Tutorial: Creating a Standard Scenario

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Tutorial: Creating a Standard Scenario

Unread postby micaelcorleone » Wed May 09, 2012 1:26 pm

Tutorial on how to create a simple standard scenario

As the name implies, standard scenarios are the standard type of scenario in Railworks/TS2012. This type of scenario is different from a free roam as it sets task for the player to complete:
e.g. running the train to a certain location, assembling a consist, coupling to and uncoupling from cars, making deliveries and pickups
The player is not under the pressure of a timetable when completing these tasks.
A standard scenario can feature AI trains, but there is no obligation to include AI. Everything happening in such a scenario is preset by the author.

Please note: This tutorial assumes that you already have some very basic knowledge of scenario creation as descibed in my Creating a Free Roam Scenario Tutorial.

In the Main menu:

1 In the main menu navigate to Editor/Scenario Editor.

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2 From this list, select the route on which you want to create your standard scenario.
3 Now click on New Scenario. The new scenario page will open.

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4 From this list select the start location of your new standard scenario. That is the location where you will enter the scenario editor.
5 Here you can define the scenario type. As we want to create a standard scenario, select Standard scenario.
6 Now click on Create Scenario. You can name your scenario and the actual scenario editor will load.

In the Scenario Editor:

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7 This symbol, the Scenario Marker, stands for your newly created standard scenario. It is the location where you enter the scenario editor. Doubleclick it.
8 This flyout appears on the right side of your screen. There are the scenario's properties which can be altered.

    1 The scenario name.
    2 The scenario description. This description appears in the main menu if a certain scenario selected.
    3 The scenario briefing. This briefing appears in the scenario if F1 is pressed.
    4 In this field, the scenario author can write his/her name or nickname.
    5 The scenario's start location where the player will enter the scenario.
    6 The scenario date. This is the date on which the scenario takes places in the virtual world. It is in "little-endian" date format: dd/mm/yyyy
    7 The scenario difficulty which is displayed besides the scenario name in the main menu. 1- easy 2- normal 3- hard 4- very hard
    8 The scenario duration which is the time it takes to complete the scenario.
    9 The scenario start time which is the time the scenario starts. It is in 24-hour clock format.
    10 The scenario weather pattern and season.
    11 The type of player loco: Diesel/Electric/Steam

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9 Now we need a loco that can be controlled by the player. Place a loco onto the tracks and furnish it with a Driver Icon. Doubleclick this icon.
10 The loco properties flyout appears.
11 This is the player train name.
12 This box defines if a train is the player train or not. Check the box to make this loco the player train.
13 The player train's Final Destination (has nothing to do with the movie series *!lol!* ). This is where your scenario will end. Leave it blank for now (it is better to define this in the timetable view later).
14 The player train start time. Make sure it is the same time as the scenario start time.
15 The train type. This basically defines the priority of a train. As this scenario will not feature any AI train, it doesn not really matter, but set it to Standard Freight here.

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16 As the scenario should also feature a pickup, we need some freight cars.
17 Select them from the list in the left flyout, just as you have done with the loco before.
18 Place the cars somewhere in a siding (indicated by a colored line on the tracks).
19 Alt + Doubleclick somewhere on the cars and a flyout will appear - the consits properties.
20 Check the box to load the freight cars. This is not necessarry, only a nice extra feature I want to show.
21 Now we come to the heart of scenario editing - The Timetable View. Click on the symbol located in the upper left flyout.

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22 Here you can select the different trains on the route (everything furnished with the Driver Icon). The player train is indicated by a (P) symbol, no matter what name you gave it.
23 On the left is a diagrammatic 2D map of the route. Amongst other things it shows all tracks, signals, consits and locos.
24 This is the task list. It displays all tasks of the currently selected train. Currently there is only the player train's start time.
25 Let us change this. Click on the Final Destination icon to add the final destination task to the list.

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26 This (movable) window will appear. It defines the details of the final destination instruction.
27 In this list there are all sidings, destinations and portals found on the route. Select a location where you want the scenario to end.
28 This box defines if the respective train is allowed to change directions while it proceeds from the instruction before to this one. In this case leave it checked and then close the window (the route layout requires the player to run in reverse so that he/she can couple to the freight cars).

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29 Actually we already have a complete standard scenario, but it is a boring one. Lets add a pick up instruction. Click on the Add to Back symbol.
30 The Add to Back Instruction properties window will appear. (There also is the instruction Add to Front, but we want the freight cars coupled to the loco's back.)
31 From this list select the siding where the previously placed freight cars are located. You can search for the siding's name in the 2D map on the left.

