF GE C40-8W&lt;br /&gt;
* SC239 - BNSF GE C44-9W Heritage 1&lt;br /&gt;
* SC240 - BNSF GE C44-9W Heritage 2&lt;br /&gt;
* SC241 - BNSF GE C44-9W Heritage 3&lt;br /&gt;
* SC242 - BNSF GE Dash-9 44CW Warbonnet&lt;br /&gt;
* SC243 - Canadian National GE C40-8&lt;br /&gt;
* SC244 - Chicago North Western GE Dash 9 44CW&lt;br /&gt;
* SC245 - CSX Transportation GE C40-8W&lt;br /&gt;
* SC246 - CSX EMD SD60&lt;br /&gt;
* SC247 - CSX EMD SD60 Yellow Nose 2&lt;br /&gt;
* SC248 - EMD SD70ACE Demonstrator 2012&lt;br /&gt;
* SC249 - EMD SD70M Demonstrator 1&lt;br /&gt;
* SC250 - EMD SD70M Demonstrator 2&lt;br /&gt;
* SC251 - EMD SD70M Demonstrator 3&lt;br /&gt;
* SC252 - Indiana Railroad EMD SD9043MAC&lt;br /&gt;
* SC253 - Kansas City Southern EMD SD70MAC&lt;br /&gt;
* SC254 - Kansas City Southern EMD SD70MAC Belle&lt;br /&gt;
* SC255 - Norfolk Southern GE C40-8&lt;br /&gt;
* SC256 - Norfolk Southern GE Dash-9 40CW&lt;br /&gt;
* SC257 - Norfolk Southern EMD SD60&lt;br /&gt;
* SC258 - Norfolk Southern EMD SD60M&lt;br /&gt;
* SC259 - Norfolk Southern EMD SD70ACe&lt;br /&gt;
* SC260 - Seaboard EMD SD50&lt;br /&gt;
* SC261 - Southern Pacific GE B30-7&lt;br /&gt;
* SC262 - Southern Pacific GE CW44-9&lt;br /&gt;
* SC263 - Southern Pacific EMD SD50 Black Widow&lt;br /&gt;
* SC264 - Union Pacific GE C40-8&lt;br /&gt;
* SC265 - Union Pacific GE Dash-9 44CW Ex-CNW&lt;br /&gt;
* SC266 - Union Pacific GE Dash-9 44CW Ex-CNW LS&lt;br /&gt;
* SC267 - Union Pacific EMD SD50&lt;br /&gt;
* SC268 - Union Pacific EMD SD60M&lt;br /&gt;
* SC269 - Union Pacific EMD SD70M Flag&lt;br /&gt;
* SC270 - Union Pacific EMD SD70M Letters&lt;br /&gt;
* SC271 - Union Pacific EMD SD70M Olympic Torch Relay&lt;br /&gt;
* SC272 - Union Pacific EMD SD70M Salt Lake Olympic&lt;br /&gt;
* SC273 - Union Pacific EMD SD9043MAC&lt;br /&gt;
* SC274 - Avery Drexel&lt;br /&gt;
* SC276 - C&amp;amp;O Hinton Subdivision&lt;br /&gt;
* SC277 - Norfolk and Western Railway Y6B (Weathered) &lt;br /&gt;
* SC284 - Season Town&lt;br /&gt;
* SC297 - ECML&lt;br /&gt;
* SC298 - Bidye Traction&lt;br /&gt;
* SC312 - USRA Light Pacific&lt;br /&gt;
* SC313 - Blue Duchess&lt;br /&gt;
* SC332 - Tokyo Metro 08&lt;br /&gt;
* SC333 - Tokyo Metro 05n&lt;br /&gt;
* SC335 - SNCF BB75000&lt;br /&gt;
* SC339 - ATSF GP38-2&lt;br /&gt;
* SC340 - BNSF GP38-2&lt;br /&gt;
* SC341 - BN GP38-2&lt;br /&gt;
* SC350 - VR M Class 4-4-0 - Early 2 Tone Green&lt;br /&gt;
* SC354 - RVSX Vegetation Control Train&lt;br /&gt;
* SC355 - Amtrak P42DC - Phase V&lt;br /&gt;
* SC356 - Amtrak P42DC - Phase III&lt;br /&gt;
* SC357 - Amtrak P42DC - Phase IV&lt;br /&gt;
* SC358 - Amtrak F40PH 2 pack&lt;br /&gt;
* SC359 - The Shortz &amp;amp; Kerliez Traction Railroad&lt;br /&gt;
* SC360 - Willamette &amp;amp; Pacific SD7 #1501&lt;br /&gt;
* SC361 - EMD SD45-2 - NS (EL Heritage)&lt;br /&gt;
* SC362 - CN SD40&lt;br /&gt;
* SC363 - CHN SS9G Electric Locomotive&lt;br /&gt;
* SC364 - C&amp;amp;O 2-6-6-6 H8 Allegheny&lt;br /&gt;
* SC365 - Healesville Christmas Train 2015&lt;br /&gt;
* SC366 - Laaers Car Transporter&lt;br /&gt;
* SC367 - Mojave Sub Division&lt;br /&gt;
* SC368 - Balezino Mosti&lt;br /&gt;
* SC369 - Modeltrainz Japan&lt;br /&gt;
* SC370 - Franklin Avenue Industrial&lt;br /&gt;
* SC371 - Canadian Rocky Mountains - Kicking Horse Canyon&lt;br /&gt;
* SC372 - Fall Harvest Nebraska&lt;br /&gt;
* SC373 - Appen&lt;br /&gt;
* SC374 - Port Zyd &amp;amp; Fulazturn Railroad&lt;br /&gt;
* SC375 - Debrecen - Nyiregyhaza&lt;br /&gt;
* SC376 - NEC Wilmington - Philadelphia&lt;br /&gt;
* SC377 - Southern China&lt;br /&gt;
* SC378 - Municipal Transit Railroad&lt;br /&gt;
* SC379 - Settle and Carlisle&lt;br /&gt;
* SC380 - Murchison&lt;br /&gt;
* SC381 - Brazemore Yard&lt;br /&gt;
* SC382 - NS SD60E First Responders&lt;br /&gt;
* SC383 - Newcastle Shunter Session&lt;br /&gt;
* SC384 - C&amp;amp;O 2-6-6-6 H8 - New River Mining Coal Run&lt;br /&gt;
* SC385 - QJ Steam Locomotive&lt;br /&gt;
* SC386 - Canadian Rocky Mountains - Columbia River Basin&lt;br /&gt;
* SC387 - Canadian Rocky Mountains - XXL CPR Mountain Sub&lt;br /&gt;
* SC388 - Laadgs Transporter&lt;br /&gt;
* SC389 - The Flying Scotsman 1920s&lt;br /&gt;
* SC390 - Niddertalbahn&lt;br /&gt;
* SC391 - SP SD7R Bonus Pack&lt;br /&gt;
* SC392 - PKP_SU46-032&lt;br /&gt;
* SC393 - NS SD60E - 6920 Veterans Unit&lt;br /&gt;
* SC394 - NS SD60E - Horsehead&lt;br /&gt;
* SC395 - NS SD60E - 6963 GoRail&lt;br /&gt;
* SC396 - Avmz INTERCITY 71&lt;br /&gt;
* SC398 - Chiyoda Branch Line&lt;br /&gt;
* SC399 - Hccrrs car transporter&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide full list by Resource ID SC401 onward&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-fulllistbyresource2&amp;quot;&amp;gt;&lt;br /&gt;
* SC401 - GT GP9 2 Pack&lt;br /&gt;
* SC402 - CN GP9 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC403 - ITC GP7 Phase I &amp;amp; II (2 Pack)&lt;br /&gt;
* SC404 - PRR GP9 (2 Pack)&lt;br /&gt;
* SC405 - KSC + Tutorials&lt;br /&gt;
* SC406 - Bea-Dawe Model Railway&lt;br /&gt;
* SC407 - Sebino Lake&lt;br /&gt;
* SC408 - Victorian Railways Type 2 DD Class Pack&lt;br /&gt;
* SC409 - DBuz 747 Passenger Cars&lt;br /&gt;
* SC410 - ATSF - GP38-2 Santa FE - 2 Pack&lt;br /&gt;
* SC411 - East Coast Main Line - Dundee&lt;br /&gt;
* SC424 - Victorian Railways Type 4 DD Class Pack - Canadian Red - Newport Built (1904-1925)&lt;br /&gt;
* SC425 - Canadian Rocky Mountains - Rogers Pass&lt;br /&gt;
* SC426 - Canadian Rocky Mountains - CRB and KHC&lt;br /&gt;
* SC427 - Andrushivka - Vinnitsa UZ (was East European railway UZ)&lt;br /&gt;
* SC428 - ios70 - Hawes Junction&lt;br /&gt;
* SC429 - ZecRail 2016 Christmas Train&lt;br /&gt;
* SC430 - US ATC Class S 160 Steam&lt;br /&gt;
* SC431 - Quinnimont Coal Drag&lt;br /&gt;
* SC432 - Shmmns Coil Transporter&lt;br /&gt;
* SC433 - Shortline Railroad&lt;br /&gt;
* SC434 - Legacy of the BN II&lt;br /&gt;
* SC435 - Lichachove to Mosti - Day Passenger 432&lt;br /&gt;
* SC436 - Lichachove to Mosti - Night Passenger 435&lt;br /&gt;
* SC439 - Rostovsky Uzel Route&lt;br /&gt;
* SC440 - BNSF- GP38-2 Pumpkins- 2 Pack&lt;br /&gt;
* SC441 - Cornish Mainline &amp;amp; Branches&lt;br /&gt;
* SC442 - Furano Line&lt;br /&gt;
* SC443 - Darjeeling Himalayan Railway&lt;br /&gt;
* SC444 - Coal Country&lt;br /&gt;
* SC446 - JR West - 117 Series&lt;br /&gt;
* SC447 - Orient Express CIWL&lt;br /&gt;
* SC448 - CO17-4373&lt;br /&gt;
* SC449 - CO17-4173&lt;br /&gt;
* SC450 - Midwestern Branch&lt;br /&gt;
* SC451 - Victorian Railways D1 Class (Type 4 - Newport) Black&lt;br /&gt;
* SC452 - ZecRail 2017 Christmas Train&lt;br /&gt;
* SC453 - CO17-4174&lt;br /&gt;
* SC454 - CO17-4171&lt;br /&gt;
* SC455 - CO17-1471&lt;br /&gt;
* SC456 - CO17-1171&lt;br /&gt;
* SC457 - CO17-3173&lt;br /&gt;
* SC458 - TE7-083&lt;br /&gt;
* SC459 - TE3-1072&lt;br /&gt;
* SC460 - TE3-2068&lt;br /&gt;
* SC461 - CO17-1374&lt;br /&gt;
* SC462 - CO17-3373&lt;br /&gt;
* SC463 - EMD SD40-2 - NS&lt;br /&gt;
* SC464 - EMD SD40-2 - Maersk&lt;br /&gt;
* SC465 - EMD GP50 - FRISCO&lt;br /&gt;
* SC466 - EMD GP50 - Burlington Northern (Phase I)&lt;br /&gt;
* SC467 - EMD SD40-2 - Conrail&lt;br /&gt;
* SC468 - TS15 Content Set&lt;br /&gt;
* SC469 - Tnfrhs Refrigerator Wagon&lt;br /&gt;
* SC470 - Switch Model Railroad&lt;br /&gt;
* SC471 - PRR X23 Boxcar&lt;br /&gt;
* SC473 - Tidewater Point Railroad 2.0&lt;br /&gt;
* SC474 - Rheingold 1962&lt;br /&gt;
* SC475 - Znamensk-Svir (Summer)&lt;br /&gt;
* SC476 - DRG Class 05 Steam&lt;br /&gt;
* SC477 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* SC478 - Cornish Route - Session Pack&lt;br /&gt;
* SC479 - RZD-UZ-RIC Wagons&lt;br /&gt;
* SC480 - The Innter Kohn Necktion Railroad&lt;br /&gt;
* SC481 - Northpoint &amp;amp; Pioneer Pass Railroad&lt;br /&gt;
* SC482 - Westbridge Coastal Railroad&lt;br /&gt;
* SC483 - Gapin &amp;amp; Tapinee Shortline&lt;br /&gt;
* SC484 - Cornish Mainline &amp;amp; Branches (TRS19 Builtin)&lt;br /&gt;
* SC485 - Niddertalbahn (TRS19 Builtin)&lt;br /&gt;
* SC486 - Canadian Rocky Mountains - Golden BC&lt;br /&gt;
* SC488 - DIC-Reefer (Mechanical Refrigerator)&lt;br /&gt;
* SC489 - NYC Hudson Dreyfuss&lt;br /&gt;
* SC490 - East Coast Main Line - Dundee&lt;br /&gt;
* SC491 - TANE - Additional Assets&lt;br /&gt;
* SC492 - ETR 1000 - Frecciarossa&lt;br /&gt;
* SC494 - The Broadway Limited&lt;br /&gt;
* SC495 - Belarusian Woodland&lt;br /&gt;
* SC497 - American Mountains &lt;br /&gt;
* SC498 - JR TRS19 Content Pack&lt;br /&gt;
* SC499 - Viktor Lake to Ross Peak &amp;amp; Glacier&lt;br /&gt;
* SC525 - Beavermouth to Ottertail&lt;br /&gt;
* SC548 - CP SD40-2 5865-5879 Multimark&lt;br /&gt;
* SC549 - CP SD40-2 5865-5879 Dual Flags&lt;br /&gt;
* SC550 - CP SD40-2 5865-5879 Block Letter&lt;br /&gt;
* SC565 - Ottertail to Castle Junction&lt;br /&gt;
* SC628 - Victorian Railways V499 - Baldwin Built&lt;br /&gt;
* SC630 - V499 Christmas 2019/ZecRail&lt;br /&gt;
* 431 - Chesapeake &amp;amp; Ohio K3-K3a 2-8-2&lt;br /&gt;
* 416 - Znamensk-Svir&lt;br /&gt;
* 477 - Chesapeake &amp;amp; Ohio K2 2-8-2&lt;br /&gt;
* 519 - Centrella Sub Division&lt;br /&gt;
* 524 - TRS19 CanadianRocky Mountains Baker Creek to West of Calgary&lt;br /&gt;
* 538 - Beloreck - South Ural Mountains&lt;br /&gt;
* 616 - Inzer - South Ural Mountains&lt;br /&gt;
* 619 - RZD-UZ-RIC Wagons Praha&lt;br /&gt;
* 634 - TRS19 Midwestern Branch&lt;br /&gt;
* 636 - Leadville Sub Division&lt;br /&gt;
* 641 - Lafond Regional Railway&lt;br /&gt;
* 642 - TRS19 - Switch Model Railroad	&lt;br /&gt;
* 651 - Liskeard to Looe, UK&lt;br /&gt;
* 659 - Beloreck - South Ural Mountains&lt;br /&gt;
* 660 - New York Central 10a 2-8-2&lt;br /&gt;
* 672 - Victorian Railways V class 2 Tone Green - Phoenix Foundry Built&lt;br /&gt;
* 673 - Lone Pine Branch&lt;br /&gt;
* 679 - ProTrainz TEE Rheingold&lt;br /&gt;
* 680 - Model Trainz: New South Wales Region	&lt;br /&gt;
* 694 - The Cilie Oldphartz Railroads&lt;br /&gt;
* 696 - Potteries Loop Line&lt;br /&gt;
* 703 - Southern Pacific AC4400CW 100-299&lt;br /&gt;
* 704 - Utah Belt AC4400CW 4400-4450&lt;br /&gt;
* 713 - VR Healesville 1913-1920 TRS19	&lt;br /&gt;
* 724 - L&amp;amp;N M1 2-8-4 Big Emma&lt;br /&gt;
* 733 - West from Denver&lt;br /&gt;
* 759 - Chicago Museum of Science &amp;amp; Industry Model Railroad&lt;br /&gt;
* 766 - British Rail Class 70 - Freightliner&lt;br /&gt;
* 767 - British Rail Class 70 - Colas Rail&lt;br /&gt;
* 772 - CFR Marfa Gbs/Gbgs freight car pack&lt;br /&gt;
* 815 - Florida Rail Road Museum Model Railroad&lt;br /&gt;
* 822 - Bairnsdale to Orbost&lt;br /&gt;
* 842 - PKP/PREG/PolRegio Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 849 - PolRegio B16mnopux 035&lt;br /&gt;
* 850 - PREG B16mnopux 064&lt;br /&gt;
* 851 - PREG B16mnopux 087&lt;br /&gt;
* 852 - PREG B16mnopux 106&lt;br /&gt;
* 853 - PREG Bmnopux 003&lt;br /&gt;
* 859 - Victorian Railways V class FL Black - Phoenix Foundry Built&lt;br /&gt;
* 877 - Coalmint Mountains Railroad&lt;br /&gt;
* 881 - CP AC4400CW #9800-9840&lt;br /&gt;
* 882 - CP AC4400CW #9800-9840 Repaint&lt;br /&gt;
* 883 - CEFX AC4400CW 1026-1059&lt;br /&gt;
* 884 - UP AC4400CW #5982-6081&lt;br /&gt;
* 888 - Blue Comet 2.0 - The Seashore&#039;s Finest Train (TRS22 steam: steam:2259821 / TrainzPlus Steam: steam:2259811)&lt;br /&gt;
* 900 - Industrial Mayhem&lt;br /&gt;
* 917 - Rodnye Prostory - SNDe&lt;br /&gt;
* 947 - PKP Bdhpumn 004	&lt;br /&gt;
* 949 - PREG Bdhpumn 088&lt;br /&gt;
* 950 - PREG B16mnopux 039	&lt;br /&gt;
* 951 - PREG B16mnopux 066&lt;br /&gt;
* 952 - PKP/PREG Bdhpumn/B(16)mnopux Pack	&lt;br /&gt;
* 953 - Model Trainz: Geneva Sub Division	&lt;br /&gt;
* 963 - Pro Train: Class 68 Chiltern Railways&lt;br /&gt;
* 965 - Pro Train Class 68 ScotRail&lt;br /&gt;
* 970 - Pacific National 92 and 93 Class Locomotives&lt;br /&gt;
* 976 - Pro Train Class 68 DRS	&lt;br /&gt;
* 979 - Pro Train: Class 68 TPN (TRS)&lt;br /&gt;
* 981 - Pro Train Class 68 DRS Blue	&lt;br /&gt;
* 982 - Industrial Switching&lt;br /&gt;
* 984 - Halloween Night on Kickstarter County	&lt;br /&gt;
* 986 - Christmas Eve on Kickstarter County 2&lt;br /&gt;
* 988 - DR DBmtrue 001	&lt;br /&gt;
* 989 - DR DBmtrue 215	&lt;br /&gt;
* 990 - DB DBmu748 080	&lt;br /&gt;
* 991 - DR DBmue 008	&lt;br /&gt;
* 992 - DR/DB DBm(tr)ue/DBmu748 Pack	&lt;br /&gt;
* 1029 - Schwaninger Land&lt;br /&gt;
* 1034 - QR National GE C44aci Pack&lt;br /&gt;
* 1035 - CFCLA, RailFirst, Freightliner GE C44aci Pack&lt;br /&gt;
* 1036- QUBE GE C44aci Pack&lt;br /&gt;
* 1037 - SSR, Fletcher, Crawfords GE C44aci Pack&lt;br /&gt;
* 1065 - CFR B 26-26 098&lt;br /&gt;
* 1066 - CFR Calatori B 26-26 064&lt;br /&gt;
* 1067 - CFR Calatori B 26-26 186&lt;br /&gt;
* 1068 - CFR Gorlitz Doubledecker Pack&lt;br /&gt;
* 1085 - Est/Etat 241A Mountain Locomotives&lt;br /&gt;
* 1097 - Pro Train DB Class 85 001&lt;br /&gt;
* 1102 - Pro Train TGV Duplex&lt;br /&gt;
* 1111 - USA Route - Forest Industry&lt;br /&gt;
* 1122 - USA Route - Far Northern Mountains&lt;br /&gt;
* 1130 - Pro Train ICE 4 Collection&lt;br /&gt;
* 1144 - 82 Class Freight Corp, Freight Rail Pack&lt;br /&gt;
* 1145 - NSW 82 Class Pacific National Pack&lt;br /&gt;
* 1167 - ANR DL Class Pacific National Pack (TRS19 Steam: steam:2427260 / TRS22 Steam: steam:2427250 / TrainzPlus Steam: steam:2427240 )&lt;br /&gt;
* 1226 - Ferrovia Appennino Centrale 1899  (TRS22 Steam: steam:2393980 / TrainzPlus Steam: steam:2393990)&lt;br /&gt;
* 1247 - Pro Train DB Class 50  (TRS19 Steam: steam:2485230 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2485250)&lt;br /&gt;
* 1252 - Pro Train Rheingold 1928  (TRS19 Steam: steam:2401700 / TRS22 Steam: steam:2485240 / TrainzPlus Steam: steam:2401720)&lt;br /&gt;
* 1257 - Yellowstone Mountain &amp;amp; Central Railroad  (TRS19 Steam: steam:2439840 / TRS22 Steam: steam:2439850 / TrainzPlus Steam: steam:2439860)&lt;br /&gt;
* 1261 - Pro Train DB Class 52  (TRS19 Steam: steam:2464150 / TRS22 Steam: steam:2464160 / TrainzPlus Steam: steam:2464170)&lt;br /&gt;
* 1265 - Pro Train: Prussian G8 (BR 55 KPEV)  (TRS19 Steam: steam:2524370 / TRS22 Steam: steam:2524380 / TrainzPlus Steam: steam:2524390)&lt;br /&gt;
* 1271 - NR Class Locomotive - National Rail Mega Pack (TRS19 Steam: steam:2494310 / TRS22 Steam: steam:2494320 / TrainzPlus Steam: steam:2494330)&lt;br /&gt;
* 1272 - NR Class Locomotive - Pacific National Pack (TRS19 Steam: steam:2624570 / TRS22 Steam: steam:2624590 / TrainzPlus Steam: steam:2624600)&lt;br /&gt;
* 1273 - NR Class Locomotive - JBR Ghan Pack (TRS19 Steam: steam:2678740 / TRS22 Steam: steam:2678720 / TrainzPlus Steam: steam:2678730)&lt;br /&gt;
* 1275 - NR Class Locomotive - JBR Southern Rail Pack (TRS19 Steam: steam:2654820 / TRS22 Steam: steam:2654830 / TrainzPlus Steam: steam:2654840)&lt;br /&gt;
* 1282 - ProTrain Sggrrs InnoFreight (TRS19 Steam: steam:2533770 / TRS22 Steam: steam:2533780 / TrainzPlus Steam: steam:2533790)&lt;br /&gt;
* 1289 - ProTrain: Badgers Pass (TRS19 Steam: steam:2511460 / TRS22 Steam: steam:2511470 / TrainzPlus Steam: steam:2514770)&lt;br /&gt;
* 1303 - NR Class Locomotive - National Rail Pack (TRS19 Steam: steam:2514700 / TRS22 Steam: steam:2514730 / TrainzPlus Steam: steam:2511480)&lt;br /&gt;
* 1304 - NR Class Locomotive - TraileRail Pack (TRS19 Steam: steam:2514720 / TRS22 Steam: steam:2514750 / TrainzPlus Steam: steam:2514820)&lt;br /&gt;
* 1305 - NR Class Locomotive - SteelLink Pack (TRS19 Steam: steam:2514740 / TRS22 Steam: steam:2514780 / TrainzPlus Steam: steam:2514830)&lt;br /&gt;
* 1306 - NR Class Locomotive - SeaTrain Pack (TRS19 Steam: steam:2514710 / TRS22 Steam: steam:2514760 / TrainzPlus Steam: steam:2514790)&lt;br /&gt;
* 1311 - Model Trainz: UZ-Gbox (TRS19 Steam: steam:2543130 / TRS22 Steam: steam:2543120 / TrainzPlus Steam: steam:2543140)&lt;br /&gt;
* 1313 - Trainz Model Railroad - The Chuck Ewe Pharlie Railroad (TRS19 Steam: steam:2562480 / TRS22 Steam: steam:2562490 / TrainzPlus Steam: steam:2562500)&lt;br /&gt;
* 1316 - Ealnos GBRf/VTG (UK) (TRS19 Steam: steam:2569340 / TRS22 Steam: steam:2569350 / TrainzPlus Steam: steam:2569360)&lt;br /&gt;
* 1319 - Pro Train: Elk Canyon (TRS19 Steam: steam:2620580 / TRS22 Steam: steam:2620560 / TrainzPlus Steam: steam:2620570)&lt;br /&gt;
* 1330 - Pro Train: K-Series KSA Nacco (TRS19 Steam: steam:2595050 / TRS22 Steam: steam:2595060 / TrainzPlus Steam: steam:2595070)&lt;br /&gt;
* 1334 - CD Bdmteeo294 101 (TRS19 Steam: steam:2646530 / TRS22 Steam: steam:2646540 / TrainzPlus Steam: steam:2646550)&lt;br /&gt;
* 1335 - CD Bmteeo 124 (TRS19 Steam: steam:2688300 / TRS22 Steam: steam:2688290 / TrainzPlus Steam: steam:2688280)&lt;br /&gt;
* 1336 - CD Bmto292 109 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688330 / TrainzPlus Steam: steam:2688310)&lt;br /&gt;
* 1337 - CSD Bap 117 (TRS19 Steam: steam:2688560 / TRS22 Steam: steam:2688550 / TrainzPlus Steam: steam:2688340)&lt;br /&gt;
* 1375 - CD Doubledecker Pack No. 1 (TRS19 Steam: steam:2634910 / TRS22 Steam: steam:2634920 / TrainzPlus Steam: steam:2634930)&lt;br /&gt;
* 1376 - CD Doubledecker Pack No. 2 (TRS19 Steam: steam:2675040 / TRS22 Steam: steam:2675050 / TrainzPlus Steam: steam:2675060)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TDD025 - Trainz DLC: Treez&lt;br /&gt;
* TDD029 - Trainz DLC: Blue Comet&lt;br /&gt;
* TDD035 - Trainz DLC: Duchess&lt;br /&gt;
* TDD042 - CONTZ Pack - Basic Edition&lt;br /&gt;
* TDD043 - CONTZ Pack - Standard Edition&lt;br /&gt;
* TDD045 - Trainz DLC: PRR T1 - A Fleet of Modernism&lt;br /&gt;
* TDD046 - Kansas City Southern Railway Pack (430)&lt;br /&gt;
* TDD047 - SPSF Mojave Pack&lt;br /&gt;
* TDD048 - Penn RR Pack&lt;br /&gt;
* TDD049 - China D38 Schnabel Car - Full Pack&lt;br /&gt;
* TDD050 - China D38 Schnabel Car - Gray&lt;br /&gt;
* TDD051 - China D38 Schnabel Car - Red&lt;br /&gt;
* TDD053 - Victorian Railways &#039;Type 17&#039; I Wagons Pack&lt;br /&gt;
* TDD054 - Trainz DLC: LMS Coronation Scot&lt;br /&gt;
* TDD060 - Trainz DLC: Aerotrain&lt;br /&gt;
* TDD066 - CSX Transportation SD70MAC Pack &lt;br /&gt;
* TDD067 - EMD SD80MAC Pack&lt;br /&gt;
* TDD070 - Trainz DLC: BR Class 14&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Turning off Auto-Downloads =&lt;br /&gt;
Usually you will be prompted to download items each time you start Trainz and there are new items to download. Sometimes there are files you do not wish to download, so you can disable the auto-prompt.&lt;br /&gt;
&lt;br /&gt;
Simply go to System Menu &amp;gt; Settings &amp;gt; General Settings and untick &amp;quot;Automatically download DLC updates&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Free Content (Download Station)=&lt;br /&gt;
The Asset Download window can also provide access to download new, free, content from the Download Station. To do this first open the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, then select &#039;Download Station&#039; in the Source drop down menu.&lt;br /&gt;
&lt;br /&gt;
Now locate the asset you wish to download (you can filter the list further using the filter tools at the top of the page).&lt;br /&gt;
&lt;br /&gt;
When located, select the asset then click on Download at the bottom of the page. This will open the Asset Download window, click on &#039;Download&#039; or &#039;Download All&#039; to begin downloading!&lt;br /&gt;
&lt;br /&gt;
== DLS Downloads==&lt;br /&gt;
You can also trigger the Asset Download window to download a DLS (Download Station) asset by opening the [[Help:Using_the_Main_Menu#More_Content|More Content]] menu within Trainz, and then selecting the asset you wish to download, then click on the &#039;Download&#039; button.&lt;br /&gt;
&lt;br /&gt;
= Installing Other Trainz Content=&lt;br /&gt;
This article will assist in the process of installing all your other Trainz Content: [[Help:Importing_Content]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Example:_HornSound_(3_Part)&amp;diff=37332</id>
		<title>CCG/Example: HornSound (3 Part)</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Example:_HornSound_(3_Part)&amp;diff=37332"/>
		<updated>2023-05-22T20:41:18Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Required Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hornsound (3 Part)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Directory Structure==&lt;br /&gt;
A typical asset of this kind has the following File\Directory Structure:&lt;br /&gt;
&lt;br /&gt;
[[Image:CCG_hornsound_3_part_dir1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Required Files===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;config.txt&#039;&#039;&#039; - The config file for the asset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;thumb.jpg&#039;&#039;&#039; - The thumbnail image for this asset. A 240x180 jpeg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;idle 1.wav&#039;&#039;&#039; - The looping sound played while the horn is held down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;start.wav&#039;&#039;&#039; - The sound played when the horn is first sounded. (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; MUST be &#039;&#039;at least&#039;&#039; 1.5 seconds to avoid sound dropout before looping idle1.wav starts (applies to trainz v5.0 and perhaps others))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;stop.wav&#039;&#039;&#039; - The sound played when the horn is released.&lt;br /&gt;
&lt;br /&gt;
===Config.txt File Listing===&lt;br /&gt;
 kind               &amp;quot;hornsound&amp;quot;&lt;br /&gt;
 kuid               &amp;lt;kuid:56113:1013&amp;gt;&lt;br /&gt;
 trainz-build       2.9&lt;br /&gt;
 category-class     &amp;quot;ZH&amp;quot;&lt;br /&gt;
 category-region    &amp;quot;00&amp;quot;&lt;br /&gt;
 category-era       &amp;quot;1800s&amp;quot;&lt;br /&gt;
 username           &amp;quot;testHornsound (3 Part)&amp;quot;&lt;br /&gt;
 three-part         1&lt;br /&gt;
 description        &amp;quot;A 3 part horn sound.&amp;quot;&lt;br /&gt;
 thumbnails&lt;br /&gt;
 {&lt;br /&gt;
   0&lt;br /&gt;
     {&lt;br /&gt;
       image        &amp;quot;thumb.JPG&amp;quot;&lt;br /&gt;
       width        240&lt;br /&gt;
       height       180&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Download this asset===&lt;br /&gt;
This asset is available for download from the TRS2006website at:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;br /&gt;
&lt;br /&gt;
[[CCG/Kind_Examples|Kind Examples]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_Passenger_Enabled_Assets&amp;diff=35142</id>
		<title>HowTo/Build Passenger Enabled Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Build_Passenger_Enabled_Assets&amp;diff=35142"/>
		<updated>2023-01-03T17:39:23Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Removed link to vinnybarb&amp;#039;s site due to it being abandoned and subsequently taken over by a porn site. vinnybarb.com was not copied by the Internet Archive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a transcription of a document by Auran created in 2004 to illustrate how to make stations and traincar vehicles support passengers.  &lt;br /&gt;
&lt;br /&gt;
I have attempted to bring the information up-to-date. PEV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Passenger Station and Vehicle Assets Tutorial==&lt;br /&gt;
&lt;br /&gt;
This tutorial provides a brief overview to an example passenger station and passenger vehicle that are compatible with the passenger features supported by Trainz. For content creators wanting to make their own vehicles and stations passenger compatible, all the basic information to get started as well as a link to download functional example assets are provided.&lt;br /&gt;
&lt;br /&gt;
;Note: &lt;br /&gt;
This tutorials does not cover how to create people assets for use as passengers. It uses the existing people provided with the simulator.&lt;br /&gt;
&lt;br /&gt;
===Passenger Station Asset===&lt;br /&gt;
&lt;br /&gt;
The passenger stations are a special class of Industry asset. In addition to the normal guidelines which apply when creating Industry assets, there are some items specific to Passenger Station assets.&lt;br /&gt;
Each passenger station is composed of one or more platforms. Each platform requires the following:&lt;br /&gt;
*A track, for loading and unloading onto the platform.&lt;br /&gt;
*A trigger or triggers for detecting the presence of trains; these should be sufficient to cover the portion of the track which is usable for loading and unloading.&lt;br /&gt;
*A trigger at each end of the track to allow the scripts to determine when a train is at the end of the platform.&lt;br /&gt;
*An &amp;quot;on&amp;quot; queue and an &amp;quot;off&amp;quot; queue.&lt;br /&gt;
*A &amp;quot;spawn&amp;quot; process and a &amp;quot;delete&amp;quot; process.&lt;br /&gt;
*A string-table entry providing the name of the platform.&lt;br /&gt;
&lt;br /&gt;
The triggers should be created such that overlap is minimized. Overlap between triggers on different platforms must specifically be avoided. The center point of each trigger is defined by an attachment point in the station’s mesh. &lt;br /&gt;
&lt;br /&gt;
The radius of each trigger is defined in the config file in metres.&lt;br /&gt;
&lt;br /&gt;
The mesh for this asset looks like:&lt;br /&gt;
&lt;br /&gt;
[[Image:Station_Asset_Mesh19812.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Config.txt file====&lt;br /&gt;
&lt;br /&gt;
The most important tags required for a station’s config.txt are listed and discussed here. Note that although this section does cover some non-passenger specific tags as well as everything essential for passenger support, many common tags that are not specific to passengers will not be described.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 username &amp;quot;Station Basic Example&amp;quot;&lt;br /&gt;
:This provides the human-readable name of the station. You may also provide translated usernames in the usual fashion.&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;industry&amp;quot;&lt;br /&gt;
:We are describing an Industry asset.&lt;br /&gt;
&lt;br /&gt;
 kuid &amp;lt;kuid:-18:10236&amp;gt;&lt;br /&gt;
:The KUID of this particular station asset; provide one in your own KUID range.&lt;br /&gt;
&lt;br /&gt;
 icon-texture &amp;quot;icon_brickstation.tga&amp;quot;&lt;br /&gt;
:An icon for this station asset, used for the &#039;Drive To&#039; command and similar. This is a 64x64 texture with no alpha channel.&lt;br /&gt;
&lt;br /&gt;
 script &amp;quot;Station&amp;quot;&lt;br /&gt;
 class &amp;quot;Station&amp;quot;&lt;br /&gt;
:The script file for this asset is &amp;quot;Station.gs&amp;quot;, and contains a class named &amp;quot;Station&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 kuid-table {&lt;br /&gt;
    passenger &amp;lt;kuid:-3:10060&amp;gt;&lt;br /&gt;
 }&lt;br /&gt;
:You must reference the passenger asset from your kuid-table, it is required for the passenger station script. As mentioned earlier, this tutorial doesn’t cover the creation of passenger characters.&lt;br /&gt;
&lt;br /&gt;
 mesh-table {&lt;br /&gt;
   default {&lt;br /&gt;
     mesh        &amp;quot;Brick_Station.im&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:There is a single mesh file for this asset, which contains both the geometry for the station and also the attachment points which are described throughout this document.&lt;br /&gt;
&lt;br /&gt;
 attached-track {&lt;br /&gt;
   track_0 {&lt;br /&gt;
     track  &amp;lt;kuid:-1:15&amp;gt;&lt;br /&gt;
     vertices {&lt;br /&gt;
       0      &amp;quot;a.track0a&amp;quot;&lt;br /&gt;
       ...&lt;br /&gt;
       4      &amp;quot;a.track0e&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:A single section of track (which can be comprised of multiple vertices) must be specified for each platform. The passenger station script will reference this track.&lt;br /&gt;
&lt;br /&gt;
 attached-trigger {&lt;br /&gt;
   trigger_track_0_a {&lt;br /&gt;
     att      &amp;quot;a.track0a&amp;quot;&lt;br /&gt;
     radius   5&lt;br /&gt;
     track    &amp;quot;track_0&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:Triggers should be specified as appropriate to fill the above requirements. The passenger station script will reference these triggers.&lt;br /&gt;
&lt;br /&gt;
 queues {&lt;br /&gt;
   passengers_on_0 {&lt;br /&gt;
     passenger-queue    1&lt;br /&gt;
     size               80&lt;br /&gt;
     initial-count      8&lt;br /&gt;
     product-kuid       &amp;lt;kuid:-3:10060&amp;gt;&lt;br /&gt;
     attachment-points {&lt;br /&gt;
       0                &amp;quot;a.passon01&amp;quot;&lt;br /&gt;
       ...&lt;br /&gt;
       79               &amp;quot;a.passon80&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   passengers_off_0 {&lt;br /&gt;
     ...&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:The &amp;quot;on&amp;quot; and &amp;quot;off&amp;quot; queues must be provided for each platform. These are used by the &amp;quot;spawn&amp;quot; and &amp;quot;delete&amp;quot; processes, and by the loading/unloading methods in the passenger station script. These queues must be named &amp;quot;passengers_on_X&amp;quot; and &amp;quot;passengers_off_X&amp;quot; respectively where X is the platform number.&lt;br /&gt;
&lt;br /&gt;
:The &#039;size&#039; of each queue should match the actual number of attachment points allocated to the queue. The product-kuid should be set to the passenger asset, which is &amp;lt;kuid:-3:10060&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:Each passenger queue should also have the &#039;passenger-queue&#039; tag set to 1. This tells Trainz that it should enable the sitting/standing checks for products in this queue.&lt;br /&gt;
&lt;br /&gt;
:Attachment points in a passenger queue may be flagged as ‘seated’ by having a name ending in “sitNN”, where “NN” is any two characters - usually two digits. Any passenger product attached to a ‘seated’ attachment point will be shown seated. On any other attachment point, the passenger will be shown standing.&lt;br /&gt;
&lt;br /&gt;
:It is normal that attachment points in the “on” queue are oriented to face the passengers towards the platform track, whereas attachment points in the “off” queue are oriented to face the passengers away from the platform track. See the Industry section of the CCG for more information regarding Queues.&lt;br /&gt;
&lt;br /&gt;
 processes {&lt;br /&gt;
   passenger_spawn_0 {&lt;br /&gt;
     start-enabled              1&lt;br /&gt;
     duration                   20&lt;br /&gt;
     outputs {&lt;br /&gt;
       0 {&lt;br /&gt;
         amount                 1&lt;br /&gt;
         queue                  &amp;quot;passengers_on_0&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   passenger_delete_0 {&lt;br /&gt;
     ...&lt;br /&gt;
     inputs {&lt;br /&gt;
       0 {&lt;br /&gt;
         amount                 1&lt;br /&gt;
         queue                  &amp;quot;passengers_off_0&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:The &amp;quot;spawn&amp;quot; and &amp;quot;delete&amp;quot; processes must be provided for each platform. The &amp;quot;spawn&amp;quot; process duration will be overridden by the station script. The &amp;quot;delete&amp;quot; process duration may be specified (in seconds) but should be kept fairly short. The &amp;quot;delete&amp;quot; process must have an amount of 1 in order to work correctly. These processes must be named &amp;quot;passenger_spawn_X&amp;quot; and &amp;quot;passenger_delete_X&amp;quot; respectively where X is the platform number.&lt;br /&gt;
&lt;br /&gt;
:See the [[CCG/Kind:_Industry]] section of the CCG for more information regarding Processes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 string-table {&lt;br /&gt;
   brickstation_platform1 &amp;quot;Platform 1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
:A name must be provided for each platform track on the station; these will be used by your station script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The full config.txt updated to TS12 for this station asset is [[HowTo/Example_Station_Config.txt|HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Station Script File====&lt;br /&gt;
&lt;br /&gt;
The station’s script derives from the GenericPassengerStation class. The complete functionality of a passenger station is already implemented for you in this class, the functions that you provide simply describe your station’s specific configuration. The following functions must be provided by you:&lt;br /&gt;
&lt;br /&gt;
 bool TriggerSupportsMassStoppedLoad(Vehicle vehicle, string triggerName)&lt;br /&gt;
:This function determines whether the train (of which ‘vehicle’ is a member) should stop at the specified trigger. This is done by checking the direction of the train’s travel relative to the platform’s track, then ensuring that the train only stops at the end trigger in the appropriate direction. To allow for manual loading and unloading, if the train comes to a complete stop, any trigger will be accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 void GetTrackAndSide(Vehicle vehicle, string triggerName, TrackLoadInfo retInfo)&lt;br /&gt;
:This function returns the track name and platform number for a particular trigger, as well as determining which side of the train (left or right) is actually being loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 public void Init(void) &lt;br /&gt;
:The Init() function must inherit() the parent initialisation function, then call the InitPassengerStation() function with the number of platforms that are at this station. After this is done, and any custom initialisation that you may wish to perform is complete, you should start the station main thread by calling StationMain().&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 public void AppendDriverDestinations(string[] destNames, string[] destTracks)&lt;br /&gt;
:This is the normal industry function for providing ‘Drive To’ destination tracks. This should look up the string table and return the mappings between platform tracks and human-readable names.&lt;br /&gt;
&lt;br /&gt;
:The full TS12 &amp;quot;Station.gs&amp;quot; script for this station asset is [[HowTo/Example_Station_Script|HERE]]&lt;br /&gt;
&lt;br /&gt;
===Passenger Vehicle Asset===&lt;br /&gt;
&lt;br /&gt;
Passenger vehicles are not much different from normal Trainz vehicles that support loads. The only difference is that the guidelines for a passenger vehicle can be a bit more strict than usual.&lt;br /&gt;
The only totally essential requirement to make a vehicle work with passengers is a passenger product queue. Things like transparent windows so you can see the passengers and door animations are optional, but certainly nice extras that make for a more interesting passenger experience.&lt;br /&gt;
&lt;br /&gt;
====Config.txt file====&lt;br /&gt;
&lt;br /&gt;
The most important tags required for a passenger vehicle’s config.txt are listed and discussed here. Note that although this section does cover some non-passenger specific tags as well as everything essential for passenger support, many common tags that are not specific to passengers will not be described.&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;traincar&amp;quot;&lt;br /&gt;
:This is a vehicle asset and not much different from other vehicles, so use “traincar” as you would for any vehicle.&lt;br /&gt;
&lt;br /&gt;
 kuid &amp;lt;kuid:-3:10069&amp;gt;&lt;br /&gt;
:The KUID of this particular station asset; provide one in your own KUID range.&lt;br /&gt;
&lt;br /&gt;
 username &amp;quot;BR MK1 RMB&amp;quot;&lt;br /&gt;
:This provides the human-readable name of the vehicle that it will be found under in the vehicles list in the Surveyor consist panel. You may also provide translated usernames in the usual fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 mesh-table {&lt;br /&gt;
   default {&lt;br /&gt;
     mesh            &amp;quot;mk1_rmb_br_bld_custd_body/mk1_rmb_br_bld_custd_body.lm&amp;quot;&lt;br /&gt;
     auto-create     1&lt;br /&gt;
   }&lt;br /&gt;
   left-passenger-door {&lt;br /&gt;
     mesh            &amp;quot;mk1_rmb_br_bld_custd_body/left_door/left_door.im&amp;quot;&lt;br /&gt;
     anim            &amp;quot;mk1_rmb_br_bld_custd_body/left_door/left_door.kin&amp;quot;&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     att             &amp;quot;a.doors&amp;quot;&lt;br /&gt;
     att-parent      &amp;quot;default&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   right-passenger-door {&lt;br /&gt;
     ...&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:First in the mesh section is the vehicle’s main mesh. If you want passenger characters to be visible in your vehicle, then attachment points for them to sit/stand on will be required. This will be examined further in the queue section below.&lt;br /&gt;
&lt;br /&gt;
:In addition to the vehicle’s mesh, the animated doors are also defined here.&lt;br /&gt;
&lt;br /&gt;
:You will need to have separate sections with mesh/animation for both the left and right side of the vehicle. Which side is left and right is based on the vehicle’s sides relative to the vehicle’s  forward direction. The sections for animated doors must be named “left-passenger-door” and “right-passenger-door” to work with the stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 queues {&lt;br /&gt;
   passengers {&lt;br /&gt;
     size                44&lt;br /&gt;
     initial-count	  0&lt;br /&gt;
     passenger-queue      1&lt;br /&gt;
     product-kuid         &amp;lt;kuid:-3:10060&amp;gt;&lt;br /&gt;
     attachment-points {&lt;br /&gt;
       0                  &amp;quot;a.sitpoint5a&amp;quot;&lt;br /&gt;
       ...&lt;br /&gt;
       62                 &amp;quot;a.standpoint14&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }	&lt;br /&gt;
:So the vehicle can carry passengers, queue is needed. The name of the queue isn’t important, as long as it’s there. :What is important is that the queue is capable of storing passengers.&lt;br /&gt;
&lt;br /&gt;
:For the queue to be able to carry passengers, the “passenger-queue” tag is set to 1 and the passenger product KUID of &amp;lt;kuid:-3:10060&amp;gt; is declared as being the product for this queue.&lt;br /&gt;
&lt;br /&gt;
:As each passenger is an individual person, enough attachment points for each passenger needs to be provided for. &lt;br /&gt;
&lt;br /&gt;
:Like the queues on a passenger station, the queue in a passenger vehicle follow the same attachment naming convention for sitting and standing passenger.&lt;br /&gt;
&lt;br /&gt;
:Attachment points in a passenger queue may be flagged as &#039;seated&#039; by having a name ending in &amp;quot;sitNN&amp;quot;, where &amp;quot;NN&amp;quot; is any two characters - usually two digits. Any passenger product attached to a &#039;seated&#039; attachment point will be shown seated. On any other attachment point, the passenger will be shown standing.&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
Stick to the &amp;quot;sitNN&amp;quot; convention as required by specification.  By not following specification, you risk making your content incompatible with future versions of Trainz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 soundscript {&lt;br /&gt;
   door_open {&lt;br /&gt;
     trigger            &amp;quot;door_open&amp;quot;&lt;br /&gt;
     nostartdelay       1&lt;br /&gt;
     repeat-delay       1,0&lt;br /&gt;
     distance           5,170&lt;br /&gt;
     sound {&lt;br /&gt;
       0                &amp;quot;start.wav&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   door_close {&lt;br /&gt;
     trigger            &amp;quot;door_close&amp;quot;&lt;br /&gt;
     ...&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
:The optional soundscript section is used to have a sound file synchronised with animation events defined in the &lt;br /&gt;
door animations. This doesn’t relate directly to passenger station functionality and is simply a case of the &lt;br /&gt;
animation triggering a sound for the “door_close” and “door_open” events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The full config.txt updated to TS12 for this vehicle asset is [[HowTo/Example_Vehicle_Config.txt|HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Passenger Vehicle Scriptlet====&lt;br /&gt;
&lt;br /&gt;
No script code is required for the passenger vehicle to work. If you want to create something fancier beyond what you can get with by this example, then you may need to do write your own vehicle scriptlet for the passenger car.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example File Listings===&lt;br /&gt;
&lt;br /&gt;
The original TRS2004 package is no longer available for download from [[N3V Games]].  A number of us still have this package and you can get it by requesting on the forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;The TRS2004 package contained the following example passenger assets:&lt;br /&gt;
&lt;br /&gt;
;custom/scenery/Station_basic/&lt;br /&gt;
:An &#039;invisible station&#039; asset.&lt;br /&gt;
&lt;br /&gt;
;custom/scenery/small_station/&lt;br /&gt;
:The &#039;Small Station&#039; asset from Trainz. This is not part of the tutorial as such, but provided as an extra reference.&lt;br /&gt;
&lt;br /&gt;
;custom/vehicles/mk1_rmb_br_bld_custd/&lt;br /&gt;
:The &#039;BR MK1 RMB&#039; passenger vehicle asset.&lt;br /&gt;
&lt;br /&gt;
;max_files/&lt;br /&gt;
:The 3D Studio Max 4 source files for the assets in this tutorial.&lt;br /&gt;
&lt;br /&gt;
;gmax_files/&lt;br /&gt;
:The gmax source files for the assets in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Return to Index==&lt;br /&gt;
 &lt;br /&gt;
[[HowToGuides|&amp;lt;&amp;lt; How To Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Corona_Effect&amp;diff=33077</id>
		<title>Corona Effect</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Corona_Effect&amp;diff=33077"/>
		<updated>2022-07-14T22:50:05Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Explanations and default values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Corona effect kind is a [[&amp;quot;mesh-table&amp;quot; Container]] effect container. The following tags are supported:&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;corona&amp;quot;&lt;br /&gt;
 att &amp;quot;&amp;quot;&lt;br /&gt;
 object-size 0.15&lt;br /&gt;
 max-size-mul 2.0&lt;br /&gt;
 mul-distance 60.0&lt;br /&gt;
 min-distance 1.0&lt;br /&gt;
 max-distance 315.0&lt;br /&gt;
 max-intensity 1.0&lt;br /&gt;
 texture-KUID &amp;amp;lt;KUID:-1:6349&amp;amp;gt;&lt;br /&gt;
 distance-fade 1&lt;br /&gt;
 directional 1&lt;br /&gt;
 frequency 0&lt;br /&gt;
 wave-shift 0&lt;br /&gt;
&lt;br /&gt;
===Explanations and default values===&lt;br /&gt;
&lt;br /&gt;
;att: Name of attachment point.&lt;br /&gt;
:*Compulsory (3.4)&lt;br /&gt;
&lt;br /&gt;
;object-size: Size of the corona in meters.&lt;br /&gt;
:*Optional. Default 0.15.&lt;br /&gt;
&lt;br /&gt;
;max-size-mul: ??&lt;br /&gt;
:*Optional. Default 2.0.&lt;br /&gt;
&lt;br /&gt;
;mul-distance: ??&lt;br /&gt;
:*Optional. Default 60.  &lt;br /&gt;
&lt;br /&gt;
;min-distance: Closest distance at which the corona disappears. &lt;br /&gt;
:*Optional. Default 1.0.&lt;br /&gt;
&lt;br /&gt;
;max-distance: Farthest distance at which corona will be visible.&lt;br /&gt;
:*Optional. Default 315.&lt;br /&gt;
&lt;br /&gt;
;max-intensity: Maximum visual intensity level.&lt;br /&gt;
:*Optional. Default 1.&lt;br /&gt;
&lt;br /&gt;
;texture-kuid: Specifies a user-defined texture for the corona by identifying the KUID of a &amp;quot;[[KIND_Texture | KIND_Texture]]&amp;quot; asset.&lt;br /&gt;
:*Optional. Default &amp;lt;kuid:-1:6349&amp;gt; (yellow/orange texture)  &lt;br /&gt;
&lt;br /&gt;
;distance-fade: Boolean value; 0 = does not fade with distance, 1 = fades with distance. &lt;br /&gt;
:*OBSOLETE - Do not use.&lt;br /&gt;
&lt;br /&gt;
;directional: Boolean value indicating whether the corona effect has direction. A value of 0 means the corona is omnidirectional; a value of 1 indicates that the corona is directional along the negative z axis.&lt;br /&gt;
:*Optional. Default 1.&lt;br /&gt;
&lt;br /&gt;
;frequency: Frequency of flashing in flashes per second. 0.2 is one flash every 5 seconds; 0.5 is one flash every 2 seconds; 2 is one flash every half second.&lt;br /&gt;
:*Optional. Default 2.&lt;br /&gt;
&lt;br /&gt;
;wave-shift: A floating-point value ranging from -1 to 1. This value determines the duty cycle of a flashing corona: that is, the amount of time in the cycle for which the light is on.  Negative values give on times of less than half, positive values give on times of more than half.   Note that this number is not linear.&lt;br /&gt;
:*Optional. Default 0 (50% duty cycle).&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- mul-distance = distance at which corona will start growing larger; maintains visibility of a light source, mimics signal light behavior&lt;br /&gt;
max-size-mul = Essentially, the maximum size of corona at a long distance, it shrinks as you get closer&lt;br /&gt;
&lt;br /&gt;
wave shift = not sure, probably allows occulting (on more than off) or quick flashing (off more than on) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Corona_Effect&amp;diff=33076</id>
		<title>Corona Effect</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Corona_Effect&amp;diff=33076"/>
		<updated>2022-07-14T22:48:49Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Explanations and default values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Corona effect kind is a [[&amp;quot;mesh-table&amp;quot; Container]] effect container. The following tags are supported:&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;corona&amp;quot;&lt;br /&gt;
 att &amp;quot;&amp;quot;&lt;br /&gt;
 object-size 0.15&lt;br /&gt;
 max-size-mul 2.0&lt;br /&gt;
 mul-distance 60.0&lt;br /&gt;
 min-distance 1.0&lt;br /&gt;
 max-distance 315.0&lt;br /&gt;
 max-intensity 1.0&lt;br /&gt;
 texture-KUID &amp;amp;lt;KUID:-1:6349&amp;amp;gt;&lt;br /&gt;
 distance-fade 1&lt;br /&gt;
 directional 1&lt;br /&gt;
 frequency 0&lt;br /&gt;
 wave-shift 0&lt;br /&gt;
&lt;br /&gt;
===Explanations and default values===&lt;br /&gt;
&lt;br /&gt;
;att: Name of attachment point.&lt;br /&gt;
:*Compulsory (3.4)&lt;br /&gt;
&lt;br /&gt;
;object-size: Size of the corona in meters.&lt;br /&gt;
:*Optional. Default 0.15.&lt;br /&gt;
&lt;br /&gt;
;max-size-mul: ??&lt;br /&gt;
:*Optional. Default 2.0.&lt;br /&gt;
&lt;br /&gt;
;mul-distance: ??&lt;br /&gt;
:*Optional. Default 60.  &lt;br /&gt;
&lt;br /&gt;
;min-distance: Closest distance at which the corona disappears. &lt;br /&gt;
:*Optional. Default 1.0.&lt;br /&gt;
&lt;br /&gt;
;max-distance: Farthest distance at which corona will be visible&lt;br /&gt;
:*Optional. Default 315.&lt;br /&gt;
&lt;br /&gt;
;max-intensity&lt;br /&gt;
:*Optional. Default 1.&lt;br /&gt;
&lt;br /&gt;
;texture-kuid: Specifies a user-defined texture for the corona by identifying the KUID of a &amp;quot;[[KIND_Texture | KIND_Texture]]&amp;quot; asset.&lt;br /&gt;
:*Optional. Default &amp;lt;kuid:-1:6349&amp;gt; (yellow/orange texture)  &lt;br /&gt;
&lt;br /&gt;
;distance-fade: Boolean value; 0 = does not fade with distance, 1 = fades with distance. &lt;br /&gt;
:*OBSOLETE - Do not use.&lt;br /&gt;
&lt;br /&gt;
;directional: Boolean value indicating whether the corona effect has direction. A value of 0 means the corona is omnidirectional; a value of 1 indicates that the corona is directional along the negative z axis.&lt;br /&gt;
:*Optional. Default 1.&lt;br /&gt;
&lt;br /&gt;
;frequency: Frequency of flashing in flashes per second. 0.2 is one flash every 5 seconds; 0.5 is one flash every 2 seconds; 2 is one flash every half second.&lt;br /&gt;
:*Optional. Default 2.&lt;br /&gt;
&lt;br /&gt;
;wave-shift: A floating-point value ranging from -1 to 1. This value determines the duty cycle of a flashing corona: that is, the amount of time in the cycle for which the light is on.  Negative values give on times of less than half, positive values give on times of more than half.   Note that this number is not linear.&lt;br /&gt;
:*Optional. Default 0 (50% duty cycle).&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- mul-distance = distance at which corona will start growing larger; maintains visibility of a light source, mimics signal light behavior&lt;br /&gt;
max-size-mul = Essentially, the maximum size of corona at a long distance, it shrinks as you get closer&lt;br /&gt;
&lt;br /&gt;
wave shift = not sure, probably allows occulting (on more than off) or quick flashing (off more than on) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.pbrmetal&amp;diff=33070</id>
		<title>M.pbrmetal</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.pbrmetal&amp;diff=33070"/>
		<updated>2022-07-13T00:47:45Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Parameter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[m.pbrmetal]] is the most basic PBR-based material type used in Trainz, and should be the default material type of choice for any mesh unless some specific feature of some other material type is required. All PBR materials are defined using a multitude of texture channels (not just a simple RGB image) which define various aspects of the material on a per-texel basis. One major advantage of this approach is that a single in-game [[material]] can be used to display various different real-world materials, rather than requiring multiple separate in-game materials with different parameters. Trainz uses a Metallic/Roughness style [[Physically Based Rendering|PBR workflow]].&lt;br /&gt;
&lt;br /&gt;
It should be noted that the &amp;quot;metal&amp;quot; in the name of this material refers to the physical property used in the lighting equations; it does not mean that the material is only appropriate for metallic surfaces.&lt;br /&gt;
&lt;br /&gt;
This page describes [[&amp;quot;Trainz-build&amp;quot; number|content format v4.6]] and assumes that the [[FBX file format]] is used as a data source for any meshes.&lt;br /&gt;
&lt;br /&gt;
=Texture Slots=&lt;br /&gt;
The following texture slots are used for this material. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced.&lt;br /&gt;
&lt;br /&gt;
==Albedo==&lt;br /&gt;
RGB: The [[albedo map]] defines the base color of each texel. The sRGB color space is used.&lt;br /&gt;
&lt;br /&gt;
Please note that there is no alpha channel support. For the most robust result, the alpha channel should be omitted or set to 1.0 (white). Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. The content creator must select the appropriate material for their desired outcome. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albedo Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbralbedomap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
RGB: Surface [[normal map]]. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a [[texture atlas]] is acceptable. Per-pixel manipulation or use of filters on the &amp;quot;RGB&amp;quot; channels is not acceptable.&lt;br /&gt;
&lt;br /&gt;
A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while 1.0 represents the shallowest possible value. While it is possible to paint this data in Photoshop, a linear color space must be used, and far superior results will be available through other data sources. The parallax height and the surface normal must be kept in sync, which means that a third-party tool must be used to generate the surface normal from the parallax height if you are painting this map manually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with no Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrnormalmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Texture Example with Alpha Channel (Parallax)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrnormalwithalpha.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
==Parameter==&lt;br /&gt;
This texture is comprised of four separate channels which each form a separate data element. Linear color space (not sRGB) is used for these channels.&lt;br /&gt;
&lt;br /&gt;
[[File:pbrparametersall.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Emissive - Red Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersemissivemap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:R: Emissive. This causes the texture to have an internal glow, even when no external light is present. Used for phosphors, permanently-lit markings, etc. The glow color is based on the albedo. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect. You might want to consider making this a gray / dark gray color on some assets that you want more of the albedo color to show through indirect (ambient) lit surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Roughness - Green Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersroughnessmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:G: Roughness. Defines whether the surface reflections are shiny (0.0) or matte (1.0). See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Ambient Occlusion - Blue Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersambientocclusionmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parameters (Metallic - Alpha Channel) Texture Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:pbrparametersmetallicmap1.jpg|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
:A: Metallicity. Defines whether the surface is metallic (1.0) with the albedo used to colorize reflected light, or dielectric (0.0) with the albedo used to colorize the surface. While intermediate values are not physically accurate, they may be used to emulate subsurfaces which are partially metallic. See the [[Physically Based Rendering|PBR metal workflow]] for details.&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
The following images show this material type with a few basic configurations of roughness and metallicity, under identical environmental conditions.&lt;br /&gt;
&lt;br /&gt;
[[File:m.pbrmetal-0.png|border|middle|x200px]] [[File:m.pbrmetal-1.png|border|middle|x200px]] [[File:m.pbrmetal-2.png|border|middle|x200px]] [[File:m.pbrmetal-3.png|border|middle|x200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_cast_iron.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(cast_iron).cdp Trainz Material - pbrmetal (cast iron)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_gloss_paint.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(gloss_paint).cdp Trainz Material - pbrmetal (gloss paint)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_painted_metal.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(painted_metal).cdp Trainz Material - pbrmetal (painted metal)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_rubber.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(rubber).cdp Trainz Material - pbrmetal (rubber)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:trainz_material_stainless_steel.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/Trainz_Material_-_pbrmetal_(stainless_steel).cdp Trainz Material - pbrmetal (stainless steel)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:chart_roughness_metallic.jpg|border|middle|x512px]]&lt;br /&gt;
&lt;br /&gt;
Example asset (route + objects) download:&lt;br /&gt;
&lt;br /&gt;
[http://download.trainzportal.com/tutorials/pbr_roughness_metallic_chart_180831a.cdp PBR Roughness / Metallic Chart]&lt;br /&gt;
&lt;br /&gt;
=3ds Max Material Configuration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texture Assignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:pbrmetal3dsmaxtextureassignment.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Blender Material Configuration V2.79b=&lt;br /&gt;
&lt;br /&gt;
You must use the Blender Render option in Blender as the Cycles Render in V2.79b doesn&#039;t export the texture names associated with the material.  &lt;br /&gt;
&lt;br /&gt;
The albedo and normal textures have no special requirements but the parameters texture must use the Influence-&amp;gt;Specular-&amp;gt;Hardness tag (checkbox).  The value of the hardness is not exported by the Blender FBX exporter.  Sample settings are shown below.  Note that the normal texture does not use an alpha channel in this example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_PBRMetal_albedo_setting.jpg|border|middle|x700px]]  [[File:Blender_PBRMetal_normal_setting.jpg|border|middle|x700px]]  [[File:Blender_PBRMetal_parameters_setting.jpg|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
=Blender Material Configuration (2.8+)=&lt;br /&gt;
&lt;br /&gt;
The shader node is a Principled BSDF shader and the FBX exporter supports the export of some texture names but not all.  The following connections should be made:&lt;br /&gt;
&lt;br /&gt;
Albedo texture to the Base Color input.&lt;br /&gt;
&lt;br /&gt;
Parameter texture to the Roughness input.&lt;br /&gt;
&lt;br /&gt;
The normal texture, via a normal converter set to Tangent, to the Normal input.&lt;br /&gt;
&lt;br /&gt;
The 3D view of the mesh does not show a true PBR render.&lt;br /&gt;
&lt;br /&gt;
