<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tram</id>
	<title>TrainzOnline - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tram"/>
	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/Tram"/>
	<updated>2026-11-05T05:06:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=T:ANE_NEW_FEATURES&amp;diff=8181</id>
		<title>T:ANE NEW FEATURES</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=T:ANE_NEW_FEATURES&amp;diff=8181"/>
		<updated>2015-05-01T14:09:01Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* Interlocking Towers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz: A New Era introduces a range of new features that Trainz fans have been waiting for for many years. This page introduces you to some of those features:&lt;br /&gt;
&lt;br /&gt;
Page is under construction...&lt;br /&gt;
&lt;br /&gt;
=Procedural Animated Junctions=&lt;br /&gt;
&lt;br /&gt;
With the new &amp;quot;TANE&amp;quot; track, when you create a junction all the additional elements such as frogs, blades and sleepers are created and adjusted in real time. Older track can be replaced simply using the &amp;quot;Replace Assets&amp;quot; feature.&lt;br /&gt;
&lt;br /&gt;
=Superelevation=&lt;br /&gt;
To add &amp;quot;tilt&amp;quot; to your track, use the Track Properties dialog and adjust each of the parameters.&lt;br /&gt;
&lt;br /&gt;
=Weather &amp;amp; PFX Collision=&lt;br /&gt;
Smoke will collide with scenery objects and &amp;quot;supported&amp;quot; spline objects such as tunnels and bridges. Rain and snow now collide with the terrain and do not enter tunnels. &lt;br /&gt;
&lt;br /&gt;
=Cabin Sway=&lt;br /&gt;
Adjust track condition and car suspension to increase or decrease the amount of pitch and roll with each car at various speeds.&lt;br /&gt;
&lt;br /&gt;
Future wishlist:&lt;br /&gt;
* the train cabin usually has rigid connection to traincar body, so here should be the sway of driver&#039;s head relative to cabin...&lt;br /&gt;
&lt;br /&gt;
=Train Motion=&lt;br /&gt;
&lt;br /&gt;
==Add &amp;quot;bumps&amp;quot; to the track==&lt;br /&gt;
&lt;br /&gt;
(i) Load your test route in Surveyor&lt;br /&gt;
&lt;br /&gt;
(ii) Under Track Tab &amp;gt; Trackside Objects find Invisible Track Bump &lt;br /&gt;
&lt;br /&gt;
(iii) Place a few bumps along your track and place a loco and wagons at the head of your track.&lt;br /&gt;
&lt;br /&gt;
(iv) Click on Quickdrive, Save and enter Driver&lt;br /&gt;
&lt;br /&gt;
(v) Start your loco and watch using external camera for visual bumps&lt;br /&gt;
&lt;br /&gt;
==Adjust the track condition==&lt;br /&gt;
&lt;br /&gt;
(i) Load your test route in Surveyor, and open the Track Tab&lt;br /&gt;
&lt;br /&gt;
(ii) Click on the Properties tool (?) and click on the track. Adjust the default track condition from 50 to 1. Repeat for various track segments. &lt;br /&gt;
&lt;br /&gt;
Note: You may want to place objects or paint the terrain next to where you change the track condition to see where you &amp;quot;should&amp;quot; notice the effect.&lt;br /&gt;
&lt;br /&gt;
==Create your own &amp;quot;Bump&amp;quot;assets==&lt;br /&gt;
&lt;br /&gt;
(i) Open Content Manager and using the Custom filter, search for Invisible Track Bump (asset will be available on DLS soon)&lt;br /&gt;
&lt;br /&gt;
(ii) R-Click &amp;gt;  Duplicate to clone the asset, then select the new asset and R-Click &amp;gt; Edit Config File text&lt;br /&gt;
&lt;br /&gt;
(ii) Rename the line:&lt;br /&gt;
&lt;br /&gt;
username                                &amp;quot;Invisible Track Bump&amp;quot;  to&lt;br /&gt;
&lt;br /&gt;
username                                &amp;quot;Invisible Track Bump 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(iii) Change the line:&lt;br /&gt;
track-bump-angles                       1,0  to&lt;br /&gt;
&lt;br /&gt;
track-bump-angles                       0,1&lt;br /&gt;
&lt;br /&gt;
(iv) Close and save the config file&lt;br /&gt;
&lt;br /&gt;
(v) R-Click &amp;gt; Submit Edits&lt;br /&gt;
&lt;br /&gt;
Note: Close Trainz and re-open (Start Trainz) after creating your bump assets for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
==Try out your new Bump 1 asset==&lt;br /&gt;
&lt;br /&gt;
(i) Place your new bump onto the track in Surveyor, run your test drive over the bump in Driver and see what happens differently with your new asset.&lt;br /&gt;
&lt;br /&gt;
Hint: Rock and _ _ _ _&lt;br /&gt;
&lt;br /&gt;
(ii) Create more assets following the same process trying different values other than 0 and 1.&lt;br /&gt;
&lt;br /&gt;
==Adjust Rolling Stock Suspension==&lt;br /&gt;
&lt;br /&gt;
(i) In Content Manager, locate the loco being used then R-Click &amp;gt; Edit Config file Text&lt;br /&gt;
&lt;br /&gt;
(i) Add the following lines to the file that opens &lt;br /&gt;
&lt;br /&gt;
suspension-stiffness         0.1&lt;br /&gt;
&lt;br /&gt;
suspension-damping        0.1&lt;br /&gt;
&lt;br /&gt;
suspension-pitch-limit     10&lt;br /&gt;
&lt;br /&gt;
suspension-roll-limit         25&lt;br /&gt;
&lt;br /&gt;
These relate to:&lt;br /&gt;
&lt;br /&gt;
suspension-stiffness - The stiffness of the suspension, from 0 to 1 where 0 is floppy and 1 is completely rigid. Defaults to 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
suspension-damping - Degree of suspension damping, where 0-1 is underdamped (will oscillate back and forward to gradually settle), 1 is critically damped (will move back to equilibrium as quickly as possible), &amp;gt;1 is overdamped (will move back to equilibrium more slowly). Defaults to 0.3.&amp;lt;br&amp;gt;&lt;br /&gt;
suspension-pitch-limit - maximum pitch angle of the vehicle, in degrees. Defaults to 0.5&amp;lt;br&amp;gt;&lt;br /&gt;
suspension-roll-limit - maximum roll angle of the vehicle, in degrees. Defaults to 4&amp;lt;br&amp;gt;&lt;br /&gt;
Note: random jolt movement will only occur on below average track (condition scalar &amp;gt;.5). As with other movement it also gets worse at high speed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Interlocking Towers=&lt;br /&gt;
&lt;br /&gt;
Feature coming soon (not available in day 1 release version)&lt;br /&gt;
&lt;br /&gt;
=New Graphics Features=&lt;br /&gt;
* Full world shadows&lt;br /&gt;
* Per-pixel HDR lighting&lt;br /&gt;
* A range of Post-processing effects including:&lt;br /&gt;
** Near and far depth of field blur&lt;br /&gt;
** HDR Tonemapping&lt;br /&gt;
** Bloom&lt;br /&gt;
** Convolution&lt;br /&gt;
** SSAO&lt;br /&gt;
** Grayscale&lt;br /&gt;
** Sepia&lt;br /&gt;
* Water reflections&lt;br /&gt;
* Water shaders&lt;br /&gt;
&lt;br /&gt;
=Other &amp;quot;Cool New Stuff&amp;quot;=&lt;br /&gt;
* Ctrl+Mousewheel in Driver and Surveyor to change your field of view&lt;br /&gt;
* Shift-Mousewheel (or shift-arrow) in Driver and Surveyor to make finer adjustments to your camera&lt;br /&gt;
* Ctrl-shift-drag for even finer object height adjustment&lt;br /&gt;
* Shift +/- to adjust your draw distance without opening the Setting window&lt;br /&gt;
* Lots more to come...&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
* [[T:ANE NEW FEATURES]]&lt;br /&gt;
* [[T:ANE LATEST CHANGES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Help:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help_talk:TANE_General_FAQs&amp;diff=8137</id>
		<title>Help talk:TANE General FAQs</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help_talk:TANE_General_FAQs&amp;diff=8137"/>
