The Unofficial Manual - Riwer
Transcription
The Unofficial Manual - Riwer
THE UNOFFICIAL MANUAL for Eisenbahn Exe Professional How to become an EEP-Pro in 11 Chapters written by Roman Iwer (RI1) Preface The original - official - manual of Eisenbahn Exe Professional (short: EEP) is a story by itself. Many newcomers find it difficult to use and hard to relate the things learned to the practical use of the program. But here is the help you have all been waiting for! The unofficial manual has been written especially for beginners und explains the basic concepts in an easy and short way. It comes with a lot of screenshots that make it easy to apply what you are learning into your own program. All these screenshots have been taken from the German version of EEP 10. The pictures are kept small in order to keep the file size of this manual within practical limits. Therefore every screen is not always represented in its totality. But if you run your own EEP-version open in parallel with the reading of this manual it will be much easier to understand and to progress. About the author The author is an enthusiastic EEP user since many years. He began with EEEC and ran through all the EEP versions, acquiring by experience a thorough knowledge about this unique simulation program and the way it has evolved. In addition he is working at the Deutsche Bahn (German railways) so he has the advantage to be able to combine his knowledge from the original and from the simulation. He became very well known through several EEP layouts like Rostock Main Station (EEP6), Karlsruhe Main Station (EEP6), Airport Knuffingen (EEP6), Frankfurt am Main Main Station (EEP10), switchyard Hamburg-Maschen (EEP10) and switchyard Seddin (EEP10). Last but certainly not least he manages a successful EEP-channel on YouTube and publishes new videos on regular basis. The author is also an approved official designer of models and layouts that are published under the initials RI1. 2 Index Preface..................................................................................................................................................... 2 About the author ..................................................................................................................................... 2 1. 2. 2. Installation ....................................................................................................................................... 5 1.1 System requirements .............................................................................................................. 5 1.2 Launch of the program ............................................................................................................ 6 1.3 Uninstall the program ............................................................................................................. 6 1.4 Program settings (programmeinstellungen) ........................................................................... 7 Program structure ......................................................................................................................... 11 2.1 To make a new layout ........................................................................................................... 12 2.2 The 2-D program surface ....................................................................................................... 13 2.3 The Track editor..................................................................................................................... 15 To design a layout.......................................................................................................................... 16 2.1 The context menu ................................................................................................................. 16 2.2 Track connections.................................................................................................................. 17 2.3 Curved tracks ......................................................................................................................... 18 2.4 Switches................................................................................................................................. 19 2.5 Track combinations ............................................................................................................... 21 2.6 Block settings ......................................................................................................................... 23 2.7 Track associated objects (Track objects) ............................................................................... 25 1.7.1 2. 5. The 3D-view. .................................................................................................................................. 28 4.1 To move in the 3D-view......................................................................................................... 28 4.2 Position and save 3D-Cameras .............................................................................................. 29 Immoveables and Landscape elements ........................................................................................ 30 5.1 6. Aid tracks. ...................................................................................................................... 27 Insert and move immoveables and landscape elements ...................................................... 31 5.1.1 Radar window ................................................................................................................ 32 5.1.2 The block tool ................................................................................................................ 33 5.1.3 The block tool ................................................................................................................ 35 The 3D-editor ................................................................................................................................ 37 6.1 To insert rolling stock. ........................................................................................................... 39 6.2 Movement of the rolling stock. ............................................................................................. 41 6.3 The control dialogue.............................................................................................................. 41 6.4 Animated figures ................................................................................................................... 43 3 7. Surface design ............................................................................................................................... 44 7.1 7.1.1 Terrain ground texture .................................................................................................. 44 7.1.2 Building mountains ........................................................................................................ 44 7.1.3 Building ramps ............................................................................................................... 45 7.2 8. The 2D-terrain editor............................................................................................................. 44 The 3D-terrain editor............................................................................................................. 45 7.2.1 Surface texturing ........................................................................................................... 46 7.2.2 To make mountains... .................................................................................................... 46 7.2.3 To make ramps... ........................................................................................................... 46 7.2.4 Scaling of the texture. ................................................................................................... 46 The signaling system...................................................................................................................... 47 8.1 The signal programming ........................................................................................................ 48 8.1.1 The signal contact point. ............................................................................................... 49 8.1.2 Conditional execution.................................................................................................... 51 8.1.3 Changing of signals and switches in manual mode ....................................................... 52 8.2 The contact point for switches .............................................................................................. 52 8.3 The sound contact point........................................................................................................ 52 8.4 The vehicle contact point. ..................................................................................................... 53 8.4.1 The remote control........................................................................................................ 54 8.4.2 The control of axes ........................................................................................................ 54 8.4.3 Couplings control........................................................................................................... 55 8.4.4 Huckepack-operations ................................................................................................... 55 8.4.5 Speed control ................................................................................................................ 55 8.5 The Camera Contact point..................................................................................................... 56 8.6 The Immovable's contact point ............................................................................................. 56 8.7 The Group contact point ....................................................................................................... 57 8.8 The Omega contact point ...................................................................................................... 57 8.9 LUA-Programming ................................................................................................................. 57 9. The Weather system ..................................................................................................................... 58 10. The setup of the layout ............................................................................................................. 59 11. Helpful Links und Tools.............................................................................................................. 60 11.1 Links ....................................................................................................................................... 60 11.2 Tools ...................................................................................................................................... 60 4 1. Installation The installation of EEP is done starting from the DVD or from the Download. In both cases it is essential to make sure you run the Setup program as administrator so that it runs with administrator privileges. In order to do so, go to the Directory where the Setup program is located and right-click on the „Setup.exe“ and make the selection „run as administrator“. ! This is very important because the registration as well as the program settings of EEP will be written directly in the so-called registry (an internal data base of Windows), and in order to be able to do so the program needs the correct privileges. 