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author | orwell96 <mono96.mml@gmail.com> | 2017-03-09 12:05:50 +0100 |
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committer | orwell96 <mono96.mml@gmail.com> | 2017-03-09 12:05:50 +0100 |
commit | 1137dad2fe82aa6776bc8e489e1ec96e363dd3ef (patch) | |
tree | e55d02f3a6ac735d05830cc31166f035e683e9ec | |
parent | babb41c36887d558ffda20e58d17371ed36c0cb8 (diff) | |
download | advtrains-1137dad2fe82aa6776bc8e489e1ec96e363dd3ef.tar.gz advtrains-1137dad2fe82aa6776bc8e489e1ec96e363dd3ef.tar.bz2 advtrains-1137dad2fe82aa6776bc8e489e1ec96e363dd3ef.zip |
Update manual and include everything in repo
31 files changed, 630 insertions, 0 deletions
diff --git a/advtrains/manual.pdf b/advtrains/manual.pdf Binary files differindex 6f9fe84..68691a2 100644 --- a/advtrains/manual.pdf +++ b/advtrains/manual.pdf diff --git a/assets/manual.lyx b/assets/manual.lyx new file mode 100644 index 0000000..3255f68 --- /dev/null +++ b/assets/manual.lyx @@ -0,0 +1,630 @@ +#LyX 2.2 created this file. For more info see http://www.lyx.org/ +\lyxformat 508 +\begin_document +\begin_header +\save_transient_properties true +\origin unavailable +\textclass paper +\use_default_options true +\maintain_unincluded_children false +\language english +\language_package default +\inputencoding auto +\fontencoding global +\font_roman "default" "default" +\font_sans "default" "default" +\font_typewriter "default" "default" +\font_math "auto" "auto" +\font_default_family default +\use_non_tex_fonts false +\font_sc false +\font_osf false +\font_sf_scale 100 100 +\font_tt_scale 100 100 +\graphics default +\default_output_format default +\output_sync 0 +\bibtex_command default +\index_command default +\paperfontsize default +\spacing single +\use_hyperref false +\papersize default +\use_geometry true +\use_package amsmath 1 +\use_package amssymb 1 +\use_package cancel 1 +\use_package esint 1 +\use_package mathdots 1 +\use_package mathtools 1 +\use_package mhchem 1 +\use_package stackrel 1 +\use_package stmaryrd 1 +\use_package undertilde 1 +\cite_engine basic +\cite_engine_type default +\biblio_style plain +\use_bibtopic false +\use_indices false +\paperorientation portrait +\suppress_date false +\justification true +\use_refstyle 1 +\index Index +\shortcut idx +\color #008000 +\end_index +\leftmargin 1cm +\topmargin 1cm +\rightmargin 1cm +\bottommargin 1cm +\secnumdepth 3 +\tocdepth 3 +\paragraph_separation indent +\paragraph_indentation default +\quotes_language english +\papercolumns 1 +\papersides 1 +\paperpagestyle default +\tracking_changes false +\output_changes false +\html_math_output 0 +\html_css_as_file 0 +\html_be_strict false +\end_header + +\begin_body + +\begin_layout Part* +Advanced Trains +\end_layout + +\begin_layout Standard +This mod aims to provide realistic, good-looking and functional trains by + introducing a revolutionary rail placement system. + It features several wagons that can be coupled together. +\end_layout + +\begin_layout Standard +This mod is not finished. + If you miss features, suggest them, but do not denounce this mod just because + they are not yet implemented. + They will be. +\end_layout + +\begin_layout Subsection* +Placing Rails +\end_layout + +\begin_layout Standard +Minetest's in-house rail system features rails that turn at an angle of + 90 degrees – totally impractical for the use with realistic trains. + So we have our own rails. + Remember: Carts can't drive on the rails provided by this mod, as do trains + not drive on minetest's default rails because of their different track + widths. +\end_layout + +\begin_layout Standard +First, craft some rails. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-43-29.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +Now, place one at any position and another one right next to it: you have + made your first railway track! +\end_layout + +\begin_layout Standard +To learn how to make turns have a look at the following examples. + A rail node has been placed only at the red-marked places. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-04-12.png + width 5cm + +\end_inset + + +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-04-57.png + width 4cm + +\end_inset + + +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-05-51.png + width 5cm + +\end_inset + + +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-07-13.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +As shown in the illustrations above, the 30-degree angled rails use a knight's + move (2 ahead, 1 aside) for placement. + For the rails to look realistic, I encourage you not to build turns that + are too narrow. + IMO the angles you can build with this are still way to narrow, but this + is the best compromise I can find. + +\end_layout + +\begin_layout Subsection* +Switches +\end_layout + +\begin_layout Standard +To create switches we need the trackworker tool. + ATM it looks like a Doctor Who Sonic Screwdriver. + Aside from turning rails into switches, it is also capable of rotating + everything (rails, bumpers, signals) in this mod. + Due to internal mechanics, nothing can be rotated using the default screwdriver. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-56-34.