04Oct07 1. Introduction - 1: The track plan simulations comprise sections of railway eg READ, SLOU etc. Each section of railway is formed of a number of half mile long blocks of track. The sections of railway fit seamlessly together. The track plan simulation can be run as either a signalling simulation or as a driving simulation. Signalling Simulation. For this, the editor is used to determine the start time and the start section of railway to be run. When running the signalling simulation, all the signals will initially be operated automatically. To disable / enable signals on a block of trackwork simply click on the block number (bottom right / top left of the block). It will then be highlighted. This will indicate that signals are to be operated manually. Note that some signals on long stretches of track will clear automatically after the passage of trains. 2. Introduction - 2: Up to 100 blocks may be set to manual operation at any one time. In manual operation, points and signals can be clicked on to be operated. At stations, the trains will remain for a certain time. Click on the indicator to show the departure time. Trains do not run to a timetable, but trains which leave by incorrect exits are counted. To move around the railway and show other blocks of trackwork, you can click on the track edges (left or right of any block on screen) to scroll to the next block. This also applies when moving from one section of railway to an adjacent section of railway. In this way, you should be able to view any part of the railway. At junctions, clicking on different track edges will result in different blocks being shown. Clicking on the top left / bottom right track edges results in the blocks being scrolled. At other edges, blocks may change according to junctions. You should note that if you concentrate on a particular part of the railway, the rest of the railway will continue to run even if it is off the screen and many miles away. Also if there are disabled blocks off screen, trains will stop at signals there awaiting your attention. 3. Introduction - 3: Particular views can be stored in the 16 view boxes available. Right mouse click to store a view, and left mouse click to retrieve a view. To delete a box, move the mouse to the box and press the delete key. Each box will show the active sections of railway, and the 4 block numbers. Dark cyan indicating that the block of track is shown upside down. 4. Introduction - 4: Driving simulation. For this, the editor is used to determine the start time and the start section of railway to be run. Also the editor determines the train diagram comprising the entry, the stopping stations, section changes and finally the exit. The train diagram can cover many sections of railway. Also the train type is selected. The user controls the power/brake handle for the train and obeys the signals in front and stops at the appropriate stations. As the journey progresses, the arrival and departure times are recorded. The displayed blocks of track are controlled automatically as the train travels. Moving to a new section of railway will occur seamlessly. During the simulation run, it is possible to disable the automatic routeing for the driven train. However, this can require a lot of extra effort. 5. File Control Screen: This displays all the user files in the directory *:\TRAKATTK\DRIV There are basically 3 types of file determined by the first letter of the name. U User edited simulation start files S Signalling simulation running files D Driving simulation running files Press: F1 To open helpfile Arrow keys To select file N To create new edit file C To copy file R To rename file Enter or click mouse (x2) To open file for editing or running F3 Screen save 6. Editing Screen - 1: There are 4 main areas as follows: Control Box: Use the keys indicated or mouse click on them to activate in order to edit the file. F1 helpfile F3 screensave R runs the simulation Escape saves changes and exits editor Q stops editor without saving changes F4 change to signalling simulation F5 change to driving simulation 0 to 9 changes the Start Train Time Driving simulations only: insert makes space for a new destination delete removes an unwanted destination C checks all destinations are recognised P copies diagram details in to *:\TRAKATTK\DRIV\PRINT.PAS F6 enable other trains to run home / end / arrow keys 7. Editing Screen - 2: Section Map: The upper area is the map of the current section Use the mouse to click onto a desired destination This will then be entered in to the diagram box. Clicking on to a section destination automatically shows the next map. ENTR Entry / exit STAT Station to stop at THRU Station to pass without the need to stop (used for routeing) SECT Change of section Diagram Box: The lower area lists the train diagram that the train has to follow. At the beginning of the list is the start section. The next is the entry destination. After this follows the stations, through stations and new sections. Finally at the end of the list is the exit destination. The railway is divided into sections. Each section comprises a separate set of stations, entrances and exits. Possible destinations are those shown on the map. Use the arrow keys or mouse click to move the curser in the diagram box. 8. Editing Screen - 3: Train Types Box: This lists all the types of trains possible. This is subject to future expansion. Use the page up / page down / shift page up / shift page down keys or mouse click to move the curser. 