		<updated>2015-04-18T19:54:40Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* Questions from the forums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is designed to give users a central location to find out more information about current &amp;quot;known issues&amp;quot; with Trainz: A New Era or useful hints and tips about how to use the product.&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.0=&lt;br /&gt;
This version was release in December 2014. It was released to provide Kickstarter backers and pre-order customers a &amp;quot;sneak peak&amp;quot; at the current state of development of T:ANE and as a goodwill gesture since we had to delay release of the full version they were suporting. &lt;br /&gt;
&lt;br /&gt;
This version included initial implementations of many of the new T:ANE features including shadows, train motion, procedural junctions, Test Track physics tools, multiplayer, pfx collisions and much more.&lt;br /&gt;
&lt;br /&gt;
It did not include:&lt;br /&gt;
* Superelevation&lt;br /&gt;
* Interlocking Towers&lt;br /&gt;
* Merge Route&lt;br /&gt;
* In-cab controls (do not operate using mouse but hotkeys work)&lt;br /&gt;
* Alt y and alt u (additional camera options in surveyor)&lt;br /&gt;
* User Message (Driver reporting dialog)&lt;br /&gt;
* Engine Features:&lt;br /&gt;
** Post-processing effects (HDR, bloom, depth-of-field, SSAO etc)&lt;br /&gt;
** New shaders to add animated water effects&lt;br /&gt;
** Mirror reflections on water&lt;br /&gt;
** Environment cube-map support for &amp;quot;basic&amp;quot; reflections&lt;br /&gt;
** DirectX texture extraction (ie. screenshot)&lt;br /&gt;
** Extended scene shadow culling&lt;br /&gt;
** Differential shadows &lt;br /&gt;
&lt;br /&gt;
A list of known issues was posted at: &lt;br /&gt;
http://forums.auran.com/trainz/showthread.php?116149-Your-T-ANE-Community-Edition-questions-answered-(Incl-Known-Issues&lt;br /&gt;
&lt;br /&gt;
For people that understood this was not a final version of the product, it provided a great opportunity to see the work-in-progress and to help N3V Games identify the key issues that needed addressing.&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.1=&lt;br /&gt;
This version was released on Jan 28, 2015. It provided a huge list of updates to V1.0 (although a number of key features still needed to be implemented).&lt;br /&gt;
&lt;br /&gt;
Updates included work on procedural junctions, content manager, shadows, basic post-processing effects, and a huge list of bug fixes and content updates: http://forums.auran.com/trainz/showthread.php?117145-Community-Edition-V1-1-Update-Now-Available&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.2=&lt;br /&gt;
This version is currently in final testing with our Kickstarter backers. It will be released in early April to all pre-order customers. It will continue the overall improvement process as we head towards our release day version of T:ANE on May 15, 2015 and delivers the &amp;quot;target graphics&amp;quot; feature set including per-pixel lighting, full world shadows, post-processing effects, water reflections and environmental fogging.&lt;br /&gt;
&lt;br /&gt;
==Updating to CE v1.2==&lt;br /&gt;
There are two options available to update to CE v1.2 (build 74539). &lt;br /&gt;
* Full install - this will be available via your MyTrainz login&lt;br /&gt;
* Patch from build 73706 (4MB) - start build 72079 and you should be prompted to download the Trainz patcher.&lt;br /&gt;
&lt;br /&gt;
You will be advised via email when you are able to upgrade to the latest version.&lt;br /&gt;
&lt;br /&gt;
==Trainz Patcher==&lt;br /&gt;
The auto patcher appears when a new update is available on the patch server. &lt;br /&gt;
If you cancel this the first time, you will need to manually trigger the update by clicking Launcher &amp;gt; Trainz Settings &amp;gt; Install &amp;gt; Check for T:ANE Updates&lt;br /&gt;
You will be notified if a patch is available. &lt;br /&gt;
Click OK to begin the process. &lt;br /&gt;
&lt;br /&gt;
Once the Trainz Patcher is downloaded, it will begin the updating process. &lt;br /&gt;
* &#039;&#039;Waiting for Trainz: A New Era to safely shut down...&#039;&#039; (this step may take a minute or so. If tane.exe does not close in the first few minutes, you can close it manually and the patch should then continue)&lt;br /&gt;
* &#039;&#039;Checking for available disk space for patching.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Searching for patches...&#039;&#039;&lt;br /&gt;
* &#039;&#039;Downloading patch file...&#039;&#039; (this step depends on your Internet speed - a 4.4GB patch may take several hours to download)&lt;br /&gt;
* &#039;&#039;Unpacking patch file...&#039;&#039; &lt;br /&gt;
* &#039;&#039;Patching from xxxxx to xxxxx...&#039;&#039; (this step depends on your hardware and will take from 10 minutes to an hour or more)&lt;br /&gt;
* &#039;&#039;No (more) patches at server for version: xxxxx&#039;&#039;&lt;br /&gt;
* &#039;&#039;Updating Trainz asset database...&#039;&#039; (this may take several minutes)&lt;br /&gt;
* &#039;&#039;Patch Complete&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do not receive the Patch Complete message, your update has failed and you are likely to have problems. We suggest that you reinstall the game and begin the process again.&lt;br /&gt;
&lt;br /&gt;
You may also get some error messages such as:&lt;br /&gt;
TADClientHandleNotification&amp;gt; unsupported notification code 0x7&lt;br /&gt;
IsAssetAccessorWithinBuildFilepaths&amp;gt; ignoring bad filepath: C:/Program Files/N3V Games/TANE - 73706/Resources/builtin/base/content/kuid 30501 1009.tzarc&lt;br /&gt;
&lt;br /&gt;
As long as the patch shows as Complete, then there shouldn&#039;t be any problems with these errors.&lt;br /&gt;
&lt;br /&gt;
==V1.2 Known Issues==&lt;br /&gt;
* Installer shows as &amp;quot;Not responding&amp;quot; for 10-30 minutes during install. Please be patient - it is working.&lt;br /&gt;
* &amp;quot;Starting TANE...&amp;quot; window appears for 1-3 minutes on first &amp;quot;Start Trainz&amp;quot; (compiling graphics shaders for chosen performance settings)&lt;br /&gt;
* Game pauses occasionally for 10-30 second when first loading a session or when moving to a new location or placing a new loco (this is due to compiling new material shaders which is done only once for each new material type in the scene)&lt;br /&gt;
* Performance can vary dramatically from one start-up to the next (for some hardware configurations using the same settings each time). We are looking into this issue as a priority but encourage users to check for more information on performance tuning at [[Help:Video_Settings]]&lt;br /&gt;
* Procedural Junction currently supports single turnouts only (the basic 1 track in, 2 tracks out junction)&lt;br /&gt;
* Still some minor issues with blade gaps, blade length, sleeper spacing, level of detail, moire effect that we are fine tuning&lt;br /&gt;
* Speedtrees not lit by train headlights&lt;br /&gt;
* Session loading can stall for several minutes (this is usually fixed on subsequent loads).&lt;br /&gt;
* Superelevated track is supported but not included in built-in routes (additional tools to come)&lt;br /&gt;
* TS12 built-in content that is NOT on the download station cannot be imported into TANE due to file formatting issues. We will be updating the DLS with additional TS12 content to ensure broad compatibility&lt;br /&gt;