1.1 System requirements Both the Trend-Website and the official EEP manual indicate the following minimum System Requirements for a correct running of the EEP program as follows: Operating System Windows XP / Vista / 7 / 8 (32 or 64 bit) Processor Dual-Core 2,5 GHz Video Card 1GB memory with Pixelshader 3.0 Memory 2GB RAM DirectX 10 or higher Internet access However it is very difficult to run EEP with such a minimum configuration, larger layouts will be difficult to enjoy as the frame rate will be strongly reduced. From our experience we know that the recommended configuration should be as follows: Operation system Windows 7 / 8 (64bit) Processor Quad-Core 3 GHz Video Card with 2 GB memory with Pixelshader 3.0 Memory 8 GB RAM DirectX 11 Internet access (preferably an ADSL connection as the files containing the models to be downloaded over the internet are often quite big. ! Every single object that is used in EEP will use resources and therefore increase the load on your system. For this reason there is no "optimum" configuration. Everybody has to individually consider what kind of layout he will build and what type of configuration he needs in order to be able to run such a layout in good conditions. However the values above indicate a good average. 5 1.2 Launch of the program It is important to launch the EEP program each time with administrator privileges because the program will store its settings directly in the Windows Registry. In order to avoid to have to make this choice each and every time the program is launched your can mark the application to always run as administrator. To do this go to the Start menu, locate the EEP program logo and right-click on the application shortcut, and then click "Properties". In the Properties dialog box, click the "Compatibility" tab. Select the "Run this program as an administrator" check box, and then click OK. Once you have done this you will not have to worry about this anymore. If more than one user use the PC it is advisable to apply the setting for all users and regardless of which shorcut is used to start the application. In order to enable this click "Change setting for all users" on the bottom of the dialog box on the "Compatibility" tab, and select again the same check box "Run the program as an administrator". ! In the Expert-version of the program EEP10 the program design can be changed as well. However in my opinion this offers a less attractive design and we do not recommend to use this feature. 1.3 Uninstall the program Once you have been infected by the EEP-virus you will definitely not need this facility. That is why we prefer to skip this chapter here. 6 1.4 Program settings (programmeinstellungen) Like many, or in fact all programs also EEP has a good number of settings. You can find these in the Menu list under Datei -> Programmeinstellungen or directly in the toolbar the second symbol from right to left (represented by some tools). Every setting is a science on itself and this is why we give a detailed review in what follows. ! In order to maintain the settings for the next sessions EEP must be started with administrator privileges each time. Qualität des Rauches - Quality of the smoke The higher the value of the ruler the more detailed the smoke will be represented for steam engines, diesel engines and buildings. However the middle position should be sufficient for all. Gleisdetaillevel - Level of detail for the tracks The higher the ruler the smoother the track will be represented. We suggest to put this ruler well over the middle position, after all this is a Railway simulator. Qualität der Funken - Quality of the sparks EEP offers the so called "flying sparks" function. This looks good with skidding wheels and frozen catenary. However more often than not the sparks fly in an uncontrolled manner and in totally inappropriate circumstances so we advise to bring the ruler in the outmost left position in order to deactivate this function. Farbton - Hue With this setting we can adapt the hue to the 3D-view. The recommended position is 0° . Sättigung - Saturation With this setting we can adapt the saturation to the 3D-view. The ruler can easily be positioned a little to the right side in order to give more strength to the colors. Helligkeit - Brightness With this setting we can adapt the brightness to the 3D-view. The recommended position is 1.00. Kontrast - Contrast With this setting we can adapt the contrast to the 3D-view. The recommended position is 1.00. Antialiasing The higher the value, the smoother the curves in EEP. We want to recommend a value of 8 times for the more performing systems. Grafikkartenfilter - Video card filter The higher the value, the longer the textures will remain sharp. We can recommend a value of 16 times for the more performing systems. 7 Rendering-Größe - Rendering size. The higher this value the better the objects will be rendered (read computed). This value should be always be set at 100%. Qualität des Schattens - Quality of the shadows With this setting we can define the quality of the shadows in steps. The higher the setting the higher the quality of the shadows, but also the higher the load on the PC performance. If you do not need shadows you can chose to switch them off by setting "Kein Schatten". Anaglyph 3D This is the setting for the 3D-option in the 3D-view. If you still want to keep your eyes healthy for some time you might consider to keep the option switched off. True Colors Color improvement when using Anaglyph 3D as explained above. Bildaktualisierungsrate bis 30 begrenzen - limitation of the frame rate to 30 By selecting this option the number of computed images will be limited to 30 per second. We recommend to activate this option in order to save PC capacity. Our eyes will see about 24 images per second (also called Frames per second or FPS in short) as smooth video, in EEP as low as about 18 FPS is still acceptable in most cases. Verdopplung der Sichtweite - Doubling of the range of vision Selecting this option doubles the line of sight. This is something for the more performing PC's, but if it does not put too much stress on the frame rate a good overview of the layout is always an advantage. Bloom-Anfang - Bloom-Effect start point This option sets the position of start point for the Bloom-Effect. The recommended setting is 1.00. Bloom-Stärke - Strength of the Bloom-Effect The setting for the strength of the Bloom-Effect. If you can work without a Bloom-Effect just leave the value at 0.10. Lautstärke - Sound volume This setting defines the internal program sound volume. However it is better to use the Windows volume setting. Auto-Sicherung - Auto-save This setting defines the time in between two automatic savings of the active layout. Framerate anzeigen - Frame rate indicator If this option is selected the number of images per second (FPS Frame rate) will be shown in the upper left corner of the 3D view. Uhrzeit in der 3D-Ansicht zeigen - Time indicator When this option is selected the game time is shown in the upper right corner of the 3D view. Anzeige der Geschw. Und Kameranamen - Indication of the speed and name of the camera The speed of the selected rolling stock and the name of the active camera will be shown in the bottom right and bottom left corner of the 3D view respectively. 8 Modelle bei jedem Start scannen - Scan models at every program launch When this option is selected the model data base will be scanned at every program launch. This takes a lot of time and is for normal use totally unnecessary. Modelle beim nächsten Start scannen - Scan models at the next program launch When this option is selected the model data base will be scanned and updated at the next program launch. Again this takes a lot of time and is for normal use totally unnecessary. Freie Bewegung der Fenster - Free movement of the window This option lets you freely move the control dialog window and the radar window. Is certainly worthwhile in case of use of two screens, when these windows can be placed on the second screen. Licht an/aus automat - Lights on/off automation The lights of rolling stock and buildings will be switched on with the change from day to night and off when night becomes day. Kein Rendering unter Anlagenoberfläche - No rendering under the layout surface Any objects under the surface of the layout will not be computed when this option is selected. This needs to be deactivated as in this case e.g. the staging yards will not be computed. This can create problems with tunnels, as these will not be computed continuously and gaps will be created in this way. Kfz-Antikollisionskontrolle - motor vehicle anti-collision-control Vehicles on roads will automatically keep a minimum distance and adapt their speed to each other. Luftdruckwelle beim Passieren von Zügen - Air pressure wave when trains pass The 3D-view shakes when the camera position is close to a train. Can be fun, but will get on your nerves in the long run. Therefore we recommend to disable the option. Dynamische Bewegung der Landsch.-Elem. - Dynamic movement of the landscape items When the option is selected the landscape items will be pushed to the side by the air pressure of the passing trains. It is a nice gimmick, but when looking at the trees we have the impression they will soon be breaking away. Kameraorientierung in X/Y-Achse invertieren - Inversion of the camera orientation over the X/Y axis The control of the camera will be inversed over the X respectively Y axis. Alle Objekt-Typen in 3D editierbar - All object types can be edited in 3D All objects can be edited in the 3D-Editor and not limited to the active category. Reale Zeit als EEP-Zeit übernehmen - Use the real time as EEP-time If selected the real time will be taken over as EEP-time at the moment the program is launched. Ausblenden von kameranahen Objekten - Hide objects close to the camera. Objects close to the camera will be hidden so they will not obstruct the line of view. Although in some cases it can be helpful, it is often disturbing in the long run. Regenwasser aufwirbeln - Rainwater Whirled up Vehicles whirl up water at their wheels. Good to use when it is raining on the layout, but for normal use it has no importance. 9 EEP Ereignis Fenster - EEP event window In the 3D-view an additional window is displayed in which the commands of the LUA programming will be shown. AVI (fps) The number of images to be recorded for a movie recording. External programs will generally perform better for this. Länge des AVI-Films (Sek.) - Length of AVI-movies (sec) The length of the movie to be recorded. Again, external programs will generally be better for this feature. 10 2. Program structure With the first launch of the program the Main Menu will appear. We will shortly explain the different selection blocks: This block is to start a new, empty layout. At the first launch the flag "DEMO!" will be accessed here that will load the layout "Hairpin LAUSCHA". However as soon as you have saved at least one own layout, you can immediately start your last layout from this block. This block is to load one of your earlier layouts. This block will load the official EEP manual. This block will start the official EEP trailer. However an operational internet connection is necessary. 