Scenario Editor - Tips, Tricks and Traps
Posted: Mon Nov 17, 2008 10:08 am
This is prompted by the contrast that whereas some very interesting scenarios are being published (most of them payware), the Scenario Creation subforum has the least number of posts in the whole Rail Simulator forum on UK TrainSim.This suggests a very low level of activity, but does it indicate a low level of interest? By comparison, Activity Creation has the 5th highest number of posts in the MSTS forum.
This is also the reason for posting this under General, rather than in its <right> place, where it probably won't be read.
The idea is to get more people involved in building scenarios, especially those who have tried and were badly frustrated in the attempt.
For most of us who have tried, if we ever get the scenario to work, by that time we never want to see the scenario or Rail Simulator ever again. Fortunately this feeling usually wears off.
A typical experience goes like this: start a new scenario, place player train, add pickups, and run. Add 2nd train and use preview to check likely passing place. Reset, and 2nd train has disappeared. Decide to change start time of scenario, add 2nd and 3rd train and preview. Player train doesn't move. Change its start time and nothing moves. Check and find train start times are now like 30:45, etc. Abandon and pour stiff whisky.
So how are those people who are making working scenarios doing it? Well, I suspect they have made a map of the minefield and rigorously avoid the mines by working in a disciplined way, something like this.
(A TRAP is something that if you do not do correctly, the scenario will break. A TRICK is a way of doing something that is not obvious. A TIP is a suggestion intended to make scenario building easier, safer, faster and more fun.)
* TIP * When you start a new scenario, before you place the scenario marker, move to the approximate location where you are going put the player train in its start position.
* TRAP* If you need to change the start time of a scenario (after you have placed any trains), do NOT use the Scenario Editor to do this: use Mike Simpson's Kickstart instead.
* TRICK * If you need to change the driver locomotive of a train (the one with the Driver and any other discs on), you can only do this with KickStart, if you don't want to redo all the instructions for this train.
* TIP * Do your Player Service first and note its timetable to use in setting location and start time of AI trains.
* TRICK * Use the Performance Percentage (on all PickUp and StopAt instructions) to slow down or speed up AI trains.
* TRAP * If you use the Preview mode, you must Save the scenario beforehand, and reset the time afterwards, and do nothing but run in preview mode in between.
* TIP * Add AI trains one at a time, and (Save, then) Preview the scenario (then Reset the time) after adding each new train, to see how it affects the overall scenario.
* TIP * Use the Drivers disc (click on any train's Driver disc and click on the Drivers button in the flyout on the right to get a list of all trains) to check that all trains have the status Successful.
* TRAP * Each train should have a PickUp or StopAt disc as well as a Final Destination on the Driver Disc and these should be achievable (Final Destination NOT before the last PickUp/StopAt point).
* TRICK * You can start an AI train (as many as you like) from inside a portal. Pace the train near the portal and complete all its instructions. Now double-click on the portal pillar, click on Add, and click on the train's driver loco. If you want to alter the train's instructions or remove it from the portal, just double-click on the portal pillar again and select Remove, and click on the train in the list. Place the train gently back on the track again (it's attached to your mouse pointer).
* TIP * Freight train instructions will normally have StopAt instructions, whereas Passenger trains will have PickUp instructions. You don't need both for a Passenger train to stop.
* TIP * Make AI paths as short as possible, such that the Player train will (within reason) always see them and only make PickUp instructions at stations where the Player Train's path is likely to intersect.
* TRAP * Do not have more than one AI train shuttling between 2 portals: one will crash into the other after the first cycle. If you send an AI train into a portal and have further instructions afterwards, check that scenario <plays> (the preview tends to be too optimistic) successfully before relaxing
* TRAP * Do not use a portal as the starting point or destination for the Player train: as a destination, the player train treats the portal the same as buffers: ouch!
* TIP * You can use Portals as both source and destination for AI trains. But do not send too many trains into the same portal. How many is too many? As above, play the scenario to check.
* TIP * Avoid conflicting paths (eg trains crossing or using the same track in opposite directions) as far as pssioble, and if unavoidable or you are determined to do this, once more, <play> the scenario to check that it works.
* TIP * By all means, use Destination Markers (orange, where sidings are yellow, and platforms are green, these are sometimes known as Gates) to try and force your (player or AI) train to take a specific path. But when you Preview the scenario, do not be surprised if the despatcher outwits you and still manages to send the train a way you did not expect!
* TIP * Keep the 3D viewpoint on the current train you are editing. Select and lock the right flyout window (Driver, PickUp, StopAt, etc) , and use the 2D map to move to the desired location. Zoom in on the centre of the marker you want to select as the location. Now click on the location selector in the flyout and click on the track near the centre-point of the marker's extent (and/or the centre of its name). The marker name should be inserted into the location name. You should never have to move your viewpoint on the 3D map except to relocate to where you want to place the next consist or whatever. For this you can usually use the GoTo list (qv).