* Older DLC items are not supported yet but we aim to have most existing DLC supported by release day.&lt;br /&gt;
* After downloading the Deluxe Routes you may need to exit the game window and click Start Trainz to see all the content in the Routes and Sessions menu.&lt;br /&gt;
&lt;br /&gt;
=Questions from the forums=&lt;br /&gt;
This section is to highlight questions that are asked frequently on the Trainz forums. This link can then be used to provide people a central point to see answers to a variety of questions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. When will T:ANE be released?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A. The retail version will appear in store in Europe, USA and Australasia on May 15, 2015. These releases are being handled by our various publishing partners. The retail version will be released on the same day via Simulator Central, MyTrainz and STEAM store.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Can I upgrade from my &amp;quot;Community Edition&amp;quot; version of T:ANE?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. For Simulator Central/MyTrainz users there will be an &amp;quot;auto-patch&amp;quot; available from CE V1.2 to the &amp;quot;release day&amp;quot; version of T:ANE. Just launch your CE V1.2 build and the auto-patcher prompt will appear. We expect to also have a patch from CE V1.1 to final but we cannot confirm that patch at this time&amp;lt;br&amp;gt;&lt;br /&gt;
For Steam users, this update will happen via your normal Steam update process&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. I have pre-ordered T:ANE. How do I access the pre-release version?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Log in to your MyTrainz account and click on the TANE-CE link then choose your download location. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Will T:ANE run on Windows 10?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. T:ANE currently works well with Win10 Pro Technical Preview 10049. We expect performance to generally be better on Win10 that Win7 or 8 but of course we won&#039;t know for sure until Microsoft release the product officially (expected later in 2015).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. What are the system specifications for T:ANE?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimum:&amp;lt;/b&amp;gt;&lt;br /&gt;
OS: Windows 7 64bit, Windows 8 64bit&lt;br /&gt;
CPU: Intel i-series, AMD K10 or higher with at least 2Ghz Dual Core &lt;br /&gt;
GPU: NVidia GT 430 or ATI 5550 or better, at least 1GB dedicated VRAM supporting DirectX 11&lt;br /&gt;
Memory: 4GB &lt;br /&gt;
Hard Disk: 30GB free space &lt;br /&gt;
Soundcard: DirectX-compatible&lt;br /&gt;
Internet connection required&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Recommended:&amp;lt;/b&amp;gt;&lt;br /&gt;
OS: Windows 7 64bit, Windows 8 64bit&lt;br /&gt;
CPU: Intel i5 3330, AMD FX 8350, QuadCore 2,3 Ghz&lt;br /&gt;
or better&lt;br /&gt;
GPU: NVidia GTX 660 or AMD HD 6950 or better, at&lt;br /&gt;
least 2GB dedicated VRAM supporting DirectX11&lt;br /&gt;
Memory: 8GB &lt;br /&gt;
Hard Disc: 30GB free space &lt;br /&gt;
Soundcard: DirectX-compatible&lt;br /&gt;
Internet connection required&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Performance is not as good as I would like - what are my options?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. T:ANE delivers a huge update to the graphics capabilities with a range of new options that can be turned off and on or tweaked to suit your needs. The [[Help:Video_Settings]] page details the various performance options available to adjust for either better performance or better graphics - the key is that you cannot have both. In addition to these settings, the next best thing to do is to ensure your hardware is performing optimally (a fresh install of Win10 when it is released later this year is likely to boost things). The final step is to upgrade your hardware (use google to compare your current hardware benchmark versus the latest hardware).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. How do I import content from older version of Trainz?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not all content from older versions is &amp;quot;built-in&amp;quot; to T:ANE. Due to file format errors, you cannot import &amp;quot;built-in&amp;quot; content directly. We suggest that you import the route and sessions and then use the Download Station to import the missing dependencies. Note that locally modified content can be imported directly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Where are the in-game screenshots located?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Currently, there is no in-game screenshot mechanism. We are adding this function for release.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Q. Do splines and track sit directly on top of the terrain now or there is still a 0.2m offset?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. There is no longer an offset applied when smoothing splines. This was originally coded to avoid z-fighting when floating point accuracy was a problem for computers. Now the problem is that legacy track will &amp;quot;float&amp;quot; and show a shadow. This is a small price to pay for the ongoing benefits and resolves one of the most talked about &amp;quot;problems&amp;quot; with older Trainz versions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Doos the smoke from ANY locomotive (steam or diesel) automatically have collision or do they need to be edited? &amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. By turning on PhysX (in the Launcher settings) you automatically get smoke collisions with &amp;quot;supported&amp;quot; assets, without further effort on your part. Content creators, please check [[HowTo/Configure_a_spline_for_collisions]] for more info on creating the appropriate spline config tags.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. How do I access the post-processing settings and other &amp;quot;Developer&amp;quot; settings?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. In Launcher &amp;gt; Trainz Setting &amp;gt; Developer, tick the &amp;quot;Enable Advanced Debug Tools&amp;quot; option then restart TANE for this change to take effect. &lt;br /&gt;
You can then access additional Developer Tools from the Developer menu option on the Launcher, such as in-game log or post-processing settings. Use these tools at your own risk.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. &amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Hints and Tips=&lt;br /&gt;
* When laying procedural track, use the straighten tool to lead into the junction to improve the junction shape.&lt;br /&gt;
* Turn PhysX ON to enable particle effects collisions (with supported splines and scenery assets)&lt;br /&gt;
&lt;br /&gt;
=See Also =&lt;br /&gt;
[[Help:Video_Settings|TANE Performance Settings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help_talk:TANE_General_FAQs&amp;diff=8136</id>
		<title>Help talk:TANE General FAQs</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help_talk:TANE_General_FAQs&amp;diff=8136"/>
		<updated>2015-04-18T19:52:34Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* Questions from the forums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is designed to give users a central location to find out more information about current &amp;quot;known issues&amp;quot; with Trainz: A New Era or useful hints and tips about how to use the product.&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.0=&lt;br /&gt;
