<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maquinista</id>
	<title>TTWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maquinista"/>
	<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/wiki/Special:Contributions/Maquinista"/>
	<updated>2026-05-17T12:41:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Variable:driving_noise&amp;diff=7933</id>
		<title>Variable:driving noise</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Variable:driving_noise&amp;diff=7933"/>
		<updated>2011-10-14T00:35:05Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: Add a interesting link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This describes the fields for defining the driving noise of vehicles.&lt;br /&gt;
&lt;br /&gt;
Note:	locotool 0.4.3 decodes field_11A[0-63] (= fields 0x11A to 0x159) as chars (8-bit), that is values between 0 and 255. Yet some of these variables are actually short integers (16-Bit: 0-65535). I have written these variables as, for example, field_11A[5&amp;amp;6], where you get the actual value with &amp;lt;tt&amp;gt;field_11A[6]*256+field_11A[5] &amp;lt;/tt&amp;gt; (note the order).&lt;br /&gt;
&lt;br /&gt;
Note 2: Adding new sounds can cause some problems in previous games an scenarios. You can find more information about it, and how to solve them [http://www.tt-forums.net/viewtopic.php?f=37&amp;amp;t=38392&amp;amp;start=0&amp;amp;hilit=jet+engine here].&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&#039;&#039;startsndtype&#039;&#039; - Defines how the driving sound is played and how field_11A[0-63(?)] works.&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 0 ===&lt;br /&gt;
	No driving sound. field_11A[0-63] empty.&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 1 ===&lt;br /&gt;
Normal driving sound type for carriages, sampling rate changes with speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[1&amp;amp;2]&#039;&#039; - Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[3&amp;amp;4]&#039;&#039; - Minimum speed for the sound to be played&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[5]&#039;&#039; - [[#speed_dependency|Speed dependency]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[6&amp;amp;7]&#039;&#039; - Base [[#sampling_rate|sampling rate]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[8]&#039;&#039; - Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[9]&#039;&#039; - [[#volume|Volume]] at low speed&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[10]&#039;&#039; - Volume at high speed; Has to be greater than field_11A[9]&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 2 ===&lt;br /&gt;
Normal engine sounds, different sampling rate and volume for three modes of operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[1&amp;amp;2]&#039;&#039; - [[#sampling_rate|Sampling rate]] for no-load (braking and idle)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[3]&#039;&#039; - [[#volume|Volume]] for no-load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[4&amp;amp;5]&#039;&#039; - Sampling rate for load (driving with constant speed)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[6]&#039;&#039; - Volume for load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[7&amp;amp;8]&#039;&#039; - Sampling rate for full-load (accelerating)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[9]&#039;&#039; - Volume for full-load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[10&amp;amp;11]&#039;&#039; - [[#fade_speed|Fade speed]] from no-load or load to load or full-load sound&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[12&amp;amp;13]&#039;&#039; - [[#fade_speed|Fade speed]] from full-load or load to load or no-load sound&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[14]&#039;&#039; - [[#fade_speed|Fade speed]] on vehicle placement or after breakdown&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[15]&#039;&#039; - Unknown (could be another fade speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[16]&#039;&#039; - [[#speed_dependency|Speed dependency]] for full-load; Other modes have constant sampling rates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 3 ===&lt;br /&gt;