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32 To define the cars you want to have coupled to the loco, click on Add Rail Vehicle.
33 A individual car number will appear besides all rolling-stock in the 2D map.

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34 Either you enter the car numbers by typing them into the box (separate with comma), or you simply click on each railcar in the 2D map to add it to the list (note: this method requires clicking on the Add Rail Vehicle button after each addition). When finished, close the window.

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35 You can manually define the paths trains will take by using the Waypoint instruction. If you do not do that, the game will automatically search the "best" path. To be honest, most of the time it is not the best. *!rolleyes!*
Better you manually define the train paths. Click on the Waypoint symbol.
36 The waypoint properties window will appear.
37 Select your waypoint of choice from this list. It always helps to look on the 2D map to see where a possible waypoint is located. Close the window.
38 The path of a currently selected train always appears on the 2D map as red line, also if you have not defined any waypoints manually.

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39 The current task list will end the scenario as soon as the player train passes the previously defined Final Destination. If you want the player to stop the train beforehand, you need a Stop at Destinations Instruction. Click on the symbol.
40 The stop at instruction properties window will appear.
41 Select the destination where you want the player to stop the train (it also works with AI trains btw). In this case, it is the same as the final destination.
42 If you want the player to see a message after he/she has stopped, enter a text here. It will then pop up in game. Close this window.

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43 You can now see all instructions added before. Inalienable is the Final Destination instruction. Everything else is not necessary.
44 You see nothing here? Good, very good! !*YAAA*! I better don't tell you what you could see here because If you see a symbol here, your scenario probably will not work correctly. !*hp*!
45 Press OK.

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46 Press the Play symbol.
47 The Save? window will appear.
48 Click on Save. If you don't do that and click "No", everything will be lost. **!!bang!!**

Done.


There are a lot of new things in this tutorial, especially important the most basic instructions are featured. There are some more instructions I didn't show.
To fully master the Timetable View, you need to know all of them. However, the basics are sufficient for a "standard" standard scenario.

Remember: Scenario editing can be very frustrating. Sometimes a lot of trial and error is necessary, but if you know your basics well, you can minimize this.

I hope this tutorial is easy understandable and helpful. Have fun. !*salute*!
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Re: Tutorial: Creating a Standard Scenario

Unread postby minja57 » Sat May 26, 2012 1:15 am

Thank you very much i will use this as reference, as i have been wanting to tinker with scenario creation. !*salute*! !!*ok*!!
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Re: Tutorial: Creating a Standard Scenario

Unread postby Chacal » Mon May 28, 2012 8:43 pm

Excellent tutorial. Thanks!
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Re: Tutorial: Creating a Standard Scenario

Unread postby glenn68 » Tue May 29, 2012 1:11 pm

Thats how I make scenarios and edit the ones I like. The timtable editor works great. To add more to this use RW Tools and clone a scenario with a new name then go back and edit it to add more pick up and drop off's. Usually after I clone then I repoen RW Tools and edit the cloned scenario by swapping out the motive power then save that, go back in railworks and do the diting.

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Re: Tutorial: Creating a Standard Scenario

Unread postby CSX2057 » Sat Jul 21, 2012 1:47 am

very good on the tutorial now i got a question. This was way before the new upgrade came in and I had trouble trying to determine the best percentage on how fast i want the train to go.

In the timetable box shows a 75%, i know that tells the AI train how fast you want it. Last time i test it on the castle rock, the AI train seems to be going slower than the speed limit. What percentage is best? Cause i want the AI to go like maybe 5 or 10 mph under the speed limit.
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Re: Tutorial: Creating a Standard Scenario

Unread postby Machinist » Sat Jul 21, 2012 6:34 pm

CSX2057 wrote:very good on the tutorial now i got a question. This was way before the new upgrade came in and I had trouble trying to determine the best percentage on how fast i want the train to go.

In the timetable box shows a 75%, i know that tells the AI train how fast you want it. Last time i test it on the castle rock, the AI train seems to be going slower than the speed limit. What percentage is best? Cause i want the AI to go like maybe 5 or 10 mph under the speed limit.