9. Editing Screen - 3: Diagram examples: With PADD section available: Current section Example 1. PADD Section PADD CEMT Entry : " BREW : Exit " Example 2. PADD Section PADD CEMT Entry : " HANW : : " SLOU : Exit " A. Editing Screen - 4: Current section Example 3. PADD Section PADD SLOU Entry : " PADD : : " SLOU : Exit " Example 4. PADD Section PADD SLOR Entry : " Click on SLOU adjacent to SLOR to get this entry PADD : : " SLOU : Exit " Example 5. PADD Section PADD SLOU Entry : " PADD : : " SLOR Through " Click on SLOR to get this through station SLOU : Exit " B. Editing Screen - 5: With PADD and SLOU sections available: Current section Example 6. PADD Section PADD MARY Entry : " PADD : : " SLOU Section " DRAM : : SLOU READ : Exit " With PADD, SLOU and READ sections available: Current section Example 7. PADD Section PADD MARY Entry : " PADD : : " SLOU Section " READ Section SLOU READ : : READ DIDC : Exit " C. Active keys: Driving simulation: Arrow up / down power handle controls Page up / down power handle controls Arrow left / right direction controls (only when stationary) Enter coast Space emergency brake Mouse 1 / 2 adjust power control Both simulations: S / F adjust simulation speed for boring pieces of railway, increase to 400% for timed trials set slower if necessary set to stop to pause program (press S 3 times) = rotate display ESC save and stop F2 save and continue F3 hold and screen save Q quit without saving Pause Break Do not use this key, use S instead D. Driving - 1: The easiest way to start driving, is with the simulation speed set to 400%. This appears to give shorter stopping distances. In fact it means that the trains may run at lower speeds. Once you have mastered being able to draw trains up to signals and station stops, you may wish to run at 100%. This is important for timed runs. Increase the rate for boring pieces of railway. If you see a cautionary (non-green) ahead, then you will need to reduce your train speed to lower values early on, and then coast as you re-assess the situation. Once you have stopped at a station, you may reduce the brake setting to just hold the train. This is so that when the Right Away signal is given, you can make a quick start, without having to wait for the brakes to release. Watch out for steep downward gradients. You may need extra braking here, otherwise you could move away from the station without the Right Away signal. If you pass a signal at danger or move away from a station without a Right Away signal this will result in the simulation being halted. The Right Away signal appears as text and replaces "Stopped at Station". If you go over the speed limit, after a short time the emergency brakes will be applied. These will release when the train has been brought to a halt. E. Driving - 2: The scale is 1280 pixels for 1 mile. On each screen, there are 4 passes of 640 pixels giving 2 miles in total. The main feature of driving trains is to estimate stopping distances. In the simulations, the braking rate is approximately 1 MPH per second. Stopping distances: Speed Yards Miles Pixels Screen passes 10 MPH 24 0.01 18 20 MPH 98 0.06 71 0.1 30 MPH 220 0.13 160 0.25 40 MPH 391 0.22 284 0.4 50 MPH 611 0.35 444 0.7 60 MPH 880 0.50 640 1.0 70 MPH 1198 0.68 871 1.4 80 MPH 1564 0.98 1138 1.8 90 MPH 1980 1.13 1440 2.3 100 MPH 2444 1.39 1778 2.8 110 MPH 2958 1.68 2151 3.4 120 MPH 3520 2.00 2560 4.0 125 MPH 3819 2.17 2778 4.3 130 MPH 4131 2.35 3004 4.7 140 MPH 4791 2.72 3484 5.4 F. Driving - 3: Stations. To stop at a station, the front of the train must be between the station markers. If you stop between the markers, but short of the platform, wait until the Right Away Signal is given. Night time driving. It will start to get dark at about 21:00 and light again at about 05:00. Driving at night is scary. The problem is that you cannot be sure which signal is yours where there is multiple track running. However, you do know that any signals that pass immediately on your left apply to you. Therefore for GREEN aspects, you can drive at line speed. For DOUBLE YELLOW aspects, then slow down. If you pass a SINGLE YELLOW, continue to slow down. After this, assume any RED in front is yours and approach with caution. It is suggested that you do not drive at night until you are familiar with the railway, and know the signalling arrangements. G. Driving - 4: Time runs. Between 23:00 and 07:00, other trains do not run. This allows you to perform time runs without being delayed by other trains. Time runs in the daylight are possible after about 05:00 or by de-selecting other trains (pressing F6). Electric Supplied Trains. These trains are supplied either from the DC third rail at 750 V DC or from the AC overhead catenary at 25000 V AC Where the electrification starts is depicted by cyan and red markers respectively. If you go past the supply marker, then power will not be available. For AC electrification, there are neutral sections through which the train can coast. It is important that power is not being taken when the train enters the neutral section. Otherwise the Vacuum Circuit Breaker (VCB) circuits will trip. H. Driving - 5: Class 86 and Class 87 Tap Changer Locomotives. Tractive effort and current are controlled by the tap changer on the main transformer. When the train is moving slowly, only a few taps may be used otherwise too much current will be taken and the motor overload circuits will trip. As the train speed increases, the TE will fall, and therefore more taps can be taken. The top tap is number 39. The power controller is shown as the