Vehicles with multi-ratio transmission with up to four gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[ 1&amp;amp; 2]&#039;&#039; - Idle [[#sampling_rate|Sampling rate]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[3]&#039;&#039; - Idle volume&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[ 4&amp;amp; 5]&#039;&#039; - Base Sampling rate&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;field_11A[ 6&amp;amp; 7]&#039;&#039; - Speed for 2nd gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[ 8&amp;amp; 9]&#039;&#039; - Sampling rate decrease for 2nd gear&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;field_11A[10&amp;amp;11]&#039;&#039; - Speed for 3rd gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[12&amp;amp;13]&#039;&#039; - Sampling rate decrease from 2nd to 3rd gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[14&amp;amp;15]&#039;&#039; - Speed for 4th gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[16&amp;amp;17]&#039;&#039; - Sampling rate decrease from 3nd to 4th gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[18]&#039;&#039; - Driving [[#volume|Volume]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[19]&#039;&#039; - Volume while accelerating&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[20&amp;amp;21]&#039;&#039; - [[#fade_speed|Fade speed]] for downshift&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[22&amp;amp;23]&#039;&#039; - Fade speed for upshift&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[24]&#039;&#039; - Fade speed on vehicle placement or after breakdown&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[25]&#039;&#039; - Unknown (could be another fade speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[26]&#039;&#039; - [[#speed_dependency|Speed dependency]]&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 4-? ===&lt;br /&gt;
Unused/Untested. Locomotion vehicles use only type 0-3, yet there are plenty of unused fields left.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
Explanations and suggested values for the various variables.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;volume&amp;quot;&amp;gt;volume&amp;lt;/div&amp;gt;&lt;br /&gt;
: Loudness. Common values range from 150 to 210.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;sampling_rate&amp;quot;&amp;gt;sampling rate&amp;lt;/div&amp;gt;&lt;br /&gt;
: Locomotion can play sounds with variable sampling rate and thus change pitch and tempo with the vehicles speed or mode of operation. Locomotion sound files are encoded with a sampling rate of 22050 Hz, so this would be a good value to start with. Note that the perceived volume varies with the pitch too.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;fade_speed&amp;quot;&amp;gt;fade speed&amp;lt;/div&amp;gt;&lt;br /&gt;
: Describes how long Locomotion fades from one sampling rate to another. The higher the value the shorter this fade time. Good values are around 200 for 16-bit values, and between 1 and 4 for 8-bits.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;speed_dependency&amp;quot;&amp;gt;speed dependency&amp;lt;/div&amp;gt;&lt;br /&gt;
: Describes how much the sampling rate increases with the speed of a vehicle. The lower the value the higher the pitch on full speed. I can&#039;t give an exact scale and it may depend on the base sampling rate aswell, however it is quite sensitive. Reasonable values are between 10 and 15, too small values can result in an integer overflow for the sampling rate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Variable:vehicle_flags&amp;diff=7926</id>
