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I've decided that in my newly increasing amounts of time, I would like to build a route for MSTS. And I need some help. I get the basic building stuff down of how to place items and such, but I need some more detailed info. 1. Is there any easy way of creating a point to point straight stretch of track over a distance greater than in the track selector, or dynamic track distance? 2. What is the best way of inputing realistic terrain preferably after (but before if I must) laying track? I remember something about Demex and something else... 3. How do I create the signal system? 4. What kind of "interactive" objects are there? And how do I use ans place them? 5. I'm also stuck on how to design the route with realistic distances and such. Since this is not a prototype, are there any good references I could use? Thanks very much, If you're dead serious about this then take baby steps. Tackle one thing at a time. There are alot of tools and data out there that can help. Try not to saturate data into your brain at once. There's where confusion and mistakes come in. 1. Is there any easy way of creating a point to point straight stretch of track over a distance greater than in the track selector, or dynamic track distance? Yes and no. You're not there yet. 2. What is the best way of inputing realistic terrain preferably after (but before if I must) laying track? I remember something about Demex and something else... DEMEX is the way to go. You'll need to fork out some $ for this one. You'll also need to select the area you need. In other words...properly stake the claim you require.

MSTS Route Building Tips

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tUTORIAL ON rOUTE BUILDING FOR msts

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Page 1: MSTS Route Building Tips

I've decided that in my newly increasing amounts of time, I would like to build a route for MSTS. And I need some help. I get the basic building stuff down of how to place items and such, but I need some more detailed info. 1. Is there any easy way of creating a point to point straight stretch of track over a distance greater than in the track selector, or dynamic track distance? 

2. What is the best way of inputing realistic terrain preferably after (but before if I must) laying track? I remember something about Demex and something else... 

3. How do I create the signal system? 

4. What kind of "interactive" objects are there? And how do I use ans place them? 

5. I'm also stuck on how to design the route with realistic distances and such. Since this is not a prototype, are there any good references I could use? 

Thanks very much, 

If you're dead serious about this then take baby steps. Tackle one thing at a time. There are alot of tools and data out there that can help. Try not to saturate data into your brain at once. There's where confusion and mistakes come in. 

1. Is there any easy way of creating a point to point straight stretch of track over a distance greater than in the track selector, or dynamic track distance? 

Yes and no. You're not there yet. 

2. What is the best way of inputing realistic terrain preferably after (but before if I must) laying track? I remember something about Demex and something else... 

DEMEX is the way to go. You'll need to fork out some $ for this one. You'll also need to select the area you need. In other words...properly stake the claim you require. 

3. How do I create the signal system? 

Don't worry about it. That's last. Signaling will come with their answers AFTER all the track is absolutly complete and you are satesfied with the track work. 

4. What kind of "interactive" objects are there? And how do I use ans place them? 

Again, don't worry about it. These items are towards the end. All in good time. 

Page 2: MSTS Route Building Tips

5. I'm also stuck on how to design the route with realistic distances and such. Since this is not a prototype, are there any good references I could use? 

Again...yes and no. 

Advice. Get Vone's book. Before you even lay piece of track or DEMEX your first terrain tile. Make a sizable test route and practice and practice on it. Here you can learn each thing one at a time. We could tell you everything at once, but that would be doing you a dis-service. Learn the RGE. Look into DEMEX and NED data and so on. I'm sure Robert will pipe in here. My approach to this is less acedemic and more realistic when it comes to RE training. Don't fret, we'll help; but it would be prudent to do this one thing at a time. Trust me....I know. Good luck!

Tried to answer at 5am this morning, but the site decided I was not going to post in this forum. Kip has answered it better anyway, but following is what I had. 

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Matt, first advice is .. if you value your sanity, don't!   

Second tidbit of advice (as Kip said above) is to get Michael Vone's Guide to Route Building. All of the above questions would be completely and succintly answered in less than five minutes rather than having to wait for someone else's input. (By the way, don't take that as criticism. There will be many questions along the way and his book is one of the best sources of quick and accurate answers) http://www.avsim.com/hangar/utils/mvchallenges/mstsguide/MSTSguide.html 

Some of what you've asked above, there is no easy answer to without a long explanation. 

1. you probably don't want the longest straight, especially going over any tile boundaries. 

2. Demex is the only way to go and do it before you start laying track. Saves a lot of headache. 

3. Don't do any signalling until you have finished all the trackwork or you are asking for major problems. 

4. Interactives are any objects placed on the track (initially between the rails) that affect the running of the route. Do not use any at all until your track laying is complete. 

5. Selective compression is the best advice here. A realistic distance for example between nodes (to get away from uncoupling/derailment problems) is to make sure there are no more than 5 to 8 miles between switches depending on the winding factor,

Page 3: MSTS Route Building Tips

both horizontal and vertical planes. As far as distances for buildings, whistle boards etc., there are some measuring rulers on Train-sim.com to help with this. You use them like any object, but then remove them when you are finished. 

As Kip said, just ask when you run into problems. The RE is not the most intuitive program to begin with, let alone factoring in all the bugs. This is one of those things that it's best to jump in, keeping the above warnings in mind and just "Do it"!