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Quick Notes

The Editor is still in the process of implementation and refinement. There will be bugs, there will be odd behaviours, and there may be missing features. If you encounter any of those, please post on the Forums and we’ll see what we can do. Because the Editor is still being worked on, things can change with no warning. We’ll try to make major changes as painless as possible.


The Basics

A picture of the F1 key

World Camera mode

A picture of the F2 key

Freefly Camera mode

A picture of the F3 key

Recall to origin/recall point

A picture of the F4 key

Save new recall point

A picture of the F9 key

Hide GUI and helpers

A picture of a P key

Take a screenshot

A picture of the control key

Hold to select multiple objects

A picture of the delete key

Delete selected object/group

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Camera Controls

In the editor there are three camera modes:

The icon for world camera view
World camera mode – the camera moves around the world at a fixed height and orientation, which you can change. In this mode, the mouse has no effect on the camera.
The icon for freefly camera
Freefly camera mode – your typical freefly camera.
the icon for the object camera mode
Object camera mode – only shows up when you have an object selected. The camera moves relative to the selected object. Hold down the right-click button when using your mouse.

All three camera modes use the same controls, but the behaviour is slightly different. Additionally,there is a slider at the bottom right of the screen which you can use to control your camera speed.

A picture of the keys used to control camera movement

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Additional Keyboard Shortcuts

A picture of the control key

A picture of the G key

Group/Ungroup selected objects.
A picture of the control key

A picture of the S key

Quick save.

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General Tools

Icon for select object modeGo into select mode to select specific objects
icon for deleting objectsToggle on delete mode to quickly deleting items
The icon for snappingToggle snapping on/off
Icon for the axis markersToggle axis/orientation markers on/off
Icon for the terrain toolsToggle terrain auto-refresh on/off
icon for the layer toolsLock/unlock specific layers

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Object Tools

icon  for the random rotation toolSets random rotation for selected object
icon for flipping an objectRotate object by 180o
icon for denoting selected objectShows selected object within group. Can also be used to select another object
icon for locking objectsLocks an object
icon for free object movementMove the object around freely

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Laying Tracks

Getting Started

In Train Driver 2 the main way you place tracks is with connection points. There are two different connection points: standard connection points and route connection points.

A picture of a ball and an arrow

Standard Connector

A picture of a ball and arrow

Route Connector

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Standard Connectors

These connectors are used for placing all the tracks around your station. When you place them in the station, they are simply a point with a direction. The arrow indicates which direction child track pieces will go in. To place tracks, select ‘Place’ and select what kind of track you’d like to place.

Track Piece Types

an icon for straight tracks

Straight Tracks

an icon for curved tracks

Curved Tracks

an icon for Y-shaped switches

Y Switches

An icon for X-shaped switches

X Switches

An icon for automatically generated tracks


An icon to delete the track node

Delete Node

An icon to edit the track node

Edit Node

An icon for converting node to a route node

Convert to Route Connector

It’s pretty straightforward what all these types (and sub-types), but take some time to familiarise yourself with the options.

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Auto Tracks

Auto tracks are one of the most commonly used tools in the editor. They are also one of the most programmatically complex tools, and is rather experimental. Selecting auto tracks on a node will generate a new standard connector node, which is in free movement mode. You can move this new node wherever you like and the indicator will be red when the track is not valid, and will change to blue when it is. You can also connect two segments of track using this tool.

A picture of some rail tracks

Invalid tracks

A picture of some rail tracks

Valid Tracks

A picture of some rail tracks

Connect two segments of track with Auto-tracks

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Route Connectors

These connectors are used to place the entry and exit points to your station. Make sure they are connected to the rest of your tracks before you go to Dispatcher Mode, otherwise someone might crash. Route connectors behave a bit differently from standard connectors.

For starters, they can generate additional scenery (currently only forest), which can’t be edited. They don’t count as standard connectors, and you must generate at least one segment in order to be able to connect the route to the rest of your station. To select the internal standard connectors, simply click on the buttons which appear under the name when you generate the first segment.

Inside the Route node, you can find options for generating the route scenery, including the number of tracks (currently max. 2), their offset and whether the route is plain or forested. If you need to change the position and orientation of the node, it must have no generated scenery. You can remove the last generated segment of the route by clicking ‘Remove Last’.