		<title>Variable:vehicle flags</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Variable:vehicle_flags&amp;diff=7926"/>
		<updated>2011-10-13T00:54:48Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various flags that define the vehicles behaviour.&lt;br /&gt;
&lt;br /&gt;
; Bit_0 : Two coupled vehicles face opposite directions (used by all diesel and electrical engines)&lt;br /&gt;
; Bit_1 : Has a driving cab (trains with driving cabs or engines on either side don&#039;t turn around at the end of the track, but drive backwards)&lt;br /&gt;
&lt;br /&gt;
; Bit_2 : Front axis can share bogie (field_24[0] defines shared bogie type)&lt;br /&gt;
; Bit_3 : Rear axis can share bogie (field_24[1] defines shared bogie type)&lt;br /&gt;
When Bit 2 and 3 are set, field_24[0] is for front bogie, field_24[2] for rear and field_24[1] is the actual vehicle.&lt;br /&gt;
&lt;br /&gt;
; Bit_4 : Auto-placing evenly spreads new vehicles along the train, rather than just appending them (used only by TGV and Electra-Star power cars)&lt;br /&gt;
; Bit_5 : Is a power car and explicitly requires a driving cab with Bit_1 set.&lt;br /&gt;
; Bit_8&lt;br /&gt;
: land vehicles: Vehicle can not drive backwards (used by all trucks and busses, buggy for trains)&lt;br /&gt;
: planes: Use slope sprites for taxiing (used by old planes)&lt;br /&gt;
; Bit_D&lt;br /&gt;
: land vehicles: Controls the exhaust for an engine on its limit. If not set, the exhaust is continuous, otherwise it&#039;s more random (used by all steam engines).&lt;br /&gt;
: planes: Vehicle is a helicopter&lt;br /&gt;
; anytrack : Can it run on any type of track? (used by all buses and trucks)&lt;br /&gt;
; cancouple&lt;br /&gt;
: land vehicles: There can not be more than one of these vehicles on a train (used by all road vehicles)&lt;br /&gt;
: planes: Use slope sprites for landing (tilted backwards; used only by Concorde)&lt;br /&gt;
; dualhead : If the vehicle requires two locomotives (for example, the TGV)&lt;br /&gt;
; noannounce : If the news announcement disabled when this vehicle is invented&lt;br /&gt;
; rackrail : Can the vehicle use a rack rail?&lt;br /&gt;
; refittable : If the vehicle is refittable(mostly planes and passenger boats) (Refitting allows only mail, food, goods, and grapes. New capacity is passenger capacity divided by 2.5)&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=BridgeBuilding&amp;diff=7925</id>
		<title>BridgeBuilding</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=BridgeBuilding&amp;diff=7925"/>
		<updated>2011-10-13T00:34:45Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bridge Graphics ==&lt;br /&gt;
&lt;br /&gt;
Each bridge is made up of up to 124 images, included in their individual DAT file. All images must be present in the file, although images that are not needed can be replaced with a single transparent signal (using the special blue colour) to reduce file size. The following pages discuss further the creation of the graphics.&lt;br /&gt;
&lt;br /&gt;
== Bridge Attributes ==&lt;br /&gt;
&lt;br /&gt;
As with all objects, bridges have a series of attributes that affect how they can be built and what they look like. Below are some explained attributes with the values that they can take.&lt;br /&gt;
&lt;br /&gt;
* [[variable:disabledtrackcfg|disabledtrackcfg]] - Decides what types of corners and slopes the bridge can be used for.&lt;br /&gt;
&lt;br /&gt;
== Adding your bridges to the game ==&lt;br /&gt;
&lt;br /&gt;
You must place your bridges in the game via other xml files, or they will not be selectable. The following tutorial explains how.&lt;br /&gt;
&lt;br /&gt;
* [[AddingBridges|How to add your bridges]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Sprite_Palette&amp;diff=7924</id>