following 5 blocks: Run up The tap changer will run up at about 2 taps per second. Tap up Use the up arrow key or mouse click here to tap up by 1. - No change in tap number Tap down As above but taps down by 1. Run down As above but runs down to tap number 0. I. Speed Limits: These are shown on the track ahead: 30:100 : ------------Train>--------------------- 30 is the prevailing speed limit, and 100 is the new speed limit. You should note that if the train is on tracks with a series of different speed limits, then it is the lowest speed limit that applies to the train. For the above example, the trailing end of the train must be clear of the 30 MPH speed limited track before the 100 MPH limit can apply. J. Signals - 1: Each signal is always shown on the left side of the track as viewed from the train it controls. The actual positions on the trackwork are fictitious. There are various types of signals as follows: 4 aspect RED do not pass YELLOW the next signal is RED DOUBLE YELLOW the next signal is YELLOW GREEN the next signal is DOUBLE YELLOW or GREEN 3 aspect RED do not pass YELLOW the next signal is RED GREEN the next signal is YELLOW or GREEN Shunt signal RED/RED do not pass WHITE/WHITE pass Stop signal RED do not pass K. Signals - 2: Shunt signals are mainly for controlling train movements within sidings or unusual movements associated with sidings. Stop signals are always at the buffer stops at the end of sidings. They also may be at positions to limit wrong direction train movements. Shunt and Stop signals can be passed in the opposite direction. Multi-aspect signals normally cannot be passed in the opposite direction, except where bi-directional running is permitted. Dual direction signals have darker posts. L. Signals - 3: RED signals must not be passed. You may pass RED signals to the right of the track (ie facing the other way) on bi-direction running track. These signals have a darker post. As you get familiar with the railway, you will instinctively get to know the signalling arrangements. In real life, train drivers also have to learn the route. If you have a station stop, you may not move off unless you have Right Away. Points and signals will normally be set 1 minute prior to departure. If the train diagram requires a direction change, before stopping, you must ensure that the end of the train goes past the signal controlling the route in the opposite direction. Otherwise the signal will not clear. Also it may be that the signal is off screen. In this case you will need to change the direction controller to update the view. M. Signals - 4: Sometimes signals will take a long time to clear. This may occur if the route ahead (off screen) is dual direction running and there is a train further ahead coming towards you. Also this might happen if your train is long and the section ahead is shorter than your train. In this case, 2 sections will be signalled at the same time. If you have been diverted onto a passing loop, the signal ahead will not clear until you draw up to it and stop. This is normally between the indicator and the signal. N. Route setting: Routes are automatically set up. However the system is not infallible. Normally problems occur where stations diagrams are not on the same route or would require train reversal at stations where this is not signalled. Problems also occur at locations where reversal is permitted, but the train length is simply too long for this to happen. Eg diagramming a coal train into a main line station bay results in a stuck train! It is possible for other trains to get stuck. This is tested for and probably 99% of these are discovered and rectified. A stuck train normally results in a signal in front of you remaining at RED for no apparent reason. These situations occur for abnormal conditions and although rare, they cannot be completely eliminated. The only thing you will know is that the signal ahead of you remains at RED. If this persists for 10 minutes, then you need to check: that the signal in the opposite direction (if any) is also at RED that your train does not overhang these signals that the route ahead is not bi-directional running (if it is, wait longer) that your train fits into the next signalled section that your train has drawn up correctly to the signal AND is stopped In this is so, then escape and re-run the train diagram. More often than not, the problem will not occur again. O. Miscellaneous notes: Section KNOR - Lickey Incline. Heavy trains cannot ascend this incline, but they do. Try a coal train and see what happens. Files. The following files are copied from the source disk: *:\TRAKATTK\PLAN\TK.EXE driving program run from SHEL program *:\TRAKATTK\DRIV\TK.EXE diagram setting program run from SHEL program HELPFILE.TAK helpfile with colour codes *.TRK section track data files When first running this program, *:\TRAKATTK\DRIV\HELPFILE.DOC is created without colour codes This file may be printed. P. Trackwork: The shell helpfile will show what sections of railway are currently available. For background information, it is recommended that you acquire a good quality book of track diagrams. Suggested books: Railway Track Diagrams by Quail Track Diagrams Published by Trackmaps. Sold by: Ian Allan Bookshops: 31 Royal Arcade, Cardiff 02920 390615 5 Piccadilly Station Approach, Manchester 0161 237 9840 45/46 Lower Marsh, Waterloo, London 020 7401 2100 47 Stevenson Street, Birmingham 0121 643 2496 The Aviation Experience, 3rd Floor, Main Terminal, Birmingham International Airport 0121 781 0921