This version was release in December 2014. It was released to provide Kickstarter backers and pre-order customers a &amp;quot;sneak peak&amp;quot; at the current state of development of T:ANE and as a goodwill gesture since we had to delay release of the full version they were suporting. &lt;br /&gt;
&lt;br /&gt;
This version included initial implementations of many of the new T:ANE features including shadows, train motion, procedural junctions, Test Track physics tools, multiplayer, pfx collisions and much more.&lt;br /&gt;
&lt;br /&gt;
It did not include:&lt;br /&gt;
* Superelevation&lt;br /&gt;
* Interlocking Towers&lt;br /&gt;
* Merge Route&lt;br /&gt;
* In-cab controls (do not operate using mouse but hotkeys work)&lt;br /&gt;
* Alt y and alt u (additional camera options in surveyor)&lt;br /&gt;
* User Message (Driver reporting dialog)&lt;br /&gt;
* Engine Features:&lt;br /&gt;
** Post-processing effects (HDR, bloom, depth-of-field, SSAO etc)&lt;br /&gt;
** New shaders to add animated water effects&lt;br /&gt;
** Mirror reflections on water&lt;br /&gt;
** Environment cube-map support for &amp;quot;basic&amp;quot; reflections&lt;br /&gt;
** DirectX texture extraction (ie. screenshot)&lt;br /&gt;
** Extended scene shadow culling&lt;br /&gt;
** Differential shadows &lt;br /&gt;
&lt;br /&gt;
A list of known issues was posted at: &lt;br /&gt;
http://forums.auran.com/trainz/showthread.php?116149-Your-T-ANE-Community-Edition-questions-answered-(Incl-Known-Issues&lt;br /&gt;
&lt;br /&gt;
For people that understood this was not a final version of the product, it provided a great opportunity to see the work-in-progress and to help N3V Games identify the key issues that needed addressing.&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.1=&lt;br /&gt;
This version was released on Jan 28, 2015. It provided a huge list of updates to V1.0 (although a number of key features still needed to be implemented).&lt;br /&gt;
&lt;br /&gt;
Updates included work on procedural junctions, content manager, shadows, basic post-processing effects, and a huge list of bug fixes and content updates: http://forums.auran.com/trainz/showthread.php?117145-Community-Edition-V1-1-Update-Now-Available&lt;br /&gt;
&lt;br /&gt;
=TANE &amp;quot;Community Edition&amp;quot; V1.2=&lt;br /&gt;
This version is currently in final testing with our Kickstarter backers. It will be released in early April to all pre-order customers. It will continue the overall improvement process as we head towards our release day version of T:ANE on May 15, 2015 and delivers the &amp;quot;target graphics&amp;quot; feature set including per-pixel lighting, full world shadows, post-processing effects, water reflections and environmental fogging.&lt;br /&gt;
&lt;br /&gt;
==Updating to CE v1.2==&lt;br /&gt;
There are two options available to update to CE v1.2 (build 74539). &lt;br /&gt;
* Full install - this will be available via your MyTrainz login&lt;br /&gt;
* Patch from build 73706 (4MB) - start build 72079 and you should be prompted to download the Trainz patcher.&lt;br /&gt;
&lt;br /&gt;
You will be advised via email when you are able to upgrade to the latest version.&lt;br /&gt;
&lt;br /&gt;
==Trainz Patcher==&lt;br /&gt;
The auto patcher appears when a new update is available on the patch server. &lt;br /&gt;
If you cancel this the first time, you will need to manually trigger the update by clicking Launcher &amp;gt; Trainz Settings &amp;gt; Install &amp;gt; Check for T:ANE Updates&lt;br /&gt;
You will be notified if a patch is available. &lt;br /&gt;
Click OK to begin the process. &lt;br /&gt;
&lt;br /&gt;
Once the Trainz Patcher is downloaded, it will begin the updating process. &lt;br /&gt;
* &#039;&#039;Waiting for Trainz: A New Era to safely shut down...&#039;&#039; (this step may take a minute or so. If tane.exe does not close in the first few minutes, you can close it manually and the patch should then continue)&lt;br /&gt;
* &#039;&#039;Checking for available disk space for patching.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Searching for patches...&#039;&#039;&lt;br /&gt;
* &#039;&#039;Downloading patch file...&#039;&#039; (this step depends on your Internet speed - a 4.4GB patch may take several hours to download)&lt;br /&gt;
* &#039;&#039;Unpacking patch file...&#039;&#039; &lt;br /&gt;
* &#039;&#039;Patching from xxxxx to xxxxx...&#039;&#039; (this step depends on your hardware and will take from 10 minutes to an hour or more)&lt;br /&gt;
* &#039;&#039;No (more) patches at server for version: xxxxx&#039;&#039;&lt;br /&gt;
* &#039;&#039;Updating Trainz asset database...&#039;&#039; (this may take several minutes)&lt;br /&gt;
* &#039;&#039;Patch Complete&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do not receive the Patch Complete message, your update has failed and you are likely to have problems. We suggest that you reinstall the game and begin the process again.&lt;br /&gt;
&lt;br /&gt;
You may also get some error messages such as:&lt;br /&gt;
TADClientHandleNotification&amp;gt; unsupported notification code 0x7&lt;br /&gt;
IsAssetAccessorWithinBuildFilepaths&amp;gt; ignoring bad filepath: C:/Program Files/N3V Games/TANE - 73706/Resources/builtin/base/content/kuid 30501 1009.tzarc&lt;br /&gt;
&lt;br /&gt;
As long as the patch shows as Complete, then there shouldn&#039;t be any problems with these errors.&lt;br /&gt;
&lt;br /&gt;
==V1.2 Known Issues==&lt;br /&gt;
* Installer shows as &amp;quot;Not responding&amp;quot; for 10-30 minutes during install. Please be patient - it is working.&lt;br /&gt;
* &amp;quot;Starting TANE...&amp;quot; window appears for 1-3 minutes on first &amp;quot;Start Trainz&amp;quot; (compiling graphics shaders for chosen performance settings)&lt;br /&gt;
* Game pauses occasionally for 10-30 second when first loading a session or when moving to a new location or placing a new loco (this is due to compiling new material shaders which is done only once for each new material type in the scene)&lt;br /&gt;
* Performance can vary dramatically from one start-up to the next (for some hardware configurations using the same settings each time). We are looking into this issue as a priority but encourage users to check for more information on performance tuning at [[Help:Video_Settings]]&lt;br /&gt;
* Procedural Junction currently supports single turnouts only (the basic 1 track in, 2 tracks out junction)&lt;br /&gt;
* Still some minor issues with blade gaps, blade length, sleeper spacing, level of detail, moire effect that we are fine tuning&lt;br /&gt;
* Speedtrees not lit by train headlights&lt;br /&gt;
* Session loading can stall for several minutes (this is usually fixed on subsequent loads).&lt;br /&gt;
* Superelevated track is supported but not included in built-in routes (additional tools to come)&lt;br /&gt;
* TS12 built-in content that is NOT on the download station cannot be imported into TANE due to file formatting issues. We will be updating the DLS with additional TS12 content to ensure broad compatibility&lt;br /&gt;
* Older DLC items are not supported yet but we aim to have most existing DLC supported by release day.&lt;br /&gt;