You will need to update the texture.txt files created by the Trainz FBX importer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender 2.80 shader export nodes.jpg|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
=Maya LT Material Configuration=&lt;br /&gt;
&lt;br /&gt;
Maya LT uses a Phong shader and the parameters texture should be linked to the shader Cosine Power input via a Set Range node.  Note that the input and output of this node both use Value X.  The Normal Map must be passed through a Bump converter and then connected to the shader Normal input.  The Bump converter &amp;quot;Use as&amp;quot; value within the attributes editor must use the &amp;quot;Tangent Space Normals&amp;quot; option.  See the images below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note.  The material name shown in these images has &amp;quot;FBXASC046&amp;quot; where the full stops (periods) appear in the name box.m.pbrmetal.  Maya LT does not permit full stops (periods) in name and substitutes an underscore which doesn&#039;t work for Trainz.  FBXASC046 gets replaced with a full stop on export.  N3V are looking at this issue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Sample_pbrmetal_material.jpg|border|middle]]&lt;br /&gt;
[[File:Sample_pbrmetal_material_properties.jpg|border|middle]]  [[File:Bump_normal_converter_properties.jpg|border|middle]]&lt;br /&gt;
&lt;br /&gt;
=Substance Painter Export Preset=&lt;br /&gt;
&lt;br /&gt;
Export preset for Substance Painter. This preset puts every map you need into Albedo, Normal and Parameter texture channels. As result you will get 3 textures, ready for importing into game.&lt;br /&gt;
&lt;br /&gt;
The link below is a preset that has height maps enabled by default.   &lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/ukp3p8uw53332ay/Trainz2019_WithHeight.spexp?dl=0 Trainz 2019 Exporter with Height Maps Enabled]&lt;br /&gt;
&lt;br /&gt;
The link below contains a preset that does not have height maps enabled, which may be more useful to some on rollingstock.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/4gzmuzdy8g7nwzc/Trainz2019.spexp?dl=0 Trainz 2019 Exporter with Height Maps Disabled]&lt;br /&gt;
&lt;br /&gt;
==Installing the Preset==&lt;br /&gt;
&lt;br /&gt;
First download either or both presets to your computer from the links above. Open Substance Painter and navigate to File -&amp;gt; Import Resources. &lt;br /&gt;
&lt;br /&gt;
[[File:Step2.png]]&lt;br /&gt;
&lt;br /&gt;
At the top of the new window, click on &amp;quot;Add resources.&amp;quot; Then locate your preset you&#039;d like to import.&lt;br /&gt;
&lt;br /&gt;
[[File:Step3.png]]&lt;br /&gt;
&lt;br /&gt;
After selecting the preset Substance Painter should already recognize that it is an export preset. &lt;br /&gt;
&lt;br /&gt;
[[File:Step4.png]]&lt;br /&gt;
&lt;br /&gt;
In the dropdown window at the bottom right corner of the active window, you can select where you want to save it. You can either save this into your project file you are currently working on, or add it to your shelf. If you save it to your shelf you won&#039;t have to import it for every project, so this is the best method! After you are done, click Import.&lt;br /&gt;
&lt;br /&gt;
[[File:Step5N.png]]&lt;br /&gt;
&lt;br /&gt;
==Exporting Textures==&lt;br /&gt;
&lt;br /&gt;
When you are ready to export your textures from your project, navigate at the top left to File -&amp;gt; Export Textures. &lt;br /&gt;
&lt;br /&gt;
[[File:Step6.png]]&lt;br /&gt;
&lt;br /&gt;
In this new window, select the dropdown window near &amp;quot;Config&amp;quot; and select your Trainz 2019 preset from the dropdown window. After you select which texture size you want to export or which materials to export, hit export and your textures will export! At the top of the window will be the directory where your textures will export to. In my case, it is exporting to K:\Class 47\Textures\game\lit up. You can change the directory by simply clicking on it.&lt;br /&gt;
&lt;br /&gt;
[[File:Step7.png]]&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you have to do! These presets will support all PBR materials including pbrmetalmasked, and glass. However to use alphas you will need to enable opacity in the Texture Set Settings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types| ]]&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=32657</id>
		<title>Build Numbers</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Build_Numbers&amp;diff=32657"/>
		<updated>2022-05-28T22:46:48Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* TRS19 - Trainz Railroad Simulator 2019 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
=Build Number=&lt;br /&gt;
A unique [[Build Numbers|Build Number]] is created for each Trainz build produced, both for internal development builds and public (retail, beta) builds. Build numbers are generated sequentially, but because an update to an older product can occur after the release of a new product, it is not correct to assume that a higher number means a newer product.&lt;br /&gt;
&lt;br /&gt;
Each build of Trainz also has a [[&amp;quot;Trainz-build&amp;quot; number]] which provides a broad idea of capabilities and content compatibility. Many builds may share the same [[&amp;quot;Trainz-build&amp;quot; number]] and are therefore considered compatible with each other, despite minor differences.&lt;br /&gt;
&lt;br /&gt;
=Currently Supported Releases=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TRS22 - Trainz Railroad Simulator 2022==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2022&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS22]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 115628||auto-patch to 116492||Beta release version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115635|| ||Standard Edition version (MAC)&lt;br /&gt;
|-&lt;br /&gt;
|Build 115985|| ||Standard Edition version (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116492||auto-patch to 117118||Early Access (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117118||auto-patch to 117300||Pre-Release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117300||auto-patch to 117442||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117442||auto-patch to 117504||Beta (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117504||auto-patch to 117537||Retail (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117537||  ||Retail (Windows)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TRS19 - Trainz Railroad Simulator 2019==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Railroad Simulator 2019&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TRS19]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
TRS19 Service Pack 2 (SP2), Build 110491, unifies all TRS19 customers onto the same build number with cross-compatibility for content, routes and sessions including multiplayer.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 98569||auto-patch to 100331||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 98592||auto-patch to 100240||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||-||MyTrainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 100332||-||Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100339||-||Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105096||-||MyTrainz &amp;amp; Platinum SP1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105170||-||MyTrainz SP1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105175||-||SP1 Steam release (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105497||-||SP1 Steam release (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Platinum (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|Build 111951||-||MyTrainz SP3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111952||-||SP3 Steam (Windows no Mac patch)&lt;br /&gt;
|-&lt;br /&gt;
|Build 111956||-||SP3 Mac (Big Sur required)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114800||auto-patch to 116678||MyTrainz &amp;amp; Platinum SP4 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 114841||-||SP4 Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 114863||-||SP4 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 116678||-||SP5 Platinum (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117009||-||SP5 hotfix 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 117026||-||SP5 Steam (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainz Plus==&lt;br /&gt;
:&#039;&#039;&#039;Trainz Plus&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[Trainz_Plus]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
To install TrainzPlus, you must have an active Gold Membership or Trainz Plus Membership, and you will need to select the &#039;Trainz Plus&#039; update stream. See this guide for further information: https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/132/20/updating-to-a-new-build-version&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 100240||auto-patch to 100464||TRS19 MyTrainz Windows to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100331||auto-patch to 100438||TRS19 MyTrainz Mac to Trainz Plus Update 1&lt;br /&gt;
|-&lt;br /&gt;
|Build 100464||auto-patch to 103369||Trainz Plus Update 1 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 100438||auto-patch to 103368||Trainz Plus Update 1 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103369||-||Trainz Plus Update 2 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 103368||-||Trainz Plus Update 2 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105100||-||Trainz Plus Update 3 (Windows)&lt;br /&gt;
|-&lt;br /&gt;
|Build 105113||-||Trainz Plus Update 3 (Mac)&lt;br /&gt;
|-&lt;br /&gt;
|Build 110491||-||SP2 Unified Build&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==TANE - Trainz: A New Era==&lt;br /&gt;
:&#039;&#039;&#039;Trainz: A New Era&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TANE]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP1====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 74697||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74702||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74794||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 74885||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 75894||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75938||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75947||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 75971||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76401||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76425||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76459||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 76536||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 76837||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 76794||auto-patch to 80403||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 78660||auto-patch to 80345||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 78667||auto-patch to 80349||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 78628||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 80285||auto-patch to 80350||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP1 Hotfix 1====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 80341||auto-patch to 81172||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80345||auto-patch to 81178||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 80349||auto-patch to 81190||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 80413||auto-patch to 81197||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP1 Hotfix 2====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81172||auto-patch to 81321||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81178||auto-patch to 81324||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81190||auto-patch to 81296||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81197||auto-patch to 81343||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP1 Hotfix 3====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 81321||auto-patch to 82848||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81324||auto-patch to 82851||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 81296||auto-patch to 82718||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 81343||auto-patch to 82867||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP1 Hotfix 4====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 82848||auto-patch to 84352||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82851||auto-patch to 84356||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 82718||auto-patch to 84204||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 82867||auto-patch to 84219||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 84615||auto-patch to 88404||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 84473||auto-patch to 88460||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 84449||auto-patch to 88461||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP2====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 84352||auto-patch to 88343||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84356||auto-patch to 88348||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 84204||auto-patch to 88364||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 84219||auto-patch to 88395||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 88404||auto-patch to 90957||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 88460||auto-patch to 90959||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 88461||auto-patch to 90969||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP2 Hotfix 1====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 88343||auto-patch to 90948||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88348||auto-patch to 90955||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 88364||auto-patch to 90945||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 88395||auto-patch to 90946||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 90957||auto-patch to 95083||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 90959||auto-patch to 94812||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||auto-patch to 95086||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP3====&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 90948||auto-patch to 94808||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94808||-||Boxed Product Key Standard Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90955||auto-patch to 94829||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 94829||-||Boxed Product Key Deluxe Edition&lt;br /&gt;
|-&lt;br /&gt;
|Build 90945||auto-patch to 94916||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 94916||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|Build 90946||auto-patch to 95078||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95078||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|Build 95083||-||Mac AppStore&lt;br /&gt;
|-&lt;br /&gt;
|Build 94812||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|Build 90969||-||Steam Windows&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====TANE SP4====&lt;br /&gt;
More TANE SP4 information coming soon!&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 105766||-||Online MyTrainz release&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Build 105765||-||Online MyTrainz release Mac&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Legacy build versions==&lt;br /&gt;
:&#039;&#039;This section is being provided by the user community to make as complete a reference as possible, so is currently incomplete and may remain so.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TS12 - Trainz Simulator 12===&lt;br /&gt;
:&#039;&#039;&#039;Trainz Simulator 12&#039;&#039;&#039;&lt;br /&gt;
The following builds exist for [[TS12]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 46957||auto-patch to 48054||Planet Auran release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47059||auto-patch to 48054||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 47103||-||Steam release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47452||auto-patch to 48054||Just Trainz release version&lt;br /&gt;
|-&lt;br /&gt;
|Build 47772||auto-patch to 48054||Just Trainz release version (minor revision)&lt;br /&gt;
|-&lt;br /&gt;
|Build 48054||manual patch to 48249||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 48249||manual patch to 49922||Minor revision&lt;br /&gt;
|-&lt;br /&gt;
|Build 49849||-||Czech Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 49922||-||Minor revision, added support for Aerotrain DLC&lt;br /&gt;
|-&lt;br /&gt;
|Build 50027||-||German Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 50406||-||French Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 51054||-||Dutch Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 52143||-||Russian, Japanese, Polish Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 57720||-||TS12 SP1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57825||-||TS12 SP1 Hotfix 1 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 57898||-||TS12 SP1 Hotfix 2 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 58414||-||TS12 SP1 Hotfix 3 English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61297||-||TS12 SP1 Steam English&lt;br /&gt;
|-&lt;br /&gt;
|Build 61388||-||TS12 SP1 Hotfix 4 English&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Trainz Simulator Mac===&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz MAC&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[Trainz Simulator Mac]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 47652||-||Planet Auran Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 47770||-||Third-party Digital Store release&lt;br /&gt;
|-&lt;br /&gt;
|Build 48159||-||Feral retail release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TS2010 - Trainz 2010===&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2010: Engineers Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The following builds exist for [[TS2010]]. Where patches are available, these are noted beside the build number.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039; || &#039;&#039;&#039;[[Trainz-build]]*&amp;lt;br/&amp;gt;version No.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 41491&#039;&#039;&#039; ||manual patch to 41615 || [[TS2010| TS2010 GM]], English Online Release&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41615||manual patch to 43434 || [[TS2010 SP1]]&lt;br /&gt;
| Ver: 3.2&lt;br /&gt;
|-&lt;br /&gt;
|Build 41622||manual patch to 43434 || English Online Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! || || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build 42203&#039;&#039;&#039;||manual patch to 43434||[[TS2010 SP2]] English, Swedish DVD Retail Release&lt;br /&gt;
| Ver: 3.2&amp;lt;!-- This version shipped from Simulator Central as late as July 2013 to User: Fabartus, version off CM screen, build from Main menu, before any service packs or hotfixes allowed. ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 42534||-||French Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42763||-||German Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42831||-||Dutch Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 42953||-||Russian Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43030||-||Czech, Polish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Build 43233||-||Spanish Retail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 43434||-||[[TS2010 SP3]]&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 44088||-||[[TS2010 SP3]] Minor revision&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Build 45467||auto patch to 46170||[[TS2010 SP4]] (including Trainz Multiplayer Beta)&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|Build 45607||auto patch to 46170||[[TS2010 SP4]] patch 1 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 46170||manual patch to 49938||[[TS2010 SP4]] patch 2 (including Trainz Multiplayer Beta)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Build 49933||-||[[TS2010 SP3]] Minor revision, added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.3&lt;br /&gt;
|-&lt;br /&gt;
|Build 49938||-||[[TS2010 SP4]] patch 3 (including Trainz &amp;lt;br/&amp;gt;Multiplayer Beta), added support for Aerotrain DLC&lt;br /&gt;
| Ver: 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;/big&amp;gt; The  tag trainz-build assigned value will reflect the tech-level assigned the release or that under which an asset is first made; the version is now listed on the title bar of the [[Content Manager]] screen, and that of individual items is one of the column listings. The trainz-build version is also list on the DLS web page.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TS2009 - Trainz 2009===&lt;br /&gt;
{{anchor|TRS2009|TS2009|Trainz2009|TRS 2009|TS 2009|Trainz 2009}}&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 2009: World Builder Edition&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The following builds exist for TS2009. Where patches are available, these are noted beside the build number.&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0 style=&amp;quot;text-align:center; &amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Build 37625||auto-patch to 40040||English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 38017||auto-patch to 40040||[[TS2009 SP1]]&lt;br /&gt;
|-&lt;br /&gt;
|Build 38411||auto-patch to 40040||English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38599||auto-patch to 40040||[[TS2009 SP1]] hotfix&lt;br /&gt;
|-&lt;br /&gt;
|Build 38610||PROTECTED||Steam English Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38808||auto-patch to 41590||French Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38824||-||Dutch Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 38869||PROTECTED||UK Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39176||-||German Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39413||auto-patch to 40040||Czech, Polish, Hungarian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39561||-||Spanish Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 39979||auto-patch to 40040&lt;br /&gt;
|[[TS2009 SP2]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 40040&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP2]] + hotfix &amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Build 40357||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40542||-||Russian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40702||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40762||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40837||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Build 40895||-||Spanish pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41497||-||Dutch, German pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|Build 41546||-||Italian Retail&lt;br /&gt;
|-&lt;br /&gt;
|Build 41590||-||French pre-SP3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 41844&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP3]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Build 44653&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;{{center|-auto-patch Common version-}}&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[TS2009 SP4]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;[[TADDaemon]] (&amp;quot;Trainz Asset Database Daemon&amp;quot;) introduced&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Content Builds ===&lt;br /&gt;
&lt;br /&gt;
Auran&#039;s newer patch technology developed for TRS2009 has the capability of updating the base Trainz version and installed add-on content independently. The following is a list of released content build versions for add-on content since the advent of TRS2009&#039;s technology. Legacy versions (Trainz UTC, Trainz TCC discussed below)&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Content Build Number&#039;&#039;&#039;||&#039;&#039;&#039;Content Patches available&#039;&#039;&#039;||&#039;&#039;&#039;Build description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40355||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40400||-||Cabon City English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40563||-||Treez English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40761||-||Murchison English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 40836||-||S&amp;amp;C English Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49210||-||Duchess Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49474||-||Duchess Steam Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49631||-||Coronation Scot Online Release&lt;br /&gt;
|-&lt;br /&gt;
|Content Build 49694||-||Coronation Scot Steam Release&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Trainz Classics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039; was series of releases each featuring a single route. New code features were added to each version to support that route.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3337|| {{center|[[TC1|&#039;&#039;&#039;Trainz Classics&#039;&#039;&#039;]]}} || {{cdash}} ||&amp;amp;nbsp; English Retail. Released July 9th, 2007 as a bundle with both [[TC1]] and [[TC2]] content included. Released as &#039;&#039;&#039;Trainz Railwayz&#039;&#039;&#039; (bundled with an updated TRS2006) in North America.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.7||Build 3422|| {{center|[[TRS2008]] }} || {{cdash}} ||&amp;amp;nbsp; French Retail. Includes both TC1/TC2 and also the French 2007 content in a single build. (Build 3422 is Edition Gold or Collector)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.8||Build 3529|| {{center|[[TC3|Trainz Classics 3]]}} || {{cdash}} ||&amp;amp;nbsp; TC3 English Retail, released on July 23, 2008.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TRS2006 &amp;amp; etc.===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRS2006&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went into partnership with various 3rd party distributors giving a host of releases in various markets but only one series of related Service Packs. &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1 width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|col-width=&amp;quot;8%&amp;quot;|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||Build 2761 || {{center&lt;br /&gt;
|[[TRS2006|TRS2006 GM]] }} ||{{cdash}} ||&amp;amp;nbsp; Original release for Australia and USA. [[Content Creator Plus]] and [[Content Manager|Content Manager Plus]] first introduced.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5||colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Other Builds:&#039;&#039;&#039; UK release - 2773; French - 2883; &amp;lt;br/&amp;gt;Dutch - 2967;German - 2970; Spanish - 3007 ||German - was also called Pro Train Perfect or PTP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.5|| Build 3096&amp;lt;br/&amp;gt;&amp;amp;Merscom&#039;s &amp;lt;br/&amp;gt;build 3104&amp;lt;!--&lt;br /&gt;
per wikibook http://en.wikibooks.org/w/index.php?title=Trainz/Version_And_Build_Numbers&lt;br /&gt;
--&amp;gt;|| &#039;&#039;&#039;{{center|Trainz Driver Edition&amp;amp;nbsp;(TDE)&#039;&#039;&#039; &amp;lt;br/&amp;gt;(&#039;demo version&#039;)}}|| {{cdash}} || UK release date of Trainz Driver was 24 February 2005. {{bullR}}TDE did not have CMP nor Surveyor, but did include Railyard&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6 || build 3092 || {{cdash}} || {{center|[[TRS2006|TRS2006 SP1]] }} || TRS2006 - Australia and North American markets&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other SP1 Builds:&#039;&#039;&#039; United Kingdom-SP1= build 3099; Spanish-SP1= build 3118&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build 3335 || {{cdash}} || {{center|[[TRS2006#SP1|TRS2006 SP1]] }} || Vista support. Released in September 2007. Used for bundle packs - Trainz Railwayz (North American release bundled with TC1) and Trainz Complete Collection (bundled with TRS2004 SP4, UTC and Trainz Routes 1 to 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; French retail, equivalent to TRS2006+SP1, with some additional French content.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp; 2.6||Build ????|| {{center|[[TRS2007]] }} || {{cdash}} ||&amp;amp;nbsp; German retail, equivalent to TRS2006+SP1, with a lot of additional German content.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===TRS2004===&lt;br /&gt;
&#039;&#039;&#039;TRS2004&#039;&#039;&#039; had a relatively large number of separate builds as Auran worked out methods for international names handling in various languages, plus went through a related succession of Service Packs. &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=1&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 668 || [[TRS2004|Trainz Railroad Simulator 2004]] || || International version (Australia and USA). Released in September 2003. &lt;br /&gt;
|-&lt;br /&gt;
|2.0||Build 686 || [[TRS2004|Trainz Railway Simulator 2004]] || || Just Trains version (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP1 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.1||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP1 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.2||Build 2285 || [[TRS2004|Trainz Railway Simulator 2004]] &amp;quot;Passenger Edition&amp;quot; (SP2)|| || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railroad Simulator 2004]] SP3 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004|Trainz Railway Simulator 2004]] SP3 || ||&lt;br /&gt;
|-&lt;br /&gt;
|2.3||Build ???? || [[TRS2004#Deluxe|TRS2004 Deluxe]] || ||Trainz 2004: Deluxe Edition. Includes SP3 and additional content. Different regions received different additional content.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2365 || [[TRS2004|Trainz Railroad Simulator 2004]] SP4 || || International (USA/Australia) release&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Just Trains release (UK). Requires disk in drive.&lt;br /&gt;
|-&lt;br /&gt;
|2.4||Build 2370 || [[TRS2004|Trainz Railway Simulator 2004]] SP4 || || Included in &#039;&#039;Trainz Collection&#039;&#039;, but &#039;&#039;without&#039;&#039; the requirement for a disk in the drive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Ultimate Trainz Collection===&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ultimate Trainz Collection&#039;&#039;&#039;, released regionally in 2002, included PaintShed, GMax 1.1, and other accessories.  &lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Build 0377 || {{center|Trainz UTC 3 CD set}} || {{cdash}} || Ultimate Trainz Collection,&amp;lt;br/&amp;gt;released 26 November 2002 w/expanded content&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0404 || {{cdash}} || {{center|Trainz UTC SP1}} || Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|1.6||Build 0033&amp;lt;!--&amp;lt;ref&amp;gt;per registry,&lt;br /&gt;
 p/o TRS2004 Deluxe Ed.&amp;lt;/ref&amp;gt; --&amp;gt; || {{center|Paintshed}} || {{cdash}} ||1st released as part of &amp;lt;br/&amp;gt;Ultimate Trainz Collection SP1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Trainz 1.x===&lt;br /&gt;
:&amp;lt;big&amp;gt;&#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|&#039;&#039;&#039;Ver#:&#039;&#039;&#039;|| &amp;lt;big&amp;gt;{{center|&#039;&#039;&#039;Build Number&#039;&#039;&#039;}} || {{center|&#039;&#039;&#039;&amp;lt;u&amp;gt;Trainz Retail Release Name&amp;lt;/u&amp;gt;&#039;&#039;&#039;}} ||&#039;&#039;&#039;Patches available&#039;&#039;&#039; || {{center|&#039;&#039;&#039;Build description&#039;&#039;&#039;&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;}}&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0.9||Build 0009 || {{center|Trainz Beta}} ||&amp;lt;center&amp;gt;wholly replaced &amp;lt;br/&amp;gt;by [[Trainz 1.0]] &amp;lt;/center&amp;gt;||released in November 2000 for testing purposes to Model Railroaders.&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0010&amp;lt;!-- &amp;lt;ref&amp;gt;per registry, User Fabartus&amp;lt;/ref&amp;gt; --&amp;gt;|| {{center|[[Trainz 1.0]]}} ||{{cdash}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Community Edition&#039;&#039;&#039;&#039;&#039;&#039;, &amp;lt;br/&amp;gt;released in December 2001&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0019? || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2 &lt;br /&gt;
|-&lt;br /&gt;
|1.1||Build ???? || {{Cdash}} || {{center|[[Trainz 1.0| SP1]]}} || released in 2002 (April ?)&lt;br /&gt;
|-&lt;br /&gt;
|1.2||Build 0??? || {{cdash}} || {{center|[[Trainz 1.0| SP2]]}} || &#039;&#039;&#039;&#039;&#039;&#039;Trainz Retail Edition&#039;&#039;&#039;&#039;&#039;&#039; was released in June 2002&amp;lt;br/&amp;gt; aimed at the North American markets.&amp;lt;!--Wikipedia---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.3||Build 0263 || {{center|aka &#039;&#039;&#039;Trainz 1.3&#039;&#039;&#039;}} || {{center|[[Trainz SP3]]}} || First with TrainzScript.exe, and Scenarios, November 2002&lt;br /&gt;
|-&lt;br /&gt;
|1.0||Build 0277 || {{center|[[Trainz 1.0]], non-English}} ||{{cdash}} || Trainz Community Edition 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Notes and references==&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; Name usages matching information posted on {{wp|Trainz}} and the {{plain link|http://en.wikibooks.org/wiki/Trainz/Version_And_Build_Numbers|Trainz Wikibook}} Version and Build Numbers pages.&lt;br /&gt;
&amp;lt;!-- I see there is more research needed&lt;br /&gt;
&amp;lt;references group=&amp;quot;Note&amp;quot;/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{ORP-bot}}{{TBKr}}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Talk:HowTo/Use_Superelevation&amp;diff=31262</id>
		<title>Talk:HowTo/Use Superelevation</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Talk:HowTo/Use_Superelevation&amp;diff=31262"/>
		<updated>2022-01-06T19:28:09Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Created page with &amp;quot;Spreadsheet link is dead. It&amp;#039;s no longer available on onedrive.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spreadsheet link is dead. It&#039;s no longer available on onedrive.&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help_talk:In-game_Downloading&amp;diff=27696</id>
		<title>Help talk:In-game Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help_talk:In-game_Downloading&amp;diff=27696"/>
		<updated>2021-02-04T20:55:22Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Created page with &amp;quot;Forgive me for no knowing all the wiki etiquette, but I wanted to note that as of Feb 2021 the process for downloading previously purchased content does not match what&amp;#039;s shown...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forgive me for no knowing all the wiki etiquette, but I wanted to note that as of Feb 2021 the process for downloading previously purchased content does not match what&#039;s shown here. &lt;br /&gt;
&lt;br /&gt;
There is no &amp;quot;Download Purchases&amp;quot; under the &amp;quot;File&amp;quot; menu, and if a user manages to find the &amp;quot;Download Purchases&amp;quot; by going into &amp;quot;My Collection&amp;quot; and clicking the little human bust in the upper right corner, clicking THAT does nothing at all.&lt;br /&gt;
&lt;br /&gt;
You have to go to &amp;quot;Content Store&amp;quot; from the launcher, then filter for purchases, and even then you may find many items with no title, just a cryptic code (searching for what they were brought me here)&lt;br /&gt;
&lt;br /&gt;
It&#039;s a bad user experience to repeatedly see &amp;quot;Do XYZ&amp;quot; and see the it simply doesn&#039;t exist, and this &amp;quot;authoritative&amp;quot; source really needs to be updated with the new information - especially since these are goods people paid money for and not DLS or third party freeware.&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t I do it? I don&#039;t know how, nor am I an authority on what to expect in all versions of this product.  Further, as an extension of N3Vs *commerce* I really don&#039;t feel we users should *have* to.&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Index_of_Tags_%26_Containers&amp;diff=23400</id>
		<title>Index of Tags &amp; Containers</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Index_of_Tags_%26_Containers&amp;diff=23400"/>
		<updated>2020-05-12T21:05:24Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* ta-tz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FUN-beg}}&lt;br /&gt;
===About this page===&lt;br /&gt;
This is a comprehensive list of tags and containers, where possible linked to the TrainzOnline detail page which covers the data element.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| style=&amp;quot;verticle-align:top; border: 2px solid grey; float:center;padding:1ex; align:center; margin-left:2.5%;margin-right:2.5%;&amp;quot;&lt;br /&gt;
! Navigable Click-table as Table of Contents&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;hr/&amp;gt;Words beginning with strings between...&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#aa-ar|aa-ar]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#as-at|as-at]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#au-az|au-az]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ba-bo|ba-bo]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#br-cg|br-cg]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ch-cz|ch-cz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#da-dz|da-dz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ea-ez|ea-ez]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#fa-gz|fa-gz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ha-hz|ha-hz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ia-iz|ia-iz]]&lt;br /&gt;
;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ka-kz|ka-kz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#la-lz|la-lz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ma-mz|ma-mz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#na-nz|na-nz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#oa-oz|oa-oz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#pa-pz|pa-pz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#qu-rz|qu-rz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#sa-sz|sa-sz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ta-tz|ta-tz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ua-vz|ua-vz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#wa-zz|wa-zz]]&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/big&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==aa-ar==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|accel&lt;br /&gt;
|float,float&lt;br /&gt;
|smoke {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Acceleration. First number is Gravity effect, second is wind effect. Default is 0,0.&lt;br /&gt;
|-&lt;br /&gt;
|adhesion&lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|air-drag-coefficient &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Kuid of the asset to be referenced as a basis for the new asset. For example TRS Traincars can reference archived locomotive mesh assets for use with custom textures. This process is done by aliasing the KUID of the archived traincars.&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|the kuid of the paintshed template the paintshed reskin is based on&lt;br /&gt;
|-&lt;br /&gt;
|allowed-categories {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The allowed product categories in this queue.&lt;br /&gt;
|-&lt;br /&gt;
|allowed-products {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The allowed products in this queue.&lt;br /&gt;
|-&lt;br /&gt;
|allows-mixing&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Products with this tag may be combined in a single queue along with other products of the same category. Eg. Lumber and 20ft Container on a flatcar. By default, allows-mixing is set to 0. Therefore by default, a queue will only allow one product-category at a time. To look at allows-mixing from another angle, liquid products should never have allows-mixing enabled. Otherwise you have the potential to mix petrol with oil within the same tanker.&lt;br /&gt;
|-&lt;br /&gt;
|altitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|altitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|ambient&lt;br /&gt;
|boolean&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|0 or 1, default 0 is off. Ambient sounds have no 3D “position” and may be stereo. Non-ambient (positional) sounds are positioned on the object and must be mono - see attachment above&lt;br /&gt;
|-&lt;br /&gt;
|amount&lt;br /&gt;
|float&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Amount required as input.&lt;br /&gt;
|-&lt;br /&gt;
|amount&lt;br /&gt;
|float&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Amount to output.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float list degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Specifies the angles at which the turntable stops. Not used if the turntable is set up as animation.&lt;br /&gt;
|-&lt;br /&gt;
|angles&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Rotational boundaries in radians relative to its attachment point.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|config.txt&lt;br /&gt;
|pantograph&lt;br /&gt;
|The “anim.kin” animation file for the pantograph&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Reference to the animation file (.kin)&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The animation file (.kin) exported from 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|animated-mesh&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Animated mesh which changes as the queue becomes full.&lt;br /&gt;
|-&lt;br /&gt;
|animation-loop-speed&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|This tag must be here if the asset is to animate when placed. If this tag is not here when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|animdist&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|bogey&lt;br /&gt;
|Leave this tag out if the bogey is not animated. The distance traveled in meters by the bogeys in 1 second (30 frames) of animation. Bogey animations (exported from 3ds Max) are called “anim.kin”.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==as-at==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|asset-filename&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Obsolete&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Attachment point (stored in the mesh file)&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|The effect insertion point. The attachment point must be orientated correctly in 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model).&lt;br /&gt;
|-&lt;br /&gt;
|attached-track {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Auto-generated spline track. Generated through attachment points located within the default mesh. Attached-tracks update automatically to the spline track connected to it. You may over-ride this auto-update feature by adding useadjoiningtracktype 0 Note. Correct track end attachment orientation is essential. The Y axis must point ‘out’ at the correct angle. The Z axis must point ‘up’.&lt;br /&gt;
|-&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|attached-track {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|attached-trigger {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|A Trigger is a point along an attached track with a specified radius. When a compatible rollingstock item enters this radius it triggers a set of commands,controlled through its script.&lt;br /&gt;
|-&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|attached-trigger {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|helper&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The attachment point (stored in the mesh file) to place the smoke effect.&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|helper&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Attachment point on the object to which the sound is attached. Default: The sound will attach to the origin of parent object (not used for ambient sound)&lt;br /&gt;
|-&lt;br /&gt;
|attachment-points {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|List of attachment points for this queue on which products are visualised. (Use this, OR animated-mesh)&lt;br /&gt;
|-&lt;br /&gt;
|att-parent&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh ‘name’ , as listed in the config.txt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==au-az==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|author&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylindervent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auto-create&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don’t want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed.&lt;br /&gt;
|-&lt;br /&gt;
|autoname&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|When enabled, automatically assigns a unique name to this object as it is placed.&lt;br /&gt;
|-&lt;br /&gt;
|autopilotmode&lt;br /&gt;
|boolean&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|AI driver setting. (off, on)&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_no3&lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_start &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Auxiliary reservoir pressure on loading the game. &lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoirvent&lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|axle-count &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==ba-bo==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|backdrop&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specifies whether the object is treated as a backdrop or not. (stays visible even when far from the camera)&lt;br /&gt;
|-&lt;br /&gt;
|bendy&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Switches how track is bent on corners, set as 1 allows the mesh to be deformed as the spline is bend around corners.&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|traincar&lt;br /&gt;
|Kuid of bogey asset.&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey KUID number (default for a.bog0 and a.bog1)&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The bogey to which this sound will apply.&lt;br /&gt;
|-&lt;br /&gt;
|bogey-#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey KUID number for a.bog# (Used only if different to a.bog0)&lt;br /&gt;
|-&lt;br /&gt;
|bogey-#-r&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Used instead of ‘bogey’ and bogey-1. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 180 degrees in 3dmax.&lt;br /&gt;
|-&lt;br /&gt;
|bogey-r&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Used instead of ‘bogey’ and bogey-1. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 180 degrees in 3dmax.&lt;br /&gt;
|-&lt;br /&gt;
|bogeys {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey container stores the bogeys used for the loco\rollingstock item.&lt;br /&gt;
|-&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|bogeys {&lt;br /&gt;
|traincar&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|boiler-to-piston-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|boiler-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==br-cg==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|brakefull &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ after full service reduction (for self lapping brakes).&lt;br /&gt;
|-&lt;br /&gt;
|brakeinitial &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ after initial service reduction (for self lapping brakes).&lt;br /&gt;
|-&lt;br /&gt;
|brakepipe &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ when fully charged. &lt;br /&gt;
|-&lt;br /&gt;
|brakeratio &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|bridgetrack&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Kuid of the track type to be used.&lt;br /&gt;
|-&lt;br /&gt;
|buffer-speed&lt;br /&gt;
|float metres/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Used for buffers; specifies the maximum speed up to which the buffer will stop a train.&lt;br /&gt;
|-&lt;br /&gt;
|burn-rate&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|How much coal in kg/s is consumed when the loco is operating at the test parameters&lt;br /&gt;
|-&lt;br /&gt;
|burn-rate-idle&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|How much coal in kg/s is consumed when the loco is idle, purely to keep the fire burning&lt;br /&gt;
|-&lt;br /&gt;
|cabinsway&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Cabin sway multiplier. Eg -2.&lt;br /&gt;
|-&lt;br /&gt;
|camera#&lt;br /&gt;
|float list&lt;br /&gt;
|cameralist {&lt;br /&gt;
|interior&lt;br /&gt;
|A camera contains 5 numeric coordinates that determine the placement and orientation of the camera. These are: 0,0,0,0,0 =left/right, front/back, up/down, yaw, pitch To determine these variables add -freeintcam to the trainzoptions.txt. Pan around the interior using arrow keys and mouse. Co-ordinates are displayed at bottom-left of screen. industry asset’s script file.&lt;br /&gt;
|-&lt;br /&gt;
|cameradefault&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|interior&lt;br /&gt;
|The in-cab camera view Trainz defaults to when entering the cab.&lt;br /&gt;
|-&lt;br /&gt;
|cameralist {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|interior&lt;br /&gt;
|List of camera viewpoints&lt;br /&gt;
|-&lt;br /&gt;
|car#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Each of these tags stores the kuid of a car to be used on the roads.&lt;br /&gt;
|-&lt;br /&gt;
|car#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Each of these tags stores the kuid of a car to be used on the roads.&lt;br /&gt;
|-&lt;br /&gt;
|carrate&lt;br /&gt;
|float seconds&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Defines traffic density on road (minimum seconds between each car generated). 0 = No traffic. Number must be greater than 3.&lt;br /&gt;
|-&lt;br /&gt;
|casts_shadows&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Toggles whether the shadow model is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|category-class&lt;br /&gt;
|class code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The class code for this asset.&lt;br /&gt;
|-&lt;br /&gt;
|category-era&lt;br /&gt;
|era code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Era code list.&lt;br /&gt;
|-&lt;br /&gt;
|category-era-#&lt;br /&gt;
|era list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Era code.&lt;br /&gt;
|-&lt;br /&gt;
|category-keywords&lt;br /&gt;
|keyword list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Keyword list&lt;br /&gt;
|-&lt;br /&gt;
|category-region&lt;br /&gt;
|region list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|A list of REGION codes or REGION GROUP codes,&lt;br /&gt;
|-&lt;br /&gt;
|category-region-#&lt;br /&gt;
|region code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|A REGION code or REGION GROUP code.&lt;br /&gt;
|}&lt;br /&gt;
==ch-cz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|changeability&lt;br /&gt;
|0/1/2&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Propensity for weather to change. (none, periodic, extreme)&lt;br /&gt;
|-&lt;br /&gt;
|chunky_info&lt;br /&gt;
|float list&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|These values (in metres) define the shape of the mesh created for the track.&lt;br /&gt;
|-&lt;br /&gt;
|chunky_mesh&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of texture to apply to rail. The texture must be within a directory of the same name (ie. “textureName\textureName.texture.txt”). The chunky_mesh value will simply be the name of this directory (ie. “textureName”).&lt;br /&gt;
|-&lt;br /&gt;
|class&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|This refers to the class of asset within the script file (the class must match that stated in the script).&lt;br /&gt;
|-&lt;br /&gt;
|clutter-mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|groundtexture&lt;br /&gt;
|Ground textures can now reference a mesh and insert the mesh automatically as the ground is painted. Painting over a clutter-mesh ground texture effectively deletes clutter meshes and texture. The mesh it refers to is can be standard scenery object kind mesh. Clutter-meshes must have only one Max material assigned to it only. Polycounts must be very low.&lt;br /&gt;
|-&lt;br /&gt;
|collate-meshes&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Enables clutter-mesh support (eg. fast trees)&lt;br /&gt;
|-&lt;br /&gt;
|collision-parent&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|For collision-proxy meshes in an interior mesh-table, this specifies the parent object to be proxied. is 3.&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|rgb value&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The R,G,B color value of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|company&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The Locomotive or car owner&lt;br /&gt;
|-&lt;br /&gt;
|compressor &lt;br /&gt;
|integer&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the compressor&lt;br /&gt;
|-&lt;br /&gt;
|compressor &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Compressor maximum pressure in grams/m³&lt;br /&gt;
|-&lt;br /&gt;
|conesize&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|conflicts-with queues {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|This queue and the conflicting queue(s) cannot be used simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|consists {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|The consists tag stores information on consists that can be generated by the industry.&lt;br /&gt;
|-&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|consists {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|contact-email&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|contact-website&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|controlmethod&lt;br /&gt;
|0/1&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Driver control setting. (dcc, cabin)&lt;br /&gt;
|-&lt;br /&gt;
|coupling-mask&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Coupling mask that applies to the consist. 0 will block off all coupling activity while “1” will mean you can couple with a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|critical-animation&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|When enabled, this forces the animation to continue playing when off screen. Impacts performance when enabled.&lt;br /&gt;
|-&lt;br /&gt;
|custom-attachments&lt;br /&gt;
|?&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Not used.&lt;br /&gt;
|}&lt;br /&gt;
==da-dz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|decoupling-mask&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Coupling mask that applies to the consist. 0 will mean you can’t decouple vehicles in the train while 1 means you can decouple vehicles.&lt;br /&gt;
|-&lt;br /&gt;
|default {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Main mesh of the asset&lt;br /&gt;
|-&lt;br /&gt;
|defaultjunction&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Default type of junction in this region.&lt;br /&gt;
|-&lt;br /&gt;
|default-mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|attachment effect&lt;br /&gt;
|The KUID of the attached mesh.&lt;br /&gt;
|-&lt;br /&gt;
|default-night {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|‘Main’ night window mesh on scenery and industry and traincar assets. Modeled to the same 3d space as the default mesh and is inserted at the default mesh origin. &lt;br /&gt;
|-&lt;br /&gt;
|default-night-forward {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction.&lt;br /&gt;
|-&lt;br /&gt;
|default-night-reverse {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction.&lt;br /&gt;
|-&lt;br /&gt;
|deraillevel&lt;br /&gt;
|0/1/2&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Derail setting. (none, arcade, realistic)&lt;br /&gt;
|-&lt;br /&gt;
|description&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Description of the asset.&lt;br /&gt;
|-&lt;br /&gt;
|description-##&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Translated description of the asset.&lt;br /&gt;
|-&lt;br /&gt;
|dighole&lt;br /&gt;
|float length, width&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specifies the number of grid segments (length, width) to be removed from the surveyor grid to accommodate the turntable pit.&lt;br /&gt;
|-&lt;br /&gt;
|direct-drive&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|bogey&lt;br /&gt;
|When direct-drive is present, the bogey animation is linked to the steam piston and physics system. If this tag is not included the piston and steam sounds will not work!&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|vector&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The vector at which the smoke travels.&lt;br /&gt;