11 2.1 To make a new layout Choose the "Neue Anlage" block by clicking it and a setup screen will appear that will define the basic characteristics of the new layout surface: ! The surface can only be made in rectangular shape (calculated in number of squares). A "L" or "T" shape can only be made using some tricks. The set-up possibilities concerning the length and width are located here. The third selection criteria is the grid density. This is a rather delicate matter as it will have an important effect on the flexibility to work with the layout as well as the load on the Computer. We would define the ground rule as follows: The higher the grid density the easier to work on the layout, and the higher the load on the computer. We recommend to use values between 125 and 250 that can be considered as a healthy average. ! Do not start from the beginning with a layout with a size of 10x10km. Not only will we have problems to fill such a surface, but moreover it results in a maximum grid density of 89 Nods per km what is too low a value. Rather start with a small layout (e.g. 2x2km), you can always increase the size when the needs arises. In the landscape generator we will have to define the first preferences of the layout surface. The surface back ground can be chosen in the Bodentextur-Motiv. To start we suggest to chose any motif that starts with "EEP7_". This will be spread over the surface and gives a healthy image. We would recommend for your first layout to use "EEP7_Sommerwiese1" as this defines a green summer grass surface and therefore fits many design situations. Hereunder is a ruler for the mountains that will be provided as standard. However the use of this setting is so imprecise that we do not recommend to use this. We will discuss better possibilities later on. If you are happy with the settings just click the OK block. 12 2.2 The 2-D program surface So far so good! You have made your first layout surface. Now the basic tools are waiting for you in a very well-designed 2 dimensional menu: On the you will find the menu bar. We will explain the individual tabs later, for the moment we just note where they are. Under the menu bar we find the tool bar. This becomes a lot more interesting for us. From left to right: - Start a new layout - Open a saved layout - Save the open layout - Save open layout under a new name - Open a block (grayed) - Save a block (grayed) - Mark a block (grayed) - Copy a block (grayed) - Insert the selected block (grayed) - Undo one step (grayed) - Redo one step (grayed) - Zoom-in the 3D camera - Zoom-out the 3D camera - Center the 3D camera in the 2D view - Fix the camera on a rolling stock - Place a camera - Save the active camera - Selection of the saved camera - Weather set up - Program set up - Define a LUA script (if available) 13 In the bottom left corner there is a small continuation of this toolbar: From left to right: - Change to 3D view - Spline function (grayed) - Show/ hide the gridlines - Show/ hide the ruler - Blend is or out the texture colors - Zoom in the 2D view - Zoom out in the 2D view Directly underneath this we find the status bar, although the information contained herein is not interesting for the user. Now to the more interesting part, the vertical tool bar: 2D Overview Track editor (Railways) ! Track objects (Railways) Street editor Street track objects Rail editor (trams) Rail track objects Omegas Immoveables Landscape elements Surface design Signaling systems Goods Waterways Waterways track objects Steering tracks + GBS 14 With a right-click on the separation line between the 2D surface and the vertical tool bar, the tool bar can be minimized on the left side, and from there it can be restored again. 2.3 The Track editor Let's now activate the Track editor block. Also here there are of course a number of blocks that we definitely need to know. Fortunately these blocks are the same in all editors! Choice of Track design. Lay a single track. Lay a three way switch. Lay a two switch. Lay an end track. Delete the selected track Electrify the track Absolute height (as from 0.00m) Relative height (as from layout surface) Height at the start of the track / Height at the end of the track / Adapt to underground Any value in the "Ausgleich" field will increase the adapted height with the value indicated. Multiply tracks: to the left / forward / to the right / inverse the copied track / keep the track design identical (or alternatively use the one chosen above) / distance between the track and the copy 15 2. To design a layout 2.1 The context menu Let us start with developing our layout surface, this will be the easiest way to learn the different symbols and their function. Therefore we will chose the function "Lay a single track" and click somewhere in the 2D window. Great! Our track has arrived and is positioned on the layout surface. With this track we can do a lot. Let's start first with right-clicking on it. A context menu will appear that will look for each individual track as follows: Do not get confused by this many fields, many will be self-explanatory. Pos. X – defines the position of the track to the right (+) or the left (-) from the middle position of the layout with millimeter precision. Pos. Y – defines the position of the track to the upwards or downwards from the middle position of the layout with millimeter precision. Abs. H. – defines the absolute height of the track. Rel. H. – defines the relative height of the track in relation to the surface. Winkel z – defines the angle of the track in relation to the horizontal line. Skalierung – allows to scale the track 16 Right next to it is the location for the track characteristics. For the moment we do not change anything here, the default values are satisfactory for now: Winkel(a) – The angle of the curve of the track Länge(l) – The length of the track, with default value 60m ! The best is to use 90 m tracks as Biegung (z) – Gentle gradient of the track in ° they reduce the load on the computer. E.g. for a total length of 180 m only 2 segments are needed instead of 3 segments of 60m. Steigung(m) – Linear gradient of the track in m In the next field we find the Gleisüberhöhung or cant. In contrast to the real railways this is here expressed in Degrees (°) instead of millimeter. These values will create some headache, we will come back on this later. For now it does not concern us yet. Next to this we find the „Weitere Einstellungen“ or additional settings. These are limited to the electrification of the track, in other words whether a catenary is available or not. We can still influence this in the next Field where we can define the zigzag effect. In the real railway world the zigzag is 40 cm to the left followed by 40 cm to the right. The special settings for switches are located underneath. However we do not need these for the moment and anyway they are grayed. 2.2 Track connections Now we have arrived to the essential EEP matter: the connection of tracks. Fortunately EEP offers us an optimal assistance - the so-called magnet function. However this does not work always. It is therefore necessary to know the distinction between both ends of a Track. EEP uses two different symbols as follows:: The green arrow on the left side indicates the beginning of the track, and shows the direction of the track. The green point indicates the end of the track. In order to use the magnetic function we have to be careful to always use beginning of track on beginning of track, or beginning of track on end of track. From the end of track out the magnetic effect will be inactive. 17 If everything has been done right the new track will be automatically docked on the original track. This will look as follows: Tracks that are correctly connected will be represented within EEP in blue color. Hmmm, and why are both tracks still yellow? Well simply because one side is still unconnected. The tracks turn blue only if and when both sides of the track have been correctly docked. Let's add a third track: Yep, now it makes sense. Congratulations, this was the first step in the making of functional layouts. Probably by now you will be plagued by the question: "I do not want to always drive in a straight line. How can I make curves?" The question is more than justified and therefore we go straight to the next chapter: 2.3 ! If your tracks remain yellow the serial number has been wrongly entered at the moment of installation where O (Oscar) and 0 (Zero) and/or I (capital India) and l (small lima) were interchanged. Curved tracks EEP presents us with two possibilities to make curved tracks. The difference is in the accuracy. One option has already been discussed, the Winkel(a) or the angle of the curve in de context menu. When you enter the number "90" as value of that field you will obtain an exact 90°-angle curved track: Of course there is an easier way. Remember the end of track and beginning of track? Both these symbols are useable even if at first sight they do not work like this. Bring the cursor over the green point of the track ending. The cursor will change into a rounded double arrow. Isn't this an open invitation? Keep the left mouse button pressed and drag the mouse in any direction you want: the track will follow your direction. You don't have to do anything more than this to curve the track in the direction you want: ! The same is valid for the beginning of the track. But you have to realize that in this case more changes are made to the track than just the curve angle (a). 18 2.4 Switches As we can now curve our tracks in any direction we want there would be no objection to get to the constructions of switches, right? So let's just do this! Select the symbol for the two way switches and click again in the 2D window. The result is a track that looks quite normal, if it was not for a black square connected to the end of the track. In order to make a switch in the correct way we always need to install the straight part before the curved part. If not enough importance is given to this in the beginning problems will arise when automating the layout later. So let's dock a straight track to the switch and you will see that the black square is the sign for us something is still missing. Now we dock the second track to the switch and curve this track in the intended direction, otherwise both tracks will interconnect one on top of the other. This can be useful in some cases, but not in this case or this moment. The switch should now look like this: Notice the change at the start of the switch: we see a greenish arrow and a number with 4 digits. The number (0001) indicated the internal ID of this switch, in this case the ID number "1" as there is nothing else that can play a role in the automation of the layout. The arrow indicates the actual position of the switch, in this example to the left in order to take the curve. Now right-click on the arrow on your screen. When the position of the switch now shows "Direction: branch out" you made everything correctly. If not you probably interchanged the straight and curved track. As mentioned before it is not important for the start, but can be quite confusing later. So the best is to do it right from the start. From both these two track segments we can continue to build as we want. But hold it, did we not mention another type of switch? Right, you can also make a three way switch. The way to use this feature is entirely the same principle as the two way switch, only that we need to define a third segment. This is called the "Codiverging". Such a type of switch does has been forgotten in the real