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1
BVEStation Network News / BVEStation Forums Closed
« Last post by ipac on January 23, 2021, 09:43:55 pm »
Welcome to BVEStation.com! The forums will be closed indefinitely, and registration will be disabled.  BVEStation will however, continue to stay online, with the forums up for your viewing pleasure, along with all the downloads.  Thanks.
2
NYCTA Projects / Re: (WIP) Official Update Thread for the NYCTA BMT Routes
« Last post by YankeesPwnMets on February 11, 2020, 11:15:11 pm »
Glad to see that things are still being worked on
3
NYCTA Projects / Re: (WIP) Official Update Thread for the NYCTA BMT Routes
« Last post by F train fan on January 18, 2020, 01:05:05 am »
Welcome back, with only the preview pics I can already tell the route is going to be amazing. Your announcement videos have also been amazing as well.
4
Hi Everyone, been a little while since i posted or did any updates. I finally found some free time to resume and finish up the routes i was working on. Im currently working on finishing up the 2005 / 2006 Q line. Here are some small preview pics. 






Hopefully will have both out this year.
5
Content Development / The Old CSV Commands Sheet
« Last post by pollard7545 on January 12, 2020, 10:06:59 pm »
Found on my pc recently...not my creation

Route Section
Route.Comment-This is the comment displayed in the route information section when you start BVE.
Route.Gauge-This sets the guage, or width of the tracks, in mm.
Route.Timetable-This is displayed at the top of the timetable in BVE.
Route.DeveloperID xxxxxxxx-This is the ID used to access the route in developer mode.  For more information on developer mode, see http://members.aol.com/bvehelper or the BVE Official website: http://mackoy.cool.ne.jp.
Route.Signal(x1)x2-Sets the maximum speed for each of the signals in the route.
x1=Signal number/type (1=red, 2=yellow, 3=green)
x2=Maximum speed after passing the aspect in km/h
Route.Runinterval x1-Sets how far ahead the previous train is and how long after the next will be after the player's train.
x1=Interval of trains, in seconds.
Route.Change x1-Sets wether the brake handle is set or not when the route starts.
x1=Setting.  (0=set, 1=not set.)

Train Section
Train.Folder x1-Calls the train to be used for the route.
Train.Run(x2) x3-Indexes each track type to a specific run sound.
Train.Flange(x4) x5-Indexes each track type to a specific flange sound (most trains only have one or two, so this is rarely neccesary)
x1=Train Folder name.  The default path is BVE\Train.  Only the name of the folder is required without any extensions.
x2=Rail index number to be used with the specified run sound
x3=Run sound to be used with the track type above.
x4=Rail index number to be used with the specified flange sound. (Same track number as in With Structure section must be used for desired sound)
x5=Flange sound to be used with the track type.
For more information on making your route sound like you intend with almost any train, go to http://www.railsimroutes.co.uk/bvetss to learn about BVE Track Sound Standard.

With Structure-Defines the beginning of the structure, or indexing, section.

.CrackL(x1) x2-Indexes a crack
.CrackR(x1) x2
x1=Crack index number.  This is the same for both the L and R cracks of each type.
x2=Individual filenames for the left and right cracks.  The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

.FormR(x1) x2-Indexes platforms
.FormL(x1) x2
.FormCR(x1) x2
.FormCL(x1) x2
.RoofR(x1) x2-Indexes a roof for the platform
.RoofL(x1) x2
.RoofCR(x1) x2
.RoofCL(x1) x2
x1=Platform/roof index number.  This is the same for all the L, R, CL, and CR platforms and roofs of each type.
x2=Individual filenames for the left and right platforms and roofs.  The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

.DikeL(x1) x2-Indexes a dike
.DikeR(x1) x2
.WallL(x1) x2-Indexes a wall
.WallR(x1) x2
x1=Wall/dike index number.  This is the same for both the L and R walls/dikes of each type.
x2=Individual filenames for the left and right walls/dikes.  The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

Texture.Background(x1) x2
.Ground(x1) x2-Indexes a ground object
x1=Ground or background index number.
x2=Filename. The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

.Rail(x1) x2-Defines and indexes an object to be used as track.
x1=Rail object index number
x2= Filename. The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

.Freeobj(x1) x2-Indexes a free object for use in the route.
x1=Object index number
x2=Filename. The default path is BVE\Railway\Object\ so anything further must be indexed as \Directoryx\filename.b3d or .csv

With Track-Defines the beginning of the track section, or the space where the railway is actually 'built.'

0
150
1275
23300
All of the above, and any number not in a defined statement are seen as distances by BVE in meters.  They need to go in order, if these lines are out of sequence BE will get confused and not display some lines.  All statements begin with a . (period) and should end with a , (comma).