|-&lt;br /&gt;
|directional&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The default for coronas is to be aligned to the attachment point to face the NEGATIVE Z direction. This is especially useful for Traincars.&lt;br /&gt;
|-&lt;br /&gt;
|disable-extra-track-sounds&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Disables the “click-clack” tracksounds. (0, 1)&lt;br /&gt;
|-&lt;br /&gt;
|distance&lt;br /&gt;
|min, max metres&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|2 numbers (meters) 1st number is the distance at which the sound is played 100% 2nd number is the cut-off distance. Doesn’t affect the volume of the sound (Default: 50m, 150m)&lt;br /&gt;
|-&lt;br /&gt;
|ditch_color&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|RGB ditch light color. Eg. 255,255,255.&lt;br /&gt;
|-&lt;br /&gt;
|divider&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of the model to use as the middle bridge section. Placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|don’t-flip-terminator&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Terminator model isn’t mirrored on one side.&lt;br /&gt;
|-&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|activity&lt;br /&gt;
|Specify the settings of this scenario, similar to Driver’s settings screen&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Length of time (in seconds) that the process runs for.&lt;br /&gt;
|-&lt;br /&gt;
|dynamic-brake {&lt;br /&gt;
|container&lt;br /&gt;
|dynamic-brake container&lt;br /&gt;
|engine&lt;br /&gt;
|A sequence of numeric subcontainer data structures referring to a specific throttle notch and specifying the speed (m/s) and a braking force (kN) value which together define a braking force graph for that throttle notch&lt;br /&gt;
|}&lt;br /&gt;
==ea-ez==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|effects {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|Optional mesh-table variations&lt;br /&gt;
|-&lt;br /&gt;
|effects {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Optional mesh-table variations&lt;br /&gt;
|-&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|effects {&lt;br /&gt;
|effects {&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|enabled&lt;br /&gt;
|boolean&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Specifies whether the effect is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|endcolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The final color the smoke effect shifts to.&lt;br /&gt;
|-&lt;br /&gt;
|endlength&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Length in meters of the initiator and terminator models.&lt;br /&gt;
|-&lt;br /&gt;
|engine&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|States type of traincar. 0 for Rolling stock, 1 for Locomotive.&lt;br /&gt;
|-&lt;br /&gt;
|enginesound&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar’s sound.&lt;br /&gt;
|-&lt;br /&gt;
|enginespec&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the engine KUID number. This specifies the driver physics boundaries for the traincar.&lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the electric pneumatic braking &lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe &lt;br /&gt;
|decimal&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|For electro pneumatic braking. Not currently in use, generally leave this setting&lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe_autobrakecylinder &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the electro pneumatic automatic brake cylinder reservoir. &lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|For electro pneumatic braking. Not currently in use, generally leave this setting. &lt;br /&gt;
|-&lt;br /&gt;
|equaliser &lt;br /&gt;
|decimal&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|Equalising reservoir volume. &lt;br /&gt;
|-&lt;br /&gt;
|equaliser_mainreservoir &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser main reservoir&lt;br /&gt;
|-&lt;br /&gt;
|equaliser_start &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Equalising Reservoir pressure on loading Trainz &lt;br /&gt;
|-&lt;br /&gt;
|equaliservent &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser vent &lt;br /&gt;
|-&lt;br /&gt;
|equaliserventemergency &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the emergency equaliser vent&lt;br /&gt;
|-&lt;br /&gt;
|equaliserventhandleoff &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser to the atmosphere when in the &amp;quot;handle off&amp;quot; position&lt;br /&gt;
|-&lt;br /&gt;
|extensions {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Asset specific data.&lt;br /&gt;
|}&lt;br /&gt;
==fa-gz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|faces&lt;br /&gt;
|camera/motion/down&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The direction the smoke effect faces.&lt;br /&gt;
|-&lt;br /&gt;
|face-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercharacter&lt;br /&gt;
|This is the driver icon used in TRS. Must be 64x64 pixels&lt;br /&gt;
|-&lt;br /&gt;
|facing&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Indicates the direction of the vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|file&lt;br /&gt;
|[path/]filename.tfx&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The twinkle file to be used (optional).&lt;br /&gt;
|-&lt;br /&gt;
|firebox-efficiency&lt;br /&gt;
|decimal (0.0 -&amp;gt; 1.0) &lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Efficiency of the firebox (higher is more efficient)&lt;br /&gt;
|-&lt;br /&gt;
|firebox-to-boiler-heat-flow&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Rate of heat flow from firebox to boiler&lt;br /&gt;
|-&lt;br /&gt;
|firebox-to-boiler-heat-flow-idle&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Rate of heat flow from firebox to boiler when idle&lt;br /&gt;
|-&lt;br /&gt;
|firebox-volume&lt;br /&gt;
|&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Physical volume of firebox in litres&lt;br /&gt;
|-&lt;br /&gt;
|flowsize {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize settings specify the rate of flow through the pipes.&lt;br /&gt;
|-&lt;br /&gt;
|fontcolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The color of the sign text in r.g.b.&lt;br /&gt;
|-&lt;br /&gt;
|fonts&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Indicates how many types of numbering fonts used.&lt;br /&gt;
|-&lt;br /&gt;
|fontsize&lt;br /&gt;
|float metres&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The size of the sign text&lt;br /&gt;
|-&lt;br /&gt;
|fonts-path&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Replaces asset-filename usage for ‘fonts’.&lt;br /&gt;
|-&lt;br /&gt;
|frame-rate&lt;br /&gt;
|float frames/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Generally make this 30 (frames per second)&lt;br /&gt;
|-&lt;br /&gt;
|frequency&lt;br /&gt;
|float&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|This variable specifies the flash frequency in Hz, e.g. 1 for once per second, 0.5 for once every 2 seconds, 2 for twice per second.&lt;br /&gt;
|-&lt;br /&gt;
|fuel&lt;br /&gt;
|decimal&lt;br /&gt;
|mass {&lt;br /&gt;
|engine&lt;br /&gt;
|Fuel level, not currently in use&lt;br /&gt;
|-&lt;br /&gt;
|fuel-energy&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Relative energy in kilojoules per kilogram of coal&lt;br /&gt;
|-&lt;br /&gt;
|function&lt;br /&gt;
|&#039;TrackSignal&#039;&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Must be set to &#039;TrackSignal&#039;&lt;br /&gt;
|-&lt;br /&gt;
|grounded&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Height in meters for the road to be offset from terrain.&lt;br /&gt;
|}&lt;br /&gt;
==ha-hz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Height from the track level to the base. Must be a negative value in order to raise the bridge above the ground.&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|integer&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image height&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|negative metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Height from the track level to the base. Should be negative.&lt;br /&gt;
|-&lt;br /&gt;
|height-range&lt;br /&gt;
|min,max metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|height-range min, max eg: height-range –10, 100. Where min and max are values in meters.&lt;br /&gt;
|-&lt;br /&gt;
|hidden&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Prevents the spline from being rendered.&lt;br /&gt;
|-&lt;br /&gt;
|highspeedexhauster &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|For vacuum braking - not currently in use&lt;br /&gt;
|-&lt;br /&gt;
|highspeedexhauster_vacuumbrakepipe &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|For vacuum braking&lt;br /&gt;
|-&lt;br /&gt;
|hornsound&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar horn sound.&lt;br /&gt;
|}&lt;br /&gt;
==ia-iz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|icon0&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon1&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon2&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon3&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The in-game representation of the product when specifying the load type for a compatible rollingstock item (driver) Should be a 64x64 TGA.&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|[path/]filename&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image filename&lt;br /&gt;
|-&lt;br /&gt;
|indbrakefull &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|independantbrakecylinder&lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|independantbrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|info-page&lt;br /&gt;
|[path/]filename.html&lt;br /&gt;
|config.txt&lt;br /&gt;
|profile&lt;br /&gt;
|Filename of the HTML information page for the session.&lt;br /&gt;
|-&lt;br /&gt;
|inherit-velocity&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|initial-boiler-temperature&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|initial-count&lt;br /&gt;
|integer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The initial number of items in the queue.&lt;br /&gt;
|-&lt;br /&gt;
|initiator&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of model to use at start of bridge, placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|inputs {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|processID {&lt;br /&gt;
|industry&lt;br /&gt;
|Input process list&lt;br /&gt;
|-&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|inputs {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|instance-type&lt;br /&gt;
|&#039;instance&#039;/&#039;resource&#039;&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Instance-type: &#039;resource&#039; is used when there is no mesh, or one only mesh is referenced in the mesh table (Ie Liquids, Bulk loads etc). &#039;instance&#039; is used when more than one mesh is in the mesh table Ie: Passengers, General Goods. 200 max.‘size’ per Asset.&lt;br /&gt;
|-&lt;br /&gt;
|interior&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar interior cab view.&lt;br /&gt;
|-&lt;br /&gt;
|interpolate&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the object is invisible.&lt;br /&gt;
|-&lt;br /&gt;
|isroad&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true.&lt;br /&gt;
|-&lt;br /&gt;
|istrack&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true.&lt;br /&gt;
|-&lt;br /&gt;
|istunnel&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Disables smoke effects for trains on track with this tag set.  Useful for tunnels, engine houses, snow sheds - anywhere you don&#039;t want smoke going through the roof of a structure.&lt;br /&gt;
|-&lt;br /&gt;
|junction-lever-mesh&lt;br /&gt;
|subcontainer&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|fixed track&lt;br /&gt;
|The mesh (selected from the mesh table) to be used as a junction lever.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertex&lt;br /&gt;
|helper&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|fixed track&lt;br /&gt;
|The attachment point (located in mesh file) at which to place the lever.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertices {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|fixed track&lt;br /&gt;
|The Junction-Vertices Container contains the tags needed to handle the lever portions of a fixed track.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|container&lt;br /&gt;
|junction-vertices {&lt;br /&gt;
|fixed track&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==ka-kz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|keyframes&lt;br /&gt;
|integer list&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Specifies where on the animation the turntable is to stop.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;animation&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|This effect is used when a mesh has a variety of animations. Usually the animations will be controlled by a script related to the asset.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;attachment&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|In TRS we now have the ability to attach a mesh into another mesh by referencing it’s KUID through a meshtable.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;corona&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|A corona is a ‘glow’ light effect. It is a simple texture that is inserted at an attachment point within the mesh. Coronas can be added to any asset that uses a meshtable.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|interior object kind&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The type of interior object the particular mesh is. Affects the behavior of the mesh in game. Kinds: lever (Levers, switches, dials etc), animated-lever (Animated Levers etc Eg. in steam cabs), collision-proxy (Mouse collisions for animated levers), needle (Gauge needles, Speedo, brake pres.), pullrope (Pull rope horn as in the F7), light (Wheelslip light)&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|kind&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Asset kind.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;name&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|Some assets may have editable signs. When you set an asset’s name in surveyor through the Edit Properties icon (‘?’ icon) the signage can be set-up to automatically update. The variables can be set for each sign.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;texture-replacement&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|This effect was created for rolling stock items to swap the visible texture of bulk loads (such as coal or woodchips).&lt;br /&gt;
|-&lt;br /&gt;
|kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Asset kuid&lt;br /&gt;
|-&lt;br /&gt;
|kuid-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|List of all required dependencies.&lt;br /&gt;
|-&lt;br /&gt;
|kuid-table-ID {&lt;br /&gt;
|kuid&lt;br /&gt;
|kuid-table {&lt;br /&gt;
|all&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==la-lz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|latitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|latitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|left-passenger-door {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Left side passenger doors.&lt;br /&gt;
|-&lt;br /&gt;
|length&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Length of track segment in meters&lt;br /&gt;
|-&lt;br /&gt;
|levels {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Relative sound levels. The sound is silent until 0.1 m/s, ramping up in volume until 10.0 m/s, constant maximum after that. Note, a value below 0.1 will not play a sound.&lt;br /&gt;
|-&lt;br /&gt;
|licence&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|User licence details&lt;br /&gt;
|-&lt;br /&gt;
|lifetime&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Time in seconds that smoke particles exist for. Default is 3.&lt;br /&gt;
|-&lt;br /&gt;
|light&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, 1 sets directional light which is affected by the position of the sun.&lt;br /&gt;
|-&lt;br /&gt;
|light&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, 1 sets directional light which is affected by the position of the sun.&lt;br /&gt;
|-&lt;br /&gt;
|light_color&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|RGB headlight color. Eg. 255,255,255.&lt;br /&gt;
|-&lt;br /&gt;
|lights {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mosignal&lt;br /&gt;
|Signal lighting container.  A list of coronas attached to each light point. Coronas are stored in each signal object’s directory alongside it’s textures.&lt;br /&gt;
|-&lt;br /&gt;
|lights-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|lights {&lt;br /&gt;
|mosignal&lt;br /&gt;
|Light point identifier.&lt;br /&gt;
|-&lt;br /&gt;
|limits&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Mathematical boundaries Trainz uses determine the objects function. These values vary as different objects use different mathematical units.&lt;br /&gt;
|-&lt;br /&gt;
|longitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|longitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|loop&lt;br /&gt;
|float seconds&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Time in seconds to loop the smoke sequence. Only valid if mode is set to time.&lt;br /&gt;
|-&lt;br /&gt;
|loopdelay&lt;br /&gt;
|float seconds&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Delay (in seconds) before the effect is played again.&lt;br /&gt;
|-&lt;br /&gt;
|looped&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Looped 1 (optional) Use only if the animation is looping (repeating). Default 0 (i.e. not looped).&lt;br /&gt;
|-&lt;br /&gt;
|looping&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|specifies that the turntable can go all the way around, rather than stopping at a certain point.&lt;br /&gt;
|}&lt;br /&gt;
==ma-mz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir_ep &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|main-reservoir-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|map-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|profile&lt;br /&gt;
|Kuid of the map attached to this session.&lt;br /&gt;
|-&lt;br /&gt;
|mass&lt;br /&gt;
|float kg&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The physical mass of the product. For Containers and Passengers this is calculated in kilograms/unit, while for Liquid and Bulk loads this is calculated in kilograms/litre.&lt;br /&gt;
|-&lt;br /&gt;
|mass&lt;br /&gt;
|integer kg&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Mass in kilograms&lt;br /&gt;
|-&lt;br /&gt;
|mass {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-accel &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-coupler-gap&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|maximum gap expected between couplers of this type&lt;br /&gt;
|-&lt;br /&gt;
|max-decel &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-distance&lt;br /&gt;
|float&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Maximum distance at which the sound is played. Eg 1000&lt;br /&gt;
|-&lt;br /&gt;
|max-fire-coal-mass&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-fire-temperature&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maximum-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxrate&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The maximum rate at which particles are emitted.&lt;br /&gt;
|-&lt;br /&gt;
|maxsize&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxspeed &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxspeedkph&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxvoltage &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.im&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.lm&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.pm&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercharacter&lt;br /&gt;
|This refers to the kuid of the mesh asset inserted in to the locomotive mesh at a.driver0 (when in the Driver Module).&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mesh object&lt;br /&gt;
|This is the new and preferred method of asset mesh placement for most mesh asset types. It gives huge control over mesh placement and animations. There are some asset types that cannot use a meshtable. These include all Bridges, Tunnels, Rails, Pantographs and other Spline Objects (eg. Fences or Catenaries).&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|interior&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|min-distance&lt;br /&gt;
|float&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Minimum distance at which the sound is played. Eg 0.&lt;br /&gt;
|-&lt;br /&gt;
|minimum-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|minrate&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The minimum rate at which particles are emitted.&lt;br /&gt;
|-&lt;br /&gt;
|minsize&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mode&lt;br /&gt;
|speed/anim/timeofday/time&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Describes the mode or type of this smoke effect. This affects how start and period are interpreted. (time | speed | anim | timeofday). &lt;br /&gt;
|-&lt;br /&gt;
|mode0 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|trackside&lt;br /&gt;
|Mesh showing lever in first position&lt;br /&gt;
|-&lt;br /&gt;
|mode0 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Mesh showing lever in first position&lt;br /&gt;
|-&lt;br /&gt;
|mode1 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|trackside&lt;br /&gt;
|Mesh showing lever in second position&lt;br /&gt;
|-&lt;br /&gt;
|mode1 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Mesh showing lever in second position&lt;br /&gt;
|-&lt;br /&gt;
|motor {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mousespeed&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|This controls the use of the mouse on screen. Use this to control the mouse speed and push/pull direction for levers and dials. • mousespeed -1 Inverts mouse direction. • mousespeed 2 Doubles mouse speed in default direction. • mousespeed -0.5 Inverts mouse direction and halves the speed.&lt;br /&gt;
|-&lt;br /&gt;
|moving-friction-coefficient &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==na-nz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|&amp;lt;blank&amp;gt;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|Leave blank to allow the name to be inserted by script without an initial default.&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|&#039;name&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|When name name is specified, it uses the asset’s changeable name. Changed through the Edit Properties icon (the ‘?’ icon) in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|The default text when placed.  If name Graceland (for example) was used, the sign would never be able to be changed even though the user may have changed the asset’s name in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|night&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for night sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|night-mesh-base&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh to which &#039;default-night&#039; is linked.  If the &#039;night-mesh-base&#039; is hidden then &#039;default-night&#039; will not be displayed.&lt;br /&gt;
|-&lt;br /&gt;
|nightmode&lt;br /&gt;
|home/lamp/constant&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Only add this tag if you reference a default-night mesh in the mesh-table. Values: home, lamp or constant.&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|normal&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for normal sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|nostartdelay&lt;br /&gt;
|boolean&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|0 or 1, default 0 If not set, the sound will have a short delay before playing, this stops flanging (flanging is a really nasty sound caused when several copies of the same sound are played at once).&lt;br /&gt;
|-&lt;br /&gt;
|notches&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The position of notches within the angle boundaries. These are represented as decimal points between and including 0 and 1.&lt;br /&gt;
|-&lt;br /&gt;
|notchheight&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The size of the notches specified.&lt;br /&gt;
|}&lt;br /&gt;
==oa-oz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|object-size&lt;br /&gt;
|float metres&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Size of the corona on the object when viewed up close Defaults to 0.15 (i.e. 0.15m)&lt;br /&gt;
|-&lt;br /&gt;
|obsolete-table { &lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|The obsolete-table describes the asset’s revision history.&lt;br /&gt;
|-&lt;br /&gt;
|ontheright&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Cars drive on the right side of the road.&lt;br /&gt;
|-&lt;br /&gt;
|opacity&lt;br /&gt;
|0..1&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Controls the opacity of the mesh. Zero (invisible, not recommended) or one (solid).&lt;br /&gt;
|-&lt;br /&gt;
|opacity&lt;br /&gt;
|0..1&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Usually used for the window mesh to give transparency (and the impression of reflection).&lt;br /&gt;
|-&lt;br /&gt;
|organisation&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Organisation name will show in Trainz in Railyard as the organisation for the model, for instance if you use Joe’s Trainz or Cripple Creek Logging Company.&lt;br /&gt;
|-&lt;br /&gt;
|origin&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The Country Abbreviation.&lt;br /&gt;
|-&lt;br /&gt;
|outputs {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Output process list&lt;br /&gt;
|-&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|outputs {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==pa-pz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-skin-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|Kuid of the paintshed skin used. (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-skin-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-template&lt;br /&gt;
|Kuid of the paintshed skin to be used for this template.&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-template-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|Kuid of the paintshed template used. (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|pantograph&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The pantograph kuid number inserted at a.pant0, a.pant1, etc. Use this tag only when needed.&lt;br /&gt;
|-&lt;br /&gt;
|passenger-height&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|This value sets the height of the passenger asset in metres, to suit the platform model height. (Doesn&#039;t work)&lt;br /&gt;
|-&lt;br /&gt;
|passenger-queue&lt;br /&gt;
|boolean&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Defines this as a passenger station queue.&lt;br /&gt;
|-&lt;br /&gt;
|period&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The usage of period depends on the value of the mode tag. If the mode is set to time, period is the duration of time this effect will remain active.&lt;br /&gt;
|-&lt;br /&gt;
|permit-commit&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to commit changes to this asset.&lt;br /&gt;
|-&lt;br /&gt;
|permit-edit&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to open this asset for editing&lt;br /&gt;
|-&lt;br /&gt;
|permit-listing&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to view this object in the surveyor pickers (if it is of an appropriate kind.) Does not affect the visibility of the asset within the CMP asset list.&lt;br /&gt;
|-&lt;br /&gt;
|piston-angular-offsets&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-area&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-to-atmosphere-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-volume-max&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-volume-min&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|pressure {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|preview-mesh-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh to be used in the surveyor preview area. This is useful when an asset has a large bounding box. Ie the &amp;quot;Airport” with it’s jet animation.&lt;br /&gt;
|-&lt;br /&gt;
|preview-scale&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Scale of the preview mesh.&lt;br /&gt;
|-&lt;br /&gt;
|priority&lt;br /&gt;
|float, 0 = highest&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The priority of the sound versus other sounds to be played. Lower values indicate a higher priority.&lt;br /&gt;
|-&lt;br /&gt;
|privileges {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Limited content protection applies only to built-in (JArchived) assets.&lt;br /&gt;
|-&lt;br /&gt;
|processes {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|Processes (required) The input and output settings of the industry. You can specify the amount of input and output for each queue referenced product as well as the duration (or rate) in seconds for that process to take place. All queues and processes are linked through the industry asset’s script file.&lt;br /&gt;
|-&lt;br /&gt;
|process-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|processes {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|product-category&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Kuid of applicable category for this product&lt;br /&gt;
|-&lt;br /&gt;
|product-id&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|-&lt;br /&gt;
|product-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The product type used to fill ‘initial-count’&lt;br /&gt;
|-&lt;br /&gt;
|product-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The texture to be used with load ‘texture-replacement’. Ie When a hopper loads woodchips instead of it’s default load of coal.&lt;br /&gt;
|-&lt;br /&gt;
|product-type&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|-&lt;br /&gt;
|product-version&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|}&lt;br /&gt;
==qu-rz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|queue&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|queue from which to take input.&lt;br /&gt;
|-&lt;br /&gt;
|queue&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|queue in which to place output.&lt;br /&gt;
|-&lt;br /&gt;
|queues {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|The queues container states which product or products the industry can use. It contains the size of each product, the initial count when placed, and can refer to it’s visual load state whether through a load animation or attachment.&lt;br /&gt;
|-&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Radius (in meters) of the trigger.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The notch position relative to the attachment point.&lt;br /&gt;
|-&lt;br /&gt;
|random-color-high-hsb&lt;br /&gt;
|hsb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space.&lt;br /&gt;
|-&lt;br /&gt;
|random-color-low-hsb&lt;br /&gt;
|hsb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space.&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|float particles/second&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The rate of emission in particles per second for modes time, speed, and timeofday, or the number of particles to emit over the animation period for  anim mode. Default is 4.&lt;br /&gt;
|- style=&amp;quot;color:navy; background:lightyellow;&amp;quot;&lt;br /&gt;
|[[region]] &amp;lt;br/&amp;gt;(depreciated)&lt;br /&gt;
|region code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general  &amp;lt;br/&amp;gt;(obsolescent)&lt;br /&gt;
|Trainz 1.x legacy tag; the country region to which this asset belongs. This should be one of the Auran-supplied region names, but older content has shown full names. &lt;br /&gt;
|-&lt;br /&gt;
|repeat-delay&lt;br /&gt;
|random [min,max] seconds&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|1 or 2 numbers (min, max, in sec) time to delay between the end of the sound playing, and playing it again randomised between(min .. max) default min is 0, default max is equal to min  Notes: Repeat-delay now has two values rather than one. When upgrading old assets, make sure there is a repeat delay for both values or the sound will loop endlessly when triggered.&lt;br /&gt;
|-&lt;br /&gt;
|repeats&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|The number of times the mesh is placed between spline points&lt;br /&gt;
|-&lt;br /&gt;
|resistance &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|reversed&lt;br /&gt;
|boolean&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|traincar&lt;br /&gt;
|Reverses the animation direction. Use when the bogie attachment point in the traincar asset has been rotated 180 degrees around the Z axis.&lt;br /&gt;
|-&lt;br /&gt;
|rgb&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|This value should be left as default.&lt;br /&gt;
|-&lt;br /&gt;
|right-passenger-door {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Right side passenger doors.&lt;br /&gt;
|-&lt;br /&gt;
|rollstep&lt;br /&gt;
|float degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is a value in degrees. Used in conjunction with rotate-yz-range, rollstep lets you specify the step size of roll angles for this object. Other example values are 1, 5, 20 etc. The default rollstep is 1.0.&lt;br /&gt;
|-&lt;br /&gt;
|rotate&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is 0 or 1 (default). This lets you disable rotation on a scenery object. 0 to disable, 1 to enable (default).&lt;br /&gt;
|-&lt;br /&gt;
|rotate-yz-range&lt;br /&gt;
|min,max degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where min and max are values in degrees. This tag lets you set the roll / yz rotation range (normal object rotation is an xy rotation). If you want your scenery object to support rolling then use this tag to set the minimum and maximum roll range. By default, objects have a min/max roll range of 0 to 0.&lt;br /&gt;
|-&lt;br /&gt;
|rotstep&lt;br /&gt;
|float degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Where n is a value in degrees. This lets you specify the step size of rotation angles for this object. Other example values are 1, 10, 20, 90, 180 etc. The default rotstep is 1.0&lt;br /&gt;
|-&lt;br /&gt;
|running-number&lt;br /&gt;
|string&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Running number of the vehicle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==sa-sz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-high-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-high-pressure&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-low-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-low-pressure&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|mass {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|script&lt;br /&gt;
|[path/]filename.gs&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|This refers to the name of the script file.&lt;br /&gt;
|-&lt;br /&gt;
|search-limit&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Not required. For internal use only.&lt;br /&gt;
|-&lt;br /&gt;
|shadow {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Shadow mesh.&lt;br /&gt;
|-&lt;br /&gt;
|shadows&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|shift&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|shovel-coal-mass&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|showhelp&lt;br /&gt;
|boolean&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Show Driver Help. (off, on)&lt;br /&gt;
|-&lt;br /&gt;
|show-in-consist-menu&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Boolean flag that dictates whether this train appears in the consist menu (0 - false, 1 - true). The consist menu was along the bottom of the screen in the original Trainz and UTC but is no longer present. It effectively stopped a user from getting access to an AI train. Redundant for most uses except for legacy/scenario usage.&lt;br /&gt;
|-&lt;br /&gt;
|signals {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mosignal&lt;br /&gt;
|Sets out which aspects the signal is capable of displaying, and also which light points are activated when each state is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|signals-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|lights {&lt;br /&gt;
|mosignal&lt;br /&gt;
|Signal point identifier.&lt;br /&gt;
|-&lt;br /&gt;
|size&lt;br /&gt;
|integer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Size of queue.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_fastlife&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Longevity of smoke particles at normal speed.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_fastspeed&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|smoke_height&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|How hard particles are pushed out of the stack.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_random&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Level of particle excitation.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_shade&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Smoke opacity. (0 - 1)&lt;br /&gt;
|-&lt;br /&gt;
|smoke_slowlife&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Longevity of smoke particles at low speed.&lt;br /&gt;
|-&lt;br /&gt;
|smoken {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|snapgrid&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is a value in meters. This lets you specify the size of the grid the object snaps to. We recommend factors/fractions of 720 as this is the size of a base board and the positioning may do funny things across section borders. e.g. 1, 2, 5, 10, 20, 30, 40, 45, 60, 80, 90, 120, 180, 240, 360, 720. The default snapgrid is 10.&lt;br /&gt;
|-&lt;br /&gt;
|snapmode&lt;br /&gt;
|0/1/2&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is either 0 (default) , 1 or 2. Use snapmode to enable snapping of a scenery object to the snap grid. 0 will disable grid snapping (default), 1 will enable grid snapping, 2 will enable an offset grid snapping. Offset grid snapping will cause objects to be snapped to the grid but will also offset the object’s position by ½ the grid size – essentially positioning the object in between the normal grid lines.&lt;br /&gt;
|-&lt;br /&gt;
|sound { &lt;br /&gt;
|subcontainer&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|List of .wav files to play (randomly picked)&lt;br /&gt;
|-&lt;br /&gt;
|soundscript {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mesh object&lt;br /&gt;
|Controls the looping sound made by the object.&lt;br /&gt;
|-&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|soundscript {&lt;br /&gt;
|mesh object&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|speed&lt;br /&gt;
|float&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Speed factor of the animation. Default 1, 2 for double speed, 0.5 for half speed&lt;br /&gt;
|-&lt;br /&gt;
|speedlimit&lt;br /&gt;
|float metres/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|This value is the maximum speed allowed in meters per second&lt;br /&gt;
|-&lt;br /&gt;
|start&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The usage of stard depends on the value of the mode tag. If the mode is set to time, start is a set of time values in seconds after the creation of this effect’s parent object when this phase of the effect will start. If the mode is set to speed, start is a speed in meters per second (m/s) and period is not used. (Note: 1 m/s = 3.6 km/hr.) All other sequence attributes (rate, velocity, lifetime, minsize, maxsize) are interpolated so there are smooth transitions between phases. If the mode is set to anim, start is a value from 0.0 to 1.0 which describes the start time into the object’s animation cycle. If the mode is set to timeofday, start is a value from 0.0 to 1.0 which describes the time of day when this effect will start. Values range as follow: 0 - midnight, 0.25 - 6am, 0.5 - midday, 0.75 6pm, 1.0 - midnight.&lt;br /&gt;
|-&lt;br /&gt;
|start-enabled&lt;br /&gt;
|boolean&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Specifies whether the process starts enabled.&lt;br /&gt;
|-&lt;br /&gt;
|startingtime&lt;br /&gt;
|0..1&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Time of day. Range is from 0 to 1 (0.5 - midday).&lt;br /&gt;
|-&lt;br /&gt;
|steam {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|storm&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for stormy sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|string-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|The string table stores a list of text strings to be used by the industry script.&lt;br /&gt;
|-&lt;br /&gt;
|string-table-## {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|These alternative string tables store translated strings&lt;br /&gt;
|-&lt;br /&gt;
|supports-null-driver-character&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercommand&lt;br /&gt;
|Command can be executed without a driver present in the selected loco.&lt;br /&gt;
|-&lt;br /&gt;
|surface-area &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-name-label&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Specifies whether this item has floating name label text.&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-only&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Adding this means the attached mesh will only be visible in Surveyor and not Driver.&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-only&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|attachment effect&lt;br /&gt;
|Adding this means the attached mesh will only be visible in Surveyor and not Driver.&lt;br /&gt;
|}&lt;br /&gt;
==ta-tz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|tender&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Specifies that the traincar is a tender.&lt;br /&gt;
|-&lt;br /&gt;
|terminator&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of model to use at end of bridge, placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|test-collisions&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Mouse cannot be used for this mesh. Collision mesh used instead. Ie animated-levers.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|An image texture file.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|[path]/filename.texture&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|texture-replacement effect&lt;br /&gt;
|Texture reference denoting the texture file to be swapped by this effect.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|kuid&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Kuid of the texture to be used for the effect.&lt;br /&gt;
|-&lt;br /&gt;
|texture-kuid&lt;br /&gt;
|&amp;lt;blank&amp;gt;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|If the texture-kuid tag is not present the corona will use the default yellow/orange texture in TRS.&lt;br /&gt;
|-&lt;br /&gt;
|texture-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Add this tag only when you want to specify your own texture for the corona. It specifies the KUID of a kind texture asset. See KIND TEXTURE.&lt;br /&gt;
|-&lt;br /&gt;
|textures {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|texturegroup&lt;br /&gt;
|The textures container stores a list of additional textures to be used in the texture group.&lt;br /&gt;
|-&lt;br /&gt;
|three-part&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|hornsound&lt;br /&gt;
|Specifies that the hornsound has a beginning, middle and ending sound.&lt;br /&gt;
|-&lt;br /&gt;
|throttle-notches &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|throttle-power {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|thumbnails {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Any asset may specify a thumbnail or preview image.&lt;br /&gt;
|-&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|thumbnails {&lt;br /&gt;
|all&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|timerate&lt;br /&gt;
|float&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Time progression. (1 - real-time, 2 - double speed etc.)&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|kuid&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Kuid of the track to be used.&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The track type to which this sound will apply&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|trackID&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The track name which the train must be on to trigger.&lt;br /&gt;
|-&lt;br /&gt;
|trackmark&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Specifies that the object is a trackmark.&lt;br /&gt;
|-&lt;br /&gt;
|trackoffsets&lt;br /&gt;
|float list, metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Distance in meters the rail/s are attached to the center of the spline. Any number of tracks can be attached to the spline, only splines with the same track offsets can be connected together.&lt;br /&gt;
|-&lt;br /&gt;
|track-parent&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The parent (eg. bridge/industry/tunnel) of the track to which this sound will apply.&lt;br /&gt;
|-&lt;br /&gt;
|trackdirections&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies the direction of traffic for each of the road assets attached to the bridge,&lt;br /&gt;
&lt;br /&gt;
    0 = traffic to flow in one direction for the dual lanes attached at -3.5 metres, &lt;br /&gt;
    1 = traffic to flow in the opposite direction for the dual lanes placed at 3.5 metres. &lt;br /&gt;
|-&lt;br /&gt;
|trackside&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|This is a value that is the distance in meters the object is placed relative to the center of the track. Negative values will put the object on the left side of the track, and positive values will appear on the right.&lt;br /&gt;
|-&lt;br /&gt;
|track-sound&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The kuid of the tracksound object to be used.&lt;br /&gt;
|-&lt;br /&gt;
|tracksound {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|Tracksound&lt;br /&gt;
|A sound asset that is referenced by track or bogeys to play a different sound from the default track/train sound (for example when a train travels over a bridge or through a tunnel).&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe_reservoir &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainz-build&lt;br /&gt;
|build code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The Trainz build is the version number for which this asset was created.&lt;br /&gt;
|-&lt;br /&gt;
|trigger&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Specifies that the object is a trigger.&lt;br /&gt;
|-&lt;br /&gt;
|trigger&lt;br /&gt;
|string&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|A trigger may be used in an event file (.evt) associated with an animation. It plays at selected key frames of animation as defined in the event file. Sound files may triggered in this manner, and from scripting. Used in the mojunction example (switch lever) the “toggle” action is automatically triggered when the lever is operated and the sound plays.&lt;br /&gt;
|-&lt;br /&gt;
|turntable {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|turntable&lt;br /&gt;
|Predefined submesh identifier&lt;br /&gt;
|-&lt;br /&gt;
|turntable {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. &lt;br /&gt;
|-&lt;br /&gt;
|two-part&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|hornsound&lt;br /&gt;
|Indicates that the Railyard and Driver hornsounds are different. The Driver hornsound is looping. If this tag is not present, the hornsound defauts to UTC equivalent non-looping format.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specify a type for the model that will be used in the Surveyor menu drop down menu for Track or Object type.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ua-vz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|uncached_alphas&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|This is used in certain situations to improve alpha sorting. This should only be set to 1 for tracks that use an alpha texture and are always placed flat &lt;br /&gt;
|-&lt;br /&gt;
|unit_mesh&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|For mesh-reducing track, the filename of the long mesh, which must be placed in a subdirectory of the same name as the mesh. Only the file name is entered, not the directory name nor the file extension. For example, the full pathname and extension is “rockwall/rockwall.im”. Enter only “rockwall” in the text input box.&lt;br /&gt;
|-&lt;br /&gt;
|upright&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the bridge “legs” point vertically, or perpendicular to the spline.&lt;br /&gt;
|-&lt;br /&gt;
|useadjoiningtracktype&lt;br /&gt;
|boolean&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Indicates whether the track type should change to match that of the first track joined to the object.&lt;br /&gt;
|-&lt;br /&gt;
|use-gradient-track&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|This means to use the spline gradient rather than following the ground height.&lt;br /&gt;
|-&lt;br /&gt;
|use-parent-bounds&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Specifies that the mesh should use the bounds of the parent object for visibility culling. Use with caution.&lt;br /&gt;
|-&lt;br /&gt;
|username&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The human-readable English name of this asset.&lt;br /&gt;
|-&lt;br /&gt;
|username-##&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The human-readable translated name of this asset.&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder_vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe&lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipereleasevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir_vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|value-range&lt;br /&gt;
|min,max time of day&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|2 numbers, currently used only for day/night sound effects. Midnight is 0.5, midday = 0.0 or 1.0 Where the numbers are not the same, this sets the start and end times for the sound to play.  Default 0,0 (off)&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|kuid&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The kuid of the vehicle to be used.&lt;br /&gt;
|-&lt;br /&gt;
|velocity&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The initial speed of emitted smoke particles. Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
|vertices {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Attachment points at which to place track.&lt;br /&gt;
|-&lt;br /&gt;
|visible-on-minimap&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the object\track is displayed on the minimap.&lt;br /&gt;
|-&lt;br /&gt;
|volume&lt;br /&gt;
|0..1&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Gain of the sound Default 1.0 = 100%&lt;br /&gt;
|-&lt;br /&gt;
|volume {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==wa-zz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|water&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|watercolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|RGB color value of the water for the region.&lt;br /&gt;
|-&lt;br /&gt;
|water-injector-rate&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|wave-shift&lt;br /&gt;
|?&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Affects the flashing intensity pattren on the corona.&lt;br /&gt;
|-&lt;br /&gt;
|weather&lt;br /&gt;
|0..7&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Weather setting. (clear, cloudy, drizzle, rain, stormy, light snow, medium snow, heavy snow)&lt;br /&gt;
|-&lt;br /&gt;
|westinghouse-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|width&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Width of track mesh in meters.&lt;br /&gt;
|-&lt;br /&gt;
|width&lt;br /&gt;
|integer&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image width&lt;br /&gt;
|-&lt;br /&gt;
|workingscale&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|workingunits&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|[[&amp;quot;world-origin&amp;quot; container|world-origin]]&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented,&amp;lt;br/&amp;gt;latitude, longitude, and altitude&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
 &lt;br /&gt;
;TBDL - should have something here about things discarded, moved and used differently version to version.&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
{{ORP-bot}}&amp;lt;div&amp;gt; {{FUN-bot}}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=M.tbumpgloss&amp;diff=23398</id>
		<title>M.tbumpgloss</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=M.tbumpgloss&amp;diff=23398"/>
		<updated>2020-04-28T00:13:13Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Max Settings in detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is a legacy material, and should only be used where compatibility with older versions of Trainz is required.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Bump mapped reflective material&lt;br /&gt;
&lt;br /&gt;
Blends a reflection map onto a bump map.  The blend between reflection and diffuse maps is controlled by the &#039;&#039;layerOpacity&#039;&#039; or &#039;&#039;amount&#039;&#039; value of the reflection map.&lt;br /&gt;
=Preview=&lt;br /&gt;
[[Image:mat_tbumpgloss.jpg]]&lt;br /&gt;
=Max Settings=&lt;br /&gt;
[[Image:max_material_tbumpgloss.jpg]]&lt;br /&gt;
=Max Settings in detail=&lt;br /&gt;
* Ambient - Ambient color R,G,B&lt;br /&gt;
* Diffuse - Diffuse color R,G,B&lt;br /&gt;
* Specular - Specular color R,G,B&lt;br /&gt;
* Opacity - Level of transparency, 0 = transparent, 100 = opaque.&lt;br /&gt;
* Glossiness - Should be set to 32 to match game.&lt;br /&gt;
* [[Diffuse map]] - RGB = diffuse color, A = reflection strength/mask &amp;amp;dagger;&lt;br /&gt;
* [[Opacity map]] - Legacy support for Diffuse texture Alpha channel&lt;br /&gt;
* [[Normal map]] - RGB = bump normal A, = specular strength &amp;amp;dagger;&lt;br /&gt;
* Reflection map - RGB = reflection color. Spherical mapping. &#039;amount&#039; controls blend between reflection and diffuse maps.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; In TRS2019 Build: 105175 it appears these are reversed from what is stated here - Diffuse Alpha affecting Specular, Normal Alpha affecting Reflection Strength.&lt;br /&gt;
&lt;br /&gt;
=Blender Material Configuration V2.79=&lt;br /&gt;
&lt;br /&gt;
You must use the Blender Render option in Blender as the Cycles Render in V2.79 doesn&#039;t export the texture names associated with the material.  You will need a diffuse, normal, and reflection texture. The reflection intensity can be altered in the Influence -&amp;gt; Diffuse value for the reflection texture. &lt;br /&gt;
The material must have the suffix .m.tbumpgloss , with any name you like. Here is an example with the material name called &amp;quot;part1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Tbumpgloss279config.png|border|middle|]]&lt;br /&gt;
&lt;br /&gt;
[[File:TbumpglossDiffuse279.png|border|middle|x700px]]  [[File:Tbumpglossnormal279.png|border|middle|x700px]][[File:Tbumpglossreflection279.png|border|middle|x700px]]&lt;br /&gt;
&lt;br /&gt;
=Related Links=&lt;br /&gt;
[[Material Types]] - Material types supported by Trainz.&lt;br /&gt;
&lt;br /&gt;
[[Max Exporters]] - 3D Studio Max exporters.&lt;br /&gt;
&lt;br /&gt;
[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max.&lt;br /&gt;
&lt;br /&gt;
[[.texture.txt Files]] - What goes into a .texture.txt file&lt;br /&gt;
&lt;br /&gt;
[[Category:Material types]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TC1&amp;diff=23395</id>
		<title>TC1</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TC1&amp;diff=23395"/>
		<updated>2020-04-25T06:51:11Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* New sound functions for better representation of electric traction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Experience New York&#039;s Harlem Line, realistically represented in a 3D virtual world. Rule the rails with a fast express train or stop at stations and help to convey commuters along the route. &lt;br /&gt;
&lt;br /&gt;
Accurately representing 40 miles of the former NYC empire; the Trainz Classics Harlem Line project is a carefully researched and convincing railroad simulation experience. &lt;br /&gt;
&lt;br /&gt;
The Harlem Line edition takes advantage features newly added to the ever evolving Trainz platform to realistically model Metro North&#039;s operations over the busy line.&lt;br /&gt;