* After downloading the Deluxe Routes you may need to exit the game window and click Start Trainz to see all the content in the Routes and Sessions menu.&lt;br /&gt;
&lt;br /&gt;
=Questions from the forums=&lt;br /&gt;
This section is to highlight questions that are asked frequently on the Trainz forums. This link can then be used to provide people a central point to see answers to a variety of questions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. When will T:ANE be released?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A. The retail version will appear in store in Europe, USA and Australasia on May 15, 2015. These releases are being handled by our various publishing partners. The retail version will be released on the same day via Simulator Central, MyTrainz and STEAM store.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Can I upgrade from my &amp;quot;Community Edition&amp;quot; version of T:ANE?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. For Simulator Central/MyTrainz users there will be an &amp;quot;auto-patch&amp;quot; available from CE V1.2 to the &amp;quot;release day&amp;quot; version of T:ANE. Just launch your CE V1.2 build and the auto-patcher prompt will appear. We expect to also have a patch from CE V1.1 to final but we cannot confirm that patch at this time&amp;lt;br&amp;gt;&lt;br /&gt;
For Steam users, this update will happen via your normal Steam update process&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. I have pre-ordered T:ANE. How do I access the pre-release version?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Log in to your MyTrainz account and click on the TANE-CE link then choose your download location. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Will T:ANE run on Windows 10?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. T:ANE currently works well with Win10 Pro Technical Preview 10049. We expect performance to generally be better on Win10 that Win7 or 8 but of course we won&#039;t know for sure until Microsoft release the product officially (expected later in 2015).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. What are the system specifications for T:ANE?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Minimum:&amp;lt;/b&amp;gt;&lt;br /&gt;
OS: Windows 7 64bit, Windows 8 64bit&lt;br /&gt;
CPU: Intel i-series, AMD K10 or higher with at least 2Ghz Dual Core &lt;br /&gt;
GPU: NVidia GT 430 or ATI 5550 or better, at least 1GB dedicated VRAM supporting DirectX 11&lt;br /&gt;
Memory: 4GB &lt;br /&gt;
Hard Disk: 30GB free space &lt;br /&gt;
Soundcard: DirectX-compatible&lt;br /&gt;
Internet connection required&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Recommended:&amp;lt;/b&amp;gt;&lt;br /&gt;
OS: Windows 7 64bit, Windows 8 64bit&lt;br /&gt;
CPU: Intel i5 3330, AMD FX 8350, QuadCore 2,3 Ghz&lt;br /&gt;
or better&lt;br /&gt;
GPU: NVidia GTX 660 or AMD HD 6950 or better, at&lt;br /&gt;
least 2GB dedicated VRAM supporting DirectX11&lt;br /&gt;
Memory: 8GB &lt;br /&gt;
Hard Disc: 30GB free space &lt;br /&gt;
Soundcard: DirectX-compatible&lt;br /&gt;
Internet connection required&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Performance is not as good as I would like - what are my options?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. T:ANE delivers a huge update to the graphics capabilities with a range of new options that can be turned off and on or tweaked to suit your needs. The [[Help:Video_Settings]] page details the various performance options available to adjust for either better performance or better graphics - the key is that you cannot have both. In addition to these settings, the next best thing to do is to ensure your hardware is performing optimally (a fresh install of Win10 when it is released later this year is likely to boost things). The final step is to upgrade your hardware (use google to compare your current hardware benchmark versus the latest hardware).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. How do I import content from older version of Trainz?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not all content from older versions is &amp;quot;built-in&amp;quot; to T:ANE. Due to file format errors, you cannot import &amp;quot;built-in&amp;quot; content directly. We suggest that you import the route and sessions and then use the Download Station to import the missing dependencies. Note that locally modified content can be imported directly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Where are the in-game screenshots located?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. Currently, there is no in-game screenshot mechanism. We are adding this function for release.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Q. Do splines and track sit directly on top of the terrain now or there is still a 0.2m offset?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. There is no longer an offset applied when smoothing splines. This was originally coded to avoid z-fighting when floating point accuracy was a problem for computers. Now the problem is that legacy track will &amp;quot;float&amp;quot; and show a shadow. This is a small price to pay for the ongoing benefits and resolves one of the most talked about &amp;quot;problems&amp;quot; with older Trainz versions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. Doos the smoke from ANY locomotive (steam or diesel) automatically have collision or do they need to be edited? &amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. By turning on PhysX (in the Launcher settings) you automatically get smoke collisions with &amp;quot;supported&amp;quot; assets, without further effort on your part. Content creators, please check [[HowTo/Configure_a_spline_for_collisions]] for more info on creating the appropriate spline config tags.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. How do I access the post-processing settings and other &amp;quot;Developer&amp;quot; settings?&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A. In Launcher &amp;gt; Trainz Setting &amp;gt; Developer, tick the &amp;quot;Enable Advanced Debug Tools&amp;quot; option then restart TANE for this change to take effect. &lt;br /&gt;
You can then access additional Developer Tools from the Developer menu option on the Launcher, such as perfomance profiler or post-processing settings. Use these tools at your own risk.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Q. &amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Hints and Tips=&lt;br /&gt;
* When laying procedural track, use the straighten tool to lead into the junction to improve the junction shape.&lt;br /&gt;
* Turn PhysX ON to enable particle effects collisions (with supported splines and scenery assets)&lt;br /&gt;
&lt;br /&gt;
=See Also =&lt;br /&gt;
[[Help:Video_Settings|TANE Performance Settings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=T:ANE_NEW_FEATURES&amp;diff=8112</id>
		<title>T:ANE NEW FEATURES</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=T:ANE_NEW_FEATURES&amp;diff=8112"/>
		<updated>2015-04-12T19:47:07Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* Cabin Sway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz: A New Era introduces a range of new features that Trainz fans have been wanting for many years. This page introduces you to some of those features:&lt;br /&gt;
&lt;br /&gt;
Page is under construction...&lt;br /&gt;
&lt;br /&gt;