A picture of a video game

A plain Route Connector

A picture of a video game

A Route Connector with generated forest

A picture of a video game

Connect the Route to the rest of your station

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Advanced Tools

Still being implemented :)

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Wrangling the Catenary

Getting Started

The catenary is what powers your electric trains (like the EU07). You can find the Catenary objects here:

icon_traction Catenary Objects

There are three sub categories within Catenary

an icon for the catenary Posts and Struts

an icon for catenary signs Catenary signs

an icon for misc catenary objects Misc Catenary objects

The objects you’ll be using the most are dynamic_wires2, as these will generate wires as you place the posts. Typically the wires zig-zag, but you have the option to disable them (e.g. for curved tracks). Signs and misc catenary objects will snap to the posts as long as snapping is enabled.

A picture of a video game

Dynamic_wires2 automatically generating wires

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Catenary Conventions

There are some basic rules which you should follow in order to build awesome, realistic stations:

  • Catenary posts should be approximately 70m apart. On curves, they should be more bunched so that the wires are always over the tracks.
  • The ruler at the bottom of the screen will tell you how far from the selected object the mouse cursor is
  • The catenary wires should not zig-zag on curves
  • The exact formula for how far apart they should be on curves is:

lengthOfCatenarySegment = 2 * sqrt(offset * (2radius+offset));

Below is an example of some curve radii and how far apart the catenary posts should be in that case:

Radius (m) 150 180 200 250 300 350 400 500 600 700 800 1000 1200 1500 1800 2000
Distance (m) 22 24 25 28 31 33 36 40 44 47 51 57 61 69 75 80

The catenary signs are used in specific places, and are placed as following:

Sign    Position Meaning
We1 500m before We2 Slow to 60 km/h and prepare to lower pantographs
We2 100m before the driver should lower their pantographs Lower your pantographs
We3 200m after the point drivers can raise their pantographs safely Raise your pantographs
We4 Before the end of an electrified line No entry for electric locomotives
We8 30m before the beginning of a catenary block Draw no power
We9 200m after the point where drivers can safely begin drawing power again Safe to resume drawing power

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Decorating your Station

Placing and Moving Objects

Simply select the object you wish to place, then click on the map where you want it. You can move objects around using the object panel on the left side of the screen. Rotation works the same way, but you can’t move an object and rotate it at the same time. You can also use the free movement tool. The object will stay on the ground and follow the cursor position.

A picture of a video game

The Object Panel

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Object Types

Standard Objects

Standard objects are pretty much like most objects in most editors. They have a single model, which you can move around, and that’s about it.

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Compound Objects

Compound objects are like standard objects, but they have additional options available that standard ones don’t. For example, a digger might have only one model or texture, a cat might have different textures available, or the rail crossing sign, might have additional arms or bells.
The first compound object you are likely to come across are the tracks themselves, where you can change the ballast, sleeper type and rail texture.

A picture of two cats

Cats are compound objects, and have different fur colours and animations

A picture of a video game

The tracks have different ballasts, sleeper type and rail texture

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Sculpting the Terrain

Terrain Editing in TD2 is the most eclectic part of the editor, and is still subject to change. The terrain is handled using TerrainPoints, which you can place and move around to raise or lower parts of the landscape. TerrainPoint are found in the Terrain tab.

icon_terrain Terrain tab

There are three main types of TerrainPoints in Train Driver 2:

Red TerrainPoints Automatically generated by objects when you select the Affect Terrain checkbox. These ones cannot be generated any other way, and will update when you move the object they are attached to.

Orange TerrainPoints These are the main points in the Terrain tab. You move and place them like standard objects.

Purple TerrainPoints These are special terrain points which are used in groups.

Red TerrainPoint

Red TerrainPoint

Orange TerrainPoint

Orange TerrainPoint

Purple TerrainPoint

Purple TerrainPoint

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Terrain Groups

You can edit whole groups of TerrainPoints at once using Terrain groups. To create a group, you need to place one of the purple TerrainPoints. This TerrainPoint is larger than the others and has a spike on top. This is the central point of your group. Moving this point will move all the points in the group at once. You can spawn the smaller points from the central one. These can be moved individually by clicking on the pencil icon next to the selected object in the group’s object list.

An example of a Terrain group

An example of a Terrain group

The smaller purple TerrainPoints have an arrow which initially points toward the central one. This arrow indicates the “inside” of the group. This is useful for changing the texture of the groups. The top box is the outside of the group, and the lower one is the inside.

Use the group to change a patch of ground

Use the group to change a patch of ground

There are other kinds of TerrainPoint groups coming, watch this space!

Thanks for reading this manual, I hope this helps!

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