.Railstart x1;x2;x3;x4, Starts a new track, or rail.
.Rail x1;x2;x3;x4,
x1=Rail index number
x2=Distance from track 0 in m (- for left, + for right)
x3=Height from track 0 in m (- for below, + for above)
x4=Rail type index

.Railtype x1;x2, Changes the type of a rail.
x1=Rail index number (this is the track to change types)
x2=Rail type index number

.Railend x1,
x1=Index number of rail to end.

.Signal -x1;x2;x3;x4;x5,
x1=Number of Aspects on signal (-2 to -4)
x2=Signal Name as Displayed in BVE
x3=Distance from track 0 in m (- for left, + for right; If X is 0 and Y is -1, the signal is hidden.)
x4=Height from track 0 in m (- for below, + for above, -1 to place a default post to "hold" the signal, but only if X is NOT set to 0.)
x5=Signal Type (1=Home, 2=Block)

.Relay x1;x2, Sets a relay signal.
x1=Distance to the right or left of track (- for left, + for right)
x2=Height above or below the track.  If this is set to -1, an automatically generated post will hold up the relay.  If X is 0 and Y is -1, the relay and the next signal will be hidden.

.Pitch x1,
x1=Pitch of the track.  (- for down, + for up)

.Height x1,
x1=Height of track 0 above the ground.

.Wall x1;x2;x3, Places walls.  The wall will continue until it is ended.
x1=Rail index number
x2=Sides for the wall to go on: (-1 for left, 1 for right, 0 for both)
x3=Wall index number

.Wallend x1, Ends a wall.
x1=Rail index number for which the wall shall end.

.Dike x1;x2;x3,  Places a dike.  The dike will continue until it is ended.
x1=Rail index number
x2=Sides for the dike to go on: (-1 for left, 1 for right, 0 for both)
x3=Dike index number

.Dikeend x1, Ends a dike.
x1=Rail index number for which the dike shall end.

.Freeobj x1;x2;x3;x4;x5, Places Free objects.
x1=Rail index number
x2=Object index number
x3=Distance from indexed rail (- for left, + for right)
x4=Height from indexed rail (- for below, + for above)
x5=Rotation in degrees (-360 to 360)

.Curve x1;x2,
x1=Curve radius in m (-for left-hand turn, + for right, 0 for    straight)
x2=Banking, in mm; lowers the inside rail by the amount indicated.

.Sta x1;x2;x3;x4;x5;x6;x7;x8;x9;x10;x11, Places a station.
x1=Station Name
x2=Arrival time in HH.MMSS
x3=Departure time in HH.MMSS
x4=Pass alarm.  1 will alert the driver when he or she has passed a station he or she was supposed to stop at and 0 will disable the alert.  Can be left blank.
x5=Sets which side of the track the platform sits on.  (-1 for left, 1 for right)
x6=Sets a signal at the station.  0 will show green, 1 will show red until the train is near the stop marker or there is 23 seconds to departure.
x7=Can be used to activate a safety system, or left blank. 0 will activate ATS, 1 will activate ATC.
x8=Plays a sound when arriving at the station (after the doors open).  Format: Directory\x.wav.  Default directory is BVE\Railway\Sound.
x9=Minimum stop time in seconds.  This will only come into play if the stop is longer than that specified by the arrival and departures or if the train is running late.
x10=Determines how full the train will be upon departure from this station.  Use 0 for empty and 250 for full.  0-100 is best because a more full train (150+) means the passengers are unhappy to begin with and thusly make a very hard job for the driver.
x11=Sound to play before doors close to depart.  Format same as above.

.Stop x1, Places the stop position at a station.
x1=Determines the position of the stop marker from the track. (-1 for left, 1 for right, 0 for none.)

.Adhesion x1,  Changes or sets the adhesion, or 'grip' between the track and the wheels.
x1=Rail adhesion factor.  150 is standard for good weather and 100 for rainy weather.

.Back x1,  Changes the background.
x1=Back index number.

.Limit x1;x2;x3,
x1=Sets the speed limit in kilometers per hour.
x2=Sets the distance from the track the sign sits. For no sign, put 0. (- for left, + for right)
x3=Sets the sign to have indicators that the speed restriction is related to a curve.  For a right-hand curve, 1, for a left-hand curve, -1, and for no indicator, put 0.
.Announce x1, Plays a sound.
x1=Sound to play.  Default directory is BVE\Railway\Sound\ so anything further must be specified with \Folderx\filename.wav.

.Marker x1;x2, Displays a marker.
x1=Filename of marker.  Default directory is BVE\Railway\Object so anything further must be specified with \Folderx\filename.gif.  .gif and .bmp are supported.
x2=Distance ahead to show the marker.  IE if you put 50, the marker will display for 50m prior to the position specified.