world. They exist in small numbers, and are limited to secondary lines and loading areas, but even there they become increasingly rare. 19 The principle of a three way switch in EEP - without going into details of the exact construction, looks as follows: But wasn't there something else? Did we not leave out an item from the context menu? Correct! The switch settings can now be defined. So let's open the context menu of the switch we just made: Let's start on the left side. In this field we can change the position of the (in EEP so-called) switch lantern. The default setting is "automatic". However it can happen that the lantern should be positioned on the other side. Therefore you can chose the lantern on the right side "laterne rechts" or the lantern on the left side "laterne links" and the lantern will be positioned accordingly. When you chose the position hidden "versteckt" the lantern will be invisible in the 3D view (but still visible in 2D view). On the right side of this field we can link this switch to another switch or a signal, the so-called cascading. We will come back on this later. The grayed area at the bottom is to list the contact point related to this switch. We will come back on this later as well. But do you really want to make every switch by hand? Any possible configuration? Of course not. EEP offers us preconceived switches. And this introduces the next chapter: 20 2.5 Track combinations Track combinations are extremely useful for an easy start and give a first look at the complexity of switch assemblies. In the beginning of this manual we left the Menu dropdown lists aside. However now is the right time to use them. Let's open the "Bearbeiten" tab: Isn't it wonderful how many awesome things we can do here? A dream... We shouldn't get too much involved for the start in this huge selection. Just go with the mouse over "Gleiskombinationen" (do not click). A second drop-down menu opens: Now several track combinations can be chosen. We will learn the meaning of the different terms later, as soon as we use them. ! Try not to become too dependent of these combinations. Indeed they will tempt you to build layouts that are too straightforward, something that will look too artificial. 21 Now click on the point „Abzweig“ to make a diverging track. A setup menu will appear: Do you feel the tingling in the fingers? Finally setups about setups. Winkel(a) – the angle of the diverging track Radius(b) – the radius of the diverging track Abstand(c) – the distance between the straight track and the diverging track Anzahl – the number of diverging tracks (does not have any effect in the „Abzweig“ definition) On the right side we can select whether the diverging track will be on the right or left side. Pfff... all these settings that we have never heard from. Is it not possible to do it more simple? Sure, EEP helps us further... Open the dropdown menu on top of these setup fields. Here you will find a number of predefined settings that are also available in the real world. Just help yourself, it will not come easier! 22 As soon as you have decided on what kind of switch you want to use make your selection accordingly and confirm your choice by clicking OK. You will now see a so-called block in the 2D-window: At the moment this block is colored purple, as it has not yet been activated. We will not activate at this moment. Make a right-click in the inactive block. Yesss... finally... more settings! 2.6 Block settings These are the so-called block settings. Verbindungen berichtigen – Repair the connection between the individual track segments. Gleis elektrifizieren – All tracks show power lines (checked), no power lines (empty) or unchanged (crossed) Gelände an Gleishöhe anpassen – Adapt the height of the layout surface to the block Pos. X – Position of the block in the horizontal axis of the layout Pos. Y – Position of the block in the vertical axis of the layout Pos. Z – Position of the block in the height Drehung – rotation of the block Agreed, we do not need all this at this moment, so we will just ignore everything first and confirm our selection with OK. The block becomes now active and we have inserted a switch: 23 Let us now try to insert an oval based using our newly acquired know how. Of course you can chose to do this using curves that you defined manually or by using a precise angle using the context menu. This oval will first consist of 8 tracks: Of course this will be sufficient to let a locomotive drive in a circle, but we are not on making a model railway. We want to have at least one siding track and one railway station. So we delete the top right straight track element and replace it with a switch. The siding track will have a distance of 5 meter from the main track. Up to you whether you want to make the switch manually or using the track combination feature. The result should look like this: We have added a terminating track to the divergent track. This is characterized by the representation of a buffer stop and by the fact that it has to be connected only from one side. Now we want to make a railway station. The easiest way to do this is using track following objects or simply track objects (Gleisobjecten). 24 2.7 Track associated objects (Track objects) In order to insert a track object, click on the corresponding symbol on the vertical tool list (just below the track editor). A tree menu is opened (figure 1). Open here the folder "Gleisobjekte" or Track objects followed by the folder „Bahnhöfe und Bahnsteige“ to get to the stations and platforms, and finally the folder „Bahnhöfe“ to get to the stations (figure 2). Here you can chose a railway station. In order to familiarize yourself with track obects we just select the station "Bhf Susendorf". Do not get upset by the disappointing quality of this model as this is art of the very basic models for EEP. For our purpose now it is just what we need. ! Given time the railway stations as track objects will rather go to the background as they often do not offer enough flexibility. Therefore try to build stations as soon as possible in combination with Splines. Click on the station to select it and after this simply click int he 2D window. We obtain a track wit a grey box connected to it - your first track object. 25 We can use these boxes like a normal track segment - quick and easy. But do you notice something? Right! The green triangle and point are missing. So how can we recognize the beginning or the end of the track? Fortunately, EEP will always place the track objects with the beginning of the track at the left. For this reason a perpendicular line is positioned at the end of the track. Now try to integrate the station in the oval and more in particular at the position of the bottom left straight track segment where the building will be at the inside of the oval. As it might be a bit tricky we provide you with a step by step indication on how to do: 1. Delete the straight track segment we want to replace. 2. Dock the end of the track object to the end of the freed track segment (at the right side) 3. Insert a new track and close the open end. Right, it all fits. Hmmm... but somehow the rail segment of the station is much too small. We should add a platform. Therefore to in the track object menu to the folder „Bahnsteige“ and chose there the platform „BhstgSusendorf“. Position one before and one after the railway station building (of course you need to delete the connecting track segments in order to do this). So far so good. But on the right platform something is wrong, it seems the platform is on the wrong side. Of course we will need to change this. Therefore fill the remaining track openings with additional new track segments. 26 Now it is easy to simply take out the wrongly positioned platform and dock it back again to the same track segments, but this time track end to track end of the adjacent track. Great! You have correctly positioned the first own railway station on the layout and at the same time learned something new: the use of aid tracks. 1.7.1 Aid tracks. What do we mean by aid tracks? Well, we already used the principle. Rail objects have the limitation that they are not always in the direction that we would like them to be - you have seen a good example with the platform. Aid tracks are track segments that will be deployed only for a short while that have as only purpose to serve as connection point for a track object in order to, for example, turn these with 180°. As we have already seen that we cannot use the magnetic connection with track beginnings. Our layout will now look like this: Probably you have been wondering all the time what would be the purpose of the green lines in the 2D-window. These green lines indicate the line of sight of the camera in the 3D-view and this is just where we want to go. Click therefore on the bottom left, on the colorful cube. 27 2. The 3D-view. Now this looks more like a railway. Finally 3D-forms and something that resembles a track. But do we have to look at this camera position all the time? Of course not! 4.1 To move in the 3D-view There are different possibilities to move in the 3D-view. The buttons to zoom-in and zoom-out the 3D camera represented in the toolbar are relics of times past - you can easily forget about them. In 3D your keyboard and your mouse will be your best assistants. Therefore I have given a small overview of the so-called hotkeys: R Space key Page up Page down Arrow keys Mouse wheel Right mouse button pressed Shift key pressed Zoom out Zoom in Camera upwards Camera downwards Movement of camera view Zoom in or zoom out Free movement of the camera Acceleration of the camera movement With some exercise you will quickly get the feeling to travel over your layout and you will acquire the overview of the evolution of your constructions. It is possible that you like a given camera position and want to use this position often in future. Therefore we have the possibility to place the camera and save its position. 28 4.2 Position and save 3D-Cameras Do you remember the symbol to be used to install a camera? No? A small tip, it was one of the following: Right, the second from left. Select this now and draw a camera in the 2D-view. The longer you drag this the more you will see in the 3D-view. As soon as you release the mouse button EEP will change into 3D-view. ! In case you do not release the left mouse button but rather end with a right click the camera will be positioned but EEP will not automatically change the view into the 3D-view. Try it out while you position the camera on the railway station and position the angle a little from a high perspective. Something like this: Perfect! This is exactly how to position cameras in EEP. Now we want to save this perspective. In order to do this select that symbol to save camera positions (tip: the orange diskette will guide you to the right way). 29 What do we have here? Right, finally again setups! Kamera auswählen – Select a saved camera in order to overwrite it with the camera position used. Name – The name of the camera position that will be saved. Kameramodus – Select whether the camera will be static or dynamic. To save a camera you choose a name, like for example "Susendorf railway station" and enter this in the field "Name". If appropriate you can setup the camera as new position by clicking on "Neu". We leave the mode as static for now, we will explain later the dynamic mode. ! Cameras are a bit difficult to delete. In case you want to change a camera position you will have to overwrite it with the new camera position and rename the camera if needed. In order to recall the saved camera position you simply select it from the menu drop down box in the middle of the top. This way you can recall the camera at any time from any place when needed. 