Trainz/Driver Mode Keyboard Shortcuts
Driver Module Keyboard Shortcuts
This table was generated for TS12 and so contains a few keys applicable only in newer Trainz releases. Most of the table has been common across all Trainz Versions after Trainz UTC (V-1.5), and as with keys added in TS10 and TS12, keys added after that date such as the Camera Free Roaming External mode ('') just did nothing. Excepting the Keypad keys, neither did most of these in Trainz 1.3—which made for an interesting drive in CAB mode when one was used to the left hand cross: A+S+D X W+S+X (with a long, long history in computer games) and the surrounding keys by rows: upper: Q+W+E+R and lower: Z+X+C+V+B.
Understanding the layout
Trainz keys with related functional actions generally are vertical columns.
- The main Brake/Axillary Brake controls Q+A+Z & E+D+C,
- the throttle & direction adjusts W+S+X & R+F+V.
- Note the absence of T, Y and U in the top-row center.
- whilst the horizontally located keys of the middle and bottom rows G+H+J and B+N+M all have some common general control function
- (though some only have function if one of the shift keys is also pressed)
- or are more minor train controls (B for bell is not a terribly exciting key,
- unless of course, if the noise is driving you or a loved one nuts! Which may lend enough urgency to finding it again that things get a wee bit exciting for a while!).
- The least minor of these are N and ⇧ Shift+N blower controls which you need for Steam Engine's—at least for long runs...
- and the very important J and Ctrl+J which 'toggle junctions' ahead and behind respectively (but are you far enough away? And Does the loco also think 'that-away' is also forwards or reverse?).
- Historically, the Keypad keys were the controls used in Trainz 1.x, but that was unpopular given the need for the right hand on the mouse, which is perhaps busy even more often. With UTC a file "\Settings\keyboard.txt" was introduced allowing user customization of the keys which have remained very stable until the introduction of new functional needs, which affected the old set only by adding to them. The file keyboard.txt also allows the user to customize his Surveyor hotkeys as well as those useful in Driver.
CAB mode factors
- CAB mode involves two different user interfaces, mouse and/or key board — your choice, or mix the two.
Firstly, moving your mouse pointer around the Cab will show certain popup labels, each affiliated with a depicted physical control from valve handles and gear shift. These can be seen moving in concert with Key Presses which will dominate the discussion herein, as the best way to get a handle on the CAB Mode handles, is to Click-and-drag on the physical control modeled, and move the mouse around until you figure out which is the best direction to slide the mouse, to get a specific effect.
- The first thing to experiment with in a Loco Cab is the [ and ] keys, which toggle between Cab-linked 'Interior' Cameras. A disturbing number of these in new released Locomotives have been located 'outside the Cab' looking in particular directions, and generally being overdone by their mere presence, making the Loco harder to control in most cases. Five cameras, two forward, one on controls, and two looking back along either side of the Train seems best, for you can toggle rapidly through each and get to the one you need now in the shortest time, regardless of what 'next camera' the [ and ] keys toggle to next.
- At the same time the user will want to Click and Hold a LMB to change the rotational and tilt adjustments of the particular cameras. (outside cameras usually do not allow both these luxuries.) Rolling the mouse wheel will zoom in or zoom out, as do the PageUp and PageDn. CTRL+] and CTRL+[ have a Fast Snap-To & Toggle function. Experiment a bit, you'll get it.
- Many new Locos also have functional switches. Horns, Lights, Pantographs, even cab fans can often be controlled on depicted control panel 'button', 'knob', 'valve handle', and 'switch' simulations. Some of these are also actuated by hot keys as well, the train bell and horn, B and H respectively, come to mind.
- The operational effect of the Arrow Keys will vary with whether 'Freeintcam' mode is On or Off. (More on that below, inside the table). When the mode is 'Freed Internal Cameras', the arrow key function is likely available by holding the Shift or Control keys; while the arrow keys can be used to relocate and reposition the mount location of the camera. Freeintcam is very popular; Sliding a camera to a new, perhaps ideal location will allow you to drive and see with maximum efficiency. Many actions in driving need be executed with alacrity, as most effects on motion are delayed in time, so position and speed often have to be anticipated.
- There are two major sets of keyboard controls. One centered around S and one (the original Trainz 0.9 Beta release!) control keys centered around the Num-Pad-5. See the tables for details, and check your documentation. Even downloaded and installed Trainz releases may have a printable PDF file giving access to a Keyboard quick reference card.
- Making things move...
- There are 32 steps of acceleration and applied power in an electric locomotive,
- but only eight in a diesel locomotive, Tip: but both like the Steam Locomotives, need not make too sudden a speed change or things break!
- and hundreds of usable combinations of S + W (flow rate throttle) and R + F (cutoff angle key controls, a second throttle that is directional controlling the timing and position of the slide valves) for Steam Loco driving modes. The Steam controls are effectively continuous functions using the mouse to drag or push the inside the cab levers, which positions the keys values too, such that thereafter the keys increment or decrement values from those settings—until pegged at either the maximum or minimum stops.
- Coupler breaking strength is measured in every Driver Session in the default physics, if not by a parameter in the session software. Part of the art of driving is to avoid creating whiplash to the last few cars in a consist, and the more obvious need to not slam together massive machines at excessive speeds, for both circumstances result in broken couplers, and no way to finish a particular mission. Breaking a coupler will generally cause a session to end, as does doing something creating a derailed traincar.