		<title>Sprite Palette</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Sprite_Palette&amp;diff=7924"/>
		<updated>2011-10-13T00:34:10Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Locomotion graphics are palette-based.  This means that when encoding your PNG files, the actual colours are ignored, only the index in the 256 colour palette matters, so you must ensure that the PNG uses the right palette, and that you&#039;re using the right colours of that palette.&lt;br /&gt;
&lt;br /&gt;
== Making PNGs with the right palette ==&lt;br /&gt;
&lt;br /&gt;
(to be written by someone who knows how this works)&lt;br /&gt;
&lt;br /&gt;
== Palette entries ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Locopalette.gif|thumb|Locomotion Palette using/explaining itself.]] &lt;br /&gt;
&lt;br /&gt;
This is a list of palette entries and what they look like in the game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Index&amp;lt;th&amp;gt;Meaning&amp;lt;th&amp;gt;Description&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;td&amp;gt;regular transparency&amp;lt;td&amp;gt;used for transparent pixels that are part of the object&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;td&amp;gt;(DirectX reserved)&amp;lt;td&amp;gt;These colours are used by some Locomotion sprites, mainly for icons and in game pictures, but should not be used on objects, if they are the results will not be what you expect(In screenshots they come out black because of the pallete change). These are the same colors as index 1-6 on the Windows 256 color pallete, but only INSIDE the game (DirectX).&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7-9, 246-254&amp;lt;td&amp;gt;Primary company colour shades&amp;lt;td&amp;gt;These colours will be replaced by the selected primary company colour&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;202-213&amp;lt;td&amp;gt;Secondary company colour shades&amp;lt;td&amp;gt;These colours will be replaced by the selected secondary company colour&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;td&amp;gt;Glass mask color&amp;lt;td&amp;gt;This color is used when making a glass appearance, but only seem to work on stations so far.&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;255&amp;lt;td&amp;gt;chunked transparency&amp;lt;td&amp;gt;used for pixels that are not part of the object; only valid if the sprite tag has the &amp;quot;chunked&amp;quot; bit set; this should be your main background colour&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ObjectFiles:Original&amp;diff=7923</id>
		<title>ObjectFiles:Original</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ObjectFiles:Original&amp;diff=7923"/>
		<updated>2011-10-13T00:33:52Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: Removing some junk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Original Locomotion object files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- main table:start --&amp;gt;{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;background:#eeeeee&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! &#039;&#039;Class&#039;&#039; || &#039;&#039;Type&#039;&#039; ||align=&amp;quot;right&amp;quot;| Nr ||style=&amp;quot;padding-left:10px&amp;quot;| Files&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 00 || Interface ||align=&amp;quot;right&amp;quot;| 1 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| INTERDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 01 || Sounds ||align=&amp;quot;right&amp;quot;| 42 || ( SND*.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SndA1 ... SndA3 &amp;lt;br&amp;gt; SndCH1A &amp;lt;br&amp;gt; SndCH1AS &amp;lt;br&amp;gt; SndCH1B &amp;lt;br&amp;gt; SndCH1BS &amp;lt;br&amp;gt; SndCH1C&lt;br /&gt;