5. Immoveables and Landscape elements But somehow the layout is quite boring like this, no? We can solve this with some specific immoveables and landscape elements. Let's return to the 2D-view to the symbol of the page with the pencil at the bottom left. Now select in the vertical tool list the symbol for immoveables (Immobilien). Now we know the concept already. Indeed, all selection menus of the 2D-view are built in the same way. 30 5.1 Insert and move immoveables and landscape elements Open the main directory "Immobilien" to select the immoveables, then the subdirectory "Industry" and there once more "Industrie (Hauptgruppe)". Select the "Lagerhaus2" building and position it with a click in the 2D-view. A symbol in the form of a factory will be displayed: This represents the warehouse that we have selected. Does it somehow look to simple? No worries, also in this case we will have sufficient settings. So just make a right-click on the symbol. We recognize the positions as well as both values for the height, and also the scaling. There are 3 new rotation values: Drehung X – the strength of the tipping in ° Drehung Y – the strength of the slope in ° Drehung Z – the rotation of the building In the grayed field "Steuerung der Achsen" of control of the axes we will be able to reposition the axes of the building for as much as they are present. We will learn later what we can do with this and what the properties of these axes are. Let us leave the settings as they are for the moment, we can have fun with them later. Let us now leave the context menu by cancelling the operation clicking on "Abbrechen". 31 Now we want to bring the warehouse in the required position, so we have to drag it. Bring the mouse position over the white rectangle around the item. The mouse pointer will change in a cross consisting of 4 arrows. If you now keep the left mouse button pressed and move the mouse, the warehouse will be dragged. And now we are at it, if you want to turn a immoveables object you should bring the mouse pointer to the oval in the middle, the mouse pointer changes into a 270°-arrow. Again keep the left mouse button pressed and move the mouse - the immoveables object is turned accordingly. ! Double-click on the white oval and the immoveables item is turned with 90°. Excellent. You have learned the basics in handling immoveables objects. This is exactly the same way for the landscape objects like trees, bushes, figures, etc. Now try to put the warehouse on the top of the end rail segment. Make sure the loading bay is also on the right side of the track and not on the opposite side. As you cannot recognize the position in the 2D-view you will have to use the 3D-view. Do you think it is difficult to connect the loading bay correctly to the rail segment? There is help on the way, and more in particular using the 5.1.1 Radar window Change back to the 3D-view. Have you ever noticed the rather big window below right? This is the so-called radar window. Here you can find a 2D-overview of your layout in addition to the 3D-view. And not only this, you can move a number of objects from this window. Just try it. If you camera is still focused on the warehouse, click on the button "center the camera", this is the third button from left to right: The view in the radar window will directly go to the camera view: 32 Now click on the warehouse in the radar window and drag it, in the same way we have learned before, till the loading bays are correctly positioned on the track. The building moves in parallel in the 3D-view. At the end it should look somewhat like this: ! If the radar window is too big or too small you can easily change the size by moving the mouse pointer to the edge of the window and change the size by holding the left mouse button. A click with the left mouse button minimizes the window - this can also be done with the TAB-key. 5.1.2 The block tool At the start we already briefly mentioned blocks. Blocks are a wonderful and simple method to delete, move or turn several immoveables or landscape elements at once. Let's try it with the warehouse. Go back to the 2D-view and select in the top toolbar the button for "define block": You will now see a rectangle under the mouse pointer. Drag the mouse by keeping the left mouse button pressed so as to draw a rectangle around the warehouse. 33 Do you remember this view? Right, when we were looking at the track combinations we did already see this. When you now make a right click in the rectangle you get the same setups, but the fields concerning the track options will be grayed. But we know this already. The intention is this time to save and re-open a block. That this block is consisting of only one building is for demonstration purpose. You will quickly observe that the selection of several building or landscape elements at the time is the real purpose of working with blocks. We have two possibilities to save a block. The first option is to click in the setup menu and select "Speichere Block" (to save a block) and just save it in this way. The alternative is to go back to the Toolbar and click on the appropriate symbol: In order to open the block after saving it you simply click on the button right left of this. A selection window will open where you can find the saved block. Select this block and confirm the choice by clicking on "Open": The block will now appear in selected format on the layout. You can change again using the setup menu or simply move and drag as we already learned. It is however possible that we want to copy a block without saving it. Also this has been anticipated. Again two possibilities for this. Select once more the warehouse with the Block mask. Now you can copy the selected block using Ctrl + C and move it as you wish and insert back using Ctrl + V. But if you prefer not to use the keyboard you can use the button to copy blocks in the toolbar: 34 5.1.3 The block tool Now we want to explore a bit more concerning the landscape objects. Therefore let's select in the vertical tool list the button for landscape objects "Landschaftselemente". You get the well known selection menu. Open the main directory, then the "flora" directory and there the "vegetation (hauptgruppe)". In the choice you will find landscape objects that you can select as many times as you want. Select here the „Kopfweide 6m (v7 Sommer)“. ! If you know the first letter of the object you are looking for, you can simply key in this letter on the keyboard and the selection will jump to this letter - this works also for full words. Let's insert the left half of the oval with this tree. Even with repeated clicks this will take some considerable time and looks neither nice nor real. However also here is some help from EEP: the block tool. To activate this we select on the menu list the heading "Bearbeiten", on the bottom of the drop down menu you will find our wonder tool. In the beginning it works like the block tool. Therefore draw a rectangle around the left half of the oval. This will shown with red dots. But careful! Do not simply click in the rectangle once it is made. Indeed, there will be some more nice setups that are waiting for us. Just make a right click in the newly defined rectangle. 35 Minimaler Abstand – The distance between the inserted objects and other objects or Splines in meters. Kleinste Skalierung – The smallest scaling that can be applied to the objects. Größte Skalierung – The largest scaling that can be applied to the objects. Maximale Objektanzahl – The maximum number of objects that can be inserted in the rectangle. Modellerotation von: Minimum random rotation in ° Modellerotation bis: Maximum random rotation in ° Define the setup in a way that we will insert the trees with a distance of 3 meter between each other. The scaling should be between 0.7 and 1.2. We do not want more than 40 objects inserted, and they can be rotated from 0° up to 350°. As soon as we have filled in the appropriate values we confirm everything with a click on „OK“. Of course now we want to see the result of our efforts. Select „Kopfweide 6m (v7 Sommer)“ once more and click once within the rectangle defined by the red dots. Great! In 3D it should look something like this (it will not be exactly the same as the block tool works randomly): ! The minimum distance works also for Splines, so no trees will end up on the tracks. 36 6. The 3D-editor After you have learned how to build a layout in 2D it is time to find out that it is all a lot easier in 3D. For this purpose we have the 3D-editor that we can activate if we click on the button that has been provided for this purpose: At the position where for the moment "Rollmaterial" has been selected you can find the different categories that are already well know, including immoveables and landscape elements. So select for now the immoveables (Immobilien) and open this time the Directory "Stadt" (city) and "Stadt (Hauptgruppe)". Look for the "Stadt-Mietshous 2". Select it by clicking it and after this, click in the 3D-view at the position where you want to insert the building. And... voila! Here it is. At the left top corner you can see the most important properties of this object, being the position, the rotation and the scaling. Yes and how to move this building now? Just try it with a normal click with the left mouse button on the building, and the building starts flashing happily, but we cannot move it yet. So just click on it using the right mouse button: 37 All right, this looks better. Here you have a new dropdown list. To move the building we just select "Object editieren, verschieben" and we can now move it as we want as long as the left mouse button is pressed. If you press the Ctrl key at the same time we can change the vertical position. To turn we select "Object drehen" and keep the left mouse button pressed. To delete the building we select "Object entfernen" or we just press the Delete key on the keyboard while the object is flashing. If you are missing a few setup possibilities you can locate the context menu under "Objekteigenshaften". In the model properties you find the general information of the model, including for example the designer. As usual all these functions also work with the landscape objects in exactly the same way.. But let us now finally look at the most essential features of Eisenbahn Exe Professional: the Railways. We have already a beautiful oval with a railway station and a siding, but should we not have something driving on this? 38 6.1 To insert rolling stock. The 3D-editor is still open. Select on the choice menu the tab rolling stock, the one with the small steam locomotive as symbol. Again in this case open the main directory. The selection field should look as follows: Although it is hard to see we can chose between the railways (Bahn), tramways (Straßenbahn), road traffic (Straßenverkehr) , air traffic (Luftverkehr), waterborne transport (Schifffahrt) and machinery (Maschinen). Of course we will position a train on the tracks, so open the directory for railways. At this time we are making a layout in standard gauge, so we open the corresponding directory for 1435mm. At this point we can chose between locomotives, wagons, railcars