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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 ('[4]') just did nothing. Excepting the Keypad keys, neither did most of these in Trainz 1.3which 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'sat 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.

 

Note except for Steam Loco Driving, the so called keyboard leftside cross (W, S, X, A and E) comprise the most often used Driver keys, those used for throttle control and the brakes. The Steam locomotive also heavily use F and R just to the right of the cross, as are somewhat less often used D, C, V and B keys. But all are used pretty often in CAB mode!

 

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 settingsuntil 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'.
Alas, Trainz scripts kernel software governing loading and unloading have either set or released these general train brake settings in industry operations, so you have to reset the lap brakes each time you reposition the traingenerally every NN traincars when the industries' track fills or empties NN cars at a time.
Feathering Braking Operations

  The trick in such operations is to use timing between two somewhat rapid key presses:
very consistently learn to count and repeat the same interval the same fraction of ('just') 2-3 seconds to toggle modes to achieve partial applied brakes (which have a big delay, longer with a longer train) by:

1) Applying Brakes A then using a short consistent 23 second interval (count one-one-thousand, two-one-...)
2) quickly switch to Brake Lapping mode using Z to achieve 'about-the-same' desired pressure (typically, 721 psi [48144 kPa]) to provide the desired aid from increasing drag.
3) Each locomotive-consist combination have their own characteristics, so this is something to familiarize yourself with, and be aware of changes as the consist changesduring every driving stage. But this changeability is dominated by the modeling used in the Locomotive's enginespec config, so once you get used to it's behavior, the minor changes of a few more or less cars will fall into place as yawn-worthy.
  Practice, and being aware this sort of finesse skill is possible will get you started.
  Trial and error, with maneuvers to the cautious side of adroit will get you confidence things are at your command.
  Increased resistance in close, low speed operations such as coupling typically benefit most from the lower half-range of these pressures (9-14 psi/62-96 kPa), whilst making a steep descent may need upper values in the range, up to 28-30 psi/200 kPa to keep a descending heavy consist under control on steep terrains.
  Coupling operations on an appreciable slope with a heavy train (e.g. Real World conditions building consists at a mine with full coal hoppers) may require a stiff partial pressure (20-30 psi) with 'wild' rapid applications of throttle changes (from 0 to 4, hold a bit, then decrease as close next sub-consist) to over come the drag, and also slow rapidly when nearing. Don't want to break any couplers!

 

  • 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.  

General Train Controls

KeyPad Key Keyboard Key Action
LHeadlight
Shift+LToggle Highbeam
;Toggle Ditch flashers On/Off
;Ditchlights[note 1]
KPad-1, KP_End,
End
Pantograph[note 2]
HHorn or Whistle
V
Sanders on/off toggle
(not DCC)
BBell (generally obnoxious[note 3]
M,
Ctrl+M
Map toggle
[note 4]
M is a Driver Only key.
PPause! (the simulation); Since the TS releases, you can go around in free external camera mode and take a look at what is coming up ahead, or peer at upcoming track intersections with better sight!
Ctrl+FFind named Objects
Ctrl+DToggle Decouple/couple mouse cursor tool interface.
Ctrl+1Join/Jump to consist Loco of Driver 1
Ctrl+2Join/Jump to consist Loco of Driver 2
Ctrl+3Join/Jump to consist Loco of Driver 3
Ctrl+4Join/Jump to consist Loco of Driver 4
Ctrl+5Join/Jump to consist Loco of Driver 5
Ctrl+6Join/Jump to consist Loco of Driver 6
Ctrl+7Join/Jump to consist Loco of Driver 7
Ctrl+-Previous Driver (down#)
Ctrl+=Next Driver (up#)
↵ EnterMultiplayer Chat
 

HUD & Viewing controls

KeyPad KeyKeyboard KeyAction
5Toggle Interface displays
(Hide or show all displays)
6Toggle Driver Bar
7Toggle Button Bar
8Toggle Custom HUD
9Toggle Controls

Camera Modes

1Internal Camera
2External Camera
3Tracking Camera
4Roaming Camera
 

In-Cab Camera

[Camera - Previous View
]Camera - Next View
Ctrl+[Camera Snap to Previous View
Ctrl+]Camera Snap to Next View
 

General Camera Controls

Up Arrow tilt Camera Upward
Down Arrow tilt Camera Downward
Left Arrow Rotate Camera Left*
Right Arrow Rotate Camera Right*
Page UpZoom In
Page DownZoom Out
 

DCC mode and Easy Mode

DCC Mode or (TANE's new 'Easy Mode')
KeyPad Key Keyboard Key Action
XDecelerate/Reverse
WAccelerate/Forward
SAll Stop
AApply handbrake

Many DCC mode control keys use the same acceleration or slowing keys as those in the CAB modes:

  • By and large many Driver hotkeys work in both DCC and CAB mode doing similar jobs. Or, at least they work similar enough to recall and not be confused often. The 'W,S, X' 'power axis' is one example, excepting Steam Loco driving... wherein X does nothing, and S just decreases the 'Steam-dome input' throttle (Which has no negative value, just a zero stopunlike 'S' in the other two types of Cabins, which cut power completely.
  • Some CAB mode keys only work on particular locomotive types, so for example, steam & Diesel-Electric & Electric locomotive controls F & R which operate the collective on a Steamer, and similarly shift the transmission on a diesel or electric powered locomotive (Forwards & Reverse) have no effect whatever in DCC (Easy Mode).