&lt;br /&gt;
==Packaged Versions==&lt;br /&gt;
TC1 was packaged along with TC2 and TRS2006 in the United States by Merscom as &amp;quot;Trainz Railways&amp;quot;. It is also included with [[TS2009]] &amp;amp; [[TS2010]].&lt;br /&gt;
&lt;br /&gt;
==New Features since TRS2006==&lt;br /&gt;
A number of new functions have been introduced in TC1 relevant to content creators. The following list summarises the new features:&lt;br /&gt;
===Removal of legacy content===&lt;br /&gt;
Much of the legacy content from TRS2006 was removed in an effort to streamline the program.&lt;br /&gt;
===New Freeways feature supporting and including one way and multi-lane roads===&lt;br /&gt;
There is one kind that support the creation of freeway model, [[KIND Track]]. The [[KIND Track]] is used to specify a road freeway asset. For example, a two lane road mesh is used for the lanes of the freeway and tags in the [[config.txt file]] specify lane configuration.&lt;br /&gt;
&lt;br /&gt;
The example below is for a freeway with 2 lanes; both travelling in the same direction.  This would also be used for a one-way road.&lt;br /&gt;
&lt;br /&gt;
 [[username]] “Road_Freeway_01”&lt;br /&gt;
 [[grounded]] 0.4&lt;br /&gt;
 [[region]] “Britain”&lt;br /&gt;
 [[length]] 5&lt;br /&gt;
 [[width]] 7.9&lt;br /&gt;
 [[bendy]] 1&lt;br /&gt;
 [[kind track]]&lt;br /&gt;
 [[type]] &amp;quot;Roads&amp;quot;&lt;br /&gt;
 [[uncached_alphas]] 1&lt;br /&gt;
 [[carrate]] 25&lt;br /&gt;
 [[asset-filename]] “road”&lt;br /&gt;
 [[kuid]] &amp;lt;kuid:523:100082&amp;gt;&lt;br /&gt;
 [[istrack]] 0&lt;br /&gt;
 [[isroad]] 1&lt;br /&gt;
 [[isfreeway]] 1&lt;br /&gt;
 [[numlanes]] 2&lt;br /&gt;
&lt;br /&gt;
For a freeway with multiple lanes flowing in both directions, a bridge track has to be used. This asset calls up a freeway road model by kuid to be used on the bridge.&lt;br /&gt;
&lt;br /&gt;
The following example uses a bridge track to generate a four lane road (two lanes in each direction), calling up the two lane freeway asset in the previous example.&lt;br /&gt;
&lt;br /&gt;
 [[username]] “Road_Freeway_02”&lt;br /&gt;
 [[grounded]] 0.4&lt;br /&gt;
 [[region]] “Britain”&lt;br /&gt;
 [[length]] 5&lt;br /&gt;
 [[width]] 7.9&lt;br /&gt;
 [[bendy]] 1&lt;br /&gt;
 [[kind track]]&lt;br /&gt;
 [[type]] &amp;quot;Roads&amp;quot;&lt;br /&gt;
 [[uncached_alphas]] 1&lt;br /&gt;
 [[carrate]] 25&lt;br /&gt;
 [[asset-filename]] “road”&lt;br /&gt;
 [[kuid]] &amp;lt;kuid:-22:1003&amp;gt;&lt;br /&gt;
 [[trackoffsets]] -3.5,3.5&lt;br /&gt;
 [[trackdirections]] 0,1&lt;br /&gt;
 [[height]] 0&lt;br /&gt;
 rgb 255,200,0&lt;br /&gt;
 [[istrack]] 0&lt;br /&gt;
 [[isroad]] 1&lt;br /&gt;
 [[isfreeway]] 1&lt;br /&gt;
 [[numlanes]] 4&lt;br /&gt;
 [[bridgetrack]] &amp;lt;kuid:523:100082&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flashing ditch-lights===&lt;br /&gt;
Operating ditch lights now function for locomotives. The usual attachment point conventions apply for a point placed in the mesh in 3dsmax or gmax.&lt;br /&gt;
&lt;br /&gt;
a.ditch0, a.ditch1 etc&lt;br /&gt;
&lt;br /&gt;
The odd numbered light points flash together, alternating with the even numbered light points.&lt;br /&gt;
&lt;br /&gt;
The flashing rate can be changed in the traincar [[config.txt file]] by adding the [[flash-scale]] tag.&lt;br /&gt;
&lt;br /&gt;
Ditch lights are toggled in Driver using the ; key&lt;br /&gt;
&lt;br /&gt;
===Headlight dimmer system===&lt;br /&gt;
Locomotives can run with normal or dimmed lights (normal or low beam), use the Shift + L key in Driver.&lt;br /&gt;
&lt;br /&gt;
The intensity of the light may be varied by adding the [[low-beam-value]] tag to the traincar [[config.txt file]].&lt;br /&gt;
&lt;br /&gt;
===Remodelled roadway traffic featuring working head lights===&lt;br /&gt;
Cars driving on roads can have operating head and tail lights. Use the nightmode tag in the [[config.txt file]] for a car and in the mesh table, include the default-night tag and night mesh file that you create for the vehicle.&lt;br /&gt;
&lt;br /&gt;
The following tags show the entries in the [[config.txt file]].&lt;br /&gt;
&lt;br /&gt;
 [[nightmode]] &amp;quot;none&amp;quot;&lt;br /&gt;
 [[mesh-table]] &lt;br /&gt;
 {&lt;br /&gt;
   default &lt;br /&gt;
   {&lt;br /&gt;
     auto-create 1&lt;br /&gt;
     mesh “hilux_blue.im”&lt;br /&gt;
   }&lt;br /&gt;
   default-night &lt;br /&gt;
   {&lt;br /&gt;
     mesh “night/gondwana_night.im”&lt;br /&gt;
     night-mesh-base “default”&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Specifically, the [[nightmode]] tag has been updated to support lights that are on for vehicles used as traffic, but off when not moving.&lt;br /&gt;
&lt;br /&gt;
===New sound functions for better representation of electric traction===&lt;br /&gt;
&lt;br /&gt;
New functions to better represent electric locomotive sounds have been implemented. The options are set in the [[config.txt file]] for the [[KIND Enginesound]].&lt;br /&gt;
&lt;br /&gt;
For an electric locomotive, the sound may be considered a speeding up of one wave form, different from diesel or steam locomotives where different sound files are used in “steps”.&lt;br /&gt;
&lt;br /&gt;
The sound used is a single .wav file called engine_loop.wav and must be placed in the directory with the [[config.txt file]]. Trainz automatically loads the file of this name.&lt;br /&gt;
&lt;br /&gt;
In non-electric engines, the .wav file used is the base sound (the sound used at zero km per hour). With electric engines there should be no sound at zero speed, and the use of the isfading tag scales the volume, reducing the sound as the speed reduces to zero.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 kind enginesound&lt;br /&gt;
 [[asset-filename]] &amp;quot;MN M7 enginesound&amp;quot;&lt;br /&gt;
 [[kuid]] &amp;lt;kuid:523:100052&amp;gt;&lt;br /&gt;
 [[username]] &amp;quot;MN M7 enginesound&amp;quot;&lt;br /&gt;
 [[KIND_Enginesound#speedup|speedup]] 4&lt;br /&gt;
 [[KIND_Enginesound#isfading|isfading]] 1&lt;br /&gt;
 [[KIND_Enginesound#isramping|isramping]] 0&lt;br /&gt;
&lt;br /&gt;
===New interior features===&lt;br /&gt;
===Fonts===&lt;br /&gt;
TC1 added the ability to define the fonts to be used for the text, alternative to the default font.&lt;br /&gt;
===Surveyor - Height Control===&lt;br /&gt;
Holding down the mouse button while moving the mouse forward will now raise objects that are height adjustable in increments of 1.0 units. Conversely, moving the mouse backwards will lower the object in the same way. Holding the Ctrl key in conjuction with this move will adjust the objects height in increments of 0.1 units and holding the Shift key will change the height by units of 0.05.&lt;br /&gt;
===Train controlled sounds, lights and boom gates at build-in road crossings===&lt;br /&gt;
Add a level crossing road/rail junction from the Scenery Objects Tab in Surveyor, e.g. XING 1 US&lt;br /&gt;
&lt;br /&gt;
Use the Edit Properties dialogue in the Scenery panel to uniquely name the crossing, e.g. Hobotown&lt;br /&gt;
&lt;br /&gt;
Add the crossing lights to both sides of the crossing and name those in accordance with the name given to the crossing,e.g. Hobotownsig1 and Hobotownsig2.&lt;br /&gt;
===Flexible Cab Signalling system===&lt;br /&gt;
Add the object “MN Trackside Cabsignal” from the Track Panel / Trackside Objects. This signal controls the states that will be shown by the in cab signalling and is only visible in Surveyor.&lt;br /&gt;
===Computerised in-cab displays===&lt;br /&gt;
The computerised M7 cab digitally displays various technical and safeworking data. It can also display the next station name. Add a trigger at the point along the track where you would like the next station name to light up in the cab. The naming convention is simple. If the next station is “Hobotown” then name the trigger as:&lt;br /&gt;
&lt;br /&gt;
xxHobotown&lt;br /&gt;
&lt;br /&gt;
The name will be displayed until the train passes another station-name trigger.&lt;br /&gt;
&lt;br /&gt;
To blank the display add another trigger named xx_&lt;br /&gt;
&lt;br /&gt;
===Automatic Train Protection options===&lt;br /&gt;
Add the “speed_rule” to a session using Surveyor’s “edit session” dialogue. This limits your train’s speed to within the limit as imposed by both the trackside speedboards and the cab signalling system.&lt;br /&gt;
&lt;br /&gt;
===Driver - Odometer Trip Meter Display===&lt;br /&gt;
Add the “Display Custom HUD” rule to a session using Surveyor’s “edit session” dialogue. A new “Trip Meter” field will be added to the Custom Heads Up Display (HUD) which can be reset at anytime by pressing the T key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
===New scripting commands===&lt;br /&gt;
This document does not cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have been included in TC1 include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setgoodfog, setbadfog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To set the density of fog to be used - can use values larger than 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setdrawdistance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sets the drawdistance for the ground and scenery items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;worldplaysound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a looping waveform to play a sound in a map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Day, World Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specifies a function may play during daytime or at night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;playvideo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a rule to play a video clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;locomotive and cabin scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These have been developed for each individual locomotive and associated cab, for the in-built models. Each individual script may not use all the available new tags for cab displays.&lt;br /&gt;
&lt;br /&gt;
Users would need to modify these scripts for other uses. Refer to included scripts for the M7, FL9 and P32 locomotives for information. Useful examples are:&lt;br /&gt;
*signalinterior.gs&lt;br /&gt;
*acmu.gs&lt;br /&gt;
*fl9.gs&lt;br /&gt;
*p32.gs&lt;br /&gt;
*m7.gs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Station.gs&#039;&#039;&#039;&lt;br /&gt;
There is a new station script used in TC1 to load and unload passengers. The file is Station.gs, found in a number of the MN station assets in TC1. This script operates two platforms. A second script, Station3track.gs will operate three platforms on one station. By comparing the script differences, modified scripts may be created to operate more than three platforms.&lt;br /&gt;
&lt;br /&gt;
The script makes the stopping points of trains more predictable and accurate, provided the following is used to set trigger points on the station tracks in 3dsmax or gmax.&lt;br /&gt;
&lt;br /&gt;
Trigger points in 3dsmax/gmax&lt;br /&gt;
&lt;br /&gt;
A track trigger point should be placed at each end of the platform, and another on the track near the centre of the platform length, for example a.trig1a, a.trig1d and a.trigmain.&lt;br /&gt;
&lt;br /&gt;
Trigger radii are defined in the [[config.txt file]] for the station, and 10 metres is suggested for these three trigger points.&lt;br /&gt;
&lt;br /&gt;
Additional trigger points need to be placed in between these three, so the trigger diameters touch along the full length of the track. Place the a.trig1b and a.trig1c points equidistant between the already placed points. Calculate a radius X or Y to suit and enter in the [[config.txt file]] for the station.&lt;br /&gt;
&lt;br /&gt;
A maximum value for X or Y should be 75 metres for consistent operation. If larger, place additional intermediate trigger points with reduced radii.&lt;br /&gt;
&lt;br /&gt;
While track attachment points called up in the [[config.txt file]] can be used as triggers, it is often more convienient to specify separate trigger points in the 3dsmax/gmax mesh in order to have the trigger diameters touch - track attachment points, particularly for curved stations, are not always in the best locations required for trigger points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Content Manager functions===&lt;br /&gt;
New functions of interest to Creators are included in the Miscellaneous screen of [[Content Manager]].&lt;br /&gt;
&lt;br /&gt;
====Suppress Asset Warning in Trainz====&lt;br /&gt;
This allows you to disable the “Missing Asset Screen” displayed when launching a route.&lt;br /&gt;
&lt;br /&gt;
====Suppress Asset Database Update at Startup====&lt;br /&gt;
This allows you to disable the DLS update process every time you start [[Content Manager]] or return to it from Trainz. For creators this should speed up the process of creating content when you do not wish to keep checking with the Download Station updates.&lt;br /&gt;
Note this does not suppress the update of the local assets.tdx file when [[Content Manager]] is loaded.&lt;br /&gt;
&lt;br /&gt;
====Built-in Objects - Color Display in Driver====&lt;br /&gt;
Adding the line -showkuids to the &#039;&#039;Trainzclassicoptions.txt&#039;&#039; file will show the kuid number of any object selected in Surveyor, in the bottom right of the Surveyor screen. A built-in object will show the kuid in yellow and a custom objects will be shown in red.&lt;br /&gt;
&lt;br /&gt;
====Automatic Commit====&lt;br /&gt;
Modified and imported assets will be committed automatically when launching Trainz from within [[Content Manager]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Trainz Versions]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=23394</id>
		<title>Class World</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=23394"/>
		<updated>2020-04-25T05:12:13Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* PlaySound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**World&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*World is a static class used to access various aspects of the Trainz environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Constants==&lt;br /&gt;
*These constants are used to define various values and can be used as mnenomics.&lt;br /&gt;
*If accessed from scripts the values must be prefixed &#039;&#039;World.&#039;&#039;, for example:&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_LIGHT_SNOW,World.WEATHER_CHANGEABILITY_PERIODIC);&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera View Modes===&lt;br /&gt;
----&lt;br /&gt;
*These values can be used either to choose the current camera viewing mode through World.SetCameraMode(), or to restrict certain camera modes from being accessed through methods such as World.SetCamera().&lt;br /&gt;
&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_INTERNAL = 1||Internal cabin camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_EXTERNAL = 2||External train camera view&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_TRACKING = 4||External tracking camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_ROAMING = 128||Roaming camera view.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera Flags===&lt;br /&gt;
----&lt;br /&gt;
*These flags are used in addition to the Camera Mode Flags to allow or disallow specific camera actions. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_SWITCH_VIEWS = 8||User permitted to swap between the camera views.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_VEHICLES = 16||User permitted to swap vehicles within the current train.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_TRAINS = 32||User permitted to swap to other trains which are in the consist menu.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_LOCKED = 64||User is NOT permitted to adjust camera (i.e. zoom, pan etc.).&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_NORMAL = * ||Normal camera mode where everything is permitted.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;sup&amp;gt;* NOTE: CAMERA_NORMAL = CAMERA_INTERNAL | CAMERA_EXTERNAL | CAMERA_TRACKING | CAMERA_SWITCH_VIEWS | CAMERA_SWITCH_VEHICLES | CAMERA_SWITCH_TRAINS&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Type Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the current state of the weather in Trainz. &lt;br /&gt;
*A variety of weather conditions are supported and can be changed by using one of these values with the World.SetWeather() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_TYPE_CLEAR = 0||Clear weather, no clouds, rain or snow.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_CLOUDY = 1||Cloudy weather, no rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_DRIZZLE = 2||Drizzle, light rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_RAIN = 3||Rainy weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_STORMY = 4||Stormy weather that includes lightning and thunder.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_LIGHT_SNOW = 5||Snowing lightly.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_MEDIUM_SNOW = 6||Medium level snow fall.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_HEAVY_SNOW = 7||Heavy snow fall.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Changeability Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the changeability settings for the weather. &lt;br /&gt;
*Weather changeability refers to variability of weather conditions rather than to a specific weather type.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_CHANGEABILITY_NONE = 0||Weather remains static.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_PERIODIC = 1||Periodic changes in weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_EXTREME = 2||Extreme and frequent changes in weather. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Values===&lt;br /&gt;
----&lt;br /&gt;
*Time constants defined in seconds.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define float TIME_SECOND = 1.0f||One second.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_MINUTE = TIME_SECOND * 60.0f||One minute, 60.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_HOUR = TIME_MINUTE * 60.0f||One hour, 60.0 minutes, 3600.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_DAY = TIME_HOUR * 24.0f||One day, 24 hours, 1440.0 minutes, 86400.0 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Rate Constants===&lt;br /&gt;
----&lt;br /&gt;
*Values that define the time rates relative to normal time. &lt;br /&gt;
*These constants can be used to set the time rate that Trainz runs out through the World.SetGameTimeRate() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  TIME_RATE_1X = 0||Real time (i.e. time in Trainz passes at the same rate as in the real world)&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_2X = 1||Time passes at twice normal speed.&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_4X = 2||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_8X = 3||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_16X = 4||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_32X = 5||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_60X = 6||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_120X = 7||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_240X = 8||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_360X = 9||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_480X = 10||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_720X = 11||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_960X = 12||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1200X = 13||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1440X = 14||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trainz Modules===&lt;br /&gt;
----&lt;br /&gt;
*Trainz module mode constants. &lt;br /&gt;
*These values define the various module environments that Trainz can be in. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  NO_MODULE = 0||Trainz not running in a module.&lt;br /&gt;
|-&lt;br /&gt;
|public define int SURVEYOR_MODULE = 1||Trainz is currently running in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|public define int DRIVER_MODULE = 2||Trainz is currently running in Driver.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Related Messages==&lt;br /&gt;
* [[TrainzScript Message Reference]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Camera Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Interface Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[ModuleInit Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter AddDriverCharacter(Asset driverCharacterAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCharacterAsset&#039;&#039;&#039; = Asset containing character to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCharacter if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter Casey = World.AddDriverCharacter(CaseyJones);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand AddDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.AddDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateBehavior==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior CreateBehavior(KUID kuid, Soup initialProperties)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of scenario.&lt;br /&gt;
&#039;&#039;&#039;initialProperties&#039;&#039;&#039; = Soup object containing initial properties for scenario.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the ScenarioBehavior created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior scenario = World.CreateBehavior(scenarioAsset, scenarioSoup);&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned ScenarioBehavior object may be ended by releasing all references to it (resetting all references to null).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateTrain==&lt;br /&gt;
{{MethodHeader|public native Train CreateTrain(KUID[ ] consist, string trackmarkName, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, TrackMark trackmark, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, Buildable buildable, string trackName, float position, bool direction)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;consist&#039;&#039;&#039; = An array of vehicle KUIDs used to describe the required Train object.&lt;br /&gt;
*&#039;&#039;&#039;trackmarkName&#039;&#039;&#039; = Name of Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;buildable&#039;&#039;&#039; = Buildable on which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;trackName&#039;&#039;&#039; = Name of track within Buildable object.&lt;br /&gt;
*&#039;&#039;&#039;position&#039;&#039;&#039; = Distance at which the Train is to be placed relative to the start of the track.&lt;br /&gt;
*&#039;&#039;&#039;trackmark&#039;&#039;&#039; = Reference to Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;direction&#039;&#039;&#039; = Orientation of Train relative to direction of track or trackmark.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the Train created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train train = World.CreateTrain(consist, buildable, &amp;quot;Track 1&amp;quot;, 10.0, true);&lt;br /&gt;
;Notes&lt;br /&gt;
*These methods create a train from a list of vehicles in a consist array.&lt;br /&gt;
*Depending on the variant of the method used, the train can be created at a Trackmark, specified by name or reference, or at a Buildable or Industry object.&lt;br /&gt;
*It is the responsibility of the script programmer to ensure that sufficient track exists at the given location to allow the train to be created.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteTrain==&lt;br /&gt;
{{MethodHeader|public native void DeleteTrain(Train train)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;train&#039;&#039;&#039; = train to be deleted from map.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteTrain(flyingScotsman);&lt;br /&gt;
;Notes&lt;br /&gt;
*Once a train has been deleted, care should be taken to avoid using its reference.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteVehicle==&lt;br /&gt;
{{MethodHeader|public native void DeleteVehicle(Vehicle vehicle)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicle&#039;&#039;&#039; = vehicle to be deleted from its train.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteVehicle(vehicles[vehicles.size()-1]);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use Train.GetVehicles() to obtain an array of vehicles for a given train.&lt;br /&gt;
*Use Vehicle.GetMyTrain() to obtain a train reference for a given vehicle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindAsset==&lt;br /&gt;
{{MethodHeader|public native Asset FindAsset(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of Asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Given a valid KUID parameter, this method return an Asset reference if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset asset = World.FindAsset(kuid);&lt;br /&gt;
;Notes&lt;br /&gt;
*See also Asset.FindAsset()&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand FindDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.FindDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetAssetList==&lt;br /&gt;
{{MethodHeader|public native Asset[ ] GetAssetList(string kind)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kind&#039;&#039;&#039; = String representing the Kind of asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of all assets of the given &#039;&#039;kind&#039;&#039;&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset[] Libraries = World.GetAssetList(&amp;quot;Library&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*All installed assets of the given &#039;&#039;kind&#039;&#039; are returned, irrespective of whether or not they are in use on the current map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetBadWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Bad weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetBadWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBehaviors==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior[ ] GetBehaviors(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of top-level behaviors or rules on the currently loaded route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior[] rules = World.GetBehaviors();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionX==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionX(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*X Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float X = World.GetCameraPositionX();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionY==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionY(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Y Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Y = World.GetCameraPositionY();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionZ==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionZ(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Z Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Z = World.GetCameraPositionZ();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCurrentModule==&lt;br /&gt;
{{MethodHeader|public native int GetCurrentModule(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An integer representing the current Trainz module.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int module = World.GetCurrentModule();&lt;br /&gt;
;Notes&lt;br /&gt;
* See [[#Trainz Modules|Trainz Modules]] for details of the constants associated with this method. &lt;br /&gt;
* See [[ModuleInit Message]] for further details.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCharacterList==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter[ ] GetDriverCharacterList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCharacter objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter[] drivers = World.GetDriverCharacterList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCommandList==&lt;br /&gt;
{{MethodHeader|public native DriverCommand[ ] GetDriverCommandList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCommand objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand[] commands = World.GetDriverCommandList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGameTime==&lt;br /&gt;
{{MethodHeader|public native float GetGameTime(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned value&lt;br /&gt;
*Current game time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Now = World.GetGameTime();&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert the normalised values to human readable times.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetGoodWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Good weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGoodWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetGroundDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Ground draw distance in metres.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGroundDrawDistance();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetIndustryList==&lt;br /&gt;
{{MethodHeader|public native GameObject[ ] GetIndustryList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the Industry objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 GameObject[] Industries = World.GetIndustryList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetJunctionList==&lt;br /&gt;
{{MethodHeader|public native Junction[ ] GetJunctionList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackside junction objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Junction[] junctions = World.GetJunctionList();&lt;br /&gt;
;Notes&lt;br /&gt;
*Junction objects attached to fixed track junctions are not currently returned by this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetLibrary==&lt;br /&gt;
{{MethodHeader|public native Library GetLibrary(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of script library asset to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to the script library asset if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Library codelib = World.GetLibrary(LibraryKUID);&lt;br /&gt;
;Notes&lt;br /&gt;
*The [[Class Library|Library]] asset is initialised when this method is first called in a session.&lt;br /&gt;
*Since only one instance can exist, subsequent calls return a reference to the existing Library object.&lt;br /&gt;
*See [[Class Library|Library]] for notes on how to use this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetSceneryDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Undefined.&lt;br /&gt;
;Notes&lt;br /&gt;
*Included for legacy script compatibility only. Has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSeconds==&lt;br /&gt;
{{MethodHeader|public native float GetSeconds(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The current value of a floating point number incrementing once per second in real time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float start = World.GetSeconds();&lt;br /&gt;
 // do stuff&lt;br /&gt;
 float finish = World.GetSeconds();&lt;br /&gt;
 float period = finish - start;&lt;br /&gt;
;Notes&lt;br /&gt;
*Each call will return a float value containing the current value of an internal counter.&lt;br /&gt;
*Subtracting a later value from a value saved at an earlier call will enable the delay between the two calls to be established.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSignalList==&lt;br /&gt;
{{MethodHeader|public native Signal[ ] GetSignalList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the signal objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Signal[] signals = World.GetSignalList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetStringTable==&lt;br /&gt;
{{MethodHeader|public native StringTable GetStringTable(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The StringTable for the current session.&lt;br /&gt;
;Syntax&lt;br /&gt;
 StringTable data = World.GetStringTable();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsist==&lt;br /&gt;
{{MethodHeader|public native Soup GetSurveyorSavedConsistList(string name)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*&#039;&#039;&#039;name&#039;&#039;&#039; = Name of the consist to retireiev.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a Soup definition of the named consist if it exists, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Soup consist = World.GetSurveyorSavedConsist(&amp;quot;Brighton Belle&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Remember that the returned data is in a Soup format, which is not the same thing as a Train. &lt;br /&gt;
*TrainUtil.CreateTrainFormSoup() can be used to create a train from the returned Soup.&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsistList==&lt;br /&gt;
{{MethodHeader|public native string[ ] GetSurveyorSavedConsistList()}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of names of all the saved consist objects in Surveyor.&lt;br /&gt;
;Syntax&lt;br /&gt;
 string[] consists = World.GetSurveyorSavedConsistList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrackmarkList==&lt;br /&gt;
{{MethodHeader|public native TrackMark[ ] GetTrackmarkList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackmark objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trackmark[] trackmarks = World.GetTrackmarkList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainList==&lt;br /&gt;
{{MethodHeader|public native Train[ ] GetTrainList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trains for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train[] trains = World.GetTrainList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzBuild==&lt;br /&gt;
{{MethodHeader|public native int GetTrainzBuild(void)}}&lt;br /&gt;
;Parameters;&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Gets the current build number of Trainz. &lt;br /&gt;
;Syntax&lt;br /&gt;
 int build = World.GetTrainzBuild();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the build number you can see in the bottom-right side of the main Trainz menu screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzVersion==&lt;br /&gt;
{{MethodHeader|public native float GetTrainzVersion(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The TRS version number.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float version = World.GetTrainzVersion();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the version number you can see in the bottom-right side of the main Trainz menu screen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTriggerList==&lt;br /&gt;
{{MethodHeader|public native Trigger[ ] GetTriggerList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trigger objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trigger[] triggers = World.GetTriggerList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method does not return scenery triggers, ie those attached to SceneryWithTrack objects and their descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetVehicleList==&lt;br /&gt;
{{MethodHeader|public native Vehicle[ ] GetVehicleList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the vehicles in the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Vehicle[] vehicles = World.GetVehicleList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherChangeability==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherChangeability(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Changeability_Constants|Weather Changeability Constants]] denoting the variability of weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int variability = World.GetWeatherChangeability();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherType==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherType(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Type_Constants|Weather Type Constants]] denoting the current weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int weather = World.GetWeatherType();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LoadMap==&lt;br /&gt;
{{MethodHeader|public native bool LoadMap(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of map to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 if (World.LoadMap(mapKUID) Interface.Print(&amp;quot;Map loaded OK&amp;quot;);&lt;br /&gt;
 else Interface.Print(&amp;quot;Map load failed&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Play2DSound==&lt;br /&gt;
{{MethodHeader|public float Play2DSound(Asset asset, string wave)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
;Returned Value&lt;br /&gt;
* Undefined.&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;);        &lt;br /&gt;
 // Wait until sound has completed before continuing (pre-TS12 only!)&lt;br /&gt;
    Sleep(World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;)); &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&amp;quot; sound file from the given asset&#039;s folder.&lt;br /&gt;
*The sound is non directional and can be mono or stereo. &lt;br /&gt;
*This method does not return after the sound has finished playing, it returns with the length of the sound as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PlaySound==&lt;br /&gt;
{{MethodHeader|public native float PlaySound&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt)&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt, bool loop)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
*&#039;&#039;&#039;vol&#039;&#039;&#039; = Volume level to play the sound at (0 to 1)&amp;lt;- These values taken from TRS2019 world.gs file comments&lt;br /&gt;
*&#039;&#039;&#039;near&#039;&#039;&#039; = Distance from the target asset at which the sound will be played at maximum volume.&lt;br /&gt;
*&#039;&#039;&#039;far&#039;&#039;&#039; = Distance from the target asset at which the sound will become inaudible.&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to which the sound will be attached if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;pt&#039;&#039;&#039; = Name of attachment point in the target object if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;loop&#039;&#039;&#039; = (Optional) If true the sound will loop continuously.&lt;br /&gt;
;Returned Value&lt;br /&gt;
* Sound length in seconds for Trainz before TS12&lt;br /&gt;
* Undefined for TS12 and TANE&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;);     &lt;br /&gt;
 // Wait until sound has completed before continuing (pre-TS12 only!)&lt;br /&gt;
    Sleep(World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1000.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;);     &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&#039;&#039; sound file from the given asset&#039;s folder.&lt;br /&gt;
*If the sound is to be directional a mono sound file is required. &lt;br /&gt;
*This method does not return after the sound has finished playing: it returns as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
*If you want to wait for the sound to complete playing before moving on, wrap the PlaySound() call up in a Sleep() call. &#039;&#039;&#039;Note!&#039;&#039;&#039; This works only in Trainz versions before TS12. For newer versions, TS12 and TANE, you can hard-code the duration of the sound, or store it in the extensions container of the config.txt file.&lt;br /&gt;
*The sound volume will be at a maximum for a camera position at or less than the value of the &#039;&#039;near&#039;&#039; parameter and will reduce with distance until the hearing position reaches &#039;&#039;far&#039;&#039;, when the sound will be inaudible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCharacter(DriverCharacter driver)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driver&#039;&#039;&#039; = DriverCharacter to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCharacter(dave);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCommand==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCommand(DriverCommand command)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;command&#039;&#039;&#039; = DriverCommand to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCommand(driverCommand);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetBadWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Bad weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetBadWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCamera==&lt;br /&gt;
{{MethodHeader|public native bool SetCamera(MapObject focus)&amp;lt;br&amp;gt;public native void SetCamera(Junction focus)&amp;lt;br&amp;gt;public native void SetCamera(Vehicle focus, int cameraMode)&amp;lt;br&amp;gt;public native void SetCamera(Train focus, int cameraMode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;focus&#039;&#039;&#039; = Object on which the camera is to be focused.&lt;br /&gt;
*&#039;&#039;cameraMode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Mode]] constants defining the view which should be assigned to the camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The first variant returns a boolean to indicate success or failure.&lt;br /&gt;
*Remaining variants do not return a value&lt;br /&gt;
&#039;Syntax&lt;br /&gt;
 World.SetCamera(train.GetVehicles[0],World.CAMERA_TRACKING); // sets the camera to track the first vehicle in the train.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraAngle==&lt;br /&gt;
{{MethodHeader|public void SetCameraAngle(int yaw, int pitch, float radius)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;yaw&#039;&#039;&#039; = Camera rotation in degrees, 90 is a direct front view.&lt;br /&gt;
*&#039;&#039;&#039;pitch&#039;&#039;&#039; = Camera angle relative to the horizon, 0 is horizontal, 90 points vertically upwards.&lt;br /&gt;
*&#039;&#039;&#039;radius&#039;&#039;&#039; = Distance in metres to the object in focus.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraAngle(90,0,25); // Sets the camera to a direct frontal view at 25 metres from the currently focused object.&lt;br /&gt;
;Notes&lt;br /&gt;
*&#039;&#039;Radius&#039;&#039; is measured from the object origin point (0,0,0).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraFlags==&lt;br /&gt;
{{MethodHeader|public native void SetCameraFlags(int flags)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;flags&#039;&#039;&#039;  integer value defining what the user is permitted to do with the game camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 // User is permitted to select External or Tracking views only.&lt;br /&gt;
    World.SetCameraFlags(World.CAMERA_EXTERNAL | World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use any combination of [[#Camera_Flags|Camera Flags]] and [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraMode==&lt;br /&gt;
{{MethodHeader|public void SetCameraMode(int mode)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = Camera mode to select.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraMode(World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTime==&lt;br /&gt;
{{MethodHeader|public void SetGameTime(float time)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;time&#039;&#039;&#039; = new gane time to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTime(0.5);  // sets time to midnight&lt;br /&gt;
;Notes&lt;br /&gt;
*Game time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert human readable times to normalised values. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTimeRate==&lt;br /&gt;
{{MethodHeader|public native void SetGameTimeRate(float rate)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = New time rate to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTimeRate(World.TIME_RATE_8X); // sets game time to advance by 8 minutes per minute of real world time.&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Time_Rate_Constants|Time Rate Constants]] to define the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetGoodWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Good weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGoodWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetGroundDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Ground draw distance in metres.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGroundDrawDistance(1000.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Compatibility warning: Use of this function is not recommended, it may become non-functional in future Trainz versions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetSceneryDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = unused.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Notes&lt;br /&gt;
* Does nothing. Included for script compatibility only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetTargetObserver==&lt;br /&gt;
{{MethodHeader|public void SetTargetObserver(GameObject observer)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;observer&#039;&#039;&#039; = The game object to receive targeting messages.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetTargetObserver(self);&lt;br /&gt;
;Notes&lt;br /&gt;
* Causes the specified object to receive &amp;quot;Track&amp;quot;, &amp;quot;LeftClick&amp;quot; messages when a track is clicked. Causes the specified object to receive &amp;quot;Interface-Event&amp;quot;, &amp;quot;Left-Click&amp;quot; messages when a targetable MapObject is clicked. May cause the functionality of a left mouse click to change from what the user is expecting, so should be used with caution. Used in modal scripts to allow the user to indicate a location for train placement, etc. As there is only a single observer at any given time, the script must take care to only call this function when entering placement mode at the user&#039;s request.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetWeather==&lt;br /&gt;
{{MethodHeader|public native void SetWeather(int type, int changeability)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;type&#039;&#039;&#039; = Weather conditions as defined by one of the [[#Weather_Type_Constants|Weather Type Constants]].&lt;br /&gt;
*&#039;&#039;&#039;change&#039;&#039;&#039; = Weather variation as defined by one of the [[#Weather_Changeability_Constants|Weather Changeability Constants]].&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_HEAVY_SNOW,World.WEATHER_CHANGEABILITY_EXTREME); // April in Paris.&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCamera==&lt;br /&gt;
{{MethodHeader|public native bool UserSetCamera(GameObject target)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to set focus to.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCamera(Router,GetGameObject(&amp;quot;Junction 5&amp;quot;));&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCameraMode==&lt;br /&gt;
{{MethodHeader|public native void UserSetCameraMode(int mode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Modes]]&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCameraMode(World.CAMERA_ROAMING);  // switches to roaming view if permitted.&lt;br /&gt;
;Notes&lt;br /&gt;
*This method respects the current [[#Camera_Flags|Camera Flag]] settings, disallowing any change which the flags do not permit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Talk:Download_Station_Cleanup&amp;diff=23393</id>
		<title>Talk:Download Station Cleanup</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Talk:Download_Station_Cleanup&amp;diff=23393"/>
		<updated>2020-04-24T08:13:48Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Created page with &amp;quot;It is Supreme irony that given the topic of this page, it has dead links.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is Supreme irony that given the topic of this page, it has dead links.&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Tail-lights_container&amp;diff=23392</id>
		<title>Tail-lights container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Tail-lights_container&amp;diff=23392"/>
		<updated>2020-04-24T00:11:37Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tail-lights container is a list of tail-light subcontainers and is used by KIND Traincar assets.  It determines which of the corona effects for the traincar mesh are to be considered tail lights.  &lt;br /&gt;
&lt;br /&gt;
Tail lights are lit for the trailing end of a train vehicle that is the last vehicle in a consist.  Tail lights that are not at the trailing end are not lit. If the traincar is not part of a consist then the lights are not lit.&lt;br /&gt;
&lt;br /&gt;
The container is made up of a number of tail light subcontainers which include the effect name and a Boolean value indicating whether the effect is to be treated as a front-end light or a rear-end light.  A rear-end tail light is lit when the rear end of the traincar is the trailing end of the consist.  A front-end tail light is lit when the front of the traincar is at the trailing end of the consist (ie, the traincar is reversed within the consist).&lt;br /&gt;
&lt;br /&gt;
Each effect listed in the container must be defined as a [[Corona Effect]] in the mesh table, with the appropriate tags for the corona KUID, size, etc.  The tail-lights container has one tail-light subcontainer for each tail-light. The label used for each subcontainer is arbitrary, but must be unique. The container does not support any tags.&lt;br /&gt;
&lt;br /&gt;
This container replaces a task that required a script in earlier versions of Trainz. If converting an asset from a version that uses a script, note that the effect used for the light is likely a texture replacement effect - this needs to be changed in the mesh table to a corona effect. &lt;br /&gt;
&lt;br /&gt;
====tail-light subcontainer====&lt;br /&gt;
&lt;br /&gt;
====effect====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Compulsory: Yes&lt;br /&gt;
:Default: Nothing&lt;br /&gt;
:Desc: The name of the effect in the mesh-table that is to be used as this tail light.&lt;br /&gt;
&lt;br /&gt;
====light-is-on-front-end====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Default: 0 (False)&lt;br /&gt;
:Desc: Identifies this tail light as being a front light(True) or a rear light(False) of the traincar. This setting controls which lights are lit based on the traincar facing within the consist.  Note that this is not the physical location of the light, although typically front lights would be at the front of the traincar and rear lights wold be at the rear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
This example shows the mesh-table container and tail-light container for a traincar that has two tail lights at each end.&lt;br /&gt;
&lt;br /&gt;
 mesh-table &lt;br /&gt;
 {&lt;br /&gt;
    default &lt;br /&gt;
    {&lt;br /&gt;
        mesh                                &amp;quot;traincar.im&amp;quot;&lt;br /&gt;
        auto-create                         1&lt;br /&gt;
        &lt;br /&gt;
        effects&lt;br /&gt;
        {&lt;br /&gt;
            frontred0&lt;br /&gt;
            {&lt;br /&gt;
                kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
                att                             &amp;quot;a.frontred0&amp;quot;&lt;br /&gt;
                directional                     1&lt;br /&gt;
                object-size                     0.2&lt;br /&gt;
                texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
                max-distance                    1000&lt;br /&gt;
            }&lt;br /&gt;
            &lt;br /&gt;
            frontred1&lt;br /&gt;
            {&lt;br /&gt;
                kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
                att                             &amp;quot;a.frontred1&amp;quot;&lt;br /&gt;
                directional                     1&lt;br /&gt;
                object-size                     0.2&lt;br /&gt;
                texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
                max-distance                    1000&lt;br /&gt;
            }&lt;br /&gt;
            &lt;br /&gt;
            backred0&lt;br /&gt;
            {&lt;br /&gt;
                kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
                att                             &amp;quot;a.backred0&amp;quot;&lt;br /&gt;
                directional                     1&lt;br /&gt;
                object-size                     0.2&lt;br /&gt;
                texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
                max-distance                    1000&lt;br /&gt;
            }&lt;br /&gt;
            &lt;br /&gt;
            backred1&lt;br /&gt;
            {&lt;br /&gt;
                kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
                att                             &amp;quot;a.backred1&amp;quot;&lt;br /&gt;
                directional                     1&lt;br /&gt;
                object-size                     0.2&lt;br /&gt;
                texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
                max-distance                    1000&lt;br /&gt;
            }    &lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 tail-lights&lt;br /&gt;
 {&lt;br /&gt;
    front0&lt;br /&gt;
    {&lt;br /&gt;
        effect                          &amp;quot;frontred0&amp;quot;&lt;br /&gt;
        light-is-on-front-end           1&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    front1&lt;br /&gt;
    {&lt;br /&gt;
        effect                          &amp;quot;frontred1&amp;quot;&lt;br /&gt;
        light-is-on-front-end           1&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    back0&lt;br /&gt;
    {&lt;br /&gt;
        effect                          &amp;quot;backred0&amp;quot;&lt;br /&gt;
        light-is-on-front-end           0&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    back1&lt;br /&gt;
    {&lt;br /&gt;
        effect                          &amp;quot;backred1&amp;quot;&lt;br /&gt;
        light-is-on-front-end           0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Tail-lights_container&amp;diff=23391</id>
		<title>Tail-lights container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Tail-lights_container&amp;diff=23391"/>
		<updated>2020-04-24T00:06:24Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Reformatted Config txt example and added missing curly brace. Before it was unclear in the code if &amp;#039;tail-lights&amp;#039; was a peer of &amp;#039;mesh-table&amp;#039; or a sub-container.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tail-lights container is a list of tail-light subcontainers and is used by KIND Traincar assets.  It determines which of the corona effects for the traincar mesh are to be considered tail lights.  &lt;br /&gt;
&lt;br /&gt;
Tail lights are lit for the trailing end of a train vehicle that is the last vehicle in a consist.  Tail lights that are not at the trailing end are not lit. If the traincar is not part of a consist then the lights are not lit.&lt;br /&gt;
&lt;br /&gt;
The container is made up of a number of tail light subcontainers which include the effect name and a Boolean value indicating whether the effect is to be treated as a front-end light or a rear-end light.  A rear-end tail light is lit when the rear end of the traincar is the trailing end of the consist.  A front-end tail light is lit when the front of the traincar is at the trailing end of the consist (ie, the traincar is reversed within the consist).&lt;br /&gt;
&lt;br /&gt;
Each effect listed in the container must be defined as a [[Corona Effect]] in the mesh table, with the appropriate tags for the corona KUID, size, etc.  The tail-lights container has one tail-light subcontainer for each tail-light. The label used for each subcontainer is arbitrary, but must be unique. The container does not support any tags.&lt;br /&gt;
&lt;br /&gt;
This container replaces a task that required a script in earlier versions of Trainz. If converting an asset from a version that uses a script, note that the effect used for the light is likely a texture replacement effect - this needs to be changed in the mesh table to a corona effect. &lt;br /&gt;
&lt;br /&gt;
====tail-light subcontainer====&lt;br /&gt;
&lt;br /&gt;
====effect====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Compulsory: Yes&lt;br /&gt;
:Default: Nothing&lt;br /&gt;
:Desc: The name of the effect in the mesh-table that is to be used as this tail light.&lt;br /&gt;
&lt;br /&gt;
====light-is-on-front-end====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Default: 0 (False)&lt;br /&gt;
:Desc: Identifies this tail light as being a front light(True) or a rear light(False) of the traincar. This setting controls which lights are lit based on the traincar facing within the consist.  Note that this is not the physical location of the light, although typically front lights would be at the front of the traincar and rear lights wold be at the rear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
This example shows the mesh-table container and tail-light container for a traincar that has two tail lights at each end.&lt;br /&gt;