=Procedural Animated Junctions=&lt;br /&gt;
Page is under construction...&lt;br /&gt;
=Cabin Sway=&lt;br /&gt;
Page is under construction...&lt;br /&gt;
&lt;br /&gt;
* the train cabin usually has rigid connection to traincar body, so here should be the sway of driver&#039;s head relative to cabin...&lt;br /&gt;
&lt;br /&gt;
=Weather &amp;amp; PFX Collision=&lt;br /&gt;
Page is under construction...&lt;br /&gt;
=Interlocking Towers=&lt;br /&gt;
Page is under construction...&lt;br /&gt;
=Train Motion=&lt;br /&gt;
&lt;br /&gt;
==Add &amp;quot;bumps&amp;quot; to the track==&lt;br /&gt;
&lt;br /&gt;
(i) Load your test route in Surveyor&lt;br /&gt;
&lt;br /&gt;
(ii) Under Track Tab &amp;gt; Trackside Objects find Invisible Track Bump &lt;br /&gt;
&lt;br /&gt;
(iii) Place a few bumps along your track and place a loco and wagons at the head of your track.&lt;br /&gt;
&lt;br /&gt;
(iv) Click on Quickdrive, Save and enter Driver&lt;br /&gt;
&lt;br /&gt;
(v) Start your loco and watch using external camera for visual bumps&lt;br /&gt;
&lt;br /&gt;
==Adjust the track condition==&lt;br /&gt;
&lt;br /&gt;
(i) Load your test route in Surveyor, and open the Track Tab&lt;br /&gt;
&lt;br /&gt;
(ii) Click on the Properties tool (?) and click on the track. Adjust the default track condition from 50 to 1. Repeat for various track segments. &lt;br /&gt;
&lt;br /&gt;
Note: You may want to place objects or paint the terrain next to where you change the track condition to see where you &amp;quot;should&amp;quot; notice the effect.&lt;br /&gt;
&lt;br /&gt;
==Create your own &amp;quot;Bump&amp;quot;assets==&lt;br /&gt;
&lt;br /&gt;
(i) Open Content Manager and using the Custom filter, search for Invisible Track Bump&lt;br /&gt;
&lt;br /&gt;
(ii) R-Click &amp;gt;  Duplicate to clone the asset, then select the new asset and R-Click &amp;gt; Edit Config File text&lt;br /&gt;
&lt;br /&gt;
(ii) Rename the line:&lt;br /&gt;
&lt;br /&gt;
username                                &amp;quot;Invisible Track Bump&amp;quot;  to&lt;br /&gt;
&lt;br /&gt;
username                                &amp;quot;Invisible Track Bump 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(iii) Change the line:&lt;br /&gt;
track-bump-angles                       1,0  to&lt;br /&gt;
&lt;br /&gt;
track-bump-angles                       0,1&lt;br /&gt;
&lt;br /&gt;
(iv) Close and save the config file&lt;br /&gt;
&lt;br /&gt;
(v) R-Click &amp;gt; Submit Edits&lt;br /&gt;
&lt;br /&gt;
Note: Close Trainz and re-open (Start Trainz) after creating your bump assets for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
==Try out your new Bump 1 asset==&lt;br /&gt;
&lt;br /&gt;
(i) Place your new bump onto the track in Surveyor, run your test drive over the bump in Driver and see what happens differently with your new asset.&lt;br /&gt;
&lt;br /&gt;
Hint: Rock and _ _ _ _&lt;br /&gt;
&lt;br /&gt;
(ii) Create more assets following the same process trying different values other than 0 and 1.&lt;br /&gt;
&lt;br /&gt;
==Adjust Rolling Stock Suspension==&lt;br /&gt;
&lt;br /&gt;
(i) In Content Manager, locate the loco being used then R-Click &amp;gt; Edit Config file Text&lt;br /&gt;
&lt;br /&gt;
(i) Add the following lines to the file that opens &lt;br /&gt;
&lt;br /&gt;
suspension-stiffness         0.1&lt;br /&gt;
&lt;br /&gt;
suspension-damping        0.1&lt;br /&gt;
&lt;br /&gt;
suspension-pitch-limit     10&lt;br /&gt;
&lt;br /&gt;
suspension-roll-limit         25&lt;br /&gt;
&lt;br /&gt;
These relate to:&lt;br /&gt;
&lt;br /&gt;
suspension-stiffness - The stiffness of the suspension, from 0 to 1 where 0 is floppy and 1 is completely rigid. Defaults to 0.75&lt;br /&gt;
suspension-damping - Degree of suspension damping, where 0-1 is underdamped (will oscillate back and forward to gradually settle), 1 is critically damped (will move back to equilibrium as quickly as possible), &amp;gt;1 is overdamped (will move back to equilibrium more slowly). Defaults to 0.3.&lt;br /&gt;
suspension-pitch-limit - maximum pitch angle of the vehicle, in degrees. Defaults to 0.5&lt;br /&gt;
suspension-roll-limit - maximum roll angle of the vehicle, in degrees. Defaults to 4&lt;br /&gt;
Note: random jolt movement will only occur on below average track (condition scalar &amp;gt;.5). As with other movement it also gets worse at high speed&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
* [[T:ANE NEW FEATURES]]&lt;br /&gt;
* [[T:ANE LATEST CHANGES]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Help:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Motor%22_container&amp;diff=4828</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=4828"/>
		<updated>2013-07-05T20:22:17Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* brakeratio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The Motor container is a top-level [[config.txt file]] entry used by [[KIND Engine|Enginespec]] and [[KIND Steam-engine|Steam Enginespec]] assets.&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 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 33.0&amp;lt;big&amp;gt;*&amp;lt;/big&amp;gt;&lt;br /&gt;
     driving-wheel-weight-ratio 1.0&lt;br /&gt;
 }&lt;br /&gt;
* Omit/delete as an illegal value in TRS2006&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;
:Type: Integer&lt;br /&gt;
:Desc: Number of throttle notches&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 [http://online.ts2009.com/mediaWiki/index.php5/%22Motor%22_container#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 [http://online.ts2009.com/mediaWiki/index.php5/%22Motor%22_container#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 [http://online.ts2009.com/mediaWiki/index.php5/%22Motor%22_container#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 [http://online.ts2009.com/mediaWiki/index.php5/%22Motor%22_container#Resistance_calculations resistance calculations].&lt;br /&gt;
&lt;br /&gt;
====full-throttle-speed====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Desc: &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;
==Example motor container==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&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 = (1.3ˑm + 29ˑaxle-count) + moving-friction-coefficientˑmˑV + air-drag-coefficientˑsurface-areaˑV^2 + 20ˑmˑG&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;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Class_MeshObject&amp;diff=257</id>
		<title>Class MeshObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Class_MeshObject&amp;diff=257"/>
		<updated>2009-10-22T23:46:03Z</updated>

		<summary type="html">&lt;p&gt;Tram: /* SetFXAttachment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[TrainzScript Langage Reference|API Hierarchy]]&lt;br /&gt;
**[[Class GSObject|GSObject]]&lt;br /&gt;
***[[Class GameObject|GameObject]]&lt;br /&gt;
****[[Class PropertyObject|PropertyObject]]&lt;br /&gt;
****[[Class TrainzGameObject|TrainzGameObject]]&lt;br /&gt;
*****MeshObject&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a base class for [[class Asset|Asset]] based game objects that have meshes, effects, animations and particles. Interface methods to deal with these are provided so things like showing or hiding a mesh, attaching a mesh to an attachment point or controlling an animation can be done from a script.&lt;br /&gt;
&lt;br /&gt;
For animation Trainz interpolates between key frames. This means an intermediate animation frame is calculated dynamically to be-in-synch with the game&#039;s framerate.&lt;br /&gt;