and light rails. At this moment we just want to insert a diesel locomotive with 2 coaches. Therefore open the directory "Lokomotiven" followed by "Diesel" and choose any preferred locomotive. For this example we are using the "BR232 277-4 v10". As soon as you select this he will appear in the preview window. To this locomotive on the tracks we have two options. One is to click on the rail segment of our choice in the radar window, or else to click on the rail segment of our choice in the 3D-view. As soon as we have done this a small window will open with the name of the rolling stock. You can either change this now, or just leave the original name as we normally would do. 39 Confirm your choice by clicking on "OK". The locomotive should now stand on the tracks in the 3Dview, ready for action. Great, we can already smell the diesel exhaust! In the same way insert now 2 coaches. In order to do this open the directory "Wagen" and find your preferred rolling stock. Coaches or wagons as you please. For this example we have chosen the "DB AB4yg-56 EpIII". Now this looks great, but it is still not a train, or will the locomotive pull the coaches with magical force? This brings us to: 40 6.2 Movement of the rolling stock. Like so many times, again 2 possible ways to couple the rolling stock. As we are still in the 3D-editor we will use the option in this view. So make a right-click on the locomotive. As was the case with the immoveables a window will open, but obviously in this case we cannot rotate the locomotive but we can influence the couplings. As they are activated by default we will leave it like this for the moment. In the middle of the window you will see the selection "Rollmaterial wenden", this can be used to turn the locomotive, or later the whole train, over 180°. Now chose the first selection being "Objekt editieren, verschieben". Now you can move the locomotive freely over the rails, a bit comparable to the buildings before. So move the locomotive to the back in order to couple it with the two coaches. After each coupling you have to press the mouse button again in order to realize the coupling. As soon as the whole train can be moved back and forth with the mouse we know the coupling has been correclty made. ! The train will be known to EEP as a so-called train consist and gets the name of the first vehicle that was moved. So in this case we get „#BR232 277-4 v10“. And the second option? Well this will bring us to the fun of driving in EEP. 6.3 The control dialogue For sure you have seen the window just next to the radar window where three slide controls are available. This is your control unit or in EEP-slang the control dialogue. In order to get this back on the screen click on the second button from the top left. In the initial view you are in the so-called automated mode. Here you can enter a speed that the train will try to achieve and keep constant. 41 If you prefer you can also operate the train entirely by hand. In order to do this click once more on the same button in the control dialog. The manual control window will open that will be relating to the active rolling stock, in this case the locomotive. The slide controls are quite simple, the top one controls the speed (Fahrstufe), the one below the brakes (Bremse) and the bottom one the direction: forward or backward. In the top right is a selection field named "Tastenkürzel" where a key combination can be defined in order to locate the locomotive very easily. Just below this is the control of the couplers. The meaning of the controls is from top to bottom: rolling stock coupled, rolling stock uncoupled, coupling deactivated. In the coupled status we can couple with another rolling stock, but when in deactivated status other rolling stock will be repelled and the coupler is not active. Just below this is another field, where at the moment the text "Fenster_H_L" is displayed. This is the control of axes for the rolling stock. Do you remember this with the immoveables? This is also available for rolling stock. This relates to the moving parts on rolling stock. We will come back on this later. Now we know how to drive a train you should make a few rounds, whether in automatic mode or manual mode. But not faster than 50 km/h! ! Depending on how the train has been put on the rails he can move in the opposite direction. IN this case you just enter a negative value for the speed or you drive backwards or you turn the locomotive. However in this last case you will have to decouple the coaches first. I guess it is a bit boring in the long run to look at the train making rounds all the time. Why did we invest so much effort in the making of a railway station if the train does not stop there? And shouldn't there be some passengers waiting? But of course! 42 6.4 Animated figures Just put a few people on the platform now. You have already learned how to insert landscape elements and change the height. But wait, it is not enough just to insert them! you can also chose between static and dynamic figures. Static figures are found with the landscape elements in the directory "fauna" and then with "Menschen" or people. These will not move but will be fixed on the surface. There is something better. One of the new features that was released with version 10, the so-called omegas - moving figures with what we would be able to simulate masses. However we better forget this, it would have been better have been called alphas as they are uncontrollable, unrealistic walking figures that rather do what they want than that what you had in mind for them. Than we prefer the animated figures. You will find the two variants in the basic set as rolling stock. They have been intended for the use of footpaths. In order to have these dynamic figures on your platform you will need these figures as landscape elements. But the only way to get them is over the Trend-shop for a certain purchase price. Well let's pass on this. Let's just position some static figures on the platform in order to at least have something that looks like living. Right, now we have passengers. However as we are in a railway environment where the passengers have long waiting times (wink wink) we better start with the surface design so that there is some outlook in the layout. 43 7. Surface design 7.1 The 2D-terrain editor Change in the 2D-view to the terrain editor. This editor looks not so well organized but then it has not changed since the very first editions. At the top you will find the settings for the height of the terrain: to make ramps and mountains. The three fields just under that provide setting for the height, the inclination and the width of the ramps. The symbol in the middle allows the use of weather zones, we will see this more in detail later. At the bottom you will find the terrain editing. Here you will find the settings for brush size, the activation of the brush and the choice of terrain texture with the coloration. 7.1.1 Terrain ground texture The texture in the 2D-view is represented in a very basic way. In the drop down menu you will find nice ground textures well sorted in directories. The textures displayed in red font are pure 2D textures while the textures that have a three dimensional effect are listed in blue font. At the end of many textures you will find the indication "LQ" or "HQ", this refers simply to Low Quality or High Quality and the difference is in the resolution of the texture. ! Also in this case the same principle is valid: the more HQ or 3D textures will be used, the higher the load on the PC. 7.1.2 Building mountains To build your own mountains just select the top right button. By doing this you activate the fields " Höhe" or height, and " Glättung" or smoothing. To start you do not have to be concerned about the smoothing, this will only influence the edge of the mountain. Do rather concentrate on the height. In this field you can enter the desired height in meters, up to two digits after the comma. In order to build the mountain in 2D you draw the surface you would like to see - you can chose any format as long as the circumference is closed. Doing this you have defined the top part of the plateau. Now you draw a second surface around this. With this second drawing you define the foot of the mountain. The closer the second circumference is to the first, the steeper the flanks and thus also the further away both drawings are from each other, the smoother the flanks will be. 44 7.1.3 Building ramps It is however possible that you would like to build an access ramp to this mountain and should go around the corner. Therefore we need ramps. To make ramps you chose the left button. It will activate the field "Rampenbreite" that defines the width of the ramp. So just enter the desired value in this field. As an example we will use 10m. After this click at an position of your mountain and keep the left mouse button pressed. Pull this into the desired direction and a red line will follow. This red line indicates the path along which the ramp will be created. As soon as you release the mouse button the ramp is made. It is not necessary that the endpoint of the ramp is at level 0, it can also start from another mountain or hill. 7.2 The 3D-terrain editor This gives you an idea how difficult it was in the begin times of EEP to make mountains or represent mountainous landscapes. Fortunately the 3D-terrain editor was conceived some while ago. You can find this under the 3D-view and more in particular as the bottom left button. Here you can see from left to right and top to button following selection choices: Make smooth maintain tops; make peaked mountain tops; make flat mountain tops; adapt the surface; take over the surface height; build ramps; fade or brighten the texture; Pipette tool; brush tool; turn the texture; scale the texture; block the selection; brighten the texture; chose the texture; make a mountainous landscape; alignment; brush size; scaling; intensity. 45 Just next to this is the location of the texture selection, that we already learned in the 2D-window. On top of this, where at this moment "Kein Motiv" is displayed, is the location of the texture combinations that we already discussed when we had it about the start of a new layout. You can again apply this separately and therefore more selective. ! Please note that when a motive has been selected, the choice of texture just underneath is not more active and any selected texture cannot be applied. 7.2.1 Surface texturing In order to apply a texture to the layout surface in 3D-view you can simply select the texture of your choice and spray this directly on the intended surface with the spray tool. With the ruler "Bearbeitungsgröße" (processing size) you can define how wide the spray tool will be. The ruler " Intensität" should be left at value 1, as otherwise darker areas will be inserted automatically. As only one texture would be too monotonous you should mix it with other textures. Or even more simple is to select a motif, where different textures will be mixed immediately when applying the motif. 7.2.2 To make mountains... Also the realization of mountains is clearly more straight forward in 3D-view. In this case you select one of the three types (round, peaked or flat) and a processing size and the mountains will simply appear in front of your eyes by pressing the left mouse button. However do select an appropriate intensity in this case. The smaller the intensity setting is to slower the mountain will be created, and vice versa. In case you do not like the outline of the maintain because it is too steep or too flat, you can use the tool "adapt the surface". With this tool you can sharpen or flatten the surface in between mountains and valleys (to sharpen keep the Ctrl key pressed). 