| SndCH1CS &amp;lt;br&amp;gt; SndCH1D &amp;lt;br&amp;gt; SndCH1DS &amp;lt;br&amp;gt; SndD1 ... SndD12 &amp;lt;br&amp;gt; SndE1 &amp;lt;br&amp;gt; SndH1 ... SndH6&lt;br /&gt;
| SndS1 &amp;lt;br&amp;gt; SndTD1 &amp;lt;br&amp;gt; SndTD2 &amp;lt;br&amp;gt; SndTR1 &amp;lt;br&amp;gt; SndW1 ... SndW8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 02 || Currency ||align=&amp;quot;right&amp;quot;| 13 || ( CURR*.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| CurrDMRK &amp;lt;br&amp;gt; CurrDOLL &amp;lt;br&amp;gt; CurrEURO &amp;lt;br&amp;gt; CurrFREN &amp;lt;br&amp;gt; CurrGUIL&lt;br /&gt;
| CurrKRON &amp;lt;br&amp;gt; CurrLIRA &amp;lt;br&amp;gt; CurrNTDL &amp;lt;br&amp;gt; CurrPNDS &amp;lt;br&amp;gt; CurrPSTA&lt;br /&gt;
| CurrWON &amp;lt;br&amp;gt; CurrYEN &amp;lt;br&amp;gt; CurrZLOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 03 || Vehical_Effects ||align=&amp;quot;right&amp;quot;| 5 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| EXH1 || EXH2 || SPARK1 || STEAM || WWAKE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 04 || Cliffs ||align=&amp;quot;right&amp;quot;| 2 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| LSBROWN || LSROCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 05 || Water ||align=&amp;quot;right&amp;quot;| 1 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| WATER1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 06 || Ground_Tiles ||align=&amp;quot;right&amp;quot;| 5 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| GRASS1 || GRASSBR || ROCK1 || ROCK2 || SAND1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 07 || Town_Names ||align=&amp;quot;right&amp;quot;| 6 || ( ?TOWNNAM.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| ATownnam || ETownnam || FTownnam || GTownnam || LTownnam || STownnam&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 08 || Resource_Icons ||align=&amp;quot;right&amp;quot;| 14 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| CHEMICAL &amp;lt;br&amp;gt; COAL &amp;lt;br&amp;gt; FOOD &amp;lt;br&amp;gt; GOODS &amp;lt;br&amp;gt; GRAIN&lt;br /&gt;
| GRAPES &amp;lt;br&amp;gt; IRONORE &amp;lt;br&amp;gt; LIVESTCK &amp;lt;br&amp;gt; MAIL &amp;lt;br&amp;gt; OIL&lt;br /&gt;
| PAPER &amp;lt;br&amp;gt; PASS &amp;lt;br&amp;gt; STEEL &amp;lt;br&amp;gt; TIMBER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 09 || Fences_Walls ||align=&amp;quot;right&amp;quot;| 8 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| BRWNWALG &amp;lt;br&amp;gt; BRWNWALL&lt;br /&gt;
| FENCE1 &amp;lt;br&amp;gt; FENCE1G&lt;br /&gt;
| SECFENCE &amp;lt;br&amp;gt; SECFENCG&lt;br /&gt;
| STONWALG &amp;lt;br&amp;gt; STONWALL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0A || Train_Signals ||align=&amp;quot;right&amp;quot;| 10 || ( SIG*.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SigC3 &amp;lt;br&amp;gt; SigC4 || SigCSW &amp;lt;br&amp;gt; SigCUS || SigS &amp;lt;br&amp;gt; SigSD || SigSDL &amp;lt;br&amp;gt; SigSL || SigSUS &amp;lt;br&amp;gt; SigSW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0B || Crossing_Signals ||align=&amp;quot;right&amp;quot;| 2 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| LCROSS1 ... LCROSS4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0C || Street_lights ||align=&amp;quot;right&amp;quot;| 1 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SLIGHT1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0D || Tunnels ||align=&amp;quot;right&amp;quot;| 2 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| TUNNEL1 || TUNNEL2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0E || Bridges ||align=&amp;quot;right&amp;quot;| 5 || ( BRDG*.