&lt;br /&gt;
Trainzscript is an interpreted scripting language intended to be used to monitor and react to events in the Trainz world, not to perform sophisticated real-time animation tasks. Using a script to start an animation in response to an event in a thread is reasonable. However trying to control animation tightly down to short intervals is likely to provide unsatisfactory results and to adversely affect overall performance of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MeshObject Messages==&lt;br /&gt;
Messages related to MeshObject assets:&lt;br /&gt;
*[[Animation-Event Message]]&lt;br /&gt;
*[[pfx Message]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetFXAttachment==&lt;br /&gt;
{{MethodHeader|public native MeshObject GetFXAttachment(string effect)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = name of the mesh effect to query. &lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a reference to the MeshObject currently attached to the named effect.&lt;br /&gt;
;Syntax&lt;br /&gt;
 MeshObject attachment = GetFXAttachment(&amp;quot;coupler&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*The method returns null if the effect is unoccupied.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetMeshAnimationFrame==&lt;br /&gt;
{{MethodHeader|public native float GetMeshAnimationFrame(string mesh)&#039;&#039;&#039;}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be queried.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Current fame of the animation file within the specified mesh container.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float height = GetMeshAnimationFrame(&amp;quot;zPosition&amp;quot;)&lt;br /&gt;
;Notes&lt;br /&gt;
*Note that the returned value is likely to be an interpreted floating point value.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetMeshAnimationFrameCount==&lt;br /&gt;
{{MethodHeader|public native float GetMeshAnimationFrameCount(string mesh)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be queried.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*The number of frames in the specified animation.&lt;br /&gt;
;Syntax&lt;br /&gt;
 float positions = GetMeshAnimationFrameCount(&amp;quot;lever&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Note that the returned value is a float rather than an integer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GetTextureSelfIlluminationState==&lt;br /&gt;
{{MethodHeader|public native bool GetTextureSelfIlluminationState(string texture)&#039;&#039;&#039;}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;texture&#039;&#039;&#039; = root name of &#039;&#039;*.texture.text&#039;&#039; file to query.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns true if the specified texture has self illumination set.&lt;br /&gt;
;Syntax&lt;br /&gt;
 bool isEmissive = GetTextureSelfIlluminationState(&amp;quot;texture&amp;quot;);&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;
==HasMesh==&lt;br /&gt;
{{MethodHeader|public native bool HasMesh(string mesh)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh to be queried.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 if (HasMesh(&amp;quot;ventilation&amp;quot;)) StartMeshAnimationLoop(&amp;quot;fans&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetFXAnimationState==&lt;br /&gt;
{{MethodHeader|public native void SetFXAnimationState(string effect, bool state)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = name of attached-animation effect containing the animation to play.&lt;br /&gt;
*&#039;&#039;&#039;state&#039;&#039;&#039; = true to start the animation loop, false to stop.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 if (gateClosed) SetFXAnimationState(&amp;quot;gate&amp;quot;,false);&lt;br /&gt;
;Notes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetFXAttachment==&lt;br /&gt;
{{MethodHeader|public native MeshObject SetFXAttachment(string effect, Asset asset)&#039;&#039;&#039;}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = effect containing the attachment to be manipulated.&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = mesh asset to attach to the effect. If asset is null any existing asset will be removed and nothing will be added.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*Returns a reference to the MeshObject which has been attached to the named effect.&lt;br /&gt;
;Syntax&lt;br /&gt;
 MeshObject lamp = SetFXAttachment(&amp;quot;lamp0&amp;quot;,redlamp);&lt;br /&gt;
;Notes&lt;br /&gt;
*Returns null if the effect is unoccupied when the method returns.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetFXCoronaTexture==&lt;br /&gt;
{{MethodHeader|public native void SetFXCoronaTexture(string effect, Asset texture)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = effect containg the corona to be manipulated.&lt;br /&gt;
*&#039;&#039;&#039;asset&#039;&#039;&#039; = corona texture asset to attach to the effect. If asset is null the corona will be turned off.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetFXCoronaTexture(&amp;quot;stopLight&amp;quot;,redCorona);&lt;br /&gt;
;Notes&lt;br /&gt;
*Other corona parameters such as frequency and size are defined in &#039;&#039;config.txt&#039;&#039; and cannot be altered by script code.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetFXNameText==&lt;br /&gt;
{{MethodHeader|public native void SetFXNameText(string effect, string text)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = effect containg the name effect to be changed.&lt;br /&gt;
*&#039;&#039;&#039;text&#039;&#039;&#039; = new string value.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetFXNameText(&amp;quot;home&amp;quot;,&amp;quot;Shangri-La&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Method will not accept an empty string in the &#039;&#039;text&#039;&#039; parameter.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetFXTextureReplacement==&lt;br /&gt;
{{MethodHeader|public native void SetFXTextureReplacement(string effect, Asset textureGroup, int index)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;effect&#039;&#039;&#039; = texture-replacement effect to be changed.&lt;br /&gt;
*&#039;&#039;&#039;textureGroup&#039;&#039;&#039; = reference to texture group asset which is the source of the texture to be applied.&lt;br /&gt;
*&#039;&#039;&#039;index&#039;&#039;&#039; = index into &#039;&#039;textures&#039;&#039; table of texture-group indicating which texture to apply.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetFXTextureReplacement(&amp;quot;load&amp;quot;,&amp;quot;loadTextures&amp;quot;,5);   // applies texture 5 from texture-group&lt;br /&gt;
 SetFXTextureReplacement(&amp;quot;load&amp;quot;,null,0);             // clears the effect, reinstating the texture defined in the asset.&lt;br /&gt;
;Notes&lt;br /&gt;
*Use null in the textureGroup parameter to turn texture replacement off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetMesh==&lt;br /&gt;
{{MethodHeader|public native void SetMesh(string mesh, float fadeDuration)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh to be displayed.&lt;br /&gt;
*&#039;&#039;&#039;fadeDuration&#039;&#039;&#039; = period in seconds during which mesh visibility will be faded in or out.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetMesh(&amp;quot;default&amp;quot;,0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
