Moving stations

 This chapter deals with stations that support moving trains. Stations for static trains can be found here.

There are two types of moving train stations.

The straight rail with platform at both sides

All these stations have dual width ends. Platforms can be switched to both sides with selectable details. A station building can be placed at the western platform. A small village or mid city can be placed before the station building.

Available lengths are 200 and 500m. The following macros are available:

M1st2200 200m length. Trains use 1 slot to enter, stay a variable time, use 1 slot to exit. Speed 60 km/h
M1st220d 200m length. Trains use 1 slot to enter, use 1 slot to exit. The primary trains stays a variable time, the secondary passes through. Speed 60 km/h
M1st2500 500m length. Trains use 1 slot to enter, stay a variable time, use 1 slot to exit. Speed 150 km/h
M2st2500 500m length. Trains use 2 slot to enter, stay a variable time, use 2 slot to exit. Speed 75 km/h
M1st250d 500m length. Trains use 1 slot to enter, use 1 slot to exit. The primary trains stays a variable time, the secondary passes through. Speed 150 km/h
M2st250e 500m length. Trains use 2 slots to enter, stay a variable time, use 2 slots to exit. Speed 75 km/h. Train traffic to northern end is suppressed so this macro can be used to start and end lines.
M2st450d 500m length. Overtaking macro. The inner part is a quad rail with secondary train passing through in 2 slots, at 150 km/h on inner rails, while the primary can wait on the outer rails.
M1st2100 100m length. Trains use 1 slot to enter, stay a variable time, use 1 slot to exit. Speed 30 km/h
M1st1200 200m length single rail. Trains use 1 slot to enter, stay a variable time, use 1 slot to exit. Speed 60 km/h

All moving stations are called with the same parameters:

Parameter Value Meaning
%1   Geographical width
%2   Geographical Length
%3 0 Rail is placed on the surface of the FS terrain.
  Unequal 0 Absolute Altitude of the rail above sea level in m
%4 0.250 Scale. Should always be 0.250.
%5 Orientation Orientation of the rail on the terrain (0 = south-north direction)
%6 0-7 Wires, Pylons and lamps:

0 no wires, no night illumination

1 wire, no night illumination

2 wires, simple pylons, no night illumination

3 wires, massive pylons, no night illumination

4 wires, massive pylons, lamps, night illumination for FS2000

5 wires, no pylons, no lamps, night illumination for FS2000

6 no wires, no pylons, no lamps, night illumination for FS2000

7 no wires, pylons with lamps, night illumination for FS2000

%7   Train # for primary timing. If negative, trains run left.
%8   Timing of primary train in form wssnn

w = number of slots the (primary for the ...d type) train waits at the platform.

ss = Time the train enters the macro southbound

nn = Time the train enters the rail northbound

%9 0-105 Shape parameter of form ABC

A= 0-7 villages of different size are drawn

B= 0-9 western platform detail, for >3 a building is drawn

C=0-3 eastern platform detail

%10   Range in m

Rail is visible if within range. Typical value is 7000.

The last digit is used to encode the rail texture.

%13   Timing of secondary train in form ssnn

Ss = Time the train enters the macro southbound

Nn = Time the train enters the rail northbound

If %14=0, the train %7 is displayed twice per cycle

%14   Secondary train

 The height value of the ends is 1. Tilted versions for the FS2000 3D scenery with 1 % climb rate are available for all these macros except the 100m version: The versions with the northern end higher have the 7th letter c, the ones with lower northern end a d. The 200m stations climb 2m, the 500m stations 5m.

 

You select the climbing and descending versions by checking the radio button and pressing the button of the basic station.

 

The large dead end stations

These macros are the moving sisters of the static dead end Kopfbf10-13. Below you can see Mkopfb10. The variations Mkopfb11, Mkopfb12, and Mkopfb13 differ by the form of the big station hall so that big halls covering dozens of rails can be achieved. Both rails support one train each that can run twice within one cycle so one macro can support 4 arrivals and four departures per cycle.

The use of parameters is as follows:

All moving stations are called with the same parameters:

Parameter Value Meaning
%1   Geographical width
%2   Geographical Length
%3 0 Rail is placed on the surface of the FS terrain.
  Unequal 0 Absolute altitude of the rail above sea level in m
%4 0.250 Scale. Should always be 0.250.
%5 Orientation Orientation of the rail on the terrain (0 = south-north direction), houses are north.
%6 0-7 Wires, Pylons and lamps:

0 no wires, no night illumination

1 wire, no night illumination

2 wires, simple pylons, no night illumination

3 wires, massive pylons, no night illumination

4 wires, massive pylons, lamps, night illumination for FS2000

5 wires, no pylons, no lamps, night illumination for FS2000

6 no wires, no pylons, no lamps, night illumination for FS2000

7 no wires, pylons with lamps, night illumination for FS2000

%7   Train # for primary timing. If negative, trains run left.
%8   First timing of primary train on the left rail (viewed from building) in form wssnn

w = number of slots the trains wait at the platform.

ss = Time the train enters the macro southbound

nn = Time the train enters the rail northbound

%9 0-3 Details of the platform
%10   Range in m

Rail is visible if within range. Typical value is 7000.

The last digit is used to encode the rail texture.

%13   Second timing of primary train on the left rail in form ssnn
%14   Secondary train
%16   First timing of secondary train on right rail in form ssnn
%16   Second timing of secondary train on right rail in form ssnn

Hint: If you start your trains with these macros select the difference between ss and nn to be w: ss = nn + w. Thus the train will not be doubled or missing on the rail.