&lt;br /&gt;
mesh-table &lt;br /&gt;
{&lt;br /&gt;
	default &lt;br /&gt;
	{&lt;br /&gt;
		mesh                                &amp;quot;traincar.im&amp;quot;&lt;br /&gt;
		auto-create                         1&lt;br /&gt;
		&lt;br /&gt;
		effects&lt;br /&gt;
		{&lt;br /&gt;
			frontred0&lt;br /&gt;
			{&lt;br /&gt;
				kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
				att                             &amp;quot;a.frontred0&amp;quot;&lt;br /&gt;
				directional                     1&lt;br /&gt;
				object-size                     0.2&lt;br /&gt;
				texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
				max-distance                    1000&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			frontred1&lt;br /&gt;
			{&lt;br /&gt;
				kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
				att                             &amp;quot;a.frontred1&amp;quot;&lt;br /&gt;
				directional                     1&lt;br /&gt;
				object-size                     0.2&lt;br /&gt;
				texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
				max-distance                    1000&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			backred0&lt;br /&gt;
			{&lt;br /&gt;
				kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
				att                             &amp;quot;a.backred0&amp;quot;&lt;br /&gt;
				directional                     1&lt;br /&gt;
				object-size                     0.2&lt;br /&gt;
				texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
				max-distance                    1000&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			backred1&lt;br /&gt;
			{&lt;br /&gt;
				kind                            &amp;quot;corona&amp;quot;&lt;br /&gt;
				att                             &amp;quot;a.backred1&amp;quot;&lt;br /&gt;
				directional                     1&lt;br /&gt;
				object-size                     0.2&lt;br /&gt;
				texture-kuid                    &amp;lt;kuid:-3:10112&amp;gt;&lt;br /&gt;
				max-distance                    1000&lt;br /&gt;
			}    &lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tail-lights&lt;br /&gt;
{&lt;br /&gt;
	front0&lt;br /&gt;
	{&lt;br /&gt;
		effect                          &amp;quot;frontred0&amp;quot;&lt;br /&gt;
		light-is-on-front-end           1&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	front1&lt;br /&gt;
	{&lt;br /&gt;
		effect                          &amp;quot;frontred1&amp;quot;&lt;br /&gt;
		light-is-on-front-end           1&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	back0&lt;br /&gt;
	{&lt;br /&gt;
		effect                          &amp;quot;backred0&amp;quot;&lt;br /&gt;
		light-is-on-front-end           0&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	back1&lt;br /&gt;
	{&lt;br /&gt;
		effect                          &amp;quot;backred1&amp;quot;&lt;br /&gt;
		light-is-on-front-end           0&lt;br /&gt;
	}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Modelling:_Attachment_Points&amp;diff=23193</id>
		<title>Modelling: Attachment Points</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Modelling:_Attachment_Points&amp;diff=23193"/>
		<updated>2020-04-11T03:42:02Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* a.cabback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is out of date. See [[Attachment_Points|Attachment Points]] for the latest information.&lt;br /&gt;
&lt;br /&gt;
==ATTACHMENT POINTS==&lt;br /&gt;
&lt;br /&gt;
In 3dsmax: &#039;Create&#039; tab, &#039;Helpers&#039;, &#039;Point&#039;.&lt;br /&gt;
&lt;br /&gt;
To maintain correct alignment, attachment points should be created in the TOP viewport. The front end of the train body should be on the Left hand side when displayed in the RIGHT viewport in 3dsmax/gmax (ie, in TOP view, the loco should face down the page).&lt;br /&gt;
&lt;br /&gt;
These are `points&#039; in 3D space giving information on various aspects of the train as follows:&lt;br /&gt;
&lt;br /&gt;
====a.limfront====&lt;br /&gt;
:- Marks the front of the train, used for coupling&lt;br /&gt;
:- Should be roughly the same distance from origin as a.limback&lt;br /&gt;
:- Bogeys can be further forward than a.limfront if desired&lt;br /&gt;
:- Determines the forward headlight position&lt;br /&gt;
:- Height above origin (or Z) = 0.89m (2&#039; 10.8&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.limback====&lt;br /&gt;
:- Marks the rear of the train, used for coupling&lt;br /&gt;
:- See a.limfront&lt;br /&gt;
:- Height above origin (or Z) = 0.89m (2&#039; 10.8&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog0====&lt;br /&gt;
:- Front bogey attachment&lt;br /&gt;
:- Used for positioning the train on the track&lt;br /&gt;
:- Positioned at absolute centre of front bogey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog1====&lt;br /&gt;
:- Rear bogey attachment&lt;br /&gt;
:- Used for positioning the train on the track&lt;br /&gt;
:- Positioned at absolute centre of rear bogey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog (2, 3, etc)====&lt;br /&gt;
:- Any other bogey attachments&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.exhaust (0, 1, etc..)====&lt;br /&gt;
:- Smoke generator attachments (where needed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.light* (0, 1, etc..)====&lt;br /&gt;
:- Light &amp;quot;corona&amp;quot; attachments    On a locomotive use a.light0, a.light2 (even numbers) for the forward lights, and a.light1, a.light3 (odd numbers) for the rear lights. This allows the correct lights to show depending on running direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.cabfront====&lt;br /&gt;
:- Attachment point for the &#039;&#039;&#039;front&#039;&#039;&#039; cabin of a loco&lt;br /&gt;
:- Located at the centre of cabin&lt;br /&gt;
:- Y axis should face backwards toward center of locomotive. &lt;br /&gt;
:- If multiple meshes have this attachment point defined, the game will use the one named &#039;default&#039; in the mesh-table to spawn the interior asset.&lt;br /&gt;
&lt;br /&gt;
====a.cabback====&lt;br /&gt;
:- Attachment point for the &#039;&#039;&#039;rear&#039;&#039;&#039; cabin of a loco. Use this for dual cab locomotives.&lt;br /&gt;
:- Located at the centre of cabin&lt;br /&gt;
:- Y axis should face backwards toward center of locomotive. &lt;br /&gt;
:- If multiple meshes have this attachment point defined, the game will use the one named &#039;default&#039; in the mesh-table to spawn the interior asset. &lt;br /&gt;
:- Front/back cab toggled using the `Alt C&#039; key when using the internal camera mode.&lt;br /&gt;
&lt;br /&gt;
====a.pant (0, 1, etc..)====&lt;br /&gt;
:- Attachment point for pantographs (where needed, i.e. Electric locos)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.driver (0, 1, etc..)====&lt;br /&gt;
:- Attachment point for driver mesh (0 is used for the first driver, 1 for the second driver in dual cab for instance). Currently, only a.driver 0 is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.outsideview (0, 1, etc..)====&lt;br /&gt;
:- These are located external of the loco body mesh.&lt;br /&gt;
:- The camera is positioned to face the negative direction of the attachment.&lt;br /&gt;
:- Toggled using [ and ] using the internal camera mode after default interior camera view(s).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.r.pivot/a.lever (sample names used only)====&lt;br /&gt;
:- Special naming convention for attachment points that are to move with the animation of the asset.&lt;br /&gt;
:- Refer to Page 363 for information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.whistle====&lt;br /&gt;
:- Attachment point for particle effects being emitted when the whistle key is pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to these, you may add any other attachments so long as they use the a.name naming convention.&lt;br /&gt;
&lt;br /&gt;
These can be used as steam or smoke points, or as an attachment position for another mesh or animated mesh.   All additional smoke and mesh attachment points are  referenced through the Loco&#039;s config file, smoke through the smoke fields, the mesh attachments through the mesh table field.&lt;br /&gt;
&lt;br /&gt;
TRS has the ability to allow it&#039;s rolling stock to pick-up and deliver commodities (or products) to the various industry assets. In the coal hopper for example, the load mesh is a simple animated mesh, that is tied in through the config.txt file to the product queue values.&lt;br /&gt;
&lt;br /&gt;
Simple carriage cars require only &#039;&#039;&#039;a.limfront&#039;&#039;&#039;, &#039;&#039;&#039;a.limback&#039;&#039;&#039;, &#039;&#039;&#039;a.bog0&#039;&#039;&#039;, and &#039;&#039;&#039;a.bog1&#039;&#039;&#039;. These four attachments points must be included in any rollingstock asset.&lt;br /&gt;
&lt;br /&gt;
Another idea for animated attachments is a diesel locomotive roof fan. This would be set-up using the same animated mesh inserted at each point. This can be done easily through the mesh-table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Refer to TRAINCAR EXAMPLES Page XIII for links to downloadable in-game files, documentation and source files of the various types of TRS compatible traincar assets.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Modelling: Animation Requirements|Previous Page]] . . . . [[Modelling: General Modelling Notes|Next Page]]&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Modelling:_Attachment_Points&amp;diff=23192</id>
		<title>Modelling: Attachment Points</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Modelling:_Attachment_Points&amp;diff=23192"/>
		<updated>2020-04-11T03:41:15Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* a.cabfront */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is out of date. See [[Attachment_Points|Attachment Points]] for the latest information.&lt;br /&gt;
&lt;br /&gt;
==ATTACHMENT POINTS==&lt;br /&gt;
&lt;br /&gt;
In 3dsmax: &#039;Create&#039; tab, &#039;Helpers&#039;, &#039;Point&#039;.&lt;br /&gt;
&lt;br /&gt;
To maintain correct alignment, attachment points should be created in the TOP viewport. The front end of the train body should be on the Left hand side when displayed in the RIGHT viewport in 3dsmax/gmax (ie, in TOP view, the loco should face down the page).&lt;br /&gt;
&lt;br /&gt;
These are `points&#039; in 3D space giving information on various aspects of the train as follows:&lt;br /&gt;
&lt;br /&gt;
====a.limfront====&lt;br /&gt;
:- Marks the front of the train, used for coupling&lt;br /&gt;
:- Should be roughly the same distance from origin as a.limback&lt;br /&gt;
:- Bogeys can be further forward than a.limfront if desired&lt;br /&gt;
:- Determines the forward headlight position&lt;br /&gt;
:- Height above origin (or Z) = 0.89m (2&#039; 10.8&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.limback====&lt;br /&gt;
:- Marks the rear of the train, used for coupling&lt;br /&gt;
:- See a.limfront&lt;br /&gt;
:- Height above origin (or Z) = 0.89m (2&#039; 10.8&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog0====&lt;br /&gt;
:- Front bogey attachment&lt;br /&gt;
:- Used for positioning the train on the track&lt;br /&gt;
:- Positioned at absolute centre of front bogey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog1====&lt;br /&gt;
:- Rear bogey attachment&lt;br /&gt;
:- Used for positioning the train on the track&lt;br /&gt;
:- Positioned at absolute centre of rear bogey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.bog (2, 3, etc)====&lt;br /&gt;
:- Any other bogey attachments&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.exhaust (0, 1, etc..)====&lt;br /&gt;
:- Smoke generator attachments (where needed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.light* (0, 1, etc..)====&lt;br /&gt;
:- Light &amp;quot;corona&amp;quot; attachments    On a locomotive use a.light0, a.light2 (even numbers) for the forward lights, and a.light1, a.light3 (odd numbers) for the rear lights. This allows the correct lights to show depending on running direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.cabfront====&lt;br /&gt;
:- Attachment point for the &#039;&#039;&#039;front&#039;&#039;&#039; cabin of a loco&lt;br /&gt;
:- Located at the centre of cabin&lt;br /&gt;
:- Y axis should face backwards toward center of locomotive. &lt;br /&gt;
:- If multiple meshes have this attachment point defined, the game will use the one named &#039;default&#039; in the mesh-table to spawn the interior asset.&lt;br /&gt;
&lt;br /&gt;
====a.cabback====&lt;br /&gt;
:- Attachment point for the &#039;&#039;&#039;rear&#039;&#039;&#039; cabin of a loco. Use this for dual cab locomotives.&lt;br /&gt;
:- Located at the centre of cabin&lt;br /&gt;
:- Front/back cab toggled using the `Alt C&#039; key when using the internal camera mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.pant (0, 1, etc..)====&lt;br /&gt;
:- Attachment point for pantographs (where needed, i.e. Electric locos)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.driver (0, 1, etc..)====&lt;br /&gt;
:- Attachment point for driver mesh (0 is used for the first driver, 1 for the second driver in dual cab for instance). Currently, only a.driver 0 is supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.outsideview (0, 1, etc..)====&lt;br /&gt;
:- These are located external of the loco body mesh.&lt;br /&gt;
:- The camera is positioned to face the negative direction of the attachment.&lt;br /&gt;
:- Toggled using [ and ] using the internal camera mode after default interior camera view(s).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.r.pivot/a.lever (sample names used only)====&lt;br /&gt;
:- Special naming convention for attachment points that are to move with the animation of the asset.&lt;br /&gt;
:- Refer to Page 363 for information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====a.whistle====&lt;br /&gt;
:- Attachment point for particle effects being emitted when the whistle key is pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to these, you may add any other attachments so long as they use the a.name naming convention.&lt;br /&gt;
&lt;br /&gt;
These can be used as steam or smoke points, or as an attachment position for another mesh or animated mesh.   All additional smoke and mesh attachment points are  referenced through the Loco&#039;s config file, smoke through the smoke fields, the mesh attachments through the mesh table field.&lt;br /&gt;
&lt;br /&gt;
TRS has the ability to allow it&#039;s rolling stock to pick-up and deliver commodities (or products) to the various industry assets. In the coal hopper for example, the load mesh is a simple animated mesh, that is tied in through the config.txt file to the product queue values.&lt;br /&gt;
&lt;br /&gt;
Simple carriage cars require only &#039;&#039;&#039;a.limfront&#039;&#039;&#039;, &#039;&#039;&#039;a.limback&#039;&#039;&#039;, &#039;&#039;&#039;a.bog0&#039;&#039;&#039;, and &#039;&#039;&#039;a.bog1&#039;&#039;&#039;. These four attachments points must be included in any rollingstock asset.&lt;br /&gt;
&lt;br /&gt;
Another idea for animated attachments is a diesel locomotive roof fan. This would be set-up using the same animated mesh inserted at each point. This can be done easily through the mesh-table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Refer to TRAINCAR EXAMPLES Page XIII for links to downloadable in-game files, documentation and source files of the various types of TRS compatible traincar assets.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Modelling: Animation Requirements|Previous Page]] . . . . [[Modelling: General Modelling Notes|Next Page]]&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22attached-splines%22_container&amp;diff=9055</id>
		<title>&quot;attached-splines&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22attached-splines%22_container&amp;diff=9055"/>
		<updated>2016-08-17T00:09:50Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[&amp;quot;attached-splines&amp;quot; container]] is a top-level [[config.txt file]] entry used by the [[KIND Track]] content type.&lt;br /&gt;
&lt;br /&gt;
The container provides a mechanism for having child splines attached which run parallel to the shape of a parent spline at a slight offset. Attached splines are used where a spline with one set of rendering or functional behaviour needs to be coupled with a spline with a different set of rendering or functional behaviours. For example, a bridge (scenery) with attached track (functional), or a set of pylons (no stretching or shearing) with some wires strung between them (shearing and stretching to fit.) The attached splines may be render-only splines which effectively don&#039;t exist beyond of their rendering behaviour, or they may be fully functional splines whose only specialty is that they move and delete with their parent.&lt;br /&gt;
&lt;br /&gt;
This page describes [[trainz-build]] 3.7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
The &amp;quot;attached-splines&amp;quot; container is a list of subcontainers with no standalone tags. Each attached-splines subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 attached-splines&lt;br /&gt;
 {&lt;br /&gt;
   0&lt;br /&gt;
   {&lt;br /&gt;
     lateral-offset 0.0&lt;br /&gt;
     use-same-direction 1&lt;br /&gt;
     spline-kuid &amp;lt;NULL&amp;gt;&lt;br /&gt;
     visual-only 0&lt;br /&gt;
   }&lt;br /&gt;
   1&lt;br /&gt;
   {&lt;br /&gt;
     lateral-offset 0.0&lt;br /&gt;
     use-same-direction 1&lt;br /&gt;
     spline-kuid &amp;lt;NULL&amp;gt;&lt;br /&gt;
     visual-only 0&lt;br /&gt;
   }&lt;br /&gt;
   etc...&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
====lateral-offset====&lt;br /&gt;
This decimal tag defines the number of meters that the child spline is offset sideways from its parent&#039;s position. The parent is at position 0.0, with positive offsets to the right, and negative offsets to the left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====use-same-direction====&lt;br /&gt;
If set (1), this boolean tag causes the child spline to face in the same direction as the parent&lt;br /&gt;
If clear (0), the child faces backward (180° rotation) to the parent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====spline-kuid====&lt;br /&gt;
This KUID tag defines the asset type to use for the child spline. A parent spline may have multiple children, which may be of the same or differing types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====visual-only====&lt;br /&gt;
If set (1), this boolean tag causes the child spline to exist only while being actively rendered. This also removes all functional aspects of the child spline (such as carz, the use of the spline as railway track, connection of other splines, etc.)&lt;br /&gt;
If clear (0), the child spline is fully instantiated along with the parent. Manual editing of the child spline is prevented in Surveyor but in all other aspects the child spline reacts as if placed manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====follows-spline-gradient====&lt;br /&gt;
If set (1), this boolean tag causes the child spline to follow the gradient of this spline rather than leaving the child to determine whether it should follow the spline gradient or the ground height. This is useful when the child is an asset which would normally follow the ground height (such as a regular track) but where the attachment location on the parent does not follow the ground height (such as on a bridge.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Performance Notes=&lt;br /&gt;
* It is strongly recommended to avoid nesting of multiple layers of splines (eg. a single parent asset should have one or more child assets, and no grandchildren.)&lt;br /&gt;
* Visual-only splines should be used where possible, as this gives a substantial performance benefit.&lt;br /&gt;
* Any use of attached splines comes with a performance penalty. Where possible, a single spline which includes all the necessary features is preferred.&lt;br /&gt;
* There is no connection between the LOD level of a parent spline, and the LOD level of a child spline. Do not assume that they will change LOD levels at the same time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|A]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Setting_Up_the_Asset.&amp;diff=5721</id>
		<title>Setting Up the Asset.</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Setting_Up_the_Asset.&amp;diff=5721"/>
		<updated>2013-10-30T20:22:03Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now we will examine the creation of a simple scripted asset and will deal with managing messages sent by other objects, with handling animations, corona and name effects and with playing sound files via script. We will be setting up methods to react automatically to events in the Trainz environment and we will be scripting a simple interface to allow the user to edit some of the object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
We will need a simple mesh asset to hang all of this script on and here is the asset we will be using. In case it&#039;s difficult for you to tell, this is an engine shed with animated opening doors, a flashing light and a name written on the pediment above.  If you want to texture it properly and add windows and drainpipes, be my guest.  It will have a roof mesh which can be hidden, so that we can see what is going on inside, and we will be arranging for bells to ring when the doors open.&lt;br /&gt;
&lt;br /&gt;
Since the asset will need attached tracks and a scenery trigger we will make it as a &#039;&#039;kind buildable&#039;&#039;.  The shed has been designed to suit diesel engines or railcars about twenty metres in length, steam engines with tenders or articulated trams introduce some complications so leave those for later.&lt;br /&gt;
&lt;br /&gt;
The shed is being set up so that an engine can be issued with a &#039;&#039;Drive&#039;&#039; command and sent towards the shed. The doors will open on the train&#039;s approach and close as it draws to a halt, all without user intervention. You will need to back out very slowly and under human control.&lt;br /&gt;
&lt;br /&gt;
Here is a diagram of the building with the dimensions that I used to build my version. All of the X dimensions are zero and the width and height of the shed itself are not particularly important as long as there is room for the train. The two helper points above the doors are &#039;&#039;a.corona&#039;&#039; and &#039;&#039;a.name&#039;&#039;, you might need to refer to the CCG to get the orientation right for the name effect.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Engine Shed.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will need to create this, or something similar, in Max and animate the front doors, I used 50 frames.  Each door should be linked to its respective dummy and everything else, including the two door dummies themselves, should be linked to b.r.main at the centre of the object.  Make sure that &#039;&#039;a.tracka1&#039;&#039; and &#039;&#039;a.tracka3&#039;&#039; are aligned as shown, the alignment of &#039;&#039;a.tracka2&#039;&#039; doesn&#039;t matter.  &lt;br /&gt;
&lt;br /&gt;
When you have built the main shed you will need to make an entirely separate roof mesh, exported as &#039;&#039;roof.im.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you prefer you can [[Media:Tutorial.zip|click on this link]] to download a zip file containing all of the files you will need (except for &#039;&#039;config.txt&#039;&#039; and &#039;&#039;Tutorial.gs&#039;&#039; which you should copy and paste from these pages) The gmax source is also included, although it&#039;s not my best model (NOTE: You will only see the roof when opened in GMAX, you must &amp;quot;unhide all&amp;quot; to see the entire model).  Unzip the download to a folder on your hard drive, add your .txt and .gs files and drop the folder into CMP.  For Blender users, you can find the equivalent file [[Media:Tutorial_Blender.zip|here]]&lt;br /&gt;
&lt;br /&gt;
Here is the config.txt with one or two comments added (which cmp will not allow you to retain).&lt;br /&gt;
&lt;br /&gt;
 kuid                          &amp;lt;&amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;ADD YOUR OWN KUID&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;gt;&lt;br /&gt;
 username                      &amp;quot;Engine Shed Tutorial&amp;quot;&lt;br /&gt;
 kind                          buildable&lt;br /&gt;
 trainz-build                  2.5&lt;br /&gt;
 &lt;br /&gt;
 light                         1&lt;br /&gt;
 &lt;br /&gt;
 category-region               &amp;quot;00&amp;quot;&lt;br /&gt;
 category-era                  &amp;quot;2000s&amp;quot;&lt;br /&gt;
 category-class                &amp;quot;TF&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 script                        Tutorial&lt;br /&gt;
 class                         Tutorial&lt;br /&gt;
 &lt;br /&gt;
 mesh-table {&lt;br /&gt;
    default {&lt;br /&gt;
       mesh                    &amp;quot;shed.im&amp;quot;&lt;br /&gt;
       anim                    &amp;quot;shed.kin&amp;quot;&lt;br /&gt;
       auto-create             1&lt;br /&gt;
       effects {&lt;br /&gt;
          corona {&lt;br /&gt;
             kind              corona&lt;br /&gt;
             att               &amp;quot;a.corona&amp;quot;&lt;br /&gt;
             texture-kuid      &amp;lt;kuid:-3:10110&amp;gt;&lt;br /&gt;
             frequency         2&lt;br /&gt;
             directional       0&lt;br /&gt;
             object-size       0.15&lt;br /&gt;
          }&lt;br /&gt;
          name {&lt;br /&gt;
             kind              name&lt;br /&gt;
             fontsize          0.5 &lt;br /&gt;
             fontcolor         160,160,160&lt;br /&gt;
             att               &amp;quot;a.name&amp;quot;&lt;br /&gt;
             name&lt;br /&gt;
          }&lt;br /&gt;
          masonry {&lt;br /&gt;
             kind             &amp;quot;texture-replacement&amp;quot;&lt;br /&gt;
             texture          &amp;quot;brick.texture&amp;quot;&lt;br /&gt;
          }&lt;br /&gt;
       }&lt;br /&gt;
    }&lt;br /&gt;
    roof {&lt;br /&gt;
       mesh                    &amp;quot;roof.im&amp;quot;&lt;br /&gt;
       auto-create             0&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
 &amp;lt;font color=#808080&amp;gt;&lt;br /&gt;
 // There are two attached track segments, the front segment will auto-update when you attach&lt;br /&gt;
 // your track to it, the second will remain invisible and is only present because trains under&lt;br /&gt;
 // a drive command will not go to the end of a track. You may need to adjust the position of&lt;br /&gt;
 // &#039;&#039;a.tracka3&#039;&#039; to get the train to stop in the right place &amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 attached-track {&lt;br /&gt;
   track1 {&lt;br /&gt;
      track                   &amp;lt;kuid:-10:137&amp;gt;&lt;br /&gt;
      useadjoiningtracktype   1&lt;br /&gt;
      vertices {&lt;br /&gt;
         0                    &amp;quot;a.tracka1&amp;quot;&lt;br /&gt;
         1                    &amp;quot;a.tracka2&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
   }&lt;br /&gt;
   track2 {&lt;br /&gt;
      track                   &amp;lt;kuid:-10:137&amp;gt;&lt;br /&gt;
      useadjoiningtracktype   0&lt;br /&gt;
      vertices {&lt;br /&gt;
         0                    &amp;quot;a.tracka2&amp;quot;&lt;br /&gt;
         1                    &amp;quot;a.tracka3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
 &amp;lt;font color=#808080&amp;gt;&lt;br /&gt;
 // This is the trigger which detects the approaching train. Since it has a &#039;&#039;track&#039;&#039; assignment&lt;br /&gt;
 // it will ignore trains on any parallel tracks in the same object.  You will find this a useful &lt;br /&gt;
 // device if you decide to turn this into a multi track shed.&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 attached-trigger {&lt;br /&gt;
    trigger1 {&lt;br /&gt;
       att                     &amp;quot;a.tracka1&amp;quot;&lt;br /&gt;
       radius                  25&lt;br /&gt;
       track                   &amp;quot;track1&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Once you have all of this done create a script file called &#039;&#039;Tutorial.gs&#039;&#039; and add the following code. This does nothing other than turning off the corona. We will be adding to it in steps.&lt;br /&gt;
&lt;br /&gt;
 include &amp;quot;Buildable.gs&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 class Tutorial isclass Buildable {&lt;br /&gt;
 &lt;br /&gt;
    public void Init(void) {&lt;br /&gt;
      inherited();&lt;br /&gt;
      SetFXCoronaTexture(&amp;quot;corona&amp;quot;,null);&lt;br /&gt;
    }&lt;br /&gt;
 &lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
Now you should load the asset via CMP, commit it and make sure that it is error free and shows up correctly in the game. Don&#039;t worry that the roof is invisible, this is by design.&lt;br /&gt;
&lt;br /&gt;
When working with script it&#039;s usually advisable to add short sections of code and test them out thoroughly. Even though it will mean frequently restarting Trainz, it will be quicker to do this in the end. There are very few facilities for debugging and you can be reasonably sure that any errors or problems that you find will be connected to the last change you made. Don&#039;t forget to check the compilation before restarting Trainz, this will save you a lot of aggravation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next Tutorial: [[Automating Animations.]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Motor%22_container&amp;diff=5718</id>
		<title>&quot;Motor&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Motor%22_container&amp;diff=5718"/>
		<updated>2013-10-27T05:53:26Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* full-throttle-speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FUN-beg}}&lt;br /&gt;
{{ORP-top}}&lt;br /&gt;
The Motor container is a top-level [[config.txt file]] entry used to define gross physics performance factors for a powered vehicle defined within the Trainz game engine. The container is used by config.txt files for [[KIND Engine]] (internal combustion Enginespecs) and [[KIND Steam-engine]] (Steam Enginespecs, external combustion engines) containing vehicular assets, including drivable boats, planes and automobile based vehicles inside the virtual reality of a [[KIND Map|route]].&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
&lt;br /&gt;
The Motor container supports the following tags. Each tag is show here with its default value.&lt;br /&gt;
&lt;br /&gt;
 motor&lt;br /&gt;
 {&lt;br /&gt;
     resistance                            1.7&lt;br /&gt;
     adhesion                             5.0&lt;br /&gt;
     maxvoltage                     600.0&lt;br /&gt;
     maxspeed                         33.3&lt;br /&gt;
     brakeratio                       55000&lt;br /&gt;
     max-accel                       3500&lt;br /&gt;
     max-decel                       9000&lt;br /&gt;
     throttle-notches&amp;lt;big&amp;gt;**&amp;lt;/big&amp;gt;                       8&lt;br /&gt;
     axle-count                        6&lt;br /&gt;
     surface-area                     80.0&lt;br /&gt;
     moving-friction-coefficient  0.03&lt;br /&gt;
     air-drag-coefficient        0.00017&lt;br /&gt;
     full-throttle-speed&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;        33.0&lt;br /&gt;
     driving-wheel-weight-ratio   1.0&lt;br /&gt;
 }&lt;br /&gt;
&#039;&#039;&#039;* &#039;&#039;&#039; - Omit/delete as an illegal value in TRS2006 and  versions before.&amp;lt;!-- or where and whenever the software installed it. Someone add a build number of one or the other kind ---&amp;gt; {{Tech question}}&lt;br /&gt;
&#039;&#039;&#039;** - Omit/delete as an illegal value in versions before TRS2004.&amp;lt;!-- or where and whenever the software installed it. Someone add a build number of one or the other kind ---&amp;gt; {{Tech question}}&lt;br /&gt;
&lt;br /&gt;
====resistance====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: &#039;&#039;Not used&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====adhesion====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: &#039;&#039;Not used&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====maxvoltage====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Voltage to &#039;&#039;traction motors&#039;&#039;. This is used to scale the ammeter displayed in the cab. (Power is volts times amps - increasing the voltage means reducing the ammeter...)&lt;br /&gt;
&lt;br /&gt;
====maxspeed====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Maximum speed in DCC mode.&lt;br /&gt;
&lt;br /&gt;
====brakeratio====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Coefficient between the pressure in brake cylinder and the brake force.&lt;br /&gt;
&lt;br /&gt;
====max-accel====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Accelerative force available in DCC mode. Note - this is a force, not a rate of acceleration. The rate of acceleration will depend on the mass of the train as well.&lt;br /&gt;
&lt;br /&gt;
====max-decel====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Decelerative force available in DCC mode. Note - this is a force, not a rate of deceleration. The rate of deceleration will depend on the mass of the train as well.&lt;br /&gt;
&lt;br /&gt;
==== throttle-notches ====&lt;br /&gt;
:&#039;&#039;&#039;Type&#039;&#039;&#039;: Integer, defined as the index of the last array-element &#039;&#039;with non-zero values&#039;&#039; in an array of arrays (container of sub-containers) &amp;amp;mdash;the dependent &#039;&#039;&#039;[[&amp;quot;Throttle-power&amp;quot; container]]&#039;&#039;&#039;.&lt;br /&gt;
:* the contained arrays are the arrays-listing-paired-values (steps-of max speed and acceleration thrust force)&amp;amp;mdash; so the throttle-notches value is the last index# of an (nn+1)th element array listing elements made of other subcontainers (arrays of paired numbers which define points on a speed-power graph; and which has no fixed number of paired datum requirements; one engine spec might list 14, another 12 or 20).&lt;br /&gt;
:&#039;&#039;&#039;Description&#039;&#039;&#039;: Can be viewed as the &#039;&#039;&#039;Number of &amp;quot;Power-is-applied&amp;quot; throttle-notches&#039;&#039;&#039; listed in the [[&amp;quot;Throttle-power&amp;quot; container|&amp;quot;Throttle-power&amp;quot; arrays of paired values]] (container) with power applied&amp;amp;mdash;&#039;&#039;&#039;&#039;&#039;not counting &#039;OFF&#039;&#039;&#039;&#039;&#039;&#039; or zero power applied.&lt;br /&gt;
# Not an total-elements or count-of-elements value, but the last legal index of the last element (nn) in an 1+nn-element array where the first element is idexed by 0 (zero).&lt;br /&gt;
## The first or Zeroth-indexed element has a value of zero, corresponding to Zero power applied, or Neutral.&lt;br /&gt;
## Value indicated must correspond to the number of NON-ZERO data arrays listed in the [[&amp;quot;Throttle-power&amp;quot; container|throttle-power  container]] (a table of entries).&lt;br /&gt;
# Each table element takes one index number in an array, so eight throttle notches (Diesel, no dynamic brakes) has nine array elements corresponding to a correct &#039;&#039;&#039;throttle-notches&#039;&#039;&#039; value of 8 (eight)&amp;amp;mdash;No Power, and eight Power Applied steps. &lt;br /&gt;
# Dynamic brakes creates a doubling of elements and indexes, so a diesel with dynamic brakes will list 16 as the throttle-notches tag value, whilst &#039;&#039;&#039;the &#039;throttle-power&#039; arrays&#039;&#039;&#039; will have &#039;&#039;18 total elements&#039;&#039; &amp;amp;mdash;in this case: two zero power states, dynamic brakes engaged or not (normal) engaged states.&lt;br /&gt;
&lt;br /&gt;
====axle-count====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Number of axles on this vehicle. Used in rolling [[#Resistance_calculations |resistance calculations]].&lt;br /&gt;
&lt;br /&gt;
====surface-area====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: frontal surface area (sq ft) of vehicle. Used in air [[#Resistance_calculations |resistance calculations]].&lt;br /&gt;
&lt;br /&gt;
====moving-friction-coefficient====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Used in rolling [[#Resistance_calculations |resistance calculations]].&lt;br /&gt;
&lt;br /&gt;
====air-drag-coefficient====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Used in air [[#Resistance_calculations |resistance calculations]].&lt;br /&gt;
&lt;br /&gt;
====full-throttle-speed====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Maximum speed with DCC throttle at 100%&lt;br /&gt;
Notes: TRS2006-SP0 reports this tag as an error in a &amp;quot;container-type &#039;motor&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====driving-wheel-weight-ratio====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Ratio (between 0.0 and 1.0) of the weight of this vehicle bearing down on driven wheels. Used by steam locos only.&lt;br /&gt;
&lt;br /&gt;
==Resistance calculations==&lt;br /&gt;
&lt;br /&gt;
These calculations occur according to Davis formula:&lt;br /&gt;
&lt;br /&gt;
R = (1.3?m + 29?axle-count) + moving-friction-coefficient?m?V + air-drag-coefficient?surface-area?V^2 + 20?m?G&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
R = total resistance in lb. including grade resistance&amp;lt;br&amp;gt;&lt;br /&gt;
V = speed - mph&amp;lt;br&amp;gt;&lt;br /&gt;
m = weight of the vehicle (tons)&amp;lt;br&amp;gt;&lt;br /&gt;
G = % grade (upgrade +, downgrade -)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example motor container==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|motor-container]]&lt;br /&gt;
{{cont-Engine|motor-container}}&lt;br /&gt;
{{ORP-bot|motor-container}}&amp;lt;div&amp;gt;{{FUN-bot|motor-container}}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Soundscript%22_container&amp;diff=5717</id>
		<title>&quot;Soundscript&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Soundscript%22_container&amp;diff=5717"/>
		<updated>2013-10-25T17:53:22Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A container type tag for defining asset sounds.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each soundscript subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
  repeat-delay  0,0&lt;br /&gt;
  distance      50,150&lt;br /&gt;
  ambient       0&lt;br /&gt;
  attachment    &amp;quot;&amp;quot;&lt;br /&gt;
  nostartdelay  0&lt;br /&gt;
  priority      1&lt;br /&gt;
  trigger       &amp;quot;&amp;quot;&lt;br /&gt;
  volume        1&lt;br /&gt;
  sound&lt;br /&gt;
  {&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
====repeat-delay====&lt;br /&gt;
:Type: Decimal Pair&lt;br /&gt;
:Desc: Time range (in seconds) to delay, after the sound finishes playing, before playing the sound again. To set a constant delay either set both these values the same or only provide one of them, otherwise a random value between them will be chosen. When used with a trigger event (see the &#039;trigger&#039; tag), a positive value indicates that the sound should not repeat, but should wait until triggered again.&lt;br /&gt;
&lt;br /&gt;
====distance====&lt;br /&gt;
:Type: Decimal Pair&lt;br /&gt;
:Desc: Distance range from the source, in meters, where the sound is audible. The minimum distance defines the radius within which the sound remains at 100% volume. Beyond that distance, the sound volume will begin to decay naturally. The maximum distance defines a radius beyond which the game will no longer play the sound. This does not mean that the sound will fade to zero by the maximum distance, but rather that the sound will cut off abruptly at that point. It is up to the content creator to choose an appropriate distance - smaller is better for performance.&lt;br /&gt;
&lt;br /&gt;
====ambient====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: If true this is an &#039;ambient&#039; sound, ambient sounds are played in 2D and do not make use of 3D positioning in the world other than to affect volume. Unlike positional sounds, ambient sounds may be stereo.&lt;br /&gt;
&lt;br /&gt;
====attachment====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: Point to attach the sound source to. Attachment points are specified in the mesh file during creation.&lt;br /&gt;
&lt;br /&gt;
====nostartdelay====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: If added and true this tag specifies that the sound will play immediately once triggered. By default sounds have a random start delay between 0 &amp;amp; 4 seconds. Start delay should be left active in most cases, as turning it off may cause significant audio artifacts when several identical sounds are in proximity.&lt;br /&gt;
&lt;br /&gt;
====priority====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the priority of the sound, if their are not enough sound channels available higher priority sounds will be played first. Defaults to 1, can be negative.&lt;br /&gt;
&lt;br /&gt;
====trigger====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: The &#039;trigger&#039; tag gives your sound a name that can allow it to be played from [[Scripting|TrainzScript]], animations and certain predefined events. (At least one of these &amp;quot;predefined events&amp;quot; is to use the word &amp;quot;toggle&amp;quot; when including a soundscript container in the config.txt of a &amp;quot;MOjunction&amp;quot;.  This will make the sound fire each time the turnout is switched)&lt;br /&gt;
&lt;br /&gt;
====volume====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Specifies the volume gain of the sound. Defaults to 1 (100%).&lt;br /&gt;
&lt;br /&gt;
====sound====&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: Contains a list of the wave files to play. One will be picked at random from the list (assuming the list has more than one entry). The value of each tag in this container is the filename of a wave file - relative to the base directory of the asset, i.e. where the config file is. The key names within the list are not important. Trainz convention for lists like this is to numerically number each option from zero, and while it is strongly recommended to follow this convention, there is no technical requirement to do so.&lt;br /&gt;
&lt;br /&gt;
==Example Config.txt==&lt;br /&gt;
Sample [[config.txt file]] for a map asset that has a different day and night background sounds:&lt;br /&gt;
&lt;br /&gt;
  kind map&lt;br /&gt;
  kuid &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  soundscript&lt;br /&gt;
  {&lt;br /&gt;
    morning&lt;br /&gt;
    {&lt;br /&gt;
      ambient 1&lt;br /&gt;
      value-range 1, 0.1&lt;br /&gt;
      volume 0.3&lt;br /&gt;
      sound&lt;br /&gt;
      {&lt;br /&gt;
        0 ctry_day_1.wav&lt;br /&gt;
        1 ctry_day_2.wav&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
    night&lt;br /&gt;
    {&lt;br /&gt;
      ambient 1&lt;br /&gt;
      value-range 0, 0.9&lt;br /&gt;
      volume 0.3&lt;br /&gt;
      sound&lt;br /&gt;
      {&lt;br /&gt;
        0 night_loop.wav&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=User_talk:Frogpipe&amp;diff=5691</id>
		<title>User talk:Frogpipe</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=User_talk:Frogpipe&amp;diff=5691"/>
		<updated>2013-10-11T01:12:42Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Need some context for ProToolz_Switch_Template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome==&lt;br /&gt;
{{Welcome}} &amp;lt;BSEG&amp;gt; //&amp;lt;b&amp;gt;[[User:Fabartus|Fra]]&amp;lt;/b&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;[[User talk:Fabartus|nkB]]&amp;lt;/font&amp;gt; 07:20, 18 August 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=5575</id>
		<title>&quot;Smoke&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=5575"/>
		<updated>2013-08-22T18:46:26Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A smoke container is effectively a PFX (particle effects) emitter that defines smoke and similar effects produced by assets. Smoke tags take the form smokeX where X is a number. There is no maximum number of smoke tags but they must be numbered sequentially (i.e. smoke0,smoke1,smoke2,etc). Smoke blocks have two sections: main and sequence properties. Main properties describe the attributes that stay the same for the life of the emitter. Sequence properties describe a set of one or more phases/periods in the smoke emission sequence.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each smoke container supports the following tags. Each tag is shown here with its default value. &lt;br /&gt;
&lt;br /&gt;
  texture               KUID&amp;lt;-1:6329&amp;gt;&lt;br /&gt;
  file                  &amp;quot;&amp;quot;&lt;br /&gt;
  attachment            &amp;quot;&amp;quot;&lt;br /&gt;
  mode                  &amp;quot;time&amp;quot;&lt;br /&gt;
  accel                 0,0,0&lt;br /&gt;
  conesize              0.2,0.2,1&lt;br /&gt;
  direction             0,0,1&lt;br /&gt;
  enable-steam-physics  0&lt;br /&gt;
  enabled               1&lt;br /&gt;
  faces                 &amp;quot;camera&amp;quot;&lt;br /&gt;
  inherit-Velocity       0&lt;br /&gt;
  loop                  -1&lt;br /&gt;
  loopdelay             0&lt;br /&gt;
  loop-amount           0&lt;br /&gt;
  minrate               0&lt;br /&gt;
  maxrate               20&lt;br /&gt;
  maxspeedkph           0&lt;br /&gt;
  start                 0&lt;br /&gt;
  period                -1&lt;br /&gt;
  color                 255,255,255,255&lt;br /&gt;
  endcolor              255,255,255,255&lt;br /&gt;
  rate                  4&lt;br /&gt;
  velocity              1&lt;br /&gt;
  lifetime              3&lt;br /&gt;
  minsize               0&lt;br /&gt;
  maxsize               3&lt;br /&gt;
  mass                  1&lt;br /&gt;
  mass-scale            .5&lt;br /&gt;
  drag                  .36&lt;br /&gt;
  spring                .17&lt;br /&gt;
  dampening             .02&lt;br /&gt;
  physics-delay         0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Main Properties====&lt;br /&gt;
====texture====&lt;br /&gt;
:Type: KUID&lt;br /&gt;
:Desc: Sets the kuid of the texture to use for the particles, defaults to KUID&amp;lt;-1:6329&amp;gt; (Steam).&lt;br /&gt;
====file====&lt;br /&gt;
:Type: String (filename)&lt;br /&gt;
:Desc: Specifies that the particle emitter settings should be read in from a file generated by the Twinkles PFX tool.&lt;br /&gt;
====attachment====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: The name of the attachment point at which to generate the PFX. Attachment points are specified in the mesh file during creation.&lt;br /&gt;
====mode====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: The PFX emitter mode. Smoke effects can contain a number of cycled &#039;phases&#039;, the mode defines how the &#039;start&#039; and &#039;period&#039; tags are interpreted to control the progression between each smoke phase. Mode must be one of the following values (defaults to &amp;quot;time&amp;quot; if not specified).&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mode Value!!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 20%;&amp;quot;|&#039;&#039;&#039;time&#039;&#039;&#039;||&#039;start&#039; is a list of time values (in seconds) after the creation of the parent object when the next phase of the effect will start, &#039;period&#039; is the duration of time the phase will remain active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;timeofday&#039;&#039;&#039;||&#039;start&#039; is the time of day to start the next phase. The time of day is specified as a decimal from 0 to 1, where 0 is 0:00.00 AM and 1 is 12:59.59 PM.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim&#039;&#039;&#039;||&#039;start&#039; specifies a time in the assets animation cycle to start the next phase. &#039;period&#039; is the time over which the phase is active. The time in the anim cycle is specified as a decimal between 0 and 1. &#039;start&#039; + &#039;period&#039; must not exceed 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim2&#039;&#039;&#039;||Same as &#039;anim&#039; with some additional tags (interpolate, loop, loopdelay)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;speed&#039;&#039;&#039;||&#039;start&#039; is a speed, in meters per second, to start the next phase. &#039;period&#039; is not used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;custom&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainl&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainr&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;stack&#039;&#039;&#039;||Synchronized to the drivers and is meant for a steam locomotive&#039;s smoke stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;whistle&#039;&#039;&#039;||Turns on and off when the whistle is turned on and off.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;generator&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lowpressurevalve&#039;&#039;&#039;||Turns on when the boiler pressure exceeds the low pressure safety valve&#039;s setting (defined in enginespec). (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;highpressurevalve&#039;&#039;&#039;||Turns on when the boiler pressure exceeds the high pressure safety valve&#039;s setting (defined in enginespec). (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow0&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow1&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;fire-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;boiler-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|}&lt;br /&gt;
:Only the &#039;time&#039; and &#039;timeofday&#039; modes are valid for scenery objects, other modes are intended for use with assets such as locomotives.&lt;br /&gt;
&lt;br /&gt;
====accel====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Sets the acceleration conditions for the smoke particles. First value is gravity, second is (optional) wind effect. Default is 0,0. A third (deprecated) form exists with three parameters - this uses the first two values to calculate the wind effect and the third as gravity.&lt;br /&gt;
&lt;br /&gt;
====conesize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the cone in which the particles are emitted. When a particle is created it will be given an initial velocity vector with its direction being a random vector in this cone and its speed being taken from the &#039;velocity&#039; tag. The cone tag is a decimal list of 1, 2 or 3 values (in meters). The first two values specify the width and depth (x and y) of the cone, and the third value specifies it&#039;s height. If the height isn&#039;t provided a value of 1 will be used, if only one value is provided it will be used for both the width and height. The default value if the tag isn&#039;t provided at all is (0.2,0.2,1.0).&lt;br /&gt;
====direction====&lt;br /&gt;
:Type: 3D Vector (x,y,z)&lt;br /&gt;
:Desc: Sets the direction the particle emitter is facing. The direction will default to (0,0,1) if not supplied (straight up).&lt;br /&gt;
====enable-steam-physics====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Enables some of the more advanced smoke/steam related particle physics (drag, spring &amp;amp; dampening).&lt;br /&gt;
====enabled====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Sets whether the particle emitter is enabled.&lt;br /&gt;
====faces====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: Sets the direction the particle faces. Can be one of the following values:&lt;br /&gt;
:*&#039;&#039;&#039;camera&#039;&#039;&#039; - The particles are drawn so that they always face the camera (Default)&lt;br /&gt;
:*&#039;&#039;&#039;motion&#039;&#039;&#039; - The particles are drawn so that they face the direction they are travelling.&lt;br /&gt;
:*&#039;&#039;&#039;down&#039;&#039;&#039; - The particles are drawn facing down.&lt;br /&gt;
====inherit-velocity====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Causes particles to inherit the velocity of the emitter, default is off.&lt;br /&gt;
&lt;br /&gt;
====loop====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Sets the time, in seconds, after which to loop the smoke sequence. Valid only for modes &#039;time&#039; and &#039;anim2&#039;. Can be set to -1 to imply that it loops after the length of the sequence, this is the default behaviour.&lt;br /&gt;
====loopdelay====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Specifies the delay, in seconds, until the sequence loops again.&lt;br /&gt;
====loop-amount====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the number of times the sequence should loop.&lt;br /&gt;
====minrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the minimum particle emission rate for the entire sequence. Defaults to 0.&lt;br /&gt;
====maxrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the maximum particle emission rate for the entire sequence. Defaults to 20.&lt;br /&gt;
====maxspeedkph====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: For cone emitters, this will set the maximum speed of the particles, in kph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sequence Properties====&lt;br /&gt;
Per-phase tags are specified as value lists. If a list is added it should specify a value for each phase.&lt;br /&gt;
====start====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies when to start this phase, &#039;start&#039; behaves differently depending on &#039;mode&#039; (see mode for details). Start will default to 0.&lt;br /&gt;
====period====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the duration of this phase, &#039;period&#039; behaves differently depending on &#039;mode&#039; and is not always used (see mode for details). Period can be set to -1 to imply that the phase is active until the next phase begins, this is the default behaviour.&lt;br /&gt;
====color====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Desc: Specifies the initial color of the PFX texture for each phase. Color will default to white (255,255,255,255). From build 2.9, failing to include a color tag will create a validation warning.&lt;br /&gt;
====endcolor====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Desc: Specifies the ending color of the PFX texture for each phase. Color will default to white (255,255,255,255).&lt;br /&gt;
====rate====&lt;br /&gt;
:Type: Integer List&lt;br /&gt;
:Desc: Specifies the rate of particle emission in each phase. For most modes this is set to the number of particles to emit per second, for &#039;anim&#039; and &#039;anim2&#039; however this is the number of particles to emit over the animation period. The default rate is 4. See also &#039;minrate&#039; and &#039;maxrate&#039;.&lt;br /&gt;
====velocity====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the initial speed of the emitted particles for this phase. Speed is specified in meters per second, the default value is 1m/s.&lt;br /&gt;
====lifetime====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the time, in seconds, that the particles exist for in this phase (defaults to 3).&lt;br /&gt;
====minsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the starting size of the particles created in this phase (scaling value where 1 is 100%, default is 0).&lt;br /&gt;
====maxsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the ending size of the particles created in this phase (scaling value where 1 is 100%, default is 3).&lt;br /&gt;
====mass====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The initial mass, in kilograms, of the particles created in this phase. Defaults to 1.&lt;br /&gt;
====mass-scale====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The percentage of mass lost over the particles life time for this phase. This allows particles to become lighter as they disipate into the air. The value is specified as a percentage where 1 is 100% and will default to 0.5 (50%).&lt;br /&gt;
====drag====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The drag constant for the particle created in this phase. This specifes the resistance against the particles ability to move freely through the air. If not specified the drag constant will default to 0.36, increasing the value will cause particles to be more strongly affected by wind. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====spring====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The spring constant for particles created in this phase. The spring constant specifies how the strong the link is between individual particles. By default the spring constant is 0.17 if not specified, increasing the value will cause the particles to be more rigidly linked to each others movement. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====dampening====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The spring damping constant for particles created in this phase. The spring damping constant affects the &#039;stability&#039; of the link between individual particles (see &#039;spring&#039;). Requires the &#039;enable-steam-physics&#039; tag. Defaults to 0.02.&lt;br /&gt;