CAB Mode-common keys

KeyPad Key Keyboard Key Action
9QBrake Release
6ZBrake Lap
3ABrake Application
4EToggle Independent Brake[note 5]
0DIndependent Brake Bail
8WThrottle Up
2XThrottle Down
5SThrottle 0
.FReverser Handle Forward
/RReverser Handle Reverse
7CToggle Dynamic Brake
⇧ Shift+FCabin Fans
Alt+,Wipers On
Alt+.Wipers Off
Pause/BreakEmergency Brake[note 6]
Alt+9Emergency Stop[note 7]

Steam Locomotive Controls

KeyPad Key Keyboard Key Action
KPad 1, KPEnd, EndToggle Firebox Door[note 8]
WFlow ThrottleIncrease Steam flow
SFlow ThrottleDecrease Steam flow
FIncrease
Collective
More Forward effort
(Forward Angles)
FBack
Collective
More Backwards effort
(Reversing Angles)
Shift+IInjector Up [note 9]
Shift+OInjector Down [note 10]
NBlower Up [note 11]
Shift+NBlower Down [note 12]
Space Shovel Coal [note 13]
Shift+SpaceCoalman Wave[note 14]
Alt+DToggle Cylinder Drain Cocks
Steam Engines in effect have two throttle Valves, the Main throttle or Flow Throttle above gates and slows steam volume and regulates the rough inlet pressure to the Steam Dome.
  The Slide Valves on each cylinder control (throttle) how much steam is routed into which side of the drive pistons, taking there input pressure and flow from the outlet of the steam dome, which is a reservoir designed to minimize pressure fluctuations.
  The Slide Valves are controlled by the 'Collective' or 'Reverser', which might be a Lever, Wheel, or Pivot (Lever handle controls a hub, so a combination of both) control; but by whatever form, the collective or reverser is actively adjusted nearly every few dozen seconds, or every few minutes because the engineer positions it so often in order to actively to maintain a balance of motive force relative to changing terrain.

'Software dependent' controls

Software dependent' controls: The group of controls depend on (less commonly implemented) scripting interactions and so on having a Loco having the feature and scriptlets involved. In short, only some more modern Locos will have these at all.[note 15]
KeyPad KeyKeyboard KeyAction
TReset Tripmeter[note 16]
Alt+0Toggle Cabin master Switch[note 17]
Alt+\Panel Lamp Test[note 17]
Alt+[Engine On[note 17]
Alt+]Engine Off[note 17]
Alt+;Toggle Cabin Hardware 0 [note 18]
Alt+'Toggle Cabin Hardware 1 [note 19]

CAB Mode-Auto-warning systems

KeyPad KeyKeyboard KeyAction
Alt+~Vigilance Foot Pedal
Alt+0Toggle Cabin master Switch
Alt+SpaceReset Automatic Warning System
InsReset Automatic Warning System
Alt+1Isolate Automatic Warning System
Alt+2Activate Automatic Warning System
Alt+3Reset Train Protection Warning System
Alt+4Isolate Train Protection Warning System
Alt+5Activate Train Protection Warning System
Alt+6Override Train Protection Warning System
Alt+7Turn On Driver's Reminder Appliance
Alt+8Turn Off Driver's Reminder Appliance
Alt+9Emergency Stop

 

* Setting the 'freeintcam' switch parameter in trainzoptions.txt (TR04TS12) or checking the clickbox with the same function (Freeing Internal Cameras) in TANE and after, changes the function of the keyboard arrows from rotate and tilt functions, to instead slide the camera position forward and back, or side to side. Freeintcam mode enables the user to move many cameras entirely outside the CAB or to a much better advantaged viewing (and mouse-controlling) angle.

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.  

Notes

  1. 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.
  2. Notice keys are dual use, valid for mutually exclusive modes.
  3. N3V keeps promising they're going to fix sound volume issues, but never get around to it.
  4. Map Toggle: Ctrl-M works for mini-map in Surveyor AND in Driver module.
  5. 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.
  6. This Emergency Brake control really is only for emergency crash prevention. It is very unrealistic and has effect only in Driver.
  7. This Emergency Brake control really is only for emergency crash prevention.
  8. 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!
  9. 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.
  10. 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!
  11. Standard Steam Control since Trainz 1.3/UTC.
  12. Standard Steam Control since Trainz 1.3/UTC.
  13. Standard Steam Control since Trainz 1.3/UTC.
  14. Coalman Wave: Standard Steam Control since Trainz 1.3/UTC.
  15. 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!
  16. Likely only some HUD displays! Try it now and again and see.
  17. 1 2 3 4 Likely only some Loco cabs! Try it now and again and see.
  18. 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!
  19. This 'Cabin Hardware nn' control "ditto"

 

Footnotes

     

    References

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