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| BrdgBRCK || BrdgGIRD || BrdgSTAR || BrdgSUSP || BrdgWOOD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 0F || Train_Stations ||align=&amp;quot;right&amp;quot;| 5 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Small Station-&amp;gt;Medium Station--&amp;gt;City Station--&amp;gt;Large Station--&amp;gt;XL Station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 10 || Track_Additions ||align=&amp;quot;right&amp;quot;| 3 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Eletric 3rd Rail || Overhead Electric Wires || Reecue Rail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 11 || Tracks ||align=&amp;quot;right&amp;quot;| 2 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Railroad || Narrow Gauge Railroad&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 12 || Road_Stations ||align=&amp;quot;right&amp;quot;| 7 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Passagners Stop || Passgner Terminus 1,2,3 || Cargo Loading Bay 1,2,3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 13 || Road_Additions ||align=&amp;quot;right&amp;quot;| 1 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| RDEXCAT1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 14 || Roads ||align=&amp;quot;right&amp;quot;| 6 || ( ROAD*.DAT )&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| One-Way Road || Rough Road || Road || Tram Rails || RoadUS1 || RoadUS2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 15 || Airport_Station ||align=&amp;quot;right&amp;quot;| 4 || &lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Small Airport &amp;lt;br&amp;gt; Medium Airport &amp;lt;br&amp;gt; Large Airport || HPORT1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 16 || Ship_Station ||align=&amp;quot;right&amp;quot;| 1 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SHIPST1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Vehicles ||align=&amp;quot;right&amp;quot;| (165) ||&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- adjusted split order --&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || - Aircrafts - ||align=&amp;quot;right&amp;quot;| 19 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| 707 &amp;lt;br&amp;gt; 737 &amp;lt;br&amp;gt; 747 &amp;lt;br&amp;gt; 777&lt;br /&gt;
| A320 &amp;lt;br&amp;gt; A380 &amp;lt;br&amp;gt; A5 &amp;lt;br&amp;gt; AB139 Helicopter&lt;br /&gt;
| BAe146 &amp;lt;br&amp;gt; C130 Hercules &amp;lt;br&amp;gt; COMET &amp;lt;br&amp;gt; Concorde&lt;br /&gt;
| S55 Helicopter &amp;lt;br&amp;gt; DC3 &amp;lt;br&amp;gt; DH16&lt;br /&gt;
| F27 &amp;lt;br&amp;gt; F7 &amp;lt;br&amp;gt; JU52 &amp;lt;br&amp;gt; VISCOUNT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || - Ships - ||align=&amp;quot;right&amp;quot;| 10 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| Cargo Ship &amp;lt;br&amp;gt; Merchant Frigler&lt;br /&gt;
| Clipper &amp;lt;br&amp;gt; Bulk Ship&lt;br /&gt;
| Steam Ferry &amp;lt;br&amp;gt; Diesel Ferry&lt;br /&gt;
| SRN4 Hovercraft  &amp;lt;br&amp;gt; Hydrofoil&lt;br /&gt;
| Jetfoil &amp;lt;br&amp;gt; Oil Tanker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- adjusted split order --&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || - Trains - ||align=&amp;quot;right&amp;quot;| 100 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| 114 &amp;lt;br&amp;gt; 142 &amp;lt;br&amp;gt; 158&lt;br /&gt;
| 2EPB &amp;lt;br&amp;gt; 36R&lt;br /&gt;
| 4F &amp;lt;br&amp;gt; 4MT&lt;br /&gt;
| 460 &amp;lt;br&amp;gt; 508 &amp;lt;br&amp;gt; 656&lt;br /&gt;
| A3 &amp;lt;br&amp;gt; A4&lt;br /&gt;
| AE47 &amp;lt;br&amp;gt; ALCOCENT&lt;br /&gt;
| APT1 &amp;lt;br&amp;gt; APT2 &amp;lt;br&amp;gt; APT3&lt;br /&gt;
| BALDWIN1 &amp;lt;br&amp;gt; BLACK5 &amp;lt;br&amp;gt; C33 &amp;lt;br&amp;gt; C56&lt;br /&gt;
| CATTLE1 &amp;lt;br&amp;gt; CATTLE2 &amp;lt;br&amp;gt; CATTLE3 &amp;lt;br&amp;gt; CATTLEN1&lt;br /&gt;
| CE68&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| CL20 &amp;lt;br&amp;gt; CL37 &amp;lt;br&amp;gt; CL47 &amp;lt;br&amp;gt; CL55 &amp;lt;br&amp;gt; CL58&lt;br /&gt;