====physics-delay====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Delay, in seconds, before particles are affected by world physics. 0 by default.&lt;br /&gt;
&lt;br /&gt;
==Example Config.txt==&lt;br /&gt;
Sample [[config.txt file]] for a scenery asset that produces smoke:&lt;br /&gt;
&lt;br /&gt;
  region Britain&lt;br /&gt;
  kind scenery&lt;br /&gt;
  type Industrial&lt;br /&gt;
  light 1&lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke&lt;br /&gt;
    mode timeofday&lt;br /&gt;
    color 150,150,150,250&lt;br /&gt;
    accel 1,0.3,0&lt;br /&gt;
    start 0.25, 0.5&lt;br /&gt;
    period 0.25, 0.125&lt;br /&gt;
    rate 8&lt;br /&gt;
    velocity 3&lt;br /&gt;
    lifetime 5&lt;br /&gt;
    minsize 0.5&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Sample [[config.txt file]] for a steam train with four smoke emitters.&lt;br /&gt;
*Dark smoke from the main chimney stack that is dependent on the trains velocity (a.smoke, Y axis pointing up),&lt;br /&gt;
*A constant steam trail from a small safety pipe on top (a.steam.safety, Y axis pointing up),&lt;br /&gt;
*2 steam trails on each side of the train that alternately expel steam keyed to the animation of the trains wheels (a.steam.l, a.steam.r, Y axis pointing outwards).&lt;br /&gt;
&lt;br /&gt;
  kind traincar&lt;br /&gt;
  bogey 0&lt;br /&gt;
  engine 1&lt;br /&gt;
  name Steam Train&lt;br /&gt;
  mass 100000&lt;br /&gt;
  enginespec &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  enginesound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  hornsound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  interior &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.l&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke1&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.r&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0.5&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke2&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.safety&lt;br /&gt;
    mode time&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke3&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke0&lt;br /&gt;
    mode speed&lt;br /&gt;
    color 100,100,100,200&lt;br /&gt;
    start 0,10,20,30&lt;br /&gt;
    rate 3,5,7,9&lt;br /&gt;
    velocity 3,4,5,5&lt;br /&gt;
    lifetime 4,3,2.5,2&lt;br /&gt;
    minsize 0.3&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=5574</id>
		<title>&quot;Smoke&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=5574"/>
		<updated>2013-08-22T17:48:41Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A smoke container is effectively a PFX (particle effects) emitter that defines smoke and similar effects produced by assets. Smoke tags take the form smokeX where X is a number. There is no maximum number of smoke tags but they must be numbered sequentially (i.e. smoke0,smoke1,smoke2,etc). Smoke blocks have two sections: main and sequence properties. Main properties describe the attributes that stay the same for the life of the emitter. Sequence properties describe a set of one or more phases/periods in the smoke emission sequence.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each smoke container supports the following tags. Each tag is shown here with its default value. &lt;br /&gt;
&lt;br /&gt;
  texture               KUID&amp;lt;-1:6329&amp;gt;&lt;br /&gt;
  file                  &amp;quot;&amp;quot;&lt;br /&gt;
  attachment            &amp;quot;&amp;quot;&lt;br /&gt;
  mode                  &amp;quot;time&amp;quot;&lt;br /&gt;
  accel                 0,0,0&lt;br /&gt;
  conesize              0.2,0.2,1&lt;br /&gt;
  direction             0,0,1&lt;br /&gt;
  enable-steam-physics  0&lt;br /&gt;
  enabled               1&lt;br /&gt;
  faces                 &amp;quot;camera&amp;quot;&lt;br /&gt;
  inherit-Velocity       0&lt;br /&gt;
  loop                  -1&lt;br /&gt;
  loopdelay             0&lt;br /&gt;
  loop-amount           0&lt;br /&gt;
  minrate               0&lt;br /&gt;
  maxrate               20&lt;br /&gt;
  maxspeedkph           0&lt;br /&gt;
  start                 0&lt;br /&gt;
  period                -1&lt;br /&gt;
  color                 255,255,255,255&lt;br /&gt;
  endcolor              255,255,255,255&lt;br /&gt;
  rate                  4&lt;br /&gt;
  velocity              1&lt;br /&gt;
  lifetime              3&lt;br /&gt;
  minsize               0&lt;br /&gt;
  maxsize               3&lt;br /&gt;
  mass                  1&lt;br /&gt;
  mass-scale            .5&lt;br /&gt;
  drag                  .36&lt;br /&gt;
  spring                .17&lt;br /&gt;
  dampening             .02&lt;br /&gt;
  physics-delay         0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Main Properties====&lt;br /&gt;
====texture====&lt;br /&gt;
:Type: KUID&lt;br /&gt;
:Desc: Sets the kuid of the texture to use for the particles, defaults to KUID&amp;lt;-1:6329&amp;gt; (Steam).&lt;br /&gt;
====file====&lt;br /&gt;
:Type: String (filename)&lt;br /&gt;
:Desc: Specifies that the particle emitter settings should be read in from a file generated by the Twinkles PFX tool.&lt;br /&gt;
====attachment====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: The name of the attachment point at which to generate the PFX. Attachment points are specified in the mesh file during creation.&lt;br /&gt;
====mode====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: The PFX emitter mode. Smoke effects can contain a number of cycled &#039;phases&#039;, the mode defines how the &#039;start&#039; and &#039;period&#039; tags are interpreted to control the progression between each smoke phase. Mode must be one of the following values (defaults to &amp;quot;time&amp;quot; if not specified).&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mode Value!!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 20%;&amp;quot;|&#039;&#039;&#039;time&#039;&#039;&#039;||&#039;start&#039; is a list of time values (in seconds) after the creation of the parent object when the next phase of the effect will start, &#039;period&#039; is the duration of time the phase will remain active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;timeofday&#039;&#039;&#039;||&#039;start&#039; is the time of day to start the next phase. The time of day is specified as a decimal from 0 to 1, where 0 is 0:00.00 AM and 1 is 12:59.59 PM.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim&#039;&#039;&#039;||&#039;start&#039; specifies a time in the assets animation cycle to start the next phase. &#039;period&#039; is the time over which the phase is active. The time in the anim cycle is specified as a decimal between 0 and 1. &#039;start&#039; + &#039;period&#039; must not exceed 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim2&#039;&#039;&#039;||Same as &#039;anim&#039; with some additional tags (interpolate, loop, loopdelay)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;speed&#039;&#039;&#039;||&#039;start&#039; is a speed, in meters per second, to start the next phase. &#039;period&#039; is not used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;custom&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainl&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainr&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;stack&#039;&#039;&#039;||Synchronized to the drivers and is meant for a steam locomotive&#039;s smoke stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;whistle&#039;&#039;&#039;||Turns on and off when the whistle is turned on and off.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;generator&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lowpressurevalve&#039;&#039;&#039;||Turns on when the low pressure safety valve&#039;s setting (defined in enginespec) is exceeded. (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;highpressurevalve&#039;&#039;&#039;||Turns on when the high pressure safety valve&#039;s setting (defined in enginespec) is exceeded. (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow0&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow1&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;fire-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;boiler-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|}&lt;br /&gt;
:Only the &#039;time&#039; and &#039;timeofday&#039; modes are valid for scenery objects, other modes are intended for use with assets such as locomotives.&lt;br /&gt;
&lt;br /&gt;
====accel====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Sets the acceleration conditions for the smoke particles. First value is gravity, second is (optional) wind effect. Default is 0,0. A third (deprecated) form exists with three parameters - this uses the first two values to calculate the wind effect and the third as gravity.&lt;br /&gt;
&lt;br /&gt;
====conesize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the cone in which the particles are emitted. When a particle is created it will be given an initial velocity vector with its direction being a random vector in this cone and its speed being taken from the &#039;velocity&#039; tag. The cone tag is a decimal list of 1, 2 or 3 values (in meters). The first two values specify the width and depth (x and y) of the cone, and the third value specifies it&#039;s height. If the height isn&#039;t provided a value of 1 will be used, if only one value is provided it will be used for both the width and height. The default value if the tag isn&#039;t provided at all is (0.2,0.2,1.0).&lt;br /&gt;
====direction====&lt;br /&gt;
:Type: 3D Vector (x,y,z)&lt;br /&gt;
:Desc: Sets the direction the particle emitter is facing. The direction will default to (0,0,1) if not supplied (straight up).&lt;br /&gt;
====enable-steam-physics====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Enables some of the more advanced smoke/steam related particle physics (drag, spring &amp;amp; dampening).&lt;br /&gt;
====enabled====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Sets whether the particle emitter is enabled.&lt;br /&gt;
====faces====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Desc: Sets the direction the particle faces. Can be one of the following values:&lt;br /&gt;
:*&#039;&#039;&#039;camera&#039;&#039;&#039; - The particles are drawn so that they always face the camera (Default)&lt;br /&gt;
:*&#039;&#039;&#039;motion&#039;&#039;&#039; - The particles are drawn so that they face the direction they are travelling.&lt;br /&gt;
:*&#039;&#039;&#039;down&#039;&#039;&#039; - The particles are drawn facing down.&lt;br /&gt;
====inherit-velocity====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: Causes particles to inherit the velocity of the emitter, default is off.&lt;br /&gt;
&lt;br /&gt;
====loop====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Sets the time, in seconds, after which to loop the smoke sequence. Valid only for modes &#039;time&#039; and &#039;anim2&#039;. Can be set to -1 to imply that it loops after the length of the sequence, this is the default behaviour.&lt;br /&gt;
====loopdelay====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: Specifies the delay, in seconds, until the sequence loops again.&lt;br /&gt;
====loop-amount====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the number of times the sequence should loop.&lt;br /&gt;
====minrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the minimum particle emission rate for the entire sequence. Defaults to 0.&lt;br /&gt;
====maxrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Desc: Sets the maximum particle emission rate for the entire sequence. Defaults to 20.&lt;br /&gt;
====maxspeedkph====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: For cone emitters, this will set the maximum speed of the particles, in kph.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sequence Properties====&lt;br /&gt;
Per-phase tags are specified as value lists. If a list is added it should specify a value for each phase.&lt;br /&gt;
====start====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies when to start this phase, &#039;start&#039; behaves differently depending on &#039;mode&#039; (see mode for details). Start will default to 0.&lt;br /&gt;
====period====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the duration of this phase, &#039;period&#039; behaves differently depending on &#039;mode&#039; and is not always used (see mode for details). Period can be set to -1 to imply that the phase is active until the next phase begins, this is the default behaviour.&lt;br /&gt;
====color====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Desc: Specifies the initial color of the PFX texture for each phase. Color will default to white (255,255,255,255). From build 2.9, failing to include a color tag will create a validation warning.&lt;br /&gt;
====endcolor====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Desc: Specifies the ending color of the PFX texture for each phase. Color will default to white (255,255,255,255).&lt;br /&gt;
====rate====&lt;br /&gt;
:Type: Integer List&lt;br /&gt;
:Desc: Specifies the rate of particle emission in each phase. For most modes this is set to the number of particles to emit per second, for &#039;anim&#039; and &#039;anim2&#039; however this is the number of particles to emit over the animation period. The default rate is 4. See also &#039;minrate&#039; and &#039;maxrate&#039;.&lt;br /&gt;
====velocity====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the initial speed of the emitted particles for this phase. Speed is specified in meters per second, the default value is 1m/s.&lt;br /&gt;
====lifetime====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the time, in seconds, that the particles exist for in this phase (defaults to 3).&lt;br /&gt;
====minsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the starting size of the particles created in this phase (scaling value where 1 is 100%, default is 0).&lt;br /&gt;
====maxsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Specifies the ending size of the particles created in this phase (scaling value where 1 is 100%, default is 3).&lt;br /&gt;
====mass====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The initial mass, in kilograms, of the particles created in this phase. Defaults to 1.&lt;br /&gt;
====mass-scale====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The percentage of mass lost over the particles life time for this phase. This allows particles to become lighter as they disipate into the air. The value is specified as a percentage where 1 is 100% and will default to 0.5 (50%).&lt;br /&gt;
====drag====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The drag constant for the particle created in this phase. This specifes the resistance against the particles ability to move freely through the air. If not specified the drag constant will default to 0.36, increasing the value will cause particles to be more strongly affected by wind. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====spring====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The spring constant for particles created in this phase. The spring constant specifies how the strong the link is between individual particles. By default the spring constant is 0.17 if not specified, increasing the value will cause the particles to be more rigidly linked to each others movement. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====dampening====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: The spring damping constant for particles created in this phase. The spring damping constant affects the &#039;stability&#039; of the link between individual particles (see &#039;spring&#039;). Requires the &#039;enable-steam-physics&#039; tag. Defaults to 0.02.&lt;br /&gt;
====physics-delay====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Desc: Delay, in seconds, before particles are affected by world physics. 0 by default.&lt;br /&gt;
&lt;br /&gt;
==Example Config.txt==&lt;br /&gt;
Sample [[config.txt file]] for a scenery asset that produces smoke:&lt;br /&gt;
&lt;br /&gt;
  region Britain&lt;br /&gt;
  kind scenery&lt;br /&gt;
  type Industrial&lt;br /&gt;
  light 1&lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke&lt;br /&gt;
    mode timeofday&lt;br /&gt;
    color 150,150,150,250&lt;br /&gt;
    accel 1,0.3,0&lt;br /&gt;
    start 0.25, 0.5&lt;br /&gt;
    period 0.25, 0.125&lt;br /&gt;
    rate 8&lt;br /&gt;
    velocity 3&lt;br /&gt;
    lifetime 5&lt;br /&gt;
    minsize 0.5&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Sample [[config.txt file]] for a steam train with four smoke emitters.&lt;br /&gt;
*Dark smoke from the main chimney stack that is dependent on the trains velocity (a.smoke, Y axis pointing up),&lt;br /&gt;
*A constant steam trail from a small safety pipe on top (a.steam.safety, Y axis pointing up),&lt;br /&gt;
*2 steam trails on each side of the train that alternately expel steam keyed to the animation of the trains wheels (a.steam.l, a.steam.r, Y axis pointing outwards).&lt;br /&gt;
&lt;br /&gt;
  kind traincar&lt;br /&gt;
  bogey 0&lt;br /&gt;
  engine 1&lt;br /&gt;
  name Steam Train&lt;br /&gt;
  mass 100000&lt;br /&gt;
  enginespec &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  enginesound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  hornsound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  interior &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.l&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke1&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.r&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0.5&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke2&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.safety&lt;br /&gt;
    mode time&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke3&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke0&lt;br /&gt;
    mode speed&lt;br /&gt;
    color 100,100,100,200&lt;br /&gt;
    start 0,10,20,30&lt;br /&gt;
    rate 3,5,7,9&lt;br /&gt;
    velocity 3,4,5,5&lt;br /&gt;
    lifetime 4,3,2.5,2&lt;br /&gt;
    minsize 0.3&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=User_talk:Fabartus&amp;diff=5514</id>
		<title>User talk:Fabartus</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=User_talk:Fabartus&amp;diff=5514"/>
		<updated>2013-08-20T15:39:28Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* ProToolz Pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HI and welcome --Me! If you need a wiki question answered... post it here! // &amp;lt;b&amp;gt;[[User:Fabartus|Fra]]&amp;lt;/b&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;[[User talk:Fabartus|nkB]]&amp;lt;/font&amp;gt; 21:04, 3 July 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi mate. Unfortunately I&#039;m having to remove significant numbers of your edits due to them being factually incorrect. While I appreciate that you&#039;re doing this work with a good intention, it&#039;s creating a lot of &amp;quot;policing&amp;quot; work for us that we don&#039;t really have time for. I will have to ask that you keep your edits to new pages or minor corrections to existing pages, rather than actively reworking pages which are already established and checked. [[User:Windwalkr|Windwalkr]] ([[User talk:Windwalkr|talk]]) 16:04, 20 August 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== ProToolz Pages ==&lt;br /&gt;
&lt;br /&gt;
Please do not reformat them.  They are reproductions of the HTML tutorial pages originally made to go with 3dtrains track laying tools, and their UNALTERED redistribution was part of the agreement between ME and 3DTRAINS as a condition of my securing permission to re-release them.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, they aren&#039;t meant to be part of the wiki per se, but rather are stand alone pages meant to be viewed within Surveyor to guide a user on how to properly use the tool.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;parent&amp;quot; introduction page at http://online.ts2009.com/mediaWiki/index.php/3D_Trains_ProToolz - but the individual pages must remain as they are.&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=ProToolz_Switch_Template&amp;diff=5513</id>
		<title>ProToolz Switch Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=ProToolz_Switch_Template&amp;diff=5513"/>
		<updated>2013-08-20T15:35:07Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Undo revision 5403 by Fabartus (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch11.jpg|right|200px]]Using these templates you will be able to create perfectly aligned switches / points / turnouts in minutes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch01.jpg|right|200px]]&#039;&#039;&#039;1)&#039;&#039;&#039; All tools are accessed by selecting 3DTrains in the Region window of the Objects tab. &#039;&#039;Does not apply to all versions, if your version has no region window, use Filter and 3dtrains&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Start by selecting and dropping in one of the ProToolz templates from the Objects tab. You may move and rotate it into place, or start building the switch right away, or you can build the switch anywhere on the baseboard, and move/rotate it into place whenever you&#039;re ready!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch02.jpg|right|200px]]&#039;&#039;&#039;2)&#039;&#039;&#039; Select the track tool, and lay-in a section to any of the inside points of the template. You&#039;ll note in the picture that I&#039;m placing the spline point away from the center of the switch template. This is so that the splines won&#039;t jump to an adjacent spline.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch03.jpg|right|200px]]&#039;&#039;&#039;3)&#039;&#039;&#039; Because you cannot connect the same track piece within the template, you&#039;ll need to add-in another section and then link it the template point. The previous example in Step 2 becomes clear.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch04.jpg|right|200px]]&#039;&#039;&#039;4&#039;&#039;&#039;) Repeat the process for the lead adding in a spline away from the center of the template. Add in another to the switch point as in Step 3.&lt;br /&gt;
|-	&lt;br /&gt;
|[[File:ProTools Switch05.jpg|right|200px]]&#039;&#039;&#039;5&#039;&#039;&#039;) Using the delete spline tool, remove the extra spline points in the center of each new track section.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch06.jpg|right|200px]]&#039;&#039;&#039;6&#039;&#039;&#039;) OK, now you can either continue to build - adding track to any of the outside points of the ProToolz template, or you can grab the big yellow 3DTrains box and drag to the desired location. If you haven&#039;t yet done so, move/rotate the entire switch into place.&lt;br /&gt;
&lt;br /&gt;
Tip: Use the straight edges of the yellow 3DTrains box to align the switch. Set it against the mainline near where you&#039;ll be placing the switch.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch07.jpg|right|200px]]&#039;&#039;&#039;7&#039;&#039;&#039;) Once the outer points have been connected (and you&#039;re satisfied with the placement of the switch), delete the entire jig.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch08.jpg|right|200px]]&#039;&#039;&#039;8&#039;&#039;&#039;) Now we need to fill the gaps left by the ProToolz template. Connect the tracks of the mainline and/or branch line to the relevant outer points of your new switch:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch09.jpg|right|200px]]&#039;&#039;&#039;9&#039;&#039;&#039;) You&#039;re almost home, but not there yet. The spline from the turnout will curve to meet its connecting piece, so we&#039;ll need to straighten the track:&lt;br /&gt;
&lt;br /&gt;
Select the Straighten Tool from the Track Tab and click on each piece of track (except the 1st lead spline).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch10.jpg|right|200px]]&#039;&#039;&#039;10&#039;&#039;&#039;) Add-in a switch lever, and then move the lever towards the switch point. Also, you can rename the lever at this time if you like (use the &amp;quot;?&amp;quot; icon).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch11.jpg|right|200px]]&#039;&#039;&#039;You&#039;re Done!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And there you have it. A razor-sharp turnout, and the whole process took less than a minute! As Rob at Auran would say: &amp;quot;&#039;&#039;&#039;&#039;&#039;...and that&#039;s all there is to it!&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch12.jpg|right|200px]]&#039;&#039;&#039;Uses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Right and left versions of the ProTools templates consist of #4&#039;s, #5&#039;s, #6&#039;s, and #8&#039;s. Since Trainz allows for a larger space than what you might build at home in a model layout, use the following as a guide when selecting the appropriate switch size:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#4 - Logging, Industrial, Streetcar, etc.&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#5 - Industrial and Branch Lines&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#6 - Branch Lines and Mainline&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#8 - Mainline&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=ProToolz_Switch_Template&amp;diff=5512</id>
		<title>ProToolz Switch Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=ProToolz_Switch_Template&amp;diff=5512"/>
		<updated>2013-08-20T15:34:47Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: Undo revision 5404 by Fabartus (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-beg}}&lt;br /&gt;
{| valign=&amp;quot;middle&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch11.jpg|right|200px]]Using these templates you will be able to create perfectly aligned switches / points / turnouts in minutes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch01.jpg|right|200px]]&#039;&#039;&#039;1)&#039;&#039;&#039; All tools are accessed by selecting 3DTrains in the Region window of the Objects tab. &#039;&#039;Does not apply to all versions, if your version has no region window, use Filter and 3dtrains&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Start by selecting and dropping in one of the ProToolz templates from the Objects tab. You may move and rotate it into place, or start building the switch right away, or you can build the switch anywhere on the baseboard, and move/rotate it into place whenever you&#039;re ready!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch02.jpg|right|200px]]&#039;&#039;&#039;2)&#039;&#039;&#039; Select the track tool, and lay-in a section to any of the inside points of the template. You&#039;ll note in the picture that I&#039;m placing the spline point away from the center of the switch template. This is so that the splines won&#039;t jump to an adjacent spline.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch03.jpg|right|200px]]&#039;&#039;&#039;3)&#039;&#039;&#039; Because you cannot connect the same track piece within the template, you&#039;ll need to add-in another section and then link it the template point. The previous example in Step 2 becomes clear.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch04.jpg|right|200px]]&#039;&#039;&#039;4&#039;&#039;&#039;) Repeat the process for the lead adding in a spline away from the center of the template. Add in another to the switch point as in Step 3.&lt;br /&gt;
|-	&lt;br /&gt;
|[[File:ProTools Switch05.jpg|right|200px]]&#039;&#039;&#039;5&#039;&#039;&#039;) Using the delete spline tool, remove the extra spline points in the center of each new track section.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch06.jpg|right|200px]]&#039;&#039;&#039;6&#039;&#039;&#039;) OK, now you can either continue to build - adding track to any of the outside points of the ProToolz template, or you can grab the big yellow 3DTrains box and drag to the desired location. If you haven&#039;t yet done so, move/rotate the entire switch into place.&lt;br /&gt;
&lt;br /&gt;
Tip: Use the straight edges of the yellow 3DTrains box to align the switch. Set it against the mainline near where you&#039;ll be placing the switch.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch07.jpg|right|200px]]&#039;&#039;&#039;7&#039;&#039;&#039;) Once the outer points have been connected (and you&#039;re satisfied with the placement of the switch), delete the entire jig.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch08.jpg|right|200px]]&#039;&#039;&#039;8&#039;&#039;&#039;) Now we need to fill the gaps left by the ProToolz template. Connect the tracks of the mainline and/or branch line to the relevant outer points of your new switch:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch09.jpg|right|200px]]&#039;&#039;&#039;9&#039;&#039;&#039;) You&#039;re almost home, but not there yet. The spline from the turnout will curve to meet its connecting piece, so we&#039;ll need to straighten the track:&lt;br /&gt;
&lt;br /&gt;
Select the Straighten Tool from the Track Tab and click on each piece of track (except the 1st lead spline).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch10.jpg|right|200px]]&#039;&#039;&#039;10&#039;&#039;&#039;) Add-in a switch lever, and then move the lever towards the switch point. Also, you can rename the lever at this time if you like (use the &amp;quot;?&amp;quot; icon).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch11.jpg|right|200px]]&#039;&#039;&#039;You&#039;re Done!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And there you have it. A razor-sharp turnout, and the whole process took less than a minute! As Rob at Auran would say: &amp;quot;&#039;&#039;&#039;&#039;&#039;...and that&#039;s all there is to it!&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Switch12.jpg|right|200px]]&#039;&#039;&#039;Uses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Right and left versions of the ProTools templates consist of #4&#039;s, #5&#039;s, #6&#039;s, and #8&#039;s. Since Trainz allows for a larger space than what you might build at home in a model layout, use the following as a guide when selecting the appropriate switch size:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#4 - Logging, Industrial, Streetcar, etc.&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#5 - Industrial and Branch Lines&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#6 - Branch Lines and Mainline&lt;br /&gt;
:&amp;lt;nowiki /&amp;gt;#8 - Mainline&lt;br /&gt;
|}&lt;br /&gt;
{{TOL-bot}}&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Appendix_D:_New_Functions_in_Trainz_Classics&amp;diff=5361</id>
		<title>CCG/Appendix D: New Functions in Trainz Classics</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Appendix_D:_New_Functions_in_Trainz_Classics&amp;diff=5361"/>
		<updated>2013-07-27T17:36:21Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Traincar interiors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CCG-top}}&lt;br /&gt;
==Appendix D - New Functions in Trainz Classics==&lt;br /&gt;
&lt;br /&gt;
A number of new functions have been introduced in TC, relevant to content creators. The following list summarises the&lt;br /&gt;
new features:&lt;br /&gt;
:· New Freeways feature supporting and including one way and multi-lane roads&lt;br /&gt;
:· Flashing ditch-lights&lt;br /&gt;
:· Headlight dimmer system&lt;br /&gt;
:· Remodelled roadway traffic featuring working head lights&lt;br /&gt;
:· New sound functions for better representation of electric traction&lt;br /&gt;
:· Train controlled sounds, lights and boom gates at build-in road crossings&lt;br /&gt;
:· Automatic Train Protection options&lt;br /&gt;
:· Computerised in-cab displays&lt;br /&gt;
:· Improved Heads-Up-Display options&lt;br /&gt;
:· Flexible Cab Signalling system&lt;br /&gt;
:· Improved session-design options&lt;br /&gt;
&lt;br /&gt;
==Freeways - one way and multi-lane roads==&lt;br /&gt;
There are two kinds that support the creation of freeway model, Kind Track and Bridge. The Kind track is used to specify a road freeway asset. For example, a two lane road mesh is used for the lanes of the freeway and tags in the config.txt file specify lane configuration.&lt;br /&gt;
&lt;br /&gt;
This example is for a freeway with 2 lanes&lt;br /&gt;
 username           &amp;quot;Road_Freeway_01&amp;quot;&lt;br /&gt;
 grounded           0.4&lt;br /&gt;
 region             &amp;quot;Britain&amp;quot;&lt;br /&gt;
 length             5&lt;br /&gt;
 width              7.9&lt;br /&gt;
 bendy              1&lt;br /&gt;
 kind               &amp;quot;track&amp;quot;&lt;br /&gt;
 type               &amp;quot;Roads&amp;quot;&lt;br /&gt;
 uncached_alphas    1&lt;br /&gt;
 carrate            25&lt;br /&gt;
 asset-filename     &amp;quot;road&amp;quot;&lt;br /&gt;
 kuid               &amp;lt;kuid:523:100082&amp;gt;&lt;br /&gt;
 istrack            0&lt;br /&gt;
 isroad             1&lt;br /&gt;
 isfreeway          1&lt;br /&gt;
 numlanes           2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;istrack&#039;&#039;&#039; Specifies if this is rail track or not,&lt;br /&gt;
:1 = traincars to use the asset,&lt;br /&gt;
:0 = turns off this option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isroad&#039;&#039;&#039; Specifies that this is a road,&lt;br /&gt;
:1 = generate traffic,&lt;br /&gt;
:0 = suppress traffic. See also the carrate tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isfreeway&#039;&#039;&#039;&lt;br /&gt;
:1 = asset will be a freeway model allowing the use of and multi-lane roads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;numlanes&#039;&#039;&#039; The number of lanes to be generated. &lt;br /&gt;
:Default lane spacing is 3.4 metres. &lt;br /&gt;
:Note that for kind track, traffic will flow in one direction for all lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;carrate&#039;&#039;&#039; This is required to actually generate cars. &lt;br /&gt;
:It defines traffic density on the road (minimum seconds between each car generated). &lt;br /&gt;
:0 = No traffic. The number must be greater than 3 for traffic to flow.&lt;br /&gt;
&lt;br /&gt;
For a freeway with lanes flowing in both directions, a Kind bridge has to be used. This asset calls up a freeway road    model by kuid to be used on the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following example uses a Kind bridge to generate a four lane road, calling up the two lane freeway asset in the previous example.&lt;br /&gt;
 Username           &amp;quot;Road_Freeway_02&amp;quot;&lt;br /&gt;
 grounded           0.4&lt;br /&gt;
 region             &amp;quot;Britain&amp;quot;&lt;br /&gt;
 length             5&lt;br /&gt;
 width              7.9&lt;br /&gt;
 bendy              1&lt;br /&gt;
 kind               &amp;quot;track&amp;quot;&lt;br /&gt;
 type               &amp;quot;Roads&amp;quot;&lt;br /&gt;
 uncached_alphas    1&lt;br /&gt;
 carrate            25&lt;br /&gt;
 asset-filename     &amp;quot;road&amp;quot;&lt;br /&gt;
 kuid               &amp;lt;kuid:-22:1003&amp;gt;&lt;br /&gt;
 trackoffsets       -3.5,3.5&lt;br /&gt;
 trackdirections    0,1&lt;br /&gt;
 height             0&lt;br /&gt;
 rgb                255,200,0&lt;br /&gt;
 istrack            0&lt;br /&gt;
 isroad             1&lt;br /&gt;
 isfreeway          1&lt;br /&gt;
 numlanes           4&lt;br /&gt;
 bridgetrack        &amp;lt;kuid:523:100082&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;carrate&#039;&#039;&#039; This is required to actually generate cars. It defines traffic density on the road (minimum seconds between each car&lt;br /&gt;
generated). &lt;br /&gt;
:0 = No traffic. The number must be greater than 3 for traffic to flow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;trackoffsets&#039;&#039;&#039; The offsets either side of the bridge centre line where the attached road will be located. Note for a single road to be attached on the centreline of the bridge, a small offset of 0.01 must be specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;trackdirections&#039;&#039;&#039; Specifies the direction of traffic for each of the road assets attached to the bridge,&lt;br /&gt;
:0 = traffic to flow in one direction for the dual lanes attached at -3.5 metres,&lt;br /&gt;
:1 = traffic to flow in the opposite direction for the dual lanes placed at 3.5 metres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039; This value defines the object use:&lt;br /&gt;
:0 = the object is double track, a negative value (-) means the object will be a bridge, the value -12 for instance is the height from the deck to the bottom of the bridge foundation, a positive value(+) means the object is a tunnel, the height 8 for instance is the height of the tunnel portal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;istrack&#039;&#039;&#039; Specifies if this is rail track or not,&lt;br /&gt;
:1 = allows traincars to use the asset,&lt;br /&gt;
:0 = turns off this option&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isroad&#039;&#039;&#039; Specifies that this is a road,&lt;br /&gt;
:1 = generate traffic,&lt;br /&gt;
:0 = suppress traffic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isfreeway&#039;&#039;&#039; The asset will be a freeway model allowing the use of multi lanes in one direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;numlanes&#039;&#039;&#039; The number of lanes of freeway traffic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bridgetrack&#039;&#039;&#039; The freeway road kuid that is to be used on the bridge - this is a two lane freeway, placed either side of the bridge centre line at the specified offsets. This attached road to be used on the bridge requires the freeway tags, as in example 1 above, to function as a freeway&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Freeway junctions could be made using Kind buildable objects. Attachment points would be specified where necessary for track to be attached to the object. &lt;br /&gt;
&lt;br /&gt;
Additional track attachment points would be specified to define the track path through the object (a junction for instance). The required freeway track type object would be referred in the config.txt file as the track to be generated on the object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flashing ditch lights==&lt;br /&gt;
Operating ditch lights now function for locomotives. The usual attachment point conventions apply for a point placed in the mesh in 3DSMax or GMax.&lt;br /&gt;
:a.ditch0, a.ditch1 etc&lt;br /&gt;
&lt;br /&gt;
The odd numbered light points flash together, alternating with the even numbered light points.&lt;br /&gt;
&lt;br /&gt;
The flashing rate can be changed in the traincar config.txt file, by adding the following tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;flash-scale&#039;&#039;&#039;&lt;br /&gt;
:1 = (default) 1 normal speed,&lt;br /&gt;
:0.5 = half speed,&lt;br /&gt;
:2 = double speed&lt;br /&gt;
&lt;br /&gt;
Ditch lights are toggled in Driver using the &#039;&#039;&#039;; key&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headlights - low and high beam==&lt;br /&gt;
Locomotives can run with normal or dimmed lights (high or low beam), use the Shift + L key in Driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intensity of the light may be varied by adding the following tag to the traincar config.txt file:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;low-beam-value&#039;&#039;&#039;&lt;br /&gt;
:1 = normal size or intensity&lt;br /&gt;
:2 = (default) half size or intensity&lt;br /&gt;
:0.5 = twice size or intensity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Operating lights on roadway traffic==&lt;br /&gt;
Cars driving on roads can have operating head and tail lights. Use the nightmode tag in the config.txt file for a car and in the mesh table, include the default-night tag and night mesh file that you create for the vehicle.&lt;br /&gt;
&lt;br /&gt;
The following tags show the entries in the config.txt file.&lt;br /&gt;
 nightmode          &amp;quot;none&amp;quot;&lt;br /&gt;
 mesh-table &lt;br /&gt;
 {&lt;br /&gt;
   default&lt;br /&gt;
     {&lt;br /&gt;
       auto-create  1&lt;br /&gt;
       mesh         &amp;quot;hilux_blue.im&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
   default-night&lt;br /&gt;
     {&lt;br /&gt;
       mesh         &amp;quot;night/gondwana_night.im&amp;quot;&lt;br /&gt;
       night-mesh-base  &amp;quot;default&amp;quot;&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nightmode&#039;&#039;&#039;&lt;br /&gt;
:lamp = the car lights will be displayed when the car is a static scenery object.&lt;br /&gt;
:none = the car lights will not be displayed when the car is used statically as a scenery object, but will be updated to &lt;br /&gt;
&amp;quot;lamp&amp;quot; if the car is included in road traffic by modifying a Kind region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note for TS2010 a new value of&#039;&#039; &amp;quot;car&amp;quot; &#039;&#039;is supported for traffic nightmode.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the Content Creator Plus Module (CCP) to modify a Region Kind to add cars to road traffic.&lt;br /&gt;
&lt;br /&gt;
Refer [[HowTo/Add_Carz_Traffic_to_a_Route|How to Add Carz Traffic to a Route.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sound functions for electric locomotives==&lt;br /&gt;
New functions to better represent electric locomotive sounds have been implemented. The options are set in the config.txt file for the enginesound Kind.&lt;br /&gt;
&lt;br /&gt;
For an electric locomotive, the sound may be considered a speeding up of one wave form, different from diesel or steam locomotives where different sound files are used in &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The sound used is a single .wav file called engine_loop.wav and must be placed in the directory with the config.txt file. TC automatically loads the file of this name.&lt;br /&gt;
&lt;br /&gt;
Normally the .wav file used is the base sound (the sound used at zero km per hour). With electric engines there should be no sound at zero speed, and the use of the isfading tag scales the volume, reducing the sound as the speed reduces to zero.&lt;br /&gt;
 kind               &amp;quot;enginesound&amp;quot;&lt;br /&gt;
 kuid               &amp;lt;kuid:523:100052&amp;gt;&lt;br /&gt;
 username           &amp;quot;MN M7 enginesound&amp;quot;&lt;br /&gt;
 isspeed            4&lt;br /&gt;
 isfading           1&lt;br /&gt;
 isramping          0&lt;br /&gt;
To distinguish between usage for diesel or electric the following tag is used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isspeed&#039;&#039;&#039; This is the speed up factor.&lt;br /&gt;
:1 = play the sound file at twice speed when the engine speed is at maximum,&lt;br /&gt;
:2 = (default) play the sound file three times the speed when the engine speed is at maximum,&lt;br /&gt;
:4 = play the sound file five times the speed when the engine speed is at maximum. From the above, the playing speed is seen to be the original speed plus the factor (eg 1 plus 4 = 5 times speed).&lt;br /&gt;
&lt;br /&gt;
Other values may be used in the above tag.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;fade&#039;&#039;&#039; the engine sound when the locomotive decelerates or stops, the following tag is used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isfading&#039;&#039;&#039;&lt;br /&gt;
1= sound fades to zero when speed is reduced, and plays no sound at zero km per hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isramping&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;0 = using a single .wav file, winds up the sound, or play the sound file faster, based on the traincar speed and tag  values, used for electric locomotives, &lt;br /&gt;
:1 = use different sound files for each &amp;quot;step&amp;quot; throttle notch, for steam and diesel locomotives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Playing speed for the electric sound file is defined in the following tag, and is linked to the maximum locomotive speed set in the enginespec file, the maxpeed tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traincar interiors==&lt;br /&gt;
New functions have been added to the interiors to represent digital displays and heads up displays, for example. The following example of part of the config.txt file for the interior for the MN M7 locomotive illustrates the use of the new tags and script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Not all the container entries necessary for the asset are shown in this example, only parts to illustrate new functions and tags.&lt;br /&gt;
 script             &amp;quot;SignalInterior&amp;quot;&lt;br /&gt;
 class              &amp;quot;SignalInterior&lt;br /&gt;
 kuid               &amp;lt;kuid:523:55585&amp;gt;&lt;br /&gt;
 soundscript&lt;br /&gt;
   {&lt;br /&gt;
    warning&lt;br /&gt;
     {&lt;br /&gt;
      distance      3,100&lt;br /&gt;
      attachment    &amp;quot;a.limfront&amp;quot;&lt;br /&gt;
      trigger       &amp;quot;arning&amp;quot;&lt;br /&gt;
      sound&lt;br /&gt;
       {&lt;br /&gt;
         0          alarm.wav&lt;br /&gt;
       }&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 mesh-table&lt;br /&gt;
   {&lt;br /&gt;
     default&lt;br /&gt;
       {&lt;br /&gt;
         mesh        &amp;quot;m7_interior.im&amp;quot;&lt;br /&gt;
        auto-create  1&lt;br /&gt;
         effects&lt;br /&gt;
          {&lt;br /&gt;
          next-station&lt;br /&gt;
           {&lt;br /&gt;
             kind      &amp;quot;name&amp;quot;&lt;br /&gt;
             fontsize  0.01&lt;br /&gt;
             fontcolor 230,177,39&lt;br /&gt;
             att       &amp;quot;a.station&amp;quot;&lt;br /&gt;
             name      &amp;quot;AIDAN&amp;quot;&lt;br /&gt;
             value     &amp;quot;&amp;quot;&lt;br /&gt;
           }&lt;br /&gt;
         }&lt;br /&gt;
       }&lt;br /&gt;
     speedo_needle&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;needle&amp;quot;&lt;br /&gt;
         auto-create   1&lt;br /&gt;
         mesh          &amp;quot;speedo_pointer.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.speedo&amp;quot;&lt;br /&gt;
         limits        0,48&lt;br /&gt;
       }&lt;br /&gt;
     reverser_lever&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;lever&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;reverser.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.reverser&amp;quot;&lt;br /&gt;
         limits        0,2&lt;br /&gt;
         angles        2.55,1.55&lt;br /&gt;
         notches       0,0.5,1&lt;br /&gt;
         notchheight   3,3,3&lt;br /&gt;
         mousespeed    1&lt;br /&gt;
         auto-create   1&lt;br /&gt;
         radius        0.05&lt;br /&gt;
       }&lt;br /&gt;
     bptrainbrakepipe_needle2&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;digital-dial-prs&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;brake_needle.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.trainpipe_needle_0&amp;quot;&lt;br /&gt;
         limits        0,55&lt;br /&gt;
         font          &amp;quot;arial&amp;quot;&lt;br /&gt;
         fontsize      0.01&lt;br /&gt;
         fontcolor     196,196,246&lt;br /&gt;
         auto-create   1&lt;br /&gt;
       }&lt;br /&gt;
     bptrainbrakecylinder_needle2&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;digital-dial-prs&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;brake_needle.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.brakecyl_needle_0&amp;quot;&lt;br /&gt;
         limits        0,55&lt;br /&gt;
         font          &amp;quot;arial&amp;quot;&lt;br /&gt;
         fontsize      0.01&lt;br /&gt;
         fontcolor     196,196,246&lt;br /&gt;
         auto-create   1&lt;br /&gt;
       }&lt;br /&gt;
     speedo_needle2&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;digital-dial-spd&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;brake_needle.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.digispeedo&amp;quot;&lt;br /&gt;
         limits        0,55&lt;br /&gt;
         font          &amp;quot;arial&amp;quot;&lt;br /&gt;
         fontsize      0.01&lt;br /&gt;
         fontcolor     196,196,246&lt;br /&gt;
         auto-create   1&lt;br /&gt;
       }&lt;br /&gt;
     bptrainbrakepipe_needle&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;needle&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;speedo_needle.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.bpressure&amp;quot;&lt;br /&gt;
         limits        0,1480&lt;br /&gt;
         auto-create   1&lt;br /&gt;
       }&lt;br /&gt;
     bptrainbrakecylinder_needle&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;needle&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;red_needle.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.bcpressure&amp;quot;&lt;br /&gt;
         limits        0,1480&lt;br /&gt;
         auto-create   1&lt;br /&gt;
       }&lt;br /&gt;
     cabsignal_restricted&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;cabsignal_restricted.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.cabsignal&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     cabsignal_medium&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;cabsignal_medium.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.cabsignal&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     cabsignal_limited&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;cabsignal_limited.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.cabsignal&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     cabsignal_normal&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;cabsignal_normal.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.cabsignal&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     atp_on&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;atp_operational.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.atp&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     atp_penalty&lt;br /&gt;
       {&lt;br /&gt;
         auto-create   0&lt;br /&gt;
         mesh          &amp;quot;atp.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.atp&amp;quot;&lt;br /&gt;
       }&lt;br /&gt;
     horn&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;pulllever&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;horn.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.horn&amp;quot;&lt;br /&gt;
         auto-create   1&lt;br /&gt;
         angles        0,-0.55&lt;br /&gt;
         limits        0,1&lt;br /&gt;
         mousespeed    -1&lt;br /&gt;
         radius        -0.02&lt;br /&gt;
         notches       0,1&lt;br /&gt;
         notchheight 0,0&lt;br /&gt;
       }&lt;br /&gt;
     throttle_brake_lever&lt;br /&gt;
       {&lt;br /&gt;
         mesh          &amp;quot;power_handle.im&amp;quot;&lt;br /&gt;
         auto-create   1&lt;br /&gt;
         att           &amp;quot;a.power_handle&amp;quot;&lt;br /&gt;
         limits        0,63&lt;br /&gt;
         angles        -1,-1.86&lt;br /&gt;
         notches       0,0.0303,0.0606,0.0909,0.1212,0.1515,0.1818,0.2121,0.2424,0.2727,0.303,&lt;br /&gt;
                       0.3333,0.3636,0.3939,0.4242,0.4545,0.4848,0.5,0.5151,0.5454,0.5757,&lt;br /&gt;
                       0.606,0.6363,0.6666,0.6969,0.7272,0.7575,0.7878,0.8181,0.8484,0.8787,0.909,0.9393,1&lt;br /&gt;
         notchheight   1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1&lt;br /&gt;
         att-parent    &amp;quot;default&amp;quot;&lt;br /&gt;
         kind          &amp;quot;lever&amp;quot;&lt;br /&gt;
         mousespeed    1&lt;br /&gt;
         radius        0.12&lt;br /&gt;
         invert        1&lt;br /&gt;
       }&lt;br /&gt;
     light_switch&lt;br /&gt;
       {&lt;br /&gt;
         kind          &amp;quot;lever&amp;quot;&lt;br /&gt;
         mesh          &amp;quot;lightdial.im&amp;quot;&lt;br /&gt;
         att           &amp;quot;a.lights&amp;quot;&lt;br /&gt;
         limits        0,1&lt;br /&gt;
         angles        0,2&lt;br /&gt;
         notches       0,1,2&lt;br /&gt;
         notchheight   0,0&lt;br /&gt;
         mousespeed    -1&lt;br /&gt;
         radius        0&lt;br /&gt;
         auto-create 1&lt;br /&gt;
       }&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039; and &#039;&#039;&#039;Class&#039;&#039;&#039; are references to the new script required for the new interior cab HUD to display the next station names. The script SignalInterior.gs is found included with the new models (MN M7 interior for example).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional new scripts for the locomotive also interact with the interior scripts for cab displays, compare scripts provided with the M7, FL9 and P32 locomotives. These scripts are individually tailored to the functions for each of the locomotives (fl9.gs for the MN FL9 locomotive).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;soundscript&#039;&#039;&#039; container refers to the warning sound for the new incab sound functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; The first distance in metres is that which the sound is played at full volume and the second distance where the sound plays at half volume. Outside the second distance the sound is cut off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;attachment&#039;&#039;&#039; The attachment point for the sound, in this case the a.limfront of the traincar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;trigger&#039;&#039;&#039; The trigger name, in this case &amp;quot;Warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sound&#039;&#039;&#039; The .wav sound file in this case &amp;quot;alarm.wav&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The effects container within the mesh table refers to the next-station effect which allows the approaching station name to be displayed in the HUD for the interior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;next-station&#039;&#039;&#039; The name of the effect container.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kind&#039;&#039;&#039; The type of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fontsize&#039;&#039;&#039; Fontsize as a factor of the default font size .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fontcolor&#039;&#039;&#039; Font colour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;att&#039;&#039;&#039; Attachment point in the mesh for the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;name&#039;&#039;&#039; Name of this effect - use Aidan for this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; A blank value (&amp;quot; &amp;quot;) initially shows no station names in the HUD until a station that has been appropriately named is &lt;br /&gt;
within range of the traincar. Make sure there is a &amp;amp;lt;space&amp;amp;gt; between the quotation symbols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For in-cabin levers and digital displays, the speedo_needle and reverser_lever are the usual containers for those levers.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;bptrainbrakepipe_needle2&#039;&#039;&#039; and the &#039;&#039;&#039;bptrainbrakecylinder_needle2&#039;&#039;&#039; are for the new digital display containers. A mix of analogue and/or digital displays may be used, the addition of &amp;quot;2&amp;quot; to the name allows for a second display to be separately used and displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kind&#039;&#039;&#039; digital-dial-prs is the new kind for the digital display for pressure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mesh&#039;&#039;&#039; A mesh must be used for the container to work, for example the &amp;quot;brake_needle.im&amp;quot;. This mesh does not display so any mesh provided will be used to satisfy the requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;limits&#039;&#039;&#039; For a normal lever these define the lower and upper limits of the display device (dail for example). For the digital display they are non-functional but the tag and some data values still have to be provided to satisfy coding requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;font tags&#039;&#039;&#039; The settings for these tags select the font type and size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;speedo_needle2&#039;&#039;&#039; container defines the digital values for the speed display, which uses a different kind form the pressure displays. Again, the referenced mesh is necessary but not used for display. The &amp;quot;2&amp;quot; in the name is used when the second display for speed is required (the first might be an analogue needle, or a digital display, and a second display is required).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kind&#039;&#039;&#039; digital-dial-spd &#039;&#039;is the new kind for the digital display for speed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For cab signals displayed in the Heads Up Display (HUD) there are a number of containers used to define signal status in the cab. The four state displays (unique container names) are:&lt;br /&gt;