7.2.3 To make ramps... With the ramp tool you can make ramps in 3D-view in the normal way. Only one difference: you cannot make ramps around a corner. ! The ramp with defined in the 2D editor has also effect on the 3D tool. 7.2.4 Scaling of the texture. In order to create a realistic effect you should use the texture scaling tool. Best is to use the random mode. In order to do so select a texture with 3D-effect and the result will be stunning and very simple to make: 46 8. The signaling system. A signaling system, it sounds quite simple, right? But it is not. See below the view in the layout Frankfurt, main railway station. It just represents a part of the control logic required. In this picture you see the so-called switching circuit. Where the notion logic refers to the older times where we really had to build the switching circuit in a circuit or closed system. This was no longer needed once the virtual track connection replaced most of the required long switching roads. But this is not all. For this railway station several timetables had to be conceived in order to define what train will set what signal. This would than look something like this: 47 Impressed? Rightly so! To develop such a signaling system is certainly not easy. And once you have finally understood all aspects of it EEP will probably bring out a new version. Now in order to make it understandable for you let's have a look at our small railway station with the train that should simply make a stop at the station. 8.1 The signal programming Let us start in the 2D-view and select the appropriate field by clicking on the signal system button. This is using the same structure we already know, but not entirely. In the middle you can see three new options: Delete the signal, insert a contact point and choose the type of contact point. Let's start at the top. Open the main directory "Signals" followed by the subdirectory "Signals". Several signals become available where we can choose the one we will use. Basically there are two types of signals: Single aspect signals with only 2 possible signal aspects: "Stop" and "Go" Multiple aspect signals that can have up to 99 signal aspects: for example, "Stop" and "Go" but also "Go with max speed of 40k/h" To start we will chose the signal "HP02 Form (mehrbegriffig)". Click the signal to select it and then click on the position where you want it to be installed. In our case at the end of the platform: Mmmm... not clever. Now we have the indication of the presence of a signal, but it shows in the wrong direction. Before we correct the situation a few words concerning the placing of signals. In the 2D-view signals are always inserted at the right side of the direction of the track. You remember the direction of the track? Green triangle and green dot. As we have turned the platform around at this location the track direction is in the opposite direction. Therefore we will have to turn the signal as well. To achieve this we click on the distant signal (the orange circle) and keep the left mouse button pressed. When you now drag the distant signal over the signal (the red-white symbol) the signal will change sides. The longer the distance between the distant signal and the signal, the longer the brake distance of the train. You can also change the position of the signal. Click on the symbol, keep the mouse button pressed and drag it to the desired position. In our case, immediately behind the platform. 48 This should now look like this: Oh, and in case you thought there would not be any settings... just right click on the signal symbol: Halteabstand or stop distance: the distance between the train and the signal after the train has stopped. Startverzögerung or start delay: the delay between the change of the signal to a Go indication and the effect on the train. Signalabstand or signal distance: the distance between the signal and the track. Auswahl des Signalbegriffs or selection of the signal aspect: the selection of the actual signal aspect. We leave all the settings as they are and confirm the window by clicking OK. Now we can start at the programming of signals itself. 8.1.1 The signal contact point. We already briefly mentioned the button "Insert a contact point". This is what we need now. Click on the signal and immediately after this on the button to insert the contact point. The mouse indicator is now showing two opposite triangles. Click this on the track in between the distant signal and the signal. You will see two red triangles on the track, this is the contact point. 49 And how else could it be, of course some setups are waiting for us. But we are lucky, all types of contact points are similar in basic layout. Open the contact point we just inserted with a right click on the contact point: Richtung eins – direction one: defines in what direction of the track the contact point will be active. Richtung zwei – direction two: the contact point will be active in the opposite direction of above. Zugschluss – end of train: the contact point will be activated only at the end of the train. Lichter an/aus – lights on/off: the lights of the passing train will be switched off (empty), on (ticked) or unchanged (cross) Aktivierung verzögert – activation delayed: Delay the activation by x seconds Aktivierungsdistanz – activation distance: activate only x meter after the actual position Jeder – every: activate only every x times a train has passed. (Ist-Zustand or actual status shows the effective x value) Für Route – for route: only applicable for trains with the indicated routing (default is all) Für Zug – for train: only applicable for the chosen train (default is all) Filtername – Filter name: only for trains with starting with the indicated string in the name Wenn Signal/Weiche –when signal/switch: conditional on the position of a signal or switch Lua Funktion – LUA function: the LUA function that needs to be executed Effekt – effect: effect to be executed when activated This is a handful. Try to define the contact point in such a way that the execution of the command is done in the forward direction of the train (counterclockwise) at the start of the train, but only after a delay of 20 seconds. It can be activated by all trains, well, there is only one train. The signal should change into position "Fahrt" or "Go". This should look like this: 50 In this case our train will switch the signal after 20 seconds before he departs. Excellent. But now we must also switch the signal back to the "Stop" position. So insert a second contact point behind the main signal. It has to be activated in the direction of the train, in any case only at the end of the train and effective immediately. The signal will be placed in the "Halt" or stop position. You can now switch to the 3D-view and see the operation of you first signal that was programmed by you. 8.1.2 Conditional execution When we were looking at the properties of the signal contact point we had mentioned something about "Wenn Signal/Weiche" or a conditional setting. This is the so-called conditional execution. A contact point will only be activated if a defined condition is met. Let's program the contact point in such a way that it only executes if the switch at the storage facility is in the correct position, so in this case straight and not towards the buffer stop. The switch has the ID # 1. So we fill in the number one in the first field, and the second field we select the position "Fahrt" or Stop. In this case the command will only be executed if the switch 1 is in the correct position. Let's try it. Change the position of the switch to the other direction and see what happens. The train will remain in the station because the signal remains in the Halt position. The only recourse is to bring back the switch in the correct position and to change the signal manually. Oh, right. How to change a signal by hand? 51 8.1.3 Changing of signals and switches in manual mode Of course we do not have to drive over a contact point each time we want to change the position of a switch. An alternative, at least to change a signal as we have seen already, is to right click on the signal and simply chose the desired position. However another easier method is to press the SHIFTkey on the keyboard and to click the signal, whether in 3D, 2D or radar window. The signal then changes to the next available position. The same thing is applicable to switches, with this difference that the pressing of the SHIFT-key is not necessary in 2D-view and in the radar window. 8.2 The contact point for switches The contact point for switches has been conceived in exactly the same way as the signal contact point, and also operates in the same way. In order to insert the contact point we simply click on the commanding rail segment. The only positions are "Fahrt" to go on the straight track, "Abzweig" to go on the diverging track and eventually "Ko-Abzweig" for a second diverging track if available. 8.3 The sound contact point The sound contact point is probably the least used contact of the family. Its only purpose is to play a certain sounds each time the contact is activated. The basic concept is identical to the signal contact point: Only the bottom part has been changed. This is where we can select a sound. The sound list under "Sound effect" however is still empty. We will have to fill it first using the button "Sound hinzufügen" or insert sound. Once we click this a selection window is opened where you can select a sound by clicking it and insert it by clicking on "open". If you want to listen to the sound first you can simply click on "Abspielen" or play. In the field "Max. Lautstärke" or max. volume you can control the volume of the sound. However until this day it is quite unclear to many what actually is influenced by the value in this field. ! Although this contact point is seldom used it is very suitable to execute a LUA function. The yellow color of the contact is highly visible and the contact point has a default value that will not execute any command. 