.Doppler x1;x2;x3, Sets a doppler sound on or near the railway.
x1=Filename of sound.  Default directory is BVE\Railway\Sound so anything further must be specified with \Folderx\filename.wav.
x2=Distance from track horizontally in meters.
x3=Distance above or below the track in meters.

.Ground x1, Changes the ground type.
x1=Ground index type.

.Form x1;x2;x3;x4, Places a platform.
x1=Rail index number.
x2=Specifies which side the platform sits on.  (R for right, L for left.)
x3=Roof object index number for the platform.
x4=Platform type index number.

.Accuracy x1, Sets how well the track is laid, or maintained.
x1=Sets the accuracy.  Use between 1, for well laid and maintained track and 4, for poorly laid and kept track.  2 is the usual setting.  This affects how the train moves.

.Crack x1;x2;x3, Fills the space between two tracks with ballast or a texture.
x1=Sets the first track index number.
x2=Sets the second track index number.
x3=Crack index number.

.Pole x1;x2;x3;x4;x5, Sets the catenary support poles.
x1=Rail index number
x2=Number of tracks the poles cover MINUS ONE.  IE for two tracks use one.
x3=Location of the poles (-1 for left, 1 for right)
x4=Distance between poles in 25m increments.  If set to 25, the poles occur at every 25m mark,  such as 500, 525, 550, etc.  If set to 50,  the poles occur at every 50m mark, such as 150, 200, 250, etc.

.Poleend x1, Ends the poles for a given track.
x1=Rail index number

.Pretrain x1, Sets when the previous train departed this station.  This command can be used more than once per route.
x1=Time the previous train left in HH.MMSS.

.Tr x1;x2, Sets a transponder on the track.
x1=Transponder type. (0:ATS-SN type warning, 1:ATS-SN type force to stop, 2:false start prevention, 3:ATS-P type refresh limit pattern, 4:ATS-P type force to stop)
x2=Number of  blocks the transponder covers. (??)

.Pattern x1;x2, Sets the speed limit pattern for ATS-P.
x1=Type of pattern.  (0:Curve or other temporary speed restriction, 1:Permanent speed restriction)
x2=Speed limit.
6
Content Development / Re: GB maps BVE content creation tool [PLEASE CHECK OUT]!!!!
« Last post by pollard7545 on January 10, 2020, 04:33:00 pm »
So I downloaded this program because I want to just lay the tracks and clean it up on my own but i'm not understanding how it works. How do you start with a track and lay the tracks over the map?
7
Other Projects / Re: [RELEASED] (WIP) 1970s Routes
« Last post by BadriveR142A on January 01, 2020, 01:09:06 pm »
Main post of this thread updated with new project sheet.
8
Content Development / Request for help with Rail Network plan
« Last post by pollard7545 on December 28, 2019, 11:44:05 pm »
So it's been awhile for me regarding BVE and i'm not sure how many people are left developing routes. Before I stepped away I was developing a series of routes for Southern New Jersey called Pennsylvania-Reading Seashore Lines [PRSL]. Based on real routes, PRSL was stretched throughout South Jersey and my plan was to re-create the entire network. Before I stepped away I did a lot of pre-coding work converting all of the stations, road crossings, interlocking, overhead bridges, under grade bridges and curves from miles to meters. These were written in a notebook that I recently took out of storage and got the itch again to work on and complete. I am reaching out to the community here to ask for help with track coding. That is my biggest obstacle for me right now. Everything else is ready. Here are the routes for the PRSL that I have plans to make:



1-Atlantic City Line [via Vernon Branch] Starts at MP 0 Camden Terminal Ends at Atlantic City Terminal MP 57.9 [93175m]

2-Atlantic City Line [via Clementon Branch] Starts at MP 0 Camden Terminal Ends at Atlantic City Terminal MP 55.9 [89975m]

3-Millville Branch Starts at MP 0 Camden Terminal Ends at Millville Station MP 40.2 [64700] and on to Cape May Station MP 81.9 [131800m]

4-Cape May Branch [via Clementon Branch] Starts at MP 0 Camden Terminal Ends at Cape May Station MP 80.9 [130200]

5-Cape May Branch [via Vernon Branch] Starts at MP 0 Camden Terminal Ends at Cape May Station MP 82.9 [133425m]

6-Wildwood Branch Starts at MP 61 [98175] on Cape May Branch at Sea Isle Junction and Ends at Cold Spring Harbor Station MP 82.0 [131975]

7-Ocean City Branch starts at MP 61 [98175] on Cape May Branch at Sea Isle Junction and Ends at Ocean City Gardens Station MP 77.7 [125050]