:&#039;&#039;&#039;cabsignal_restricted&#039;&#039;&#039;,&lt;br /&gt;
:&#039;&#039;&#039;cabsignal_medium&#039;&#039;&#039;,&lt;br /&gt;
:&#039;&#039;&#039;cabsignal_limited&#039;&#039;&#039;,&lt;br /&gt;
:&#039;&#039;&#039;cabsignal_normal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; that these are NOT automatically created (auto-create 0 tag) when the traincar is generated in Driver. Normally they display only when required, the locomotive scripts define if these are turned on (displayed or not) for this particular cab interior. While the auto_create 1 tag can be used to display when the mesh is placed in Trainz, the cabsignal functions should be defined as either all on or all off. Do not mix the auto_create tag values. Refer to the fl9.gs script for example, for further information and use.&lt;br /&gt;
&lt;br /&gt;
The cabsignal values are displayed in the cabin in the form defined by the .im file created (lights for instance), displaying the letters R, M, L, N for the in-built models. These refer to the state of the signals passed on the route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Automatic train protection is provided by the &#039;&#039;&#039;atp_on&#039;&#039;&#039; and &#039;&#039;&#039;atp_penalty&#039;&#039;&#039; containers.&lt;br /&gt;
&lt;br /&gt;
By including and loading the &#039;&#039;limitspeed rule&#039;&#039; in the session, the &#039;&#039;atp_on&#039;&#039; display indicates that the session speed rule is provided and therefore turned on for use.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;atp_penalty&#039;&#039; acts in conjunction with the audible warning sound to indicate that speed limits have been exceeded and the &#039;&#039;limitspeed rule&#039;&#039; will take control of the traincar speed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;horn lever&#039;&#039; has a new function. Using the kind &#039;&#039;&#039;pulllever&#039;&#039;&#039; makes the lever return to the default or start position after in-cab operation - it returns to the original position (the lower value set in the limits tag (as of TS12, it returns to the position designated as &amp;quot;0&amp;quot; - if limits are -1,1 you will have a 3 position handle that springs back to center)) as if spring loaded. Tags for this kind are as for normal levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;throttle_brake_lever&#039;&#039;&#039; is a new container that combines a throttle with a brake lever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;limits&#039;&#039;&#039; sets the limits for the lever, the upper limit is defined as: multiply the number of notches by 2 and add 1, for example, for a throttle with 8 notches: the upper limit is 8 x 2 plus 1 = 17.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional tags for interiors (not used in the above example) include a cabin muffle sound tag. Adding the folowing tag sets a reduce sound volume in the cab:&lt;br /&gt;
:&#039;&#039;&#039;cabin_muffle 0.4&#039;&#039;&#039; defines the factor by which the sound volume is reduced (40% in this example).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fonts&#039;&#039;&#039; Trainz allows the use of text on name signs, for example a sign used on a station or scenery object, defined by the a.name point convention for points placed in the mesh, in 3DSMax or GMax.&lt;br /&gt;
&lt;br /&gt;
The name function is defined in the config.txt file for the object. Refer to [[CCG/Effects#EFFECT:_KIND_NAME|Effects: Name]] for information on the usage of the Effects Kind Name container and the orientation of the a.name points.&lt;br /&gt;
&lt;br /&gt;
Trainz now has the ability to &#039;&#039;&#039;define the fonts&#039;&#039;&#039; to be used for the text, alternative to the default font.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;fonts&#039;&#039;&#039; that are available for general use are:&lt;br /&gt;
:arial, console, comic_sans, courier, cordia, century_gothic, garamond, helvetica, impact, sans_serif, swiss, tahoma, times_new_roman, verdana&lt;br /&gt;
&lt;br /&gt;
All these fonts have a &#039;&#039;&#039;base size of 24&#039;&#039;&#039; points. This size is varied by using the &#039;&#039;&#039;fontsize&#039;&#039;&#039; tag (a multiplying factor of the default font size) in the config.txt file. The following example shows the use of the new font names.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;font&#039;&#039;&#039; the name of the font - refer to the list of names above.&lt;br /&gt;
   mesh-table&lt;br /&gt;
   {&lt;br /&gt;
     default&lt;br /&gt;
     {&lt;br /&gt;
       mesh industry.lm&lt;br /&gt;
       auto-create 1&lt;br /&gt;
       effects&lt;br /&gt;
       {&lt;br /&gt;
      0&lt;br /&gt;
         {&lt;br /&gt;
           kind name&lt;br /&gt;
           font garamond&lt;br /&gt;
           fontsize 0.15&lt;br /&gt;
           fontcolor 30,30,30&lt;br /&gt;
           att a.name0&lt;br /&gt;
           name name&lt;br /&gt;
         }&lt;br /&gt;
       1&lt;br /&gt;
         {&lt;br /&gt;
           kind name&lt;br /&gt;
           font swiss&lt;br /&gt;
           fontsize 0.3&lt;br /&gt;
           fontcolor 30,30,30&lt;br /&gt;
           att a.name1&lt;br /&gt;
           name name&lt;br /&gt;
         }&lt;br /&gt;
       }&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
&#039;&#039;&#039;fontsize&#039;&#039;&#039; the size of the font as a fraction of the original default font size, eg. 0.15 is 15% of the default size of 24 points.&lt;br /&gt;
&lt;br /&gt;
There is an additional larger default font size that has been used in TC which is available for use. This is referenced by the in-game name, &#039;&#039;&#039;mainmenu_titles&#039;&#039;&#039;, not by the more usual &amp;quot;font&amp;quot; name Arial. By using this larger font  (80 points) and specifying a font size factor, better quality may be obtained for the name text on the created asset.&lt;br /&gt;
&lt;br /&gt;
==Routes or maps==&lt;br /&gt;
&lt;br /&gt;
Two previously undefined tags have now been defined for a kind map. While these are automatically generated when you start a map in Surveyor, they can be later altered in CCP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;workingscale&#039;&#039;&#039; defines the scale of the map&lt;br /&gt;
:0 = Real Scale&lt;br /&gt;
:1 = G Scale&lt;br /&gt;
:2 = 1/2 Scale&lt;br /&gt;
:3 = #1 Scale&lt;br /&gt;
:4 = O Scale&lt;br /&gt;
:5 = S Scale&lt;br /&gt;
:6 = OO Scale&lt;br /&gt;
:7 = HO Scale&lt;br /&gt;
:8 = TT Scale&lt;br /&gt;
:9 = N Scale&lt;br /&gt;
:10 = Z Scale&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;workingunits&#039;&#039;&#039; defines the map units of measurement&lt;br /&gt;
:0 = Metric units (km and m)&lt;br /&gt;
:1 = Imperial units (miles, feet and inches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Trainz Classics Surveyor you may use the command: &lt;br /&gt;
:&#039;&#039;AMMP&#039;&#039; (Aidan make me a map please).&lt;br /&gt;
&lt;br /&gt;
This command is typed from the keyboard and generates a random map (terrain) on the baseboards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other useful information==&lt;br /&gt;
&lt;br /&gt;
Additional functions not strictly required for content creation but of interest to creators are:&lt;br /&gt;
&lt;br /&gt;
===Surveyor - Height Control===&lt;br /&gt;
Holding down the LMB while moving the mouse forward will now raise objects that are height adjustable in &lt;br /&gt;
increments of 1.0 units. Conversely, moving the mouse backwards will lower the object in the same way. Holding the Ctrl key in conjuction with this move will adjust the objects height in increments of 0.1 units and holding the Shift key will change the height by units of 0.05.&lt;br /&gt;
&lt;br /&gt;
===Surveyor - Train Controlled Level Crossings===&lt;br /&gt;
Add a level crossing road/rail junction from the Scenery Objects Tab in Surveyor, e.g. XING 1 US&lt;br /&gt;
&lt;br /&gt;
Use the Edit Properties dialogue in the Scenery panel to uniquely name the crossing, e.g. Hobotown&lt;br /&gt;
&lt;br /&gt;
Add the crossing lights to both sides of the crossing and name those in accordance with the name given to the crossing,e.g. Hobotownsig1  and   Hobotownsig2.&lt;br /&gt;
&lt;br /&gt;
===Surveyor - Cab Signals===&lt;br /&gt;
Add the object &amp;quot;MN Trackside Cabsignal&amp;quot; from the Track Panel / Trackside Objects. This signal controls the states that will be shown by the in cab signalling and is only visible in Surveyor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Surveyor - Computerised In Cab Display===&lt;br /&gt;
The computerised M7 cab digitally displays various technical and safeworking data. It can also display the next station name. Add a trigger at the point along the track where you would like the next station name to light up in the cab. The naming convention is simple. If the next station is &amp;quot;Hobotown&amp;quot; then name the trigger as:&lt;br /&gt;
:&#039;&#039;&#039;xxHobotown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The name will be displayed until the train passes another station-name trigger.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;blank the display&#039;&#039; add another trigger named &#039;&#039;&#039;xx_&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driver - Automatic Train Protection===&lt;br /&gt;
Add the &amp;quot;speed_rule&amp;quot; to a session using Surveyor&#039;s &amp;quot;edit session&amp;quot; dialogue. This limits your train&#039;s speed to within the limit as imposed by both the trackside speedboards and the cab signalling system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driver - Odometer Trip Meter Display===&lt;br /&gt;
Add the &amp;quot;Display Custom HUD&amp;quot; rule to a session using Surveyor&#039;s &amp;quot;edit session&amp;quot; dialogue. A new &amp;quot;Trip Meter&amp;quot; field will be added to the Custom Heads Up Display (HUD) which can be reset at anytime by pressing the T key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driver - Headlight Dimmer===&lt;br /&gt;
Pressing Shift + L will toggle the train headlight from bright to dim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driver - Flashing Ditch Lights===&lt;br /&gt;
&lt;br /&gt;
Where ditch lights are modelled, pressing the ; key will toggle ditch lights from constant to flashing. Headlights must be on before ditch lights will appear and/or flash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
This document does not cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have been included in TC include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setgoodfog, setbadfog&#039;&#039;&#039; To set the density of fog to be used - can use values larger than 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setdrawdistance&#039;&#039;&#039; Sets the drawdistance for the ground and scenery items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;worldplaysound&#039;&#039;&#039; This is a looping waveform to play a sound in a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Day, World Night&#039;&#039;&#039; Specifies a function may play during daytime or at night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;playvideo&#039;&#039;&#039; This is a rule to play a video clip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===locomotive and cabin scripts===&lt;br /&gt;
These have been developed for each individual locomotive and associated cab, for the in-built models. Each individual script may not use all the available new tags for cab displays.&lt;br /&gt;
&lt;br /&gt;
Users would need to modify these scripts for other uses. Refer to included scripts for the M7, FL9 and P32 locomotives for information. Useful examples are:&lt;br /&gt;
:signalinterior.gs&lt;br /&gt;
:acmu.gs&lt;br /&gt;
:fl9.gs&lt;br /&gt;
:p32.gs&lt;br /&gt;
:m7.gs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MethodHeader|Station.gs}}&lt;br /&gt;
There is a new station script used in TC to load and unload passengers. The file is Station.gs, found in&lt;br /&gt;
a number of the MN station assets in TC. This script operates two platforms. A second script, Station3track.gs will operate three platforms on one station. By comparing the script differences, modified scripts may be created to operate more than three platforms.&lt;br /&gt;
&lt;br /&gt;
The script makes the stopping points of trains more predictable and accurate, provided the following is used to set trigger points on the station tracks in 3dsmax or gmax.&lt;br /&gt;
&lt;br /&gt;
===Trigger points in 3dsmax/gmax===&lt;br /&gt;
&lt;br /&gt;
A track trigger point should be placed at each end of the platform, and another on the track near the centre of the platform length, for example a.trig1a, a.trig1d and a.trigmain. Refer to the diagram above.&lt;br /&gt;
&lt;br /&gt;
Trigger radii are defined in the config.txt file for the station, and 10 metres is suggested for these three trigger points.&lt;br /&gt;
&lt;br /&gt;
Additional trigger points need to be placed in between these three, so the trigger diameters touch along the full length of the track. Place the a.trig1b and a.trig1c points equidistant between the already placed points. Calculate a radius X or Y to suit and enter in the config.txt file for the station.&lt;br /&gt;
&lt;br /&gt;
A maximum value for X or Y should be 75 metres for consistent operation. If larger, place additional &lt;br /&gt;
intermediate trigger points with reduced radii.&lt;br /&gt;
&lt;br /&gt;
While different names can be used for the triggers, or track attachment points called up in the config.txt file as triggers, it is often more convienient to specify separate trigger points in the 3dsmax/gmax mesh, in order to have   the trigger diameters touch - track attachment points,  particularly for curved stations are not always in the best locations required for trigger points.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCG_trigger_radius.jpg]]&lt;br /&gt;
&lt;br /&gt;
Refer to the above example diagram for suggested placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
{{CCG-bot}}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_Locomotive&amp;diff=5360</id>
		<title>Class Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_Locomotive&amp;diff=5360"/>
		<updated>2013-07-27T16:50:35Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* SetBrokenReverser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**[[Class GSObject|GSObject]] *&lt;br /&gt;
***[[Class GameObject|GameObject]]&lt;br /&gt;
****[[Class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
****[[Class PropertyObject|PropertyObject]] *&lt;br /&gt;
*****[[Class MeshObject|MeshObject]]&lt;br /&gt;
******[[Class MapObject|MapObject]]&lt;br /&gt;
*******[[Class Trackside|Trackside]]&lt;br /&gt;
********[[Class Vehicle|Vehicle]]&lt;br /&gt;
*********Locomotive&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Locomotive is a specialised instance of a vehicle.&lt;br /&gt;
*In practice many of the methods in [[Class Vehicle]] apply to powered vehicles.&lt;br /&gt;
*A locomotive is always part of a train, if a locomotive is decoupled and left alone TRS will create a new consist to include it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===GetCabinData===&lt;br /&gt;
{{MethodHeader|public CabinData GetCabinData(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to a data object which stores the state of the locomotive&#039;s cabin.&lt;br /&gt;
;Syntax&lt;br /&gt;
 MyCabinData = loco.GetCabinData();&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[Class CabinData]]&lt;br /&gt;
*The data object refers to an internal private CabinData object in this class that represents the state of the cabin&#039;s controls.&lt;br /&gt;
*This is usually maintained by the Cabin.Attach() and Cabin.Update() methods of the Cabin script.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetEngineSetting===&lt;br /&gt;
{{MethodHeader|public native float GetEngineSetting(string setting)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;setting&#039;&#039;&#039; = The name of the setting to retrieve.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The value of the named setting.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float throttle = GetEngineSetting(&amp;quot;throttle&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[#SetEngineSetting|SetEngineSetting()]] for details of the values which can be used for the &#039;&#039;setting&#039;&#039; parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetBrokenReverser===&lt;br /&gt;
{{MethodHeader|public native void SetBrokenReverser(bool broken)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;broken&#039;&#039;&#039; = If true the reverser will not function, a value of false will reactivate it.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetBrokenReverser(true); &lt;br /&gt;
;Notes&lt;br /&gt;
*When broken the reverser lever can still be used by the player but it will have no effect on the locomotive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetBrokenThrottle===&lt;br /&gt;
{{MethodHeader|public native void SetBrokenThrottle(bool broken)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;broken&#039;&#039;&#039; = If true the throttle will not function, a value of false will reactivate it.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetBrokenThrottle(true);&lt;br /&gt;
;Notes&lt;br /&gt;
*When broken the throttle lever can still be used by the player but it will have no effect on the locomotive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetCabinData===&lt;br /&gt;
{{MethodHeader|public void SetCabinData(CabinData data)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;data&#039;&#039;&#039; = A reference to the data object used to store details of the locomotive&#039;s cabin controls.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetCabinData(MyCabinData);&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[Class CabinData]]&lt;br /&gt;
*The data object refers to an internal private CabinData object in this class that represents the state of the cabin&#039;s controls.&lt;br /&gt;
*This is usually maintained by the Cabin.Attach() and Cabin.Update() methods of the Cabin script.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetCompressorEfficiency===&lt;br /&gt;
{{MethodHeader|public native void SetCompressorEfficiency(float efficiency)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;efficiency&#039;&#039;&#039; = Efficiency of the compressor in the range 0.0 .. 1.0&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetCompressorEfficiency(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetEngineSetting===&lt;br /&gt;
{{MethodHeader|public native void SetEngineSetting(string setting, float value)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;setting&#039;&#039;&#039; = The name of the setting to save.&lt;br /&gt;
*&#039;&#039;&#039;value&#039;&#039;&#039; = The value of the named setting.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetEngineSetting(&amp;quot;regulator&amp;quot;,0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
*Settings you can write to with this method are:&lt;br /&gt;
**&amp;quot;dynamic-brake&amp;quot;&lt;br /&gt;
**&amp;quot;headlight&amp;quot;&lt;br /&gt;
**&amp;quot;injector&amp;quot;&lt;br /&gt;
**&amp;quot;loco-auto-brake&amp;quot;&lt;br /&gt;
**&amp;quot;pantograph&amp;quot;&lt;br /&gt;
**&amp;quot;regulator&amp;quot;&lt;br /&gt;
**&amp;quot;reverser&amp;quot;&lt;br /&gt;
**&amp;quot;steam-blower&amp;quot;&lt;br /&gt;
**&amp;quot;throttle&amp;quot;&lt;br /&gt;
**&amp;quot;train-auto-brake&amp;quot;&lt;br /&gt;
**&amp;quot;train-lap-brake&amp;quot;&lt;br /&gt;
**&amp;quot;script-brake-pressure&amp;quot; - A script-only brake pressure which does not correspond to any real brake device, specified in kPa. This may be used by interior scripts for implementing custom cab-mode braking behaviour, and is intended to be directly mapped from the cab controls rather than updated on a regular frame-by-frame basis from script. Native brake controls should be used where possible to avoid significant performance problems.&lt;br /&gt;
*Some apply to steam locomotives only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetHasDriver===&lt;br /&gt;
{{MethodHeader|public native void SetHasDriver(bool hasDriver)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;hasDriver&#039;&#039;&#039; = If true the locomotive has an assigned driver, if false it does not.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetHasDriver(true);&lt;br /&gt;
;Notes&lt;br /&gt;
*Only one locomotive in a train may have a driver. &lt;br /&gt;
*If you attempt to place a driver in this loco, any other driver on the train will be removed. &lt;br /&gt;
*The consist name and id will always stay with the driver.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Examples==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Methods==&lt;br /&gt;
[[Class Train#GetFrontmostLocomotive|Train.GetFrontmostLocomotive()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class Train#GetVehicles|Train.GetVehicles()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class World#GetVehicleList|World.GetVehicleList()]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Interface_Messages&amp;diff=5296</id>
		<title>Interface Messages</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Interface_Messages&amp;diff=5296"/>
		<updated>2013-07-25T16:08:45Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These messages provide information on the state of various parts of the interface. You can use them to track which parts of the display are currently visible.&lt;br /&gt;
&lt;br /&gt;
There are one or two special cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Interface-Event,Mouse-Enter:&#039;&#039; This can be used to detect a mouseover on a mesh based object and is broadcast from the object concerned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Interface-Event,Mouse-Leave:&#039;&#039; This is sent when the mouse leaves an object, the message is also broadcast but needs to be used with care since the object concerned is not specified by the message.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Interface-Event,Set-Metric-Mode:&#039;&#039; This message can be used to track whether the display is using imperial or metric units.&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_Locomotive&amp;diff=5295</id>
		<title>Class Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_Locomotive&amp;diff=5295"/>
		<updated>2013-07-25T05:27:29Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* GetEngineSetting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**[[Class GSObject|GSObject]] *&lt;br /&gt;
***[[Class GameObject|GameObject]]&lt;br /&gt;
****[[Class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
****[[Class PropertyObject|PropertyObject]] *&lt;br /&gt;
*****[[Class MeshObject|MeshObject]]&lt;br /&gt;
******[[Class MapObject|MapObject]]&lt;br /&gt;
*******[[Class Trackside|Trackside]]&lt;br /&gt;
********[[Class Vehicle|Vehicle]]&lt;br /&gt;
*********Locomotive&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Locomotive is a specialised instance of a vehicle.&lt;br /&gt;
*In practice many of the methods in [[Class Vehicle]] apply to powered vehicles.&lt;br /&gt;
*A locomotive is always part of a train, if a locomotive is decoupled and left alone TRS will create a new consist to include it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===GetCabinData===&lt;br /&gt;
{{MethodHeader|public CabinData GetCabinData(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to a data object which stores the state of the locomotive&#039;s cabin.&lt;br /&gt;
;Syntax&lt;br /&gt;
 MyCabinData = loco.GetCabinData();&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[Class CabinData]]&lt;br /&gt;
*The data object refers to an internal private CabinData object in this class that represents the state of the cabin&#039;s controls.&lt;br /&gt;
*This is usually maintained by the Cabin.Attach() and Cabin.Update() methods of the Cabin script.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GetEngineSetting===&lt;br /&gt;
{{MethodHeader|public native float GetEngineSetting(string setting)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;setting&#039;&#039;&#039; = The name of the setting to retrieve.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The value of the named setting.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float throttle = GetEngineSetting(&amp;quot;throttle&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[#SetEngineSetting|SetEngineSetting()]] for details of the values which can be used for the &#039;&#039;setting&#039;&#039; parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetBrokenReverser===&lt;br /&gt;
{{MethodHeader|public native void SetBrokenReverser(bool broken)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;broken&#039;&#039;&#039; = If true the reverser will not function, a value of false will reactivate it.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetBrokenReverser(ture); &lt;br /&gt;
;Notes&lt;br /&gt;
*When broken the reverser lever can still be used by the player but it will have no effect on the locomotive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetBrokenThrottle===&lt;br /&gt;
{{MethodHeader|public native void SetBrokenThrottle(bool broken)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;broken&#039;&#039;&#039; = If true the throttle will not function, a value of false will reactivate it.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetBrokenThrottle(true);&lt;br /&gt;
;Notes&lt;br /&gt;
*When broken the throttle lever can still be used by the player but it will have no effect on the locomotive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetCabinData===&lt;br /&gt;
{{MethodHeader|public void SetCabinData(CabinData data)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;data&#039;&#039;&#039; = A reference to the data object used to store details of the locomotive&#039;s cabin controls.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetCabinData(MyCabinData);&lt;br /&gt;
;Notes&lt;br /&gt;
*See [[Class CabinData]]&lt;br /&gt;
*The data object refers to an internal private CabinData object in this class that represents the state of the cabin&#039;s controls.&lt;br /&gt;
*This is usually maintained by the Cabin.Attach() and Cabin.Update() methods of the Cabin script.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetCompressorEfficiency===&lt;br /&gt;
{{MethodHeader|public native void SetCompressorEfficiency(float efficiency)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;efficiency&#039;&#039;&#039; = Efficiency of the compressor in the range 0.0 .. 1.0&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetCompressorEfficiency(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetEngineSetting===&lt;br /&gt;
{{MethodHeader|public native void SetEngineSetting(string setting, float value)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;setting&#039;&#039;&#039; = The name of the setting to save.&lt;br /&gt;
*&#039;&#039;&#039;value&#039;&#039;&#039; = The value of the named setting.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetEngineSetting(&amp;quot;regulator&amp;quot;,0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
*Settings you can write to with this method are:&lt;br /&gt;
**&amp;quot;dynamic-brake&amp;quot;&lt;br /&gt;
**&amp;quot;headlight&amp;quot;&lt;br /&gt;
**&amp;quot;injector&amp;quot;&lt;br /&gt;
**&amp;quot;loco-auto-brake&amp;quot;&lt;br /&gt;
**&amp;quot;pantograph&amp;quot;&lt;br /&gt;
**&amp;quot;regulator&amp;quot;&lt;br /&gt;
**&amp;quot;reverser&amp;quot;&lt;br /&gt;
**&amp;quot;steam-blower&amp;quot;&lt;br /&gt;
**&amp;quot;throttle&amp;quot;&lt;br /&gt;
**&amp;quot;train-auto-brake&amp;quot;&lt;br /&gt;
**&amp;quot;train-lap-brake&amp;quot;&lt;br /&gt;
**&amp;quot;script-brake-pressure&amp;quot; - A script-only brake pressure which does not correspond to any real brake device, specified in kPa. This may be used by interior scripts for implementing custom cab-mode braking behaviour, and is intended to be directly mapped from the cab controls rather than updated on a regular frame-by-frame basis from script. Native brake controls should be used where possible to avoid significant performance problems.&lt;br /&gt;
*Some apply to steam locomotives only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SetHasDriver===&lt;br /&gt;
{{MethodHeader|public native void SetHasDriver(bool hasDriver)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;hasDriver&#039;&#039;&#039; = If true the locomotive has an assigned driver, if false it does not.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetHasDriver(true);&lt;br /&gt;
;Notes&lt;br /&gt;
*Only one locomotive in a train may have a driver. &lt;br /&gt;
*If you attempt to place a driver in this loco, any other driver on the train will be removed. &lt;br /&gt;
*The consist name and id will always stay with the driver.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Examples==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Methods==&lt;br /&gt;
[[Class Train#GetFrontmostLocomotive|Train.GetFrontmostLocomotive()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class Train#GetVehicles|Train.GetVehicles()]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Class World#GetVehicleList|World.GetVehicleList()]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=5288</id>
		<title>Class World</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=5288"/>
		<updated>2013-07-24T22:32:53Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: /* Play2DSound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**World&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*World is a static class used to access various aspects of the Trainz environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Constants==&lt;br /&gt;
*These constants are used to define various values and can be used as mnenomics.&lt;br /&gt;
*If accessed from scripts the values must be prefixed &#039;&#039;World.&#039;&#039;, for example:&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_LIGHT_SNOW,World.WEATHER_CHANGEABILITY_PERIODIC);&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera View Modes===&lt;br /&gt;
----&lt;br /&gt;
*These values can be used either to choose the current camera viewing mode through World.SetCameraMode(), or to restrict certain camera modes from being accessed through methods such as World.SetCamera().&lt;br /&gt;
&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_INTERNAL = 1||Internal cabin camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_EXTERNAL = 2||External train camera view&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_TRACKING = 4||External tracking camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_ROAMING = 128||Roaming camera view.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera Flags===&lt;br /&gt;
----&lt;br /&gt;
*These flags are used in addition to the Camera Mode Flags to allow or disallow specific camera actions. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_SWITCH_VIEWS = 8||User permitted to swap between the camera views.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_VEHICLES = 16||User permitted to swap vehicles within the current train.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_TRAINS = 32||User permitted to swap to other trains which are in the consist menu.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_LOCKED = 64||User is NOT permitted to adjust camera (i.e. zoom, pan etc.).&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_NORMAL = * ||Normal camera mode where everything is permitted.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;sup&amp;gt;* NOTE: CAMERA_NORMAL = CAMERA_INTERNAL | CAMERA_EXTERNAL | CAMERA_TRACKING | CAMERA_SWITCH_VIEWS | CAMERA_SWITCH_VEHICLES | CAMERA_SWITCH_TRAINS&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Type Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the current state of the weather in Trainz. &lt;br /&gt;
*A variety of weather conditions are supported and can be changed by using one of these values with the World.SetWeather() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_TYPE_CLEAR = 0||Clear weather, no clouds, rain or snow.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_CLOUDY = 1||Cloudy weather, no rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_DRIZZLE = 2||Drizzle, light rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_RAIN = 3||Rainy weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_STORMY = 4||Stormy weather that includes lightning and thunder.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_LIGHT_SNOW = 5||Snowing lightly.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_MEDIUM_SNOW = 6||Medium level snow fall.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_HEAVY_SNOW = 7||Heavy snow fall.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Changeability Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the changeability settings for the weather. &lt;br /&gt;
*Weather changeability refers to variability of weather conditions rather than to a specific weather type.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_CHANGEABILITY_NONE = 0||Weather remains static.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_PERIODIC = 1||Periodic changes in weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_EXTREME = 2||Extreme and frequent changes in weather. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Values===&lt;br /&gt;
----&lt;br /&gt;
*Time constants defined in seconds.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define float TIME_SECOND = 1.0f||One second.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_MINUTE = TIME_SECOND * 60.0f||One minute, 60.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_HOUR = TIME_MINUTE * 60.0f||One hour, 60.0 minutes, 3600.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_DAY = TIME_HOUR * 24.0f||One day, 24 hours, 1440.0 minutes, 86400.0 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Rate Constants===&lt;br /&gt;
----&lt;br /&gt;
*Values that define the time rates relative to normal time. &lt;br /&gt;
*These constants can be used to set the time rate that Trainz runs out through the World.SetGameTimeRate() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  TIME_RATE_1X = 0||Real time (i.e. time in Trainz passes at the same rate as in the real world)&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_2X = 1||Time passes at twice normal speed.&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_4X = 2||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_8X = 3||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_16X = 4||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_32X = 5||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_60X = 6||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_120X = 7||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_240X = 8||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_360X = 9||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_480X = 10||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_720X = 11||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_960X = 12||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1200X = 13||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1440X = 14||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trainz Modules===&lt;br /&gt;
----&lt;br /&gt;
*Trainz module mode constants. &lt;br /&gt;
*These values define the various module environments that Trainz can be in. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  NO_MODULE = 0||Trainz not running in a module.&lt;br /&gt;
|-&lt;br /&gt;
|public define int SURVEYOR_MODULE = 1||Trainz is currently running in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|public define int DRIVER_MODULE = 2||Trainz is currently running in Driver.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Related Messages==&lt;br /&gt;
* [[TrainzScript Message Reference]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Camera Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Interface Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[ModuleInit Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter AddDriverCharacter(Asset driverCharacterAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCharacterAsset&#039;&#039;&#039; = Asset containing character to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCharacter if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter Casey = World.AddDriverCharacter(CaseyJones);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand AddDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.AddDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateBehavior==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior CreateBehavior(KUID kuid, Soup initialProperties)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of scenario.&lt;br /&gt;
&#039;&#039;&#039;initialProperties&#039;&#039;&#039; = Soup object containing initial properties for scenario.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the ScenarioBehavior created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior scenario = World.CreateBehavior(scenarioAsset, scenarioSoup);&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned ScenarioBehavior object may be ended by releasing all references to it (resetting all references to null).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateTrain==&lt;br /&gt;
{{MethodHeader|public native Train CreateTrain(KUID[ ] consist, string trackmarkName, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, TrackMark trackmark, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, Buildable buildable, string trackName, float position, bool direction)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;consist&#039;&#039;&#039; = An array of vehicle KUIDs used to describe the required Train object.&lt;br /&gt;
*&#039;&#039;&#039;trackmarkName&#039;&#039;&#039; = Name of Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;buildable&#039;&#039;&#039; = Buildable on which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;trackName&#039;&#039;&#039; = Name of track within Buildable object.&lt;br /&gt;
*&#039;&#039;&#039;position&#039;&#039;&#039; = Distance at which the Train is to be placed relative to the start of the track.&lt;br /&gt;
*&#039;&#039;&#039;trackmark&#039;&#039;&#039; = Reference to Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;direction&#039;&#039;&#039; = Orientation of Train relative to direction of track or trackmark.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the Train created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train train = World.CreateTrain(consist, buildable, &amp;quot;Track 1&amp;quot;, 10.0, true);&lt;br /&gt;
;Notes&lt;br /&gt;
*These methods create a train from a list of vehicles in a consist array.&lt;br /&gt;
*Depending on the variant of the method used, the train can be created at a Trackmark, specified by name or reference, or at a Buildable or Industry object.&lt;br /&gt;
*It is the responsibility of the script programmer to ensure that sufficient track exists at the given location to allow the train to be created.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteTrain==&lt;br /&gt;
{{MethodHeader|public native void DeleteTrain(Train train)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;train&#039;&#039;&#039; = train to be deleted from map.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteTrain(flyingScotsman);&lt;br /&gt;
;Notes&lt;br /&gt;
*Once a train has been deleted, care should be taken to avoid using its reference.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteVehicle==&lt;br /&gt;
{{MethodHeader|public native void DeleteVehicle(Vehicle vehicle)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicle&#039;&#039;&#039; = vehicle to be deleted from its train.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteVehicle(vehicles[vehicles.size()-1]);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use Train.GetVehicles() to obtain an array of vehicles for a given train.&lt;br /&gt;
*Use Vehicle.GetMyTrain() to obtain a train reference for a given vehicle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindAsset==&lt;br /&gt;
{{MethodHeader|public native Asset FindAsset(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of Asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Given a valid KUID parameter, this method return an Asset reference if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset asset = World.FindAsset(kuid);&lt;br /&gt;
;Notes&lt;br /&gt;
*See also Asset.FindAsset()&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand FindDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.FindDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetAssetList==&lt;br /&gt;
{{MethodHeader|public native Asset[ ] GetAssetList(string kind)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kind&#039;&#039;&#039; = String representing the Kind of asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of all assets of the given &#039;&#039;kind&#039;&#039;&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset[] Libraries = World.GetAssetList(&amp;quot;Library&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*All installed assets of the given &#039;&#039;kind&#039;&#039; are returned, irrespective of whether or not they are in use on the current map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetBadWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Bad weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetBadWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBehaviors==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior[ ] GetBehaviors(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of top-level behaviors or rules on the currently loaded route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior[] rules = World.GetBehaviors();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionX==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionX(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*X Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float X = World.GetCameraPositionX();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionY==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionY(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Y Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Y = World.GetCameraPositionY();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionZ==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionZ(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Z Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Z = World.GetCameraPositionZ();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCurrentModule==&lt;br /&gt;
{{MethodHeader|public native int GetCurrentModule(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An integer representing the current Trainz module.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int module = World,GetCurrentModule();&lt;br /&gt;
;Notes&lt;br /&gt;
* See [[#Trainz Modules|Trainz Modules]] for details of the constants associated with this method. &lt;br /&gt;
* See [[ModuleInit Message]] for further details.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCharacterList==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter[ ] GetDriverCharacterList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCharacter objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter[] drivers = World.GetDriverCharacterList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCommandList==&lt;br /&gt;
{{MethodHeader|public native DriverCommand[ ] GetDriverCommandList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCommand objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand[] commands = World.GetDriverCommandList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGameTime==&lt;br /&gt;
{{MethodHeader|public native float GetGameTime(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned value&lt;br /&gt;
*Current game time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Now = World.GetGameTime();&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert the normalised values to human readable times.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetGoodWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Good weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGoodWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetGroundDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Ground draw distance in metres.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGroundDrawDistance();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetIndustryList==&lt;br /&gt;
{{MethodHeader|public native GameObject[ ] GetIndustryList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the Industry objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 GameObject[] Industries = World.GetIndustryList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetJunctionList==&lt;br /&gt;
{{MethodHeader|public native Junction[ ] GetJunctionList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackside junction objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Junction[] junctions = World.GetJunctionList();&lt;br /&gt;
;Notes&lt;br /&gt;
*Junction objects attached to fixed track junctions are not currently returned by this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetLibrary==&lt;br /&gt;
{{MethodHeader|public native Library GetLibrary(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of script library asset to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to the script library asset if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Library codelib = World.GetLibrary(LibraryKUID);&lt;br /&gt;
;Notes&lt;br /&gt;
*The [[Class Library|Library]] asset is initialised when this method is first called in a session.&lt;br /&gt;
*Since only one instance can exist, subsequent calls return a reference to the existing Library object.&lt;br /&gt;
*See [[Class Library|Library]] for notes on how to use this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetSceneryDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Scenery draw distance in metres.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetSceneryDrawDistance();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSeconds==&lt;br /&gt;
{{MethodHeader|public native float GetSeconds(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The current value of a floating point number incrementing once per second in real time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float start = World.GetSeconds();&lt;br /&gt;
 // do stuff&lt;br /&gt;
 float finish = World.GetSeconds();&lt;br /&gt;
 float period = finish - start;&lt;br /&gt;
;Notes&lt;br /&gt;
*Each call will return a float value containing the current value of an internal counter.&lt;br /&gt;
*Subtracting a later value from a value saved at an earlier call will enable the delay between the two calls to be established.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSignalList==&lt;br /&gt;
{{MethodHeader|public native Signal[ ] GetSignalList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the signal objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Signal[] signals = World.GetSignalList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetStringTable==&lt;br /&gt;
{{MethodHeader|public native StringTable GetStringTable(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The StringTable for the current session.&lt;br /&gt;
;Syntax&lt;br /&gt;
 StringTable data = World.GetStringTable();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsist==&lt;br /&gt;
{{MethodHeader|public native Soup GetSurveyorSavedConsistList(string name)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*&#039;&#039;&#039;name&#039;&#039;&#039; = Name of the consist to retireiev.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a Soup definition of the named consist if it exists, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Soup consist = World.GetSurveyorSavedConsist(&amp;quot;Brighton Belle&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Remember that the returned data is in a Soup format, which is not the same thing as a Train. &lt;br /&gt;
*TrainUtil.CreateTrainFormSoup() can be used to create a train from the returned Soup.&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsistList==&lt;br /&gt;
{{MethodHeader|public native string[ ] GetSurveyorSavedConsistList()}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of names of all the saved consist objects in Surveyor.&lt;br /&gt;
;Syntax&lt;br /&gt;
 string[] consists = World.GetSurveyorSavedConsistList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrackmarkList==&lt;br /&gt;
{{MethodHeader|public native TrackMark[ ] GetTrackmarkList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackmark objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trackmark[] trackmarks = World.GetTrackmarkList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainList==&lt;br /&gt;
{{MethodHeader|public native Train[ ] GetTrainList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trains for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train[] trains = World.GetTrainList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzBuild==&lt;br /&gt;
{{MethodHeader|public native int GetTrainzBuild(void)}}&lt;br /&gt;
;Parameters;&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Gets the current build number of Trainz. &lt;br /&gt;
;Syntax&lt;br /&gt;
 int build = World.GetTrainzBuild();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the build number you can see in the bottom-right side of the main Trainz menu screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzVersion==&lt;br /&gt;
{{MethodHeader|public native float GetTrainzVersion(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The TRS version number.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float version = World.GetTrainzVersion();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the version number you can see in the bottom-right side of the main Trainz menu screen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTriggerList==&lt;br /&gt;
{{MethodHeader|public native Trigger[ ] GetTriggerList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trigger objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trigger[] triggers = World.GetTriggerList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method does not return scenery triggers, ie those attached to SceneryWithTrack objects and their descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetVehicleList==&lt;br /&gt;
{{MethodHeader|public native Vehicle[ ] GetVehicleList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the vehicles in the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Vehicle[] vehicles = World.GetVehicleList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherChangeability==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherChangeability(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Changeability_Constants|Weather Changeability Constants]] denoting the variability of weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int variability = World.GetWeatherChangeability();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherType==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherType(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Type_Constants|Weather Type Constants]] denoting the current weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int weather = World.GetWeatherType();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LoadMap==&lt;br /&gt;
{{MethodHeader|public native bool LoadMap(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of map to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 if (World.LoadMap(mapKUID) Interface.Print(&amp;quot;Map loaded OK&amp;quot;);&lt;br /&gt;
 else Interface.Print(&amp;quot;Map load failed&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Play2DSound==&lt;br /&gt;
{{MethodHeader|public float Play2DSound(Asset asset, string wave)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The length of the sound file in seconds.&lt;br /&gt;
*In TS12 the returned value is undefined, see notes below under &amp;quot;PlaySound&amp;quot;&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;);        &lt;br /&gt;
 // Wait until sound has completed before continuing.&lt;br /&gt;
    Sleep(World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;)); &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&amp;quot; sound file from the given asset&#039;s folder.&lt;br /&gt;
*The sound is non directional and can be mono or stereo. &lt;br /&gt;
*This method does not return after the sound has finished playing, it returns with the length of the sound as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
*If you want to wait for the sound to complete playing before moving on, wrap the Play2DSound() call up in a Sleep() call. &#039;&#039;Doesn&#039;t work in TS12, see notes in PlaySound below.&#039;&#039;&lt;br /&gt;
*Remember that Sleep() can&#039;t always be used.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PlaySound==&lt;br /&gt;
{{MethodHeader|public native float PlaySound&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt)&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt, bool loop)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
*&#039;&#039;&#039;vol&#039;&#039;&#039; = Volume level to play the sound at&lt;br /&gt;
*&#039;&#039;&#039;near&#039;&#039;&#039; = Distance from the target asset at which the sound will be played at maximum volume.&lt;br /&gt;
*&#039;&#039;&#039;far&#039;&#039;&#039; = Distance from the target asset at which the sound will become inaudible.&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to which the sound will be attached if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;pt&#039;&#039;&#039; = Name of attachment point in the target object if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;loop&#039;&#039;&#039; = (Optional) If true the sound will loop continuously.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*&amp;lt;strike&amp;gt;The length of the sound file in seconds.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*NOTE:  In TS12, the returned value is now undefined, and currently always returns &#039;10&#039;.  This is to remove the performance cost of having to read the file from disk immediately to determine the sound length before the function can complete.  While a fixed value Sleep() would be more efficient, you can can also use Sleep(&#039;&#039;&#039;wave&#039;&#039;&#039;.size()) immediately following the PlaySound to pause execution for the duration of the sound.&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1000.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;);        &lt;br /&gt;
 &amp;lt;strike&amp;gt;// Wait until sound has completed before continuing.&amp;lt;/strike&amp;gt;&lt;br /&gt;
 &amp;lt;strike&amp;gt;   Sleep(World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1000.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;));&amp;lt;/strike&amp;gt; &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&#039;&#039; sound file from the given asset&#039;s folder.&lt;br /&gt;
*If the sound is to be directional a mono sound file is required. &lt;br /&gt;
*This method does not return after the sound has finished playing, it returns with the length of the sound as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
*If you want to wait for the sound to complete playing before moving on, wrap the PlaySound() call up in a Sleep() call.&lt;br /&gt;
*Remember that Sleep() can&#039;t always be used.&lt;br /&gt;
*The sound volume will be at a maximum for a camera position at or less than the value of the &#039;&#039;near&#039;&#039; parameter and will reduce with distance until the hearing position reaches &#039;&#039;far&#039;&#039;, when the sound will be inaudible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCharacter(DriverCharacter driver)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driver&#039;&#039;&#039; = DriverCharacter to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCharacter(dave);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCommand==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCommand(DriverCommand command)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;command&#039;&#039;&#039; = DriverCommand to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCommand(driverCommand);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetBadWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Bad weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetBadWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCamera==&lt;br /&gt;