52 8.4 The vehicle contact point. The vehicle contact point is both the most complex but also the most important contact point of the family. It allows you to separate trains, to couple trains, to change routings of trains, to control axes, to control the speed, to load cars on trains and a lot more. The basic concept of the top part is again the same. Under this top part you find "Auf Fahrzeug/Zug anwenden:". This is the so-called remote control. This allows to control a vehicle, even when it is not the one activating the contact point. This is very convenient to automate the events in a switching circuit. Next to this you will find "Auswahl der Route". With this feature you can select a new route that will be assigned to the vehicle passing the contact point or the one that was defined in the contact point. Just below this you will find "Steuerung von Achsen". Yes, our axes are here again. We will come back to this more in detail in the following subchapter. Under this is the "Kupplungskontrolle". With this feature trains can be removed or change consist. We will find selections like " Flügeln" (divide the train in two parts), "Kopf machen" (bring a locomotive to the other end of the train) or the operations at the gravity hump yard (decompose a train completely and make a new consist). The area hereunder is dedicated to the loading and unloading of vehicles. The so-called Huckepack operations are also included. So for example the loading of cars onto wagons. Or driving trains on which cars are loaded. Bottom left is the most important field, the speed control: Vormerken/Wiederherstellen - To store or recall the actual speed. Fahrtrichtungsumkehr - Reverse direction at the actual or newly defined speed. nicht langsamer als - drive not slower than the indicated value nicht schneller als – drive not faster than the indicated value festlegen - drive at the indicated value Geschwindigkeit (km/h) - the indicated value in km/hour In the bottom right field a number of vehicle parameters can be defined where a cross means no change, an empty box means deactivate, a hook means activate. They are: Hooks on/off smoke on/off give a warning signal direction indicator left on/off direction indicator right on/off lights on/off create dust. 53 8.4.1 The remote control In order to control a vehicle remotely we of course need a second vehicle on the layout. In the field "Auf Fahrzeug/Zug anwenden:" we will refer to the vehicle that we want to control. The changes as defined in the contact point will then be applied to the selected vehicle. To give just one example this can be very useful to activate an excavator that is on the layout as rolling stock but is not moving from itself. 8.4.2 The control of axes We already mentioned the axes a few times. Now is a good time to explain more in detail. We want to use as example the „Kalmar DRF450-60S5 blau“ that is available in the basic set. Place the vehicle on your layout wherever you want, but best on a road. You have now 2 options to control the moving parts of this vehicle. The first one is located immediately under the control dialogue. You can select the desired axe and can move this simply by moving the slider next to it. The second one is located in the vehicle contact point in the control of the axes. Also here you select the axe and control is with the slider next to it. The slider position will define how far the axe should be moved. In addition you can define a filter that allow you to control not one axe at the time, but all axes whose names are starting with the same character string. 54 8.4.3 Couplings control In order to describe the coupling operations and to be able to represent a given operating procedure we could dedicate an entire book to this subject. This is why we will limit us to a description of the fields. The so-called radio buttons " Kupplung lösen" work together with the filed "Rollmaterial Nr." representing the number of the rolling stock. In this case the intention is to release the coupling of the xth rolling stock in the train consist, counted from the front to the back. So you need to know exactly what vehicle you want to disconnect and where it is located in the train consist. Next to this you find the single control for the couplings of a vehicle. Also in this case the cross means no change, the hook that the coupling will be activated and no entry in the field means that the coupling becomes inactive and will be uncoupled from the other vehicles. In the field "Neuer Zugname" you can give a new name to the uncoupled train part. This is quite helpful in order to continue more complex operations, like for example an ICE train with different independent parts. To describe how the change the locomotive to the other end of the train we recommend to look at the detailed Video Tutorial that you can find under following link: http://www.youtube.com/watch?v=Y3GrfCgHMok 8.4.4 Huckepack-operations Also for the Huckepack-operations or trucks-on-train operation we could write a whole dedicated book. The settings however are quite clear. In order to prepare a rolling stock that can be loaded to receive the load we have to activate the option " Rollmaterial bei nächster Gleisverbindung anschließen" (connect rolling stock at next rail connection). In this case we have defined that the Splines that is carried by the rolling stock will connect with a Splines (e.g. a street segment) with what it is not yet connected. In the field hereunder you have to mention exactly how many vehicles will be loaded or unloaded. In this field we should not consider how many single vehicles, but rather how many vehicle consists (a single car is also a "consist"). 8.4.5 Speed control Finally a function where we can let off some steam. Unfortunately not everything is so easily explained. To store a speed in a vehicle is for example needed when we have to pass through very sharp curves. In the contact point we will activate "vormerken" or preset and at the same time we define the speed as e.g. 20km/h. Behind the curve we will position another contact point where "Wiederherstellen" or restore is activated. In this case the vehicle will again drive with its original speed. And specifically for terminal stations the function " Fahrtrichtungsumkehr" or change of direction is essential. However it all sounds better than it is, because the function has its bugs. It is very important to note that the change of direction is applied immediately independent of any applicable signal. Those who might think "great, in this case I position the change of direction in between the distant signal and the main signal and we're good" has not seen the problem. The rolling stock will be 55 influenced by the STOP position of the signal, will change direction as soon as it hits the contact point and the signal will be forgotten. It is a good idea to use the inertia of the rolling stock. The change of direction contact point is therefore position just in front of the distant signal. And by just in front we mean just in front: 8.5 The Camera Contact point The Camera contact point subject can be delayed till later. Also this contact point is extremely complex and is only important if and when you want to automate the layout completely. For this case the following is important: the proof of the pudding is in the eating. 8.6 The Immovable's contact point With the immovable's contact point you can do a lot of dangerous thinks, so as for example to set houses on fire. Interested? Great! The basic structure is again the same. Also in this case we find an area for the control of axes like in case of the vehicle contact point. But the functions are a bit different. Bewegung in Richtung A – Move the axe in direction A to the end of the range. Bewegung in Richtung B – Move the axe in direction B to the end of the range. Schritt – Move the axe with x steps where x is defined in the field „Anzahl“ Stop – Stop the ongoing movement. Just underneath you will find the controls for fire, smoke and light. To light a fire, activate the contact point and position the ruler at 100%. In combination with the smoke it looks even better. 56 8.7 The Group contact point The Group contact has no function on his own. It is however a big help with important switching circuits in order to maintain an overview. Place the contact point where you have a big concentration of contacts, and drag existing contact points into the group contact point: soon you will see order. Rather than having 20 individual contact points you can have only one like this and all underlying contact points are easily accessible. Just right-click on the group contact point and from this screen you can easily work with each individual contact point like before. 8.8 The Omega contact point With this contact point you can activate or deactivate the swelling and sinking of Omegas. What, you do not know what the swelling and sinking of Omegas is? No problem, no need to know, it does not work anyway. 8.9 LUA-Programming For this you need to read a lot more than only this book. A good start can be found here: http://www.eepforum.de/board142-eep-x/6565-lua-rennt-ein-einsteiger-tutorial-nur-tutorial/ 57 9. The Weather system The weather System in EEP is definitely one of the strong points of the program. It cannot be improved. The setup is easy and self explanatory. You can find them in the Toolbar as third symbol from right to left (sun and moon). With the setup screen you can define the layout arrangement, chose a season and choose a background. With a little exercise you will be able to create impressive results, as you can see from the picture below. Just try it out, impressive what you can do with it. 58 10. The setup of the layout Every layout requires its own specific settings. The setup page can be found under Datei > Anlageninformation. Left top you will see the name of the layout to save on disk. Just hereunder you will find general information as layout size, the length of the tracks and the number of models used. In the large field you can type a description. This will be displayed each time the layout will be opened. This is also useful for your personal notes, so that you can remember what you have done to this layout last time or what still needs to be done. On the right you have some additional settings: Vmax-Faktoren The Factor by which vehicles will be slowed down to drive into curves, so if 0.5 is mentioned the vehicles will be slowed down by 50%. In case the value is 0.00 no influence will be applied. EEP6-Kamerawinkel With this setting you can apply a wide angle view that finds its origins in an older version of the program. 3D-Vollbildschirm-Modus When the layout is opened it will start with full screen in the 3D-view. Weichen aufschneiden erlaubt Rolling stock drive on switches from the side that is not positioned, and will position the switch automatically. Tfz. Benötigt Elektrifizierung Rolling stock with pantograph will only move if the track is electrified. Linksverkehr für Automobile Road vehicles will drive on the left side of the streets. Terrain LOD Mountains will be flattened from far away in order to reduce the PC load. However it does not look so nice, so better to deactivate if not needed. Terrainkachelung reduzieren On a repeated ground texture the superimposed texture will be scaled a bit larger in order to reduce the negative effect. 59 11. Helpful Links und Tools 11.1 Links EEP-Forum http://www.eepforum.de/index.php Trend-Shop https://eepshopping.de/index.php FAQ concerning EEP http://www.eepforum.de/board233-frequently-asked-questions-faq-for-eep-version-7-and-higher/ Download base for EEP http://www.dbbase-eep.de/ Free model catalogue for EEP http://baseportal.de/cgi-bin/baseportal.pl?htx=/tycoon1/Freemodelle Video-Tutorials for EEP http://www.youtube.com/playlist?list=PL9BAA2E743F295F6E Video-Tutorials for Eisenbahn X http://www.youtube.com/playlist?list=PLPV_dsuygAjdTea3fcvcrG5Ow7Q-eyZ6L EEP-community on Facebook http://www.facebook.com/groups/EEP.Gemeinde/ 11.2 Tools Exchange manager http://www.eepforum.de/board37-zusatztools-ab-eep-7/90-tauschmanager/ Model catalogue https://eepshopping.de/eep-modellkatalog|6068.html Contact-Explorer https://eepshopping.de/kontakt-explorer-9-64-bit-version|5307.html 60 Special thanks I want to thank all users who supported me during the creating of this Also to Stefan Kasch (SK3) and Thomas Becker (TB1) for having a look on mistakes. document. Very special thanks to nong (Andreas) for the translation of this document from German to English! Roma n Iwer 61 Digital unterschrieben von Roman Iwer DN: cn=Roman Iwer, o, ou, email=webmaster@riw er-eep.de, c=DE Datum: 2014.11.05 15:18:59 +01'00'