*Shows the specified mesh and hides all other meshes.&lt;br /&gt;
*If fadeDuration is 0.0 the mesh transition will be instantaneous.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetMeshAnimationFrame==&lt;br /&gt;
{{MethodHeader|public native void SetMeshAnimationFrame(string mesh, float frame)&amp;lt;br&amp;gt;&lt;br /&gt;
public native void SetMeshAnimationFrame(string mesh, float frame, float period)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be manipulated.&lt;br /&gt;
*&#039;&#039;&#039;frame&#039;&#039;&#039; = the frame position to which the animation is to be moved, this may be an interpolated value.&lt;br /&gt;
*&#039;&#039;&#039;period&#039;&#039;&#039; = the period over which the animation will be moved from its current position to the newly specified point.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetMeshAnimationFrame(&amp;quot;default&amp;quot;,5.0);      // move the animation to frame 5 instantaneously&lt;br /&gt;
 SetMeshAnimationFrame(&amp;quot;default&amp;quot;,5.0,2.0);  // move the animation to frame 5 over 2 seconds&lt;br /&gt;
;Notes&lt;br /&gt;
*Moves the specified animation to the specified frame.&lt;br /&gt;
*For the first variant the transition is instant.&lt;br /&gt;
*For the second variant the transition will complete during the specified period.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetMeshAnimationSpeed==&lt;br /&gt;
{{MethodHeader|public native void SetMeshAnimationSpeed(string mesh, float speed)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be manipulated.&lt;br /&gt;
*&#039;&#039;&#039;speed&#039;&#039;&#039; = multiplication factor to apply to the original animation speed.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetMeshAnimationSpeed(&amp;quot;fans&amp;quot;,2.0);   // run fans at double speed&lt;br /&gt;
 SetMeshAnimationSpeed(&amp;quot;fans&amp;quot;,-1.0);  // run fans backwards at original speed&lt;br /&gt;
;Notes&lt;br /&gt;
*Modifies the speed at which the animation is played.&lt;br /&gt;
*The original speed is multiplied by the new speed factor.&lt;br /&gt;
*Use negative values to make the animation run in reverse.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetMeshAnimationState==&lt;br /&gt;
{{MethodHeader|public native void SetMeshAnimationState(string mesh, bool state)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be played.&lt;br /&gt;
*&#039;&#039;&#039;state&#039;&#039;&#039; = the direction in which the file is to be played, true for forwards, false for backwards.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetMeshAnimationState(&amp;quot;door&amp;quot;,true);    // opens the door&lt;br /&gt;
 SetMeshAnimationState(&amp;quot;door&amp;quot;,false);   // closes the door&lt;br /&gt;
;Notes&lt;br /&gt;
*This method plays animations and is best suited to those which have defined start and end points such as the opening and closing of a gate or door.&lt;br /&gt;
*If &#039;&#039;state&#039;&#039; is true the animation plays forwards from its current position to the last frame. If the current position is already at the last frame the call has no effect.&lt;br /&gt;
*If &#039;&#039;state&#039;&#039; is false the animation plays backwards from its current position to the first frame. If the current position is already at the first frame the call has no effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetMeshVisible==&lt;br /&gt;
{{MethodHeader|public native void SetMeshVisible(string mesh, bool visible, float fadeDuration)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh to be displayed.&lt;br /&gt;
*&#039;&#039;&#039;visible&#039;&#039;&#039; = true to show the mesh, false to hide it.&lt;br /&gt;
*&#039;&#039;&#039;fadeDuration&#039;&#039;&#039; = period in seconds during which mesh visibility will be faded in or out.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetMeshVisible(&amp;quot;driver&amp;quot;, false, 1.0);&lt;br /&gt;
;Notes&lt;br /&gt;
*If fadeDuration is 0.0 the mesh transition will be instantaneous.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SetTextureSelfIllumination==&lt;br /&gt;
{{MethodHeader|public native void SetTextureSelfIllumination(string texture, float r, float g, float b)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;texture&#039;&#039;&#039; = root name of &#039;&#039;*.texture.text&#039;&#039; file to query.&lt;br /&gt;
*&#039;&#039;&#039;r,g,b&#039;&#039;&#039; = red green and blue components of self illumination value to apply, range 0 .. 1 where 1 is equal to 100%.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SetTextureSelfIllumination(&amp;quot;interior&amp;quot;,0.5,0.5,0.5);&lt;br /&gt;
;Notes&lt;br /&gt;
*Applies an emissive component to the texture using the red, green and blue components specified.&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;
==StartMeshAnimationLoop==&lt;br /&gt;
{{MethodHeader|public native void StartMeshAnimationLoop(string mesh)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be played.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 StartMeshAnimationLoop(&amp;quot;windmill&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*This method plays animations and is best suited to those which are designed to run in a continuous loop.&lt;br /&gt;
*The speed of the animation can be altered using [[#SetMeshAnimationSpeed|SetMeshAnimationSpeed()]]&lt;br /&gt;
*Using [[#SetMeshAnimationSpeed|SetMeshAnimationSpeed()]] with a negative value will cause the animation to play in reverse.&lt;br /&gt;
*[[#StopMeshAnimation|StopMeshAnimation()]] will halt the animation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==StopMeshAnimation==&lt;br /&gt;
{{MethodHeader|public native void StopMeshAnimation(string mesh)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the animation file to be stopped.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 StopMeshAnimation(&amp;quot;default&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Turns animation off for the specified mesh.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SwapTextureOnMesh==&lt;br /&gt;
{{MethodHeader|public native void SwapTextureOnMesh(string mesh, string oldTexture, string newTexture)}}&lt;br /&gt;
;Parameters&lt;br /&gt;
*&#039;&#039;&#039;mesh&#039;&#039;&#039; = the name of the mesh or submesh container which includes the texture to be changed.&lt;br /&gt;
*&#039;&#039;&#039;oldTexture&#039;&#039;&#039; = the original &#039;&#039;*.texture.txt&#039;&#039; file to use as the source of the transition.&lt;br /&gt;
*&#039;&#039;&#039;newTexture&#039;&#039;&#039; = the new &#039;&#039;*.texture.txt&#039;&#039; file to apply.&lt;br /&gt;
;Returned Value&lt;br /&gt;
*None&lt;br /&gt;
;Syntax&lt;br /&gt;
 SwapTextureOnMesh(&amp;quot;left-passenger-door&amp;quot;,&amp;quot;gwr&amp;quot;,&amp;quot;lms&amp;quot;);&lt;br /&gt;
;Notes&lt;br /&gt;
*Swap one texture against another texture on specified mesh.&lt;br /&gt;
*Similar to texture-replacement effects, but without the need for an extra texture asset. &lt;br /&gt;
*&#039;&#039;&#039;possible bug&#039;&#039;&#039; Texture names in the .im file must be lower case for this function to work properly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Methods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Script Class]]&lt;/div&gt;</summary>
		<author><name>Tram</name></author>
	</entry>
</feed>