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BVE Trainsim > CSV Commands Guide
CSV
COMMANDS GUIDE
This guide by Tim
Corbett & Adam Paniagua explains what each CSV command does.
If you spot any errors or think of anything that's missing
then please let me know. To
navigate through this page you can use the below links.
Richard Helliwell has completed a BVE4 extension guide for
upgrading routes to BVE4 standards and it can be found
on his website. To do this though, you will require your
route to be pretty much made. The guide below tells you how
to create your base route.
ROUTE SECTION
Route.Comment -
This is the comment displayed in the route information
section when you start BVE.
Route.Gauge - This sets the gauge, 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 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 whether 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 necessary)
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 it to
with almost any train you should 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. Default path is BVE\Railway\Object\ so
anything further must be indexed as \xxx\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 \xxx\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 \xxx\filename.b3d or
.csv
WITH TRACK
Defines the track section (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 BVE 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 post to "hold" the signal, but only if x isn't
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 = 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.
x5 = Sets which side of the track the platform sits on. (-1
for left, 1 for right)
x6 = Sets signal at station. 0 will show green, 1 will show
red until the train is near the stop marker or it's near
departure time.
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. 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 it very
hard 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 kilometres 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. |