From 2596866b7488762c66547fb53db0d8a5eac972cc Mon Sep 17 00:00:00 2001 From: orwell96 Date: Fri, 14 Sep 2018 21:36:59 +0200 Subject: Add interlocking guide/manual, silence debug outputs --- assets/manual.html.LyXconv/manual.html | 236 +++++++++++++++++++++++++++++++++ 1 file changed, 236 insertions(+) create mode 100644 assets/manual.html.LyXconv/manual.html (limited to 'assets/manual.html.LyXconv/manual.html') diff --git a/assets/manual.html.LyXconv/manual.html b/assets/manual.html.LyXconv/manual.html new file mode 100644 index 0000000..fe1c132 --- /dev/null +++ b/assets/manual.html.LyXconv/manual.html @@ -0,0 +1,236 @@ + + + + + + + + + + +

Advanced +Trains +

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. +

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. +Placing +Rails +

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. +

First, craft some rails. +

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Now, place one at any position and another one right next to it: you have made your first railway track! +

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. +

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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. +

+

Switches +

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. +

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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. +

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: +

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+

Rail +crosses +

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. +

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+

Height +differences +

To master height differences you can craft slope nodes: +

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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. +

+

Bumpers, +platforms, +signals +and +detector +rails +

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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. +

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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. +

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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 +

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These detector rails turn adjacent mesecons on when a train is standing/driving over them. +

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. +

+

Trains +

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 (https://forum.minetest.net/viewtopic.php?f=11&t=14726) +to download them. +

To see what’s included, look up in a craft guide or consult the creative mode inventory. +

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. +

+

Driving +trains +

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. +

Example: +

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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. +

The first button will make you move to the Driver stand, so you can drive the train. +

The second button should say “Wagon properties” and appears only for the wagon owner. See “Wagon Properties”. +

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 “Get off”. +

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. +

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 automatically get on the wagon. On these, pressing W or S while inside the Passenger Area +will also make you get off. +

+

Train +controls +

If you are inside a driver stand you are presented with a head-up display: +

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: +

+

+

Coupling +wagons +

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. +

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To discouple a wagon, punch the red icon between the wagons you want to discouple while the train is standing. +

+

Automatic +Train +Control +(ATC) +

ATC rails allow you to automate train operation. There are two types of ATC rails: +

+

Regular +ATC +

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. +

Only the static mode is implemented, changing the mode has no effect. +

For a detailed explanation how ATC commands work and their syntax see atc_command.txt +

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. +

+

LUA +ATC +

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. +

More information on those can be found inside the mod directory of advtrains_luaautomation. + + + + -- cgit v1.2.3