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +Place some rails. + Then left-click 1-2 times on one of these rails, until you see a switch. + Use right-click to rotate it how you need it. + You can change the switch direction by right-clicking the switch or by + powering it with mesecons. +\end_layout + +\begin_layout Standard +Unfortunately tracks that are placed next to switches don't always automatically + connect to them. + You need to correct manually using the Trackworker. + One day I will implement proper handling for these. + When you are finished it could look like this: +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-08-02.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Subsection* +Rail crosses +\end_layout + +\begin_layout Standard +There are no real cross-rail nodes. + However you can create crossing rails by being creative and using the knight's + move or by placing opposing 45-degree rails. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-09-01.png + width 5cm + +\end_inset + + +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_10-10-15.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Subsection* +Height differences +\end_layout + +\begin_layout Standard +To master height differences you can craft slope nodes: +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-45-38.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +To place them, you have to prepare the base, then stand in the right direction + and point to the slope start point, then place it. + A slope will be constructed in the direction you are facing (45 degree + steps) leaned against the next solid node. + The right number of slopes is subtracted from the item stack if you are + in survival. +\end_layout + +\begin_layout Subsection* +Bumpers, platforms, signals and detector rails +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-48-54.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +Bumpers are objects that are usually placed at the end of a track to prevent + trains rolling off it. + After placed, they can be rotated using the Trackworker. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-50-27.png + width 5cm + +\end_inset + + +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-51-02.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +These are a regular analog signal and an electric signal. + Like everything, you can rotate them using the Trackworker. + Right-click or power with mesecons to signal trains that they can pass + or have to stop. + The signals do not have any effect on trains, they can only signal the + driver. + A more advanced signalling system (with distant signals/signal combinations) + is planned. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-58-39.png + width 5cm + +\end_inset + + +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2016-09-17_09-58-20.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +These are some platform nodes. + I suggest using the left one, it's only half height and looks better. + These nodes also have a sandstone variant, craft with sandstone bricks +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2017-03-09_11-33-09.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +These detector rails turn adjacent mesecons on when a train is standing/driving + over them. +\end_layout + +\begin_layout Standard +Notice: Detector rails and bumpers currently aren't aligned to the regular + tracks. + This will be fixed soon. + Meanwhile, you need to rotate them manually. +\end_layout + +\begin_layout Subsection* +Trains +\end_layout + +\begin_layout Standard +There are some wagons included in this modpack, however community members + (namely mbb and Andrey) have made some more wagons that can be downloaded + and enabled separately. + Visit the forum topic ( +\begin_inset Flex URL +status collapsed + +\begin_layout Plain Layout + +https://forum.minetest.net/viewtopic.php?f=11&t=14726 +\end_layout + +\end_inset + +) to download them. +\end_layout + +\begin_layout Standard +To see what's included, look up in a craft guide or consult the creative + mode inventory. +\end_layout + +\begin_layout Standard +To place wagons simply craft and click a track. + To remove a wagon, punch it. + Only the person who placed the wagon can do this. + In survival if you destroy trains you get only some of your steel back, + so you will be asked to confirm if you really want to destroy a wagon. +\end_layout + +\begin_layout Subsection* +Driving trains +\end_layout + +\begin_layout Standard +Right-click any wagon to get on. + This will attach you to the wagon and register you as passenger. + Depending on how the wagon is set up, you are either in a passenger seat + or inside a driver stand. + Right-clicking again will show your possibilities on what you can do in/with + the wagon. +\end_layout + +\begin_layout Standard +Example: +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/Bildschirmfoto_2017-03-09_11-42-49.