I look forward to hearing what I have got wrong, what I have left out, and what can be done more easily! If only it helps us just to <enjoy> RS a bit more.
Russell Westwood
This is also the reason for posting this under General, rather than in its <right> place, where it probably won't be read.
The idea is to get more people involved in building scenarios, especially those who have tried and were badly frustrated in the attempt.
For most of us who have tried, if we ever get the scenario to work, by that time we never want to see the scenario or Rail Simulator ever again. Fortunately this feeling usually wears off.
A typical experience goes like this: start a new scenario, place player train, add pickups, and run. Add 2nd train and use preview to check likely passing place. Reset, and 2nd train has disappeared. Decide to change start time of scenario, add 2nd and 3rd train and preview. Player train doesn't move. Change its start time and nothing moves. Check and find train start times are now like 30:45, etc. Abandon and pour stiff whisky.
So how are those people who are making working scenarios doing it? Well, I suspect they have made a map of the minefield and rigorously avoid the mines by working in a disciplined way, something like this.
(A TRAP is something that if you do not do correctly, the scenario will break. A TRICK is a way of doing something that is not obvious. A TIP is a suggestion intended to make scenario building easier, safer, faster and more fun.)
* TIP * When you start a new scenario, before you place the scenario marker, move to the approximate location where you are going put the player train in its start position.
* TRAP* If you need to change the start time of a scenario (after you have placed any trains), do NOT use the Scenario Editor to do this: use Mike Simpson's Kickstart instead.
* TRICK * If you need to change the driver locomotive of a train (the one with the Driver and any other discs on), you can only do this with KickStart, if you don't want to redo all the instructions for this train.
* TIP * Do your Player Service first and note its timetable to use in setting location and start time of AI trains.
* TRICK * Use the Performance Percentage (on all PickUp and StopAt instructions) to slow down or speed up AI trains.
* TRAP * If you use the Preview mode, you must Save the scenario beforehand, and reset the time afterwards, and do nothing but run in preview mode in between.
* TIP * Add AI trains one at a time, and (Save, then) Preview the scenario (then Reset the time) after adding each new train, to see how it affects the overall scenario.
* TIP * Use the Drivers disc (click on any train's Driver disc and click on the Drivers button in the flyout on the right to get a list of all trains) to check that all trains have the status Successful.
* TRAP * Each train should have a PickUp or StopAt disc as well as a Final Destination on the Driver Disc and these should be achievable (Final Destination NOT before the last PickUp/StopAt point).
* TRICK * You can start an AI train (as many as you like) from inside a portal. Pace the train near the portal and complete all its instructions. Now double-click on the portal pillar, click on Add, and click on the train's driver loco. If you want to alter the train's instructions or remove it from the portal, just double-click on the portal pillar again and select Remove, and click on the train in the list. Place the train gently back on the track again (it's attached to your mouse pointer).
* TIP * Freight train instructions will normally have StopAt instructions, whereas Passenger trains will have PickUp instructions. You don't need both for a Passenger train to stop.
* TIP * Make AI paths as short as possible, such that the Player train will (within reason) always see them and only make PickUp instructions at stations where the Player Train's path is likely to intersect.
* TRAP * Do not have more than one AI train shuttling between 2 portals: one will crash into the other after the first cycle. If you send an AI train into a portal and have further instructions afterwards, check that scenario <plays> (the preview tends to be too optimistic) successfully before relaxing
* TRAP * Do not use a portal as the starting point or destination for the Player train: as a destination, the player train treats the portal the same as buffers: ouch!
* TIP * You can use Portals as both source and destination for AI trains. But do not send too many trains into the same portal. How many is too many? As above, play the scenario to check.
* TIP * Avoid conflicting paths (eg trains crossing or using the same track in opposite directions) as far as pssioble, and if unavoidable or you are determined to do this, once more, <play> the scenario to check that it works.
* TIP * By all means, use Destination Markers (orange, where sidings are yellow, and platforms are green, these are sometimes known as Gates) to try and force your (player or AI) train to take a specific path. But when you Preview the scenario, do not be surprised if the despatcher outwits you and still manages to send the train a way you did not expect!
* TIP * Keep the 3D viewpoint on the current train you are editing. Select and lock the right flyout window (Driver, PickUp, StopAt, etc) , and use the 2D map to move to the desired location. Zoom in on the centre of the marker you want to select as the location. Now click on the location selector in the flyout and click on the track near the centre-point of the marker's extent (and/or the centre of its name). The marker name should be inserted into the location name. You should never have to move your viewpoint on the 3D map except to relocate to where you want to place the next consist or whatever. For this you can usually use the GoTo list (qv).
I look forward to hearing what I have got wrong, what I have left out, and what can be done more easily! If only it helps us just to <enjoy> RS a bit more.
Russell Westwood