8-Penns Grove Branch starts at MP 8.6 [13850] on Millville Branch at Woodbury Junction and Ends at Penns Grove Station MP 28.9 [46500]

9-Salem Branch starts at MP 8.6 [13850] on Millville Branch at Woodbury Junction and Ends at Salem Station MP 37.3 [60025]

10-Bridgeton Branch starts at MP 18.0 [28975] on Millville Branch at Glassboro Junction and ends at Bridgeton Station MP 38.7 [62275]

11-Elmer Branch starts at MP 26.1 [42000] on Bridgeton Branch at CP Elmer and ends at Quinton Station MP 41.8 [67275]

12-Newfield Branch starts at MP 30.1 [48440] on Millville Branch at CP WI [Newfield Station] and ends at Atlantic City Terminal MP 64.4 [103650]

13-Maurice River Branch starts at MP 46.6 [75000] on Millville Branch at Manumuskin Station and ends at Maurice River Station MP 56.2 [90450]

14-Williamstown Branch starts at MP 18.8 [30100] on Atlantic City Line [Vernon] and ends at Mullica Hill Station MP 41.5 [66775]

15-Grenloch Branch starts at MP 3.0 [4825] on Millville Branch at CP GK and Ends at Grenloch Station MP 13.4 [21575]

16-Medford Branch starts at MP 6.5 [10450] on Atlantic City Line [Vernon] at Haddonfield Station and ends at Mount Holly Station MP 24.8 [39900]

17-Bay Head Branch Starts at MP 0 Camden Terminal Ends at Bay Head Station MP 69.1 [111200]

18-Trenton Branch Starts at MP 0 Camden Terminal Ends at Trenton Terminal MP 37.5 [60350]

19-South Amboy Branch starts at MP 27.6 Bordentown Station on Trenton Branch and ends at South Amboy Station MP 61.3 [98650]

in addition to these lines I also did the pre-work for several Central Railroad of New Jersey lines [CNJ] that also went into South Jersey:

20-CNJ Southern Division starts at MP 0 Jersey City Terminal and ends at Bayside Station MP 144.0 [231750]

21-CNJ Port Norris Branch starts at MP 133.7 [215175] Bridgeton Station and ends at Bivalve Station MP 151.0 [243000]

22-CNJ Deerfield Branch Starts at MP 0 Deerfield Station and follows the CNJ Port Norris Branch to Bivalve Station MP 24.0 [38625]

23-CNJ Southern Division Atlantic City Line starts at Winslow Juction MP 105.9 [170425] and ends at Atlantic City Terminal MP 135.9 [218700]

24-CNJ Southern Division Cape May Line starts at  Winslow Juction MP 105.9 [170425] and ends at Cape May Station MP 160.9 [258950]



That's a lot of routes, however quite a few of them branch off from the main 4 lines [Atlantic City Line/Millville Branch/Cape May Branch/Trenton Branch] and two of the CNJ routes connect with PRSL at Winslow Junction for Atlantic City and Cape May. Most lines are two track lines Millville Branch is 4 tracks until Glassboro Junction. Single track lines are Penns Grove/Salem/Bridgeton/Grenloch/Maurice River/Williamstown/Medford/CNJ Port Norris/CNJ Deerfield.

Like I said before a lot of pre work is already done and I just need experienced coder or someone willing to collaborate with me. I'll send all of the information that I have to you and give you the insights of what i'm trying to do. Thanks for any responses and help!!!

9
Other Projects / Re: [RELEASED] (WIP) 1970s Routes
« Last post by BadriveR142A on December 25, 2019, 06:46:01 pm »
A little Christmas present: 1970s EE to Continental Av BETA. This route version will never be worked on again since I will make a x100 better one in the future as part of the 1970s NYCTA Routes Volume 3 pack (will talk about the different volumes soon).

Dependencies needed: IND 8th Avenue

Object: https://drive.google.com/open?id=1MCEZ4kOi4-UX9FJ2Roz-wVndfb80nkiZ

Route: https://drive.google.com/open?id=19N7K-cua_TyX5Rdk1dO9bqs_yUKR2dcE




10
BVE/OpenBVE Support / Clear Pitch White Screen When I Start The Simulator
« Last post by TransitJusticeForAll on October 25, 2019, 12:08:42 pm »
I am trying to setup the openBVE simulator on my laptop. To answer your question, yes, I set-up the simulator on my laptop and recently uploaded the openAL program. I got the update for OpenBVE version 1.7.0.3, but my screen came up clear, white blank space of empty void. Screen resolution is 1280 × 800. My system is Windows 10 with an intel Core 2 Duo processor. Did I miss a step in setting up this simulator? Can you please help me set up OpenBVE? Thank You For Your Time.

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