- CAB mode has independent brakes for the locomotive (toggles with E--don't need with a DCC dial) and some loco's also have dynamic brakes (See the Manual, D & C are main controls, but... it's complicated... read the manual) Since TS12 came out, one of the tutorial gives an exercise in using dynamic brakes, albeit too briefly.
- The CAB mode driver Heads up Display gives a lot of real estate to Pressure, whether in Pounds-per-square-inch 'psi' or the metric Kilo-Pascal 'kPa', there will be four pressure readings of interest reported:
1) 'Brake Cylinder'—this is the force actually slowing traincar wheels up and down the train. Since this gauge shares proximity with the locomotive braking control valves, it's overall system measuring value can be masked by using the 'Independent Brake' of the Locomotive, as it shows the highest number applied to either braking system. Trainz does not model separate gauges for each, at least not yet.
2 'Brake Resevoir'—this is a big tank which provides the air to the brake hoses chaining each car to the ones before and after. Its maximum steady state pressure reading is the highest any gauge, or brake shoe can possibly experience. In the modeling, as in the real world, system pressures will in actuality remain a bit below that maximum. It's biggest importance, is letting one know the denominator for the other pressure readings, allowing one to eyeball a value and interpret it as a percentage of the maximum.
3 'Equilizer Pressure'—This is actually a predictive instrument. It's value is an approximation of the value the driver may expect if he shuts off the brake-control-valve at the current moment (value observed).
4 'Brake Pipe Pressure'—This instrument shows brake system pressure flow changes. The lower the value, the less change happening in the current drag acceleration factor in the simulator's motion equations.
- Also, CAB mode has 'LAP brake modes'—he ability to partially apply brakes up and down the train so to better control speed on steep descents. Lapping brakes, like easing to a stop in an intersection also aids a lot in many coupling, switching, and/or loading operations; especially when combined with use of the independent brakes (which act quickly and are toggled by E) to stop the train with a timely bit of extra 'hard last moment braking'.
- Lastly, there are other CAB electronics simulated in the game and there is the capability to marry a control console to the game similar to the way many racing games and flight simulators allow true aficionados to add consoles.
General Control keys
We defer covering Driving/Operations keys for the common mode keys and Driver general game controls, placing the more complicated CAB mode down the bottom, whilst giving you the Table of Contents at right to get to it quick if you want.
Notes, Footnotes & References
Config.txt files are endemic and ever present in Trainz assets, for no asset can be defined without this type of Computer Science container. The keyword-value_of_key pairing must always be kept in mind in editing or creating Trainz content. The TrainzBaseSpec contains values and containers which are most common in asset defining config.txt files.
- Some jurisdictions in the USA require flashing ditchlights on a train not only moving, but powered up and able to move. As a general rule, ditchlights in Trainz will likely be found only on locos prototyping recently produced models. A new Trainzer might consider looking up a Loco model in Wikipedia when looking the route over (Qualifying oneself. Note--real operators have to qualify on a route, after many ride-alongs to familiarize themselves. Taking a 20-60 minutes to examine the layout and session processes can help beat a lot of Driver mode frustrations.
- Notice keys are dual use, valid for mutually exclusive modes.
- N3V keeps promising they're going to fix sound volume issues, but never get around to it.
- Map Toggle: Ctrl-M works for mini-map in Surveyor AND in Driver module.
- Use the Independent (Locomotive Only!) brake to 'fine tune' speeds, especially when conducting coupling and switching operations in which speeds generally needs to be less than 4-5 mph (~6-8 km/h). The 'Independent Brake' means it's the brakes only of the Locomotive, not coupled to the rest of the train through the air brake system, hence they operate very rapidly compared to those of a long train.
- This Emergency Brake control really is only for emergency crash prevention. It is very unrealistic and has effect only in Driver.
- This Emergency Brake control really is only for emergency crash prevention.
- Toggle Firebox Door is not just so things run less noisy, but also effects heating of the water jacket. Blower has much better effect than with door open, so shut ASAP after adding coal. Watch effect in CAM=1 mode!
- Injector Up Forces feed water into the boiler to replace water loss with steam exhausted during expansion. Several hits opens valve more. Watch effect in CAM=1 mode!
• Don't overfill past 80%, try to set to minimize water drop when running fast and toggle up for a short bit to maintain sight glass level.
- Injector Down Constricts feed water into the boiler to replace water loss with steam exhausted during expansion. Several hits shuts valve more. Watch effect in CAM=1 mode!
- Standard Steam Control since Trainz 1.3/UTC.
- Standard Steam Control since Trainz 1.3/UTC.
- Standard Steam Control since Trainz 1.3/UTC.
- Coalman Wave: Standard Steam Control since Trainz 1.3/UTC.
- Software dependent' controls: All the train controls depend upon scripts interactions, but these are less standard than those 'common controls' built-in since Trainz v1.3!
- Likely only some HUD displays! Try it now and again and see.
- Likely only some Loco cabs! Try it now and again and see.
- This 'Cabin Hardware nn' control is only for special equipment's and the Loco or Cab interior has to have matching TrainzScript files to do anything. So generally a 'has no effect' key!
- This 'Cabin Hardware nn' control "ditto"