That's the percentage of speed limit of track, to get full speed limit the value is 100%. In a track of 60mph setting to 90% will make AI run at 54mph etc... Curiously, to mislead the dispatcher and avoid the famous error of train blocking each other, you can set the percentage of AI to say 200% (double of track speed limit) however AI won't derail. *!!wink!!*
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Re: Tutorial: Creating a Standard Scenario

Unread postby Chacal » Fri Aug 31, 2012 2:20 pm

micaelcorleone wrote:35 You can manually define the paths trains will take by using the Waypoint instruction. If you do not do that, the game will automatically search the "best" path. To be honest, most of the time it is not the best. *!rolleyes!*
Better you manually define the train paths. Click on the Waypoint symbol.


The Waypoint instruction is best suited for AI train and not ideal for player trains because it does not show up in the task list when playing the scenario, thus confusing the player, unless no confusion is possible (such as when the resulting path is the most obvious or natural one).

IMO it is better to use the "Stop at" instruction with a speed higher than zero, which will show up as a "go via" task in the task list. This also helps the player to find his way through the map.

micaelcorleone wrote:44 You see nothing here? Good, very good! !*YAAA*! I better don't tell you what you could see here because If you see a symbol here, your scenario probably will not work correctly.


Actually warnings are usually fine, such as path collision warnings, but errors are not good.
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Re: Tutorial: Creating a Standard Scenario

Unread postby OpenRailer90 » Fri Jan 02, 2015 1:53 am

As helpful as that was, how can I prevent the green tick from appearing when test running the scenario?
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Re: Tutorial: Creating a Standard Scenario

Unread postby Chacal » Fri Jan 02, 2015 2:01 am

Try restarting it, and saving without completing it.
!*don-know!*
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Re: Tutorial: Creating a Standard Scenario

Unread postby OpenRailer90 » Fri Jan 02, 2015 8:25 pm

^I don't understand it. Also, how can I get the original scenario properties flyout to appear after ticking the select Assets box?
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Re: Tutorial: Creating a Standard Scenario

Unread postby NYWhiskey » Fri Jan 02, 2015 9:08 pm

Double click on your scenario marker.
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Re: Tutorial: Creating a Standard Scenario

Unread postby Chacal » Fri Jan 02, 2015 9:53 pm

tycoonkid9 wrote:^I don't understand it.

Start the scenario again. As soon as ithas started, save and exit.
Maybe this will erase your green tick mark.

NYWhiskey wrote:Double click on your scenario marker.

Yes, the only difficulty being to find the correct scenario marker.
Some scenario writers leave all the scenario markers at the same location as the route marker, so there can be several of them at the exact same position.
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Re: Tutorial: Creating a Standard Scenario

Unread postby glenn68 » Fri Jan 02, 2015 10:01 pm

I normally set mine in a area I can get to. There is a way to do this by going through another scenario and adding a new scenario marker, once you di that say no to do you want to save this scenario. Once that is done TS2015 should open to your new scenario marker and ready to go.
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Re: Tutorial: Creating a Standard Scenario

Unread postby NYWhiskey » Fri Jan 02, 2015 11:36 pm

You can use the gizmo on the scenario marker and move it to anywhere you want, yes I know it is a bitch!
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Re: Tutorial: Creating a Standard Scenario

Unread postby Geomodelrailroader » Fri Dec 01, 2017 7:21 am

When it comes to scenario creation you need to be careful on how you program your AIs because I seen scenarios on Steam Workshop and on RWA where the creator has made tons of AI mistakes which always end in a cornfield meet or AI collision. Here are the golden rules of Scenario creation for AIs.

Rule #1. Intermodal and Passenger have the rightofway. If your route has intermodal or passenger trains they get the top priority These AIs must be set to Express or High never set these to Standard, Low, or Light and you should never set any AIs to Special or Other this is the leading cause of collisions.
Rule #2. If you have switchers set them to Low don't set these to Light Engine, Other, or Special this is the leading cause of collisions.
Rule #3. Don't fool the signals. Signals govern the track if you program an AI to ignore a signal the players train will SPAD a red light. Steam and Railworks record your score and post it online. Signal SPAD is the leading cause of collision if an AI is in a block set their destinations markers to Stop not go through if the AI SPADs they run into you. if you don't want this Don't switch the AI into an active block it will cause a collision.
Rule #4. If your AI is switching never place static cars in its path if the priority is set above Low. an AI set to Standard, Light, or Other goes faster then a local and ignores the track rules and Track Speed leading to unrealistic operation and a collision. If you don't want this set your AI to Low or get the cars onto a siding and you should never set an AI to Special because special trains break the rules.
And #5 Drag freights are low priority. If your route has drags place all of them on Standard, or Low. if you have a light engine or Helpers set them to Light Engine and don't place cars in front of them.
I hope this helps everyone.
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