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +When entering a subway wagon, you are formally inside the passenger area. + You can see this by the fact that there's no head-up display. + Right-clicking brings up this form. +\end_layout + +\begin_layout Standard +The first button will make you move to the Driver stand, so you can drive + the train. +\end_layout + +\begin_layout Standard +The second button should say +\begin_inset Quotes eld +\end_inset + +Wagon properties +\begin_inset Quotes erd +\end_inset + + and appears only for the wagon owner. + See +\begin_inset Quotes eld +\end_inset + +Wagon Properties +\begin_inset Quotes erd +\end_inset + +. +\end_layout + +\begin_layout Standard +The last button tells that the doors are closed, so you can't get off at + this time. + If the doors are open or the wagon has no doors, this button says +\begin_inset Quotes eld +\end_inset + +Get off +\begin_inset Quotes erd +\end_inset + +. +\end_layout + +\begin_layout Standard +It is always possible to bypass closed doors and get off by holding the + Sneak key and right-clicking the wagon or by holding Sneak and Use at the + same time. + Remember that this may result in your death when the train is travelling + fast. +\end_layout + +\begin_layout Standard +The Japanese train and the Subway train support automatic getting on by + just walking into the wagon. + As soon as you stand on a platform and walk towards a door, you will automatica +lly get on the wagon. + On these, pressing W or S while inside the Passenger Area will also make + you get off. +\end_layout + +\begin_layout Subsection* +Train controls +\end_layout + +\begin_layout Standard +If you are inside a driver stand you are presented with a head-up display: +\end_layout + +\begin_layout Standard +The upper bar shows your current speed and the lower bar shows what speed + you ordered the train to hold. + Assuming you have the default controls (WASD, Shift for sneak, Space for + jump), the following key bindings apply: +\end_layout + +\begin_layout Itemize +W - faster +\end_layout + +\begin_layout Itemize +S - slower / change direction +\end_layout + +\begin_layout Itemize +A / D – open/close doors +\end_layout + +\begin_layout Itemize +Space: brake (shown by =B=, target speed will be decreased automatically) +\end_layout + +\begin_layout Itemize +Sneak+S: set speed to 0 (train rolls out, brake to stop!) +\end_layout + +\begin_layout Itemize +Sneak+W: Set full speed +\end_layout + +\begin_layout Itemize +Sneak+A: Set speed to 4 (~40km/h) +\end_layout + +\begin_layout Itemize +Sneak+D: Set speed to 8 (~100km/h) +\end_layout + +\begin_layout Itemize +Sneak+Space: toggle brake (the brake will not release when releasing the + keys, shown by =^B=) +\end_layout + +\begin_layout Subsection* +Coupling wagons +\end_layout + +\begin_layout Standard +You just learned how to drive an engine. + Now place a wagon anywhere and drive your engine slowly towards that wagon. + As soon as they collided your engine will stop. + Now get off and right-click the green icon that appeared between the engine + and the train. + You have coupled the wagon to the engine. +\end_layout + +\begin_layout Standard +\begin_inset Graphics + filename manual_img/screenshot_20161203_231622.png + width 5cm + +\end_inset + + +\end_layout + +\begin_layout Standard +To discouple a wagon, punch the red icon between the wagons you want to + discouple while the train is standing. +\end_layout + +\begin_layout Subsection* +Automatic Train Control (ATC) +\end_layout + +\begin_layout Standard +ATC rails allow you to automate train operation. + There are two types of ATC rails: +\end_layout + +\begin_layout Subsubsection* +Regular ATC +\end_layout + +\begin_layout Standard +The ATC rail does not have a crafting recipe. + When placed, you can set a command and it will be sent to any train driving + over the controller. + +\end_layout + +\begin_layout Standard +Only the static mode is implemented, changing the mode has no effect. +\end_layout + +\begin_layout Standard +For a detailed explanation how ATC commands work and their syntax see atc_comman +d.txt +\end_layout + +\begin_layout Standard +Note: to rotate ATC rails, you need to bypass the formspec that is set for + the node. + To do this, hold Sneak when right-clicking the rail with the trackworker + tool. +\end_layout + +\begin_layout Subsubsection* +LUA ATC +\end_layout + +\begin_layout Standard +The LUA ATC suite is part of the mod advtrains_luaautomation. + The LUA ATC components are quite similar to Mesecons Luacontrollers and + allow to create all kinds of automation systems. + This tool is not intended for beginners or regular players, but for server + admins who wish to create a heavily automated subway system. +\end_layout + +\begin_layout Standard +More information on those can be found inside the mod directory of advtrains_lua +automation. +\end_layout + +\end_body +\end_document diff --git a/assets/manual_img/Bildschirmfoto_2016-09-17_09-43-29.png b/assets/manual_img/Bildschirmfoto_2016-09-17_09-43-29.png Binary files differnew file mode 100644 index 0000000..2e8301d --- /dev/null +++ b/assets/manual_img/Bildschirmfoto_2016-09-17_09-43-29.png diff --git a/assets/manual_img/Bildschirmfoto_2016-09-17_09-45-38.png b/assets/manual_img/Bildschirmfoto_2016-09-17_09-45-38.png Binary files differnew file mode 100644 index 0000000..f535adb --- /dev/null +++ b/assets/manual_img/Bildschirmfoto_2016-09-17_09-45-38.png diff --git a/assets/manual_img/Bildschirmfoto_2016-09-17_09-46-21.png b/assets/manual_img/Bildschirmfoto_2016-09-17_09-46-21.png Binary files differnew file mode 100644 index 0000000..43f4eb8 --- /dev/null +++ b/assets/manual_img/Bildschirmfoto_2016-09-17_09-46-21.png diff --git a/assets/manual_img/Bildschirmfoto_2016-09-17_09-48-54.png 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