{{MethodHeader|public native bool SetCamera(MapObject focus)&amp;lt;br&amp;gt;public native void SetCamera(Junction focus)&amp;lt;br&amp;gt;public native void SetCamera(Vehicle focus, int cameraMode)&amp;lt;br&amp;gt;public native void SetCamera(Train focus, int cameraMode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;focus&#039;&#039;&#039; = Object on which the camera is to be focused.&lt;br /&gt;
*&#039;&#039;cameraMode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Mode]] constants defining the view which should be assigned to the camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The first variant returns a boolean to indicate success or failure.&lt;br /&gt;
*Remaining variants do not return a value&lt;br /&gt;
&#039;Syntax&lt;br /&gt;
 World.SetCamera(train.GetVehicles[0],World.CAMERA_TRACKING); // sets the camera to track the first vehicle in the train.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraAngle==&lt;br /&gt;
{{MethodHeader|public void SetCameraAngle(int yaw, int pitch, float radius)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;yaw&#039;&#039;&#039; = Camera rotation in degrees, 90 is a direct front view.&lt;br /&gt;
*&#039;&#039;&#039;pitch&#039;&#039;&#039; = Camera angle relative to the horizon, 0 is horizontal, 90 points vertically upwards.&lt;br /&gt;
*&#039;&#039;&#039;radius&#039;&#039;&#039; = Distance in metres to the object in focus.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraAngle(90,0,25); // Sets the camera to a direct frontal view at 25 metres from the currently focused object.&lt;br /&gt;
;Notes&lt;br /&gt;
*&#039;&#039;Radius&#039;&#039; is measured from the object origin point (0,0,0).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraFlags==&lt;br /&gt;
{{MethodHeader|public native void SetCameraFlags(int flags)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;flags&#039;&#039;&#039;  integer value defining what the user is permitted to do with the game camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 // User is permitted to select External or Tracking views only.&lt;br /&gt;
    World.SetCameraFlags(World.CAMERA_EXTERNAL | World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use any combination of [[#Camera_Flags|Camera Flags]] and [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraMode==&lt;br /&gt;
{{MethodHeader|public void SetCameraMode(int mode)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = Camera mode to select.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraMode(World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTime==&lt;br /&gt;
{{MethodHeader|public void SetGameTime(float time)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;time&#039;&#039;&#039; = new gane time to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTime(0.5);  // sets time to midnight&lt;br /&gt;
;Notes&lt;br /&gt;
*Game time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert human readable times to normalised values. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTimeRate==&lt;br /&gt;
{{MethodHeader|public native void SetGameTimeRate(float rate)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = New time rate to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTimeRate(World.TIME_RATE_8X); // sets game time to advance by 8 minutes per minute of real world time.&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Time_Rate_Constants|Time Rate Constants]] to define the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetGoodWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Good weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGoodWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetGroundDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Ground draw distance in metres.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGroundDrawDistance(1000.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Compatibility warning: Use of this function is not recommended, it may become non-functional in future Trainz versions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetSceneryDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Scenery draw distance in metres.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetSceneryDrawDistance(1000.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Compatibility warning: Use of this function is not recommended, it may become non-functional in future Trainz versions. &lt;br /&gt;
*In TS12 is OBSOLETE.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetTargetObserver==&lt;br /&gt;
{{MethodHeader|public void SetTargetObserver(GameObject observer)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;observer&#039;&#039;&#039; = ?&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 ?&lt;br /&gt;
;Notes&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;One of the great unsolved mysteries of Trainz&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetWeather==&lt;br /&gt;
{{MethodHeader|public native void SetWeather(int type, int changeability)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;type&#039;&#039;&#039; = Weather conditions as defined by one of the [[#Weather_Type_Constants|Weather Type Constants]].&lt;br /&gt;
*&#039;&#039;&#039;change&#039;&#039;&#039; = Weather variation as defined by one of the [[#Weather_Changeability_Constants|Weather Changeability Constants]].&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_HEAVY_SNOW,World.WEATHER_CHANGEABILITY_EXTREME); // April in Paris.&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCamera==&lt;br /&gt;
{{MethodHeader|public native bool UserSetCamera(GameObject target)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to set focus to.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCamera(Router,GetGameObject(&amp;quot;Junction 5&amp;quot;));&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCameraMode==&lt;br /&gt;
{{MethodHeader|public native void UserSetCameraMode(int mode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Modes]]&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCameraMode(World.CAMERA_ROAMING);  // switches to roaming view if permitted.&lt;br /&gt;
;Notes&lt;br /&gt;
*This method respects the current [[#Camera_Flags|Camera Flag]] settings, disallowing any change which the flags do not permit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=5287</id>
		<title>Class World</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_World&amp;diff=5287"/>
		<updated>2013-07-24T22:27:24Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Language Reference|API Hierarchy]]&lt;br /&gt;
**World&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*World is a static class used to access various aspects of the Trainz environment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Constants==&lt;br /&gt;
*These constants are used to define various values and can be used as mnenomics.&lt;br /&gt;
*If accessed from scripts the values must be prefixed &#039;&#039;World.&#039;&#039;, for example:&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_LIGHT_SNOW,World.WEATHER_CHANGEABILITY_PERIODIC);&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera View Modes===&lt;br /&gt;
----&lt;br /&gt;
*These values can be used either to choose the current camera viewing mode through World.SetCameraMode(), or to restrict certain camera modes from being accessed through methods such as World.SetCamera().&lt;br /&gt;
&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_INTERNAL = 1||Internal cabin camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_EXTERNAL = 2||External train camera view&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_TRACKING = 4||External tracking camera view.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_ROAMING = 128||Roaming camera view.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera Flags===&lt;br /&gt;
----&lt;br /&gt;
*These flags are used in addition to the Camera Mode Flags to allow or disallow specific camera actions. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int CAMERA_SWITCH_VIEWS = 8||User permitted to swap between the camera views.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_VEHICLES = 16||User permitted to swap vehicles within the current train.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_SWITCH_TRAINS = 32||User permitted to swap to other trains which are in the consist menu.&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_LOCKED = 64||User is NOT permitted to adjust camera (i.e. zoom, pan etc.).&lt;br /&gt;
|-&lt;br /&gt;
|public define int CAMERA_NORMAL = * ||Normal camera mode where everything is permitted.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;lt;sup&amp;gt;* NOTE: CAMERA_NORMAL = CAMERA_INTERNAL | CAMERA_EXTERNAL | CAMERA_TRACKING | CAMERA_SWITCH_VIEWS | CAMERA_SWITCH_VEHICLES | CAMERA_SWITCH_TRAINS&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Type Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the current state of the weather in Trainz. &lt;br /&gt;
*A variety of weather conditions are supported and can be changed by using one of these values with the World.SetWeather() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_TYPE_CLEAR = 0||Clear weather, no clouds, rain or snow.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_CLOUDY = 1||Cloudy weather, no rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_DRIZZLE = 2||Drizzle, light rain.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_RAIN = 3||Rainy weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_STORMY = 4||Stormy weather that includes lightning and thunder.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_LIGHT_SNOW = 5||Snowing lightly.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_MEDIUM_SNOW = 6||Medium level snow fall.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_TYPE_HEAVY_SNOW = 7||Heavy snow fall.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weather Changeability Constants===&lt;br /&gt;
----&lt;br /&gt;
*Define the changeability settings for the weather. &lt;br /&gt;
*Weather changeability refers to variability of weather conditions rather than to a specific weather type.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int WEATHER_CHANGEABILITY_NONE = 0||Weather remains static.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_PERIODIC = 1||Periodic changes in weather.&lt;br /&gt;
|-&lt;br /&gt;
|public define int WEATHER_CHANGEABILITY_EXTREME = 2||Extreme and frequent changes in weather. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Values===&lt;br /&gt;
----&lt;br /&gt;
*Time constants defined in seconds.&lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define float TIME_SECOND = 1.0f||One second.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_MINUTE = TIME_SECOND * 60.0f||One minute, 60.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_HOUR = TIME_MINUTE * 60.0f||One hour, 60.0 minutes, 3600.0 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|public define float TIME_DAY = TIME_HOUR * 24.0f||One day, 24 hours, 1440.0 minutes, 86400.0 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Time Rate Constants===&lt;br /&gt;
----&lt;br /&gt;
*Values that define the time rates relative to normal time. &lt;br /&gt;
*These constants can be used to set the time rate that Trainz runs out through the World.SetGameTimeRate() method. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  TIME_RATE_1X = 0||Real time (i.e. time in Trainz passes at the same rate as in the real world)&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_2X = 1||Time passes at twice normal speed.&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_4X = 2||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_8X = 3||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_16X = 4||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_32X = 5||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_60X = 6||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_120X = 7||&lt;br /&gt;
|-&lt;br /&gt;
| public define int TIME_RATE_240X = 8||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_360X = 9||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_480X = 10||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_720X = 11||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_960X = 12||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1200X = 13||&lt;br /&gt;
|-&lt;br /&gt;
|public define int TIME_RATE_1440X = 14||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trainz Modules===&lt;br /&gt;
----&lt;br /&gt;
*Trainz module mode constants. &lt;br /&gt;
*These values define the various module environments that Trainz can be in. &lt;br /&gt;
{{TableHeader|width=95%|margin=15px}}&lt;br /&gt;
|width=375|public define int  NO_MODULE = 0||Trainz not running in a module.&lt;br /&gt;
|-&lt;br /&gt;
|public define int SURVEYOR_MODULE = 1||Trainz is currently running in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|public define int DRIVER_MODULE = 2||Trainz is currently running in Driver.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Related Messages==&lt;br /&gt;
* [[TrainzScript Message Reference]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Camera Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Interface Messages]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[ModuleInit Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter AddDriverCharacter(Asset driverCharacterAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCharacterAsset&#039;&#039;&#039; = Asset containing character to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCharacter if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter Casey = World.AddDriverCharacter(CaseyJones);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AddDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand AddDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.AddDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateBehavior==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior CreateBehavior(KUID kuid, Soup initialProperties)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of scenario.&lt;br /&gt;
&#039;&#039;&#039;initialProperties&#039;&#039;&#039; = Soup object containing initial properties for scenario.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the ScenarioBehavior created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior scenario = World.CreateBehavior(scenarioAsset, scenarioSoup);&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned ScenarioBehavior object may be ended by releasing all references to it (resetting all references to null).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CreateTrain==&lt;br /&gt;
{{MethodHeader|public native Train CreateTrain(KUID[ ] consist, string trackmarkName, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, TrackMark trackmark, bool direction)&amp;lt;br&amp;gt;public native Train CreateTrain(KUID[ ] consist, Buildable buildable, string trackName, float position, bool direction)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;consist&#039;&#039;&#039; = An array of vehicle KUIDs used to describe the required Train object.&lt;br /&gt;
*&#039;&#039;&#039;trackmarkName&#039;&#039;&#039; = Name of Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;buildable&#039;&#039;&#039; = Buildable on which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;trackName&#039;&#039;&#039; = Name of track within Buildable object.&lt;br /&gt;
*&#039;&#039;&#039;position&#039;&#039;&#039; = Distance at which the Train is to be placed relative to the start of the track.&lt;br /&gt;
*&#039;&#039;&#039;trackmark&#039;&#039;&#039; = Reference to Trackmark at which the consist is to be formed.&lt;br /&gt;
*&#039;&#039;&#039;direction&#039;&#039;&#039; = Orientation of Train relative to direction of track or trackmark.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the Train created if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train train = World.CreateTrain(consist, buildable, &amp;quot;Track 1&amp;quot;, 10.0, true);&lt;br /&gt;
;Notes&lt;br /&gt;
*These methods create a train from a list of vehicles in a consist array.&lt;br /&gt;
*Depending on the variant of the method used, the train can be created at a Trackmark, specified by name or reference, or at a Buildable or Industry object.&lt;br /&gt;
*It is the responsibility of the script programmer to ensure that sufficient track exists at the given location to allow the train to be created.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteTrain==&lt;br /&gt;
{{MethodHeader|public native void DeleteTrain(Train train)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;train&#039;&#039;&#039; = train to be deleted from map.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteTrain(flyingScotsman);&lt;br /&gt;
;Notes&lt;br /&gt;
*Once a train has been deleted, care should be taken to avoid using its reference.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==DeleteVehicle==&lt;br /&gt;
{{MethodHeader|public native void DeleteVehicle(Vehicle vehicle)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;vehicle&#039;&#039;&#039; = vehicle to be deleted from its train.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.DeleteVehicle(vehicles[vehicles.size()-1]);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use Train.GetVehicles() to obtain an array of vehicles for a given train.&lt;br /&gt;
*Use Vehicle.GetMyTrain() to obtain a train reference for a given vehicle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindAsset==&lt;br /&gt;
{{MethodHeader|public native Asset FindAsset(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of Asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Given a valid KUID parameter, this method return an Asset reference if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset asset = World.FindAsset(kuid);&lt;br /&gt;
;Notes&lt;br /&gt;
*See also Asset.FindAsset()&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FindDriverCommand==&lt;br /&gt;
{{MethodHeader|public native DriverCommand FindDriverCommand(Asset driverCommandAsset)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driverCommandAsset&#039;&#039;&#039; = Asset containing command to be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Reference to the DriverCommand if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand GoFaster = World.FindDriverCommand(accelerate);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetAssetList==&lt;br /&gt;
{{MethodHeader|public native Asset[ ] GetAssetList(string kind)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kind&#039;&#039;&#039; = String representing the Kind of asset to return.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of all assets of the given &#039;&#039;kind&#039;&#039;&lt;br /&gt;
;Syntax&lt;br /&gt;
 Asset[] Libraries = World.GetAssetList(&amp;quot;Library&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*All installed assets of the given &#039;&#039;kind&#039;&#039; are returned, irrespective of whether or not they are in use on the current map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetBadWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Bad weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetBadWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetBehaviors==&lt;br /&gt;
{{MethodHeader|public native ScenarioBehavior[ ] GetBehaviors(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A list of top-level behaviors or rules on the currently loaded route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 ScenarioBehavior[] rules = World.GetBehaviors();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionX==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionX(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*X Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float X = World.GetCameraPositionX();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionY==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionY(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Y Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Y = World.GetCameraPositionY();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCameraPositionZ==&lt;br /&gt;
{{MethodHeader|public native float GetCameraPositionZ(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Z Coordinate of the current camera position.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Z = World.GetCameraPositionZ();&lt;br /&gt;
*Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetCurrentModule==&lt;br /&gt;
{{MethodHeader|public native int GetCurrentModule(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An integer representing the current Trainz module.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int module = World,GetCurrentModule();&lt;br /&gt;
;Notes&lt;br /&gt;
* See [[#Trainz Modules|Trainz Modules]] for details of the constants associated with this method. &lt;br /&gt;
* See [[ModuleInit Message]] for further details.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCharacterList==&lt;br /&gt;
{{MethodHeader|public native DriverCharacter[ ] GetDriverCharacterList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCharacter objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCharacter[] drivers = World.GetDriverCharacterList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetDriverCommandList==&lt;br /&gt;
{{MethodHeader|public native DriverCommand[ ] GetDriverCommandList(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of DriverCommand objects installed in the current world.&lt;br /&gt;
;Syntax&lt;br /&gt;
 DriverCommand[] commands = World.GetDriverCommandList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGameTime==&lt;br /&gt;
{{MethodHeader|public native float GetGameTime(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned value&lt;br /&gt;
*Current game time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float Now = World.GetGameTime();&lt;br /&gt;
;Notes&lt;br /&gt;
*The returned time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert the normalised values to human readable times.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native float GetGoodWeatherFog(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Good weather fog distance as a float in the range 0.0..1.0.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGoodWeatherFog();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetGroundDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Ground draw distance in metres.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetGroundDrawDistance();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetIndustryList==&lt;br /&gt;
{{MethodHeader|public native GameObject[ ] GetIndustryList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the Industry objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 GameObject[] Industries = World.GetIndustryList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetJunctionList==&lt;br /&gt;
{{MethodHeader|public native Junction[ ] GetJunctionList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackside junction objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Junction[] junctions = World.GetJunctionList();&lt;br /&gt;
;Notes&lt;br /&gt;
*Junction objects attached to fixed track junctions are not currently returned by this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetLibrary==&lt;br /&gt;
{{MethodHeader|public native Library GetLibrary(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of script library asset to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*A reference to the script library asset if successful, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Library codelib = World.GetLibrary(LibraryKUID);&lt;br /&gt;
;Notes&lt;br /&gt;
*The [[Class Library|Library]] asset is initialised when this method is first called in a session.&lt;br /&gt;
*Since only one instance can exist, subsequent calls return a reference to the existing Library object.&lt;br /&gt;
*See [[Class Library|Library]] for notes on how to use this method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native float GetSceneryDrawDistance(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Scenery draw distance in metres.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float dist = World.GetSceneryDrawDistance();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSeconds==&lt;br /&gt;
{{MethodHeader|public native float GetSeconds(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The current value of a floating point number incrementing once per second in real time.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float start = World.GetSeconds();&lt;br /&gt;
 // do stuff&lt;br /&gt;
 float finish = World.GetSeconds();&lt;br /&gt;
 float period = finish - start;&lt;br /&gt;
;Notes&lt;br /&gt;
*Each call will return a float value containing the current value of an internal counter.&lt;br /&gt;
*Subtracting a later value from a value saved at an earlier call will enable the delay between the two calls to be established.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSignalList==&lt;br /&gt;
{{MethodHeader|public native Signal[ ] GetSignalList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the signal objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Signal[] signals = World.GetSignalList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetStringTable==&lt;br /&gt;
{{MethodHeader|public native StringTable GetStringTable(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The StringTable for the current session.&lt;br /&gt;
;Syntax&lt;br /&gt;
 StringTable data = World.GetStringTable();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsist==&lt;br /&gt;
{{MethodHeader|public native Soup GetSurveyorSavedConsistList(string name)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*&#039;&#039;&#039;name&#039;&#039;&#039; = Name of the consist to retireiev.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a Soup definition of the named consist if it exists, null otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Soup consist = World.GetSurveyorSavedConsist(&amp;quot;Brighton Belle&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Remember that the returned data is in a Soup format, which is not the same thing as a Train. &lt;br /&gt;
*TrainUtil.CreateTrainFormSoup() can be used to create a train from the returned Soup.&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetSurveyorSavedConsistList==&lt;br /&gt;
{{MethodHeader|public native string[ ] GetSurveyorSavedConsistList()}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of names of all the saved consist objects in Surveyor.&lt;br /&gt;
;Syntax&lt;br /&gt;
 string[] consists = World.GetSurveyorSavedConsistList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method only works in Surveyor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrackmarkList==&lt;br /&gt;
{{MethodHeader|public native TrackMark[ ] GetTrackmarkList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trackmark objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trackmark[] trackmarks = World.GetTrackmarkList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainList==&lt;br /&gt;
{{MethodHeader|public native Train[ ] GetTrainList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trains for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Train[] trains = World.GetTrainList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzBuild==&lt;br /&gt;
{{MethodHeader|public native int GetTrainzBuild(void)}}&lt;br /&gt;
;Parameters;&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Gets the current build number of Trainz. &lt;br /&gt;
;Syntax&lt;br /&gt;
 int build = World.GetTrainzBuild();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the build number you can see in the bottom-right side of the main Trainz menu screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTrainzVersion==&lt;br /&gt;
{{MethodHeader|public native float GetTrainzVersion(void)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The TRS version number.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float version = World.GetTrainzVersion();&lt;br /&gt;
;Notes&lt;br /&gt;
*The value returned corresponds to the version number you can see in the bottom-right side of the main Trainz menu screen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTriggerList==&lt;br /&gt;
{{MethodHeader|public native Trigger[ ] GetTriggerList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the trigger objects for the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Trigger[] triggers = World.GetTriggerList();&lt;br /&gt;
;Notes&lt;br /&gt;
*This method does not return scenery triggers, ie those attached to SceneryWithTrack objects and their descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetVehicleList==&lt;br /&gt;
{{MethodHeader|public native Vehicle[ ] GetVehicleList(void)}}&lt;br /&gt;
;Parameters &lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*An array of references to all of the vehicles in the current route.&lt;br /&gt;
;Syntax&lt;br /&gt;
 Vehicle[] vehicles = World.GetVehicleList();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherChangeability==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherChangeability(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Changeability_Constants|Weather Changeability Constants]] denoting the variability of weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int variability = World.GetWeatherChangeability();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetWeatherType==&lt;br /&gt;
{{MethodHeader|public native int GetWeatherType(void)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*None&lt;br /&gt;
;Returned Value&lt;br /&gt;
*One of the [[#Weather_Type_Constants|Weather Type Constants]] denoting the current weather conditions.&lt;br /&gt;
;Syntax&lt;br /&gt;
 int weather = World.GetWeatherType();&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LoadMap==&lt;br /&gt;
{{MethodHeader|public native bool LoadMap(KUID kuid)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;kuid&#039;&#039;&#039; = KUID of map to load.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 if (World.LoadMap(mapKUID) Interface.Print(&amp;quot;Map loaded OK&amp;quot;);&lt;br /&gt;
 else Interface.Print(&amp;quot;Map load failed&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Play2DSound==&lt;br /&gt;
{{MethodHeader|public float Play2DSound(Asset asset, string wave)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The length of the sound file in seconds.&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;);        &lt;br /&gt;
 // Wait until sound has completed before continuing.&lt;br /&gt;
    Sleep(World.Play2DSound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;)); &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&amp;quot; sound file from the given asset&#039;s folder.&lt;br /&gt;
*The sound is non directional and can be mono or stereo. &lt;br /&gt;
*This method does not return after the sound has finished playing, it returns with the length of the sound as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
*If you want to wait for the sound to complete playing before moving on, wrap the Play2DSound() call up in a Sleep() call.&lt;br /&gt;
*Remember that Sleep() can&#039;t always be used.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PlaySound==&lt;br /&gt;
{{MethodHeader|public native float PlaySound&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt)&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(Asset asset, string wave, float vol, float near, float far, GameObject target, string pt, bool loop)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = Asset where the sound file is located.&lt;br /&gt;
*&#039;&#039;&#039;wave&#039;&#039;&#039; = Name of the &#039;&#039;*.wav&#039;&#039; file to be played, a relative path can be included.&lt;br /&gt;
*&#039;&#039;&#039;vol&#039;&#039;&#039; = Volume level to play the sound at&lt;br /&gt;
*&#039;&#039;&#039;near&#039;&#039;&#039; = Distance from the target asset at which the sound will be played at maximum volume.&lt;br /&gt;
*&#039;&#039;&#039;far&#039;&#039;&#039; = Distance from the target asset at which the sound will become inaudible.&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to which the sound will be attached if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;pt&#039;&#039;&#039; = Name of attachment point in the target object if a 3d sound is required, null for 2D.&lt;br /&gt;
*&#039;&#039;&#039;loop&#039;&#039;&#039; = (Optional) If true the sound will loop continuously.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*&amp;lt;strike&amp;gt;The length of the sound file in seconds.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*NOTE:  In TS12, the returned value is now undefined, and currently always returns &#039;10&#039;.  This is to remove the performance cost of having to read the file from disk immediately to determine the sound length before the function can complete.  While a fixed value Sleep() would be more efficient, you can can also use Sleep(&#039;&#039;&#039;wave&#039;&#039;&#039;.size()) immediately following the PlaySound to pause execution for the duration of the sound.&lt;br /&gt;
;Syntax&lt;br /&gt;
 // Play the sound and continues script execution.&lt;br /&gt;
    World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1000.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;);        &lt;br /&gt;
 &amp;lt;strike&amp;gt;// Wait until sound has completed before continuing.&amp;lt;/strike&amp;gt;&lt;br /&gt;
 &amp;lt;strike&amp;gt;   Sleep(World.PlaySound(soundAsset,&amp;quot;sounds/allaboard.wav&amp;quot;,1000.0,10.0,100.0,Station,&amp;quot;a.loudspeaker&amp;quot;));&amp;lt;/strike&amp;gt; &lt;br /&gt;
;Notes&lt;br /&gt;
*Plays a &#039;&#039;.wav&#039;&#039; sound file from the given asset&#039;s folder.&lt;br /&gt;
*If the sound is to be directional a mono sound file is required. &lt;br /&gt;
*This method does not return after the sound has finished playing, it returns with the length of the sound as soon as it is called. &lt;br /&gt;
*This means your code will keep on executing while Trainz is playing the sound.&lt;br /&gt;
*If you want to wait for the sound to complete playing before moving on, wrap the PlaySound() call up in a Sleep() call.&lt;br /&gt;
*Remember that Sleep() can&#039;t always be used.&lt;br /&gt;
*The sound volume will be at a maximum for a camera position at or less than the value of the &#039;&#039;near&#039;&#039; parameter and will reduce with distance until the hearing position reaches &#039;&#039;far&#039;&#039;, when the sound will be inaudible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCharacter==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCharacter(DriverCharacter driver)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;driver&#039;&#039;&#039; = DriverCharacter to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCharacter(dave);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RemoveDriverCommand==&lt;br /&gt;
{{MethodHeader|public native void RemoveDriverCommand(DriverCommand command)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;command&#039;&#039;&#039; = DriverCommand to remove.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.RemoveDriverCommand(driverCommand);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetBadWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetBadWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Bad weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetBadWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCamera==&lt;br /&gt;
{{MethodHeader|public native bool SetCamera(MapObject focus)&amp;lt;br&amp;gt;public native void SetCamera(Junction focus)&amp;lt;br&amp;gt;public native void SetCamera(Vehicle focus, int cameraMode)&amp;lt;br&amp;gt;public native void SetCamera(Train focus, int cameraMode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;focus&#039;&#039;&#039; = Object on which the camera is to be focused.&lt;br /&gt;
*&#039;&#039;cameraMode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Mode]] constants defining the view which should be assigned to the camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The first variant returns a boolean to indicate success or failure.&lt;br /&gt;
*Remaining variants do not return a value&lt;br /&gt;
&#039;Syntax&lt;br /&gt;
 World.SetCamera(train.GetVehicles[0],World.CAMERA_TRACKING); // sets the camera to track the first vehicle in the train.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraAngle==&lt;br /&gt;
{{MethodHeader|public void SetCameraAngle(int yaw, int pitch, float radius)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;yaw&#039;&#039;&#039; = Camera rotation in degrees, 90 is a direct front view.&lt;br /&gt;
*&#039;&#039;&#039;pitch&#039;&#039;&#039; = Camera angle relative to the horizon, 0 is horizontal, 90 points vertically upwards.&lt;br /&gt;
*&#039;&#039;&#039;radius&#039;&#039;&#039; = Distance in metres to the object in focus.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraAngle(90,0,25); // Sets the camera to a direct frontal view at 25 metres from the currently focused object.&lt;br /&gt;
;Notes&lt;br /&gt;
*&#039;&#039;Radius&#039;&#039; is measured from the object origin point (0,0,0).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraFlags==&lt;br /&gt;
{{MethodHeader|public native void SetCameraFlags(int flags)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;flags&#039;&#039;&#039;  integer value defining what the user is permitted to do with the game camera.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 // User is permitted to select External or Tracking views only.&lt;br /&gt;
    World.SetCameraFlags(World.CAMERA_EXTERNAL | World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use any combination of [[#Camera_Flags|Camera Flags]] and [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetCameraMode==&lt;br /&gt;
{{MethodHeader|public void SetCameraMode(int mode)}}&lt;br /&gt;
;Parameter&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = Camera mode to select.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetCameraMode(World.CAMERA_TRACKING);&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Camera_View_Modes|Camera View Modes]] to set the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTime==&lt;br /&gt;
{{MethodHeader|public void SetGameTime(float time)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;time&#039;&#039;&#039; = new gane time to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTime(0.5);  // sets time to midnight&lt;br /&gt;
;Notes&lt;br /&gt;
*Game time is normalised to a value between 0.0 and 1.0&lt;br /&gt;
*0.0 = midday.&lt;br /&gt;
*0.5 = midnight&lt;br /&gt;
*Use the [[#Time_Values|Time Value]] constants to convert human readable times to normalised values. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGameTimeRate==&lt;br /&gt;
{{MethodHeader|public native void SetGameTimeRate(float rate)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;rate&#039;&#039;&#039; = New time rate to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGameTimeRate(World.TIME_RATE_8X); // sets game time to advance by 8 minutes per minute of real world time.&lt;br /&gt;
;Notes&lt;br /&gt;
*Use one of the [[#Time_Rate_Constants|Time Rate Constants]] to define the parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGoodWeatherFog==&lt;br /&gt;
{{MethodHeader|public native void SetGoodWeatherFog(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Good weather fog distance to set.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGoodWeatherFog(0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetGroundDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetGroundDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Ground draw distance in metres.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetGroundDrawDistance(1000.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Compatibility warning: Use of this function is not recommended, it may become non-functional in future Trainz versions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetSceneryDrawDistance==&lt;br /&gt;
{{MethodHeader|public native void SetSceneryDrawDistance(float distance)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;distance&#039;&#039;&#039; = Scenery draw distance in metres.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetSceneryDrawDistance(1000.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*Compatibility warning: Use of this function is not recommended, it may become non-functional in future Trainz versions. &lt;br /&gt;
*In TS12 is OBSOLETE.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetTargetObserver==&lt;br /&gt;
{{MethodHeader|public void SetTargetObserver(GameObject observer)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;observer&#039;&#039;&#039; = ?&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 ?&lt;br /&gt;
;Notes&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;One of the great unsolved mysteries of Trainz&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetWeather==&lt;br /&gt;
{{MethodHeader|public native void SetWeather(int type, int changeability)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;type&#039;&#039;&#039; = Weather conditions as defined by one of the [[#Weather_Type_Constants|Weather Type Constants]].&lt;br /&gt;
*&#039;&#039;&#039;change&#039;&#039;&#039; = Weather variation as defined by one of the [[#Weather_Changeability_Constants|Weather Changeability Constants]].&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.SetWeather(World.WEATHER_TYPE_HEAVY_SNOW,World.WEATHER_CHANGEABILITY_EXTREME); // April in Paris.&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCamera==&lt;br /&gt;
{{MethodHeader|public native bool UserSetCamera(GameObject target)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;target&#039;&#039;&#039; = GameObject to set focus to.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*True if successful, false otherwise.&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCamera(Router,GetGameObject(&amp;quot;Junction 5&amp;quot;));&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UserSetCameraMode==&lt;br /&gt;
{{MethodHeader|public native void UserSetCameraMode(int mode)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mode&#039;&#039;&#039; = One of the [[#Camera_View_Modes|Camera View Modes]]&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 World.UserSetCameraMode(World.CAMERA_ROAMING);  // switches to roaming view if permitted.&lt;br /&gt;
;Notes&lt;br /&gt;
*This method respects the current [[#Camera_Flags|Camera Flag]] settings, disallowing any change which the flags do not permit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=3D_Trains_ProToolz&amp;diff=5284</id>
		<title>3D Trains ProToolz</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=3D_Trains_ProToolz&amp;diff=5284"/>
		<updated>2013-07-18T19:02:05Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ProToolz were created and released by 3DTrains.com; they included the following:	&lt;br /&gt;
&lt;br /&gt;
* [[ProToolz_Switch_Template|Switch Template]]&lt;br /&gt;
* [[ProToolz_Curve_Template|Curve Tempate]]&lt;br /&gt;
* [[ProToolz_Yard_Template|Yard Template]]&lt;br /&gt;
* [[ProToolz_Yard_Ladder_Template|Yard Ladder Template]]&lt;br /&gt;
&lt;br /&gt;
These may be found on the Download Station as:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 0 Circle Guide&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|&amp;lt;kuid:204652:100856&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 1 Yard Jig&lt;br /&gt;
|&amp;lt;kuid:204652:100855&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 2 Yard Left&lt;br /&gt;
|&amp;lt;kuid:204652:100861&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 2 Yard Right&lt;br /&gt;
|&amp;lt;kuid:204652:100858&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 4 Left&lt;br /&gt;
|&amp;lt;kuid:204652:100859&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 4 Right&lt;br /&gt;
|&amp;lt;kuid:204652:100860&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 5 Left&lt;br /&gt;
|&amp;lt;kuid:204652:100862&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 5 Right&lt;br /&gt;
|&amp;lt;kuid:204652:100863&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 6 Left&lt;br /&gt;
|&amp;lt;kuid:204652:100870&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 6 Right&lt;br /&gt;
|&amp;lt;kuid:204652:100871&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 8 Left&lt;br /&gt;
|&amp;lt;kuid:204652:100872&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|3Dtrains - No 8 Right&lt;br /&gt;
|&amp;lt;kuid:204652:100874&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=ProToolz_Yard_Ladder_Template&amp;diff=5283</id>
		<title>ProToolz Yard Ladder Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=ProToolz_Yard_Ladder_Template&amp;diff=5283"/>
		<updated>2013-07-18T18:35:42Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard214.jpg|right|200px]]Using the ProToolz Yard Ladder template, the following guide will assist in creating a perfectly straight ladder for your new yard. This is one of the most complicated procedures, but with a bit of patience, you can have a great-looking yard ladder in a few minutes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard201.jpg|right|200px]]&#039;&#039;&#039;1)&#039;&#039;&#039; All tools are accessed by selecting 3DTrains in the Region window of the Objects tab, and ProToolz from the Object Type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start by selecting and dropping in the ProToolz Yard Ladder template from the Objects tab. There&#039;s a right-hand and left-hand version, so choose the one that matches the yard you&#039;re trying to duplicate. The beginning of the yard lead will start exactly where you click you mouse (first YELLOW post). &#039;&#039;Does not apply to all versions, if your version has no region window, use Filter and 3dtrains&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: The Yard Ladder template has a long BLUE fence running its entire length. This is used for aligning the template to the mainline, should it be set at an angle. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard202.jpg|right|200px]]&#039;&#039;&#039;2)&#039;&#039;&#039; Once you have the template aligned to your satisfaction, begin by inserting spline points at all YELLOW post locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: The Yard Ladder template is designed to accommodate a 10-track yard (1 mainline, and 9 yard tracks). It&#039;s up to you to determine the number of tracks for your yard, and adjust the template to suit. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard203.jpg|right|200px]]&#039;&#039;&#039;3)&#039;&#039;&#039; Delete the unnecessary track pieces from the yard. This will make it easier to view your progress. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard204.jpg|right|200px]]&#039;&#039;&#039;4)&#039;&#039;&#039; Create two new track pieces. One will be used as the yard ladder (the one on the left), and the other for the yard lead (the one on the right).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard205.jpg|right|200px]]&#039;&#039;&#039;5)&#039;&#039;&#039; Move the End Spline Point of one of the new track pieces to the last RED post of the Yard Ladder template. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard206.jpg|right|200px]]&#039;&#039;&#039;6)&#039;&#039;&#039; Move the other End Spline Point of the track moved from the last step to the first RED post of the Yard Ladder template. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard207.jpg|right|200px]]&#039;&#039;&#039;7)&#039;&#039;&#039; Repeat Step 5 and Step 6 for the second track piece, aligning the End Spline Points with the first and last BLUE posts. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard208.jpg|right|200px]]&#039;&#039;&#039;8)&#039;&#039;&#039; Insert a Spline Point over each of the RED posts (except the ends). 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard209.jpg|right|200px]]&#039;&#039;&#039;9)&#039;&#039;&#039; Using the Straighten Track tool from the Track Tab, click on ALL track pieces (between End Spline Points). 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard210.jpg|right|200px]]&#039;&#039;&#039;10)&#039;&#039;&#039; You can delete the Yard Ladder template. Doing so will make it easier to view your progress. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard211.jpg|right|200px]]&#039;&#039;&#039;11)&#039;&#039;&#039; Beginning at the End Spline Points of the yard lead and yard ladder tracks near the mainline, connect these pieces to the mainline with new track pieces. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard212.jpg|right|200px]]&#039;&#039;&#039;12)&#039;&#039;&#039; Complete the connections for all tracks ending with the top-most portion of the yard ladder.&lt;br /&gt;
&lt;br /&gt;
Note: For best results, all tracks should be connected FROM the yard tracks TO the yard ladder and yard lead. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard213.jpg|right|200px]]&#039;&#039;&#039;13)&#039;&#039;&#039; Add switch levers and signals to complete your new yard. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard214.jpg|right|200px]]You&#039;re Done!&lt;br /&gt;
&lt;br /&gt;
And there you have it. A dead-straight multi-track yard ladder, and the whole process took only a few minutes!&amp;lt;br /&amp;gt; As Rob at Auran would say: &amp;quot;&#039;&#039;&#039;&#039;&#039;...and that&#039;s all there is to it!&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard207.jpg&amp;diff=5282</id>
		<title>File:ProTools Yard207.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard207.jpg&amp;diff=5282"/>
		<updated>2013-07-18T18:32:47Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=ProToolz_Yard_Ladder_Template&amp;diff=5281</id>
		<title>ProToolz Yard Ladder Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=ProToolz_Yard_Ladder_Template&amp;diff=5281"/>
		<updated>2013-07-18T18:02:34Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard214.jpg|right|200px]]Using the ProToolz Yard Ladder template, the following guide will assist in creating a perfectly straight ladder for your new yard. This is one of the most complicated procedures, but with a bit of patience, you can have a great-looking yard ladder in a few minutes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard201.jpg|right|200px]]&#039;&#039;&#039;1)&#039;&#039;&#039; All tools are accessed by selecting 3DTrains in the Region window of the Objects tab, and ProToolz from the Object Type.&lt;br /&gt;
&lt;br /&gt;
Start by selecting and dropping in the ProToolz Yard Ladder template from the Objects tab. There&#039;s a right-hand and left-hand version, so choose the one that matches the yard you&#039;re trying to duplicate. The beginning of the yard lead will start exactly where you click you mouse (first YELLOW post). &#039;&#039;Does not apply to all versions, if your version has no region window, use Filter and 3dtrains&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The Yard Ladder template has a long BLUE fence running its entire length. This is used for aligning the template to the mainline, should it be set at an angle. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard202.jpg|right|200px]]&#039;&#039;&#039;2)&#039;&#039;&#039; Once you have the template aligned to your satisfaction, begin by inserting spline points at all YELLOW post locations.&lt;br /&gt;
&lt;br /&gt;
Note: The Yard Ladder template is designed to accommodate a 10-track yard (1 mainline, and 9 yard tracks). It&#039;s up to you to determine the number of tracks for your yard, and adjust the template to suit. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard203.jpg|right|200px]]&#039;&#039;&#039;3)&#039;&#039;&#039; Delete the unnecessary track pieces from the yard. This will make it easier to view your progress. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard204.jpg|right|200px]]&#039;&#039;&#039;4)&#039;&#039;&#039; Create two new track pieces. One will be used as the yard ladder (the one on the left), and the other for the yard lead (the one on the right).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard205.jpg|right|200px]]&#039;&#039;&#039;5)&#039;&#039;&#039; Move the End Spline Point of one of the new track pieces to the last RED post of the Yard Ladder template. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard206.jpg|right|200px]]&#039;&#039;&#039;6)&#039;&#039;&#039; Move the other End Spline Point of the track moved from the last step to the first RED post of the Yard Ladder template. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard207.jpg|right|200px]]&#039;&#039;&#039;7)&#039;&#039;&#039; Repeat Step 5 and Step 6 for the second track piece, aligning the End Spline Points with the first and last BLUE posts. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard208.jpg|right|200px]]&#039;&#039;&#039;8)&#039;&#039;&#039; Insert a Spline Point over each of the RED posts (except the ends). 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard209.jpg|right|200px]]&#039;&#039;&#039;9)&#039;&#039;&#039; Using the Straighten Track tool from the Track Tab, click on ALL track pieces (between End Spline Points). 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard210.jpg|right|200px]]&#039;&#039;&#039;10)&#039;&#039;&#039; You can delete the Yard Ladder template. Doing so will make it easier to view your progress. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard211.jpg|right|200px]]&#039;&#039;&#039;11)&#039;&#039;&#039; Beginning at the End Spline Points of the yard lead and yard ladder tracks near the mainline, connect these pieces to the mainline with new track pieces. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard212.jpg|right|200px]]&#039;&#039;&#039;12)&#039;&#039;&#039; Complete the connections for all tracks ending with the top-most portion of the yard ladder.&lt;br /&gt;
&lt;br /&gt;
Note: For best results, all tracks should be connected FROM the yard tracks TO the yard ladder and yard lead. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard213.jpg|right|200px]]&#039;&#039;&#039;13)&#039;&#039;&#039; Add switch levers and signals to complete your new yard. 	&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProTools Yard214.jpg|right|200px]]You&#039;re Done!&lt;br /&gt;
&lt;br /&gt;
And there you have it. A dead-straight multi-track yard ladder, and the whole process took only a few minutes! As Rob at Auran would say: &amp;quot;&#039;&#039;&#039;&#039;&#039;...and that&#039;s all there is to it!&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard214.jpg&amp;diff=5280</id>
		<title>File:ProTools Yard214.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard214.jpg&amp;diff=5280"/>
		<updated>2013-07-18T15:47:08Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard213.jpg&amp;diff=5279</id>
		<title>File:ProTools Yard213.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard213.jpg&amp;diff=5279"/>
		<updated>2013-07-18T15:46:58Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard212.jpg&amp;diff=5278</id>
		<title>File:ProTools Yard212.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard212.jpg&amp;diff=5278"/>
		<updated>2013-07-18T15:46:48Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard211.jpg&amp;diff=5277</id>
		<title>File:ProTools Yard211.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard211.jpg&amp;diff=5277"/>
		<updated>2013-07-18T15:46:38Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard210.jpg&amp;diff=5276</id>
		<title>File:ProTools Yard210.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard210.jpg&amp;diff=5276"/>
		<updated>2013-07-18T15:46:29Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard209.jpg&amp;diff=5275</id>
		<title>File:ProTools Yard209.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard209.jpg&amp;diff=5275"/>
		<updated>2013-07-18T15:46:19Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard208.jpg&amp;diff=5274</id>
		<title>File:ProTools Yard208.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:ProTools_Yard208.jpg&amp;diff=5274"/>
		<updated>2013-07-18T15:46:10Z</updated>

		<summary type="html">&lt;p&gt;Frogpipe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frogpipe</name></author>
	</entry>
</feed>