Trainz/Beginning

Introduction to Trainz.
Trainz simulators, once they've hooked you as an interest, grows to become first and foremost a hobby and, often a passion. Trainz has a large international participation and many sub-communities going back to 1998–99 when Model Railroad Hobby Clubs were consulted by Auran about what they'd want in a product, and early modelers began making content for a game yet to be published. That group of clubs has done nothing but grow from those pre-release Trainz design days when their interest was rewarded with a rare and coveted Trainz 0.9 CDROM version, a Beta Test release several months before the advent of both Microsoft Trains Simulator (MSTS) and the 'Trainz 1' commercial product release. How large and how widespread has the community grown you ask. Last fall a reliable source, counted over 800 '3rd Party' Trainz websites, not counting Auran/N3V's several urls. These sites generally are hosted by and organized by a group of content creators, the talented guys and gals who make digital models the rest of us ooh and aw at that manifest and populate the Trainz Universe we are visiting in the moment. Trainz can become a lifestyle, or a large part of yours, for underneath the simulator fun is also an active friendly community, actually many communities and sub-communities meeting in internet communicated bliss to share common interests.
So early on, we recommend you browse the web forums as much or more time as that of when you try to run Trainz. There is no doing but a lot of learning new things—for the forums (plural) will both give you insights and a deeper sense of what can be done, but learn something of persons to whom you might relate and befriend, and broaden your view of the Trainz world that can not be gotten any other way. Finally, finding what areas of interests (again plural) are associated and grouped with others will be of great value to you when you finally get up the nerve to ask a question, or need to go look for an answer to a vexing issue of the moment. Most likely, the wily veterans of the game have seen or done something similar already. And you will have questions—we all do and did, and still do for the Trainz experience is immense and widely varied depending upon what parts of the game you end of settling into most often.
 
You don't have to be a " to enjoy but to get the most out of the software requires the drive to want to make something, because Trainz has its warts, its confusions, and its faults and flaws. The inspiration of having a vision, a goal that entices you will help you past the rough days as it does us all. You will see your share of griping if you just visit and follow new posts, so no need to sugar coat it. Helping you understand some of the more negative attitudes will take amassing the exposure to the hurly-burly there and all the gems in the rough as well. 
When all is said and done, Trainz can present a seemingly endless mountain of learning curves to surmount, and this book is all about helping you up those slopes in the least time intensive, least frustrating way possible. Our program is to expose you to skills building by introducing a task, giving a example to follow, then challenge you to repeat what we've shown how to do. In the processes we'll be putting up lots of images, written explanations, and starting all of it with a video series matched to the screenshots you'll see here.
It evolves, dude!
Trainz is however an ongoing, evolving, ever changing dynamic system of modeling in a 3D real time interactive graphical 'Virtual World' and was one of the first 'game classed' software packages which did a good job of simulation in such a milieu. It is far easier to simulate for example a flight simulator, for by and large, the graphical world demands are far off and indistinct. One of the key and unique features of Trainz is we humans can go anywhere in the virtual world, virtually at any moment, and just look around (letting that Train look after itself) or change things (the junction points of a ladder in a railyard) and experience the world with an intimacy which wasn't generally possible in most games which tightly controlled player placement and views. This is very much still the case even in specialize game virtual environments such as are generated in the play-stations and Nintendos and Xbox game consoles. Just try to run far from the path in Left for Dead -- the game environment scope is designed to channel you, to limit strongly where you can go, so what they have to simulate as an environment.
In Trainz a route designer defines the whole world, but you are free to trespass everywhere in it from being underwater (can be weird or annoying) to flying high above (in satellite mode or as a hawk might) and can take on superpowers of sorts and walk through walls--the later case proving no matter how good the illusion, the world is indeed virtual; something made of mathematical constructs called polygon meshes with cladding over virtual surfaces called textures — which together with the game engine are rendered to us as objects we see with our " color and depth in three dimensions (unless we trespass inside, breaking the illusion). 
In the Trainz graphical worlds one can design and create boats, planes, automotive or truck vehicles and drive them as well as our beloved Trainz with far more cars than could fit on a 'Basement Railroad Empire' physical model railroad--and in Trainz the dynamic operation of that mass of cars (a consist in railroad parlance) changes the dynamic operating behavior of the train. If you load a string of coal cars the train becomes different to drive. If you try to accelerate a loaded train too fast, the wheels will slip and you could well go backwards. This makes Trainz endlessly different, for there is always a new possibility to explore if you are adventurous enough to tinker and customize to suit yourself. 
And that customization is another strength of Trainz. The software is extensible and expansive enough you can mess around with trial and error and may do things no one else thought possible before. Admittedly after sixteen years development (Trainz software was conceived in 1996 by Greg Lane, began taking shape in 1998 with aid of Model Railroad Clubs, then was first released in beta test in mid-2000 A.D.) the major 'new things' are being done by users with a software bent, for they invariably involve interactive scripting efforts to interact with the virtual world generated in Trainz.
Trainz Strengths.
Add it all together, and the product longevity and success is understandable. Today's driving experience is much unchanged from the Train UTC (v1.5) improvements added in Trainz second year. Don't like the hotkeys, remap them in their . 's tools, controls and capabilities are still much like the original well planned interface in Trainz 1.0, while today's CM operates with improvements, not jarring changes just like , but for measured improvements. The same can be said for most aspects of operating Trainz—they've gotten better without needing to master new alien aspects so unlike far too many new software releases. 
Trainz's major strength? Trainz stability over time with gradual user-prompted improvements software upgrade to software upgrade. This is proved beyond doubt in its backward compatibility. Original Trainz assets developed for the Beta version along with a covey of model railroading enthusiasts, still find their way into innumerable routes with amazing regularity. There is much to choose from, and a lot to learn, but losing a favorite and having to unlearn the old operations and relearn new skills is not a likely circumstance a Trainzer needs to worry about. That keeps the users happy as they can focus on creating new and interesting assets, not on how to adapt to the irritating and unnecessary changes in a newest release because someone decided to change an user interface.
Trainz Warts.
Errors, Faults, Faulty assets, Bad Content, Faulty content are all synonyms in Trainz-speak for the same situation:
An asset was always (rare) or "has become somewhat incompatible" with the newer Trainz release preference for , and needs some data adjustments. Some few exist that were uploaded and distributed with malformed components (usually a missing ), or assets wherein one or more files got corrupted—often these represent first efforts by young Trainzers eagerly seeking to share and get feedback without the sense to find another way to share the beta-test file. Good News is these won't be found because you downloaded a quality route and they hitch-hiked into the download as dependencies... bad assets wouldn't find such a place! Since 2014, a ongoing DLS clean-up effort has been fixing assets that are actually faulty, and often updating those to newer version status. Similar vocal outcrys and letters to N3V management have spurred a much greater and obvious result in cutting off errors from ever download, by 'Cleaning up Faulty Content' on the Trainz Download Station itself. With over 300,000 assets in late 2014, this process, while long under way, will take a lengthy time. It is still be ongoing now years after the 'TANE Community Edition' was released in November (Beta version) and December 2014 (go fund me bonus package rewards-another Beta release) and the main release finally reached market in May 2015