| CL67 &amp;lt;br&amp;gt; CL71 &amp;lt;br&amp;gt; CL85 &amp;lt;br&amp;gt; CL86 &amp;lt;br&amp;gt; CL90&lt;br /&gt;
| COAL1 &amp;lt;br&amp;gt; DASH7 &amp;lt;br&amp;gt; DEH46 &amp;lt;br&amp;gt; E8 &amp;lt;br&amp;gt; EB35 &amp;lt;br&amp;gt; EMU1&lt;br /&gt;
| ESTAR1 &amp;lt;br&amp;gt; ESTAR2&lt;br /&gt;
| EWIV &amp;lt;br&amp;gt; EWIVDT&lt;br /&gt;
| FLATBED1 &amp;lt;br&amp;gt; FLATBED2 &amp;lt;br&amp;gt; FLTBEDN1&lt;br /&gt;
| GE442 &amp;lt;br&amp;gt; GE443 &amp;lt;br&amp;gt; GE66&lt;br /&gt;
| GOODS1 &amp;lt;br&amp;gt; GOODS2 &amp;lt;br&amp;gt; GOODS3 &amp;lt;br&amp;gt; GOODSN1&lt;br /&gt;
|}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || || ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| GRAINHP1 &amp;lt;br&amp;gt; GRAINHP2&lt;br /&gt;
| HG23 &amp;lt;br&amp;gt; HGE44 &amp;lt;br&amp;gt; HGE442&lt;br /&gt;
| HOPPER &amp;lt;br&amp;gt; HOPPER2&lt;br /&gt;
| HST &amp;lt;br&amp;gt; JINTY &amp;lt;br&amp;gt; JUBILEE&lt;br /&gt;
| MAILSW1 &amp;lt;br&amp;gt; MAILSW4 &amp;lt;br&amp;gt; MAILUS1 &amp;lt;br&amp;gt; MAILUS2&lt;br /&gt;
| MK1 &amp;lt;br&amp;gt; MK2 &amp;lt;br&amp;gt;  MK3&lt;br /&gt;
| OIL1 &amp;lt;br&amp;gt;  OIL2 &amp;lt;br&amp;gt; OILN1&lt;br /&gt;
| OPENN1&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| PCAR1 &amp;lt;br&amp;gt; PCAR2 &amp;lt;br&amp;gt; PCARSW1 &amp;lt;br&amp;gt; PCARUS1 &amp;lt;br&amp;gt; PCARUS2&lt;br /&gt;
| PVAN1 &amp;lt;br&amp;gt; PVAN2&lt;br /&gt;
| RBE24 &amp;lt;br&amp;gt; RE441 &amp;lt;br&amp;gt; RE442&lt;br /&gt;
| SD70MAC &amp;lt;br&amp;gt; SPECIAL &amp;lt;br&amp;gt; ST8FT &amp;lt;br&amp;gt; STANCORR&lt;br /&gt;
| SWISS1 &amp;lt;br&amp;gt; SWISS2 &amp;lt;br&amp;gt; SWISS3 &amp;lt;br&amp;gt; SWISS4 &amp;lt;br&amp;gt; SWISS5&lt;br /&gt;
| TGV1 &amp;lt;br&amp;gt; TGV2&lt;br /&gt;
| USPACIF &amp;lt;br&amp;gt; V2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || - Trams - ||align=&amp;quot;right&amp;quot;| 5 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| Ce 2/2 Tram &amp;lt;br&amp;gt; Be 4/4 Tram &amp;lt;br&amp;gt; Coronation Tram &amp;lt;br&amp;gt; Be 4/6 Tram || Combi Tram&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| || - Trucks,Bus - ||align=&amp;quot;right&amp;quot;| 31 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| Ailsa Bus &amp;lt;br&amp;gt;GM Classic &amp;lt;br&amp;gt; CTRUCK1 ... CTRUCK4 &amp;lt;br&amp;gt; FTRUCK1 ... FTRUCK4 &amp;lt;br&amp;gt; GTRUCK1 ... GTRUCK4 &amp;lt;br&amp;gt; HTRUCK1 ... HTRUCK4&lt;br /&gt;
| Leopard Bus &amp;lt;br&amp;gt; MTRUCK1 ... MTRUCK3 &amp;lt;br&amp;gt; RMT Bus &amp;lt;br&amp;gt; TDH 5301 Bus &amp;lt;br&amp;gt; Model 36R Bus &amp;lt;br&amp;gt; TTRUCK1 ... TTRUCK4&lt;br /&gt;
| Vulcan VSD Bus &amp;lt;br&amp;gt; WMC Bus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- adjusted split order --&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 18 || Trees ||align=&amp;quot;right&amp;quot;| 39 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| BEECH &amp;lt;br&amp;gt; BIRCH &amp;lt;br&amp;gt; BIRCH2 &amp;lt;br&amp;gt; BSPRUCE &amp;lt;br&amp;gt; CACTUS1 &amp;lt;br&amp;gt; CACTUS2 &amp;lt;br&amp;gt; CACTUS3&lt;br /&gt;
| CHESTNUT &amp;lt;br&amp;gt; COPBEACH &amp;lt;br&amp;gt; DREDWOOD &amp;lt;br&amp;gt; ELM &amp;lt;br&amp;gt; FRISIA &amp;lt;br&amp;gt; GFIR &amp;lt;br&amp;gt; HCYPRESS &amp;lt;br&amp;gt; HSTRAW&lt;br /&gt;
| ICYPRESS &amp;lt;br&amp;gt; IYEW &amp;lt;br&amp;gt; JAPCRAB &amp;lt;br&amp;gt; JOSHUA &amp;lt;br&amp;gt; KBFIR &amp;lt;br&amp;gt; LCEDAR &amp;lt;br&amp;gt; NASH &amp;lt;br&amp;gt; NMAPLE&lt;br /&gt;
| OAK &amp;lt;br&amp;gt; PCYPRESS &amp;lt;br&amp;gt; QPALM &amp;lt;br&amp;gt; RCEDAR &amp;lt;br&amp;gt; RFIR &amp;lt;br&amp;gt; ROBINIA &amp;lt;br&amp;gt; SCPINE &amp;lt;br&amp;gt; SCYPRESS&lt;br /&gt;
| SMAPLE &amp;lt;br&amp;gt; SNOWBELL &amp;lt;br&amp;gt; SPALM &amp;lt;br&amp;gt; SVPINE &amp;lt;br&amp;gt; WASH &amp;lt;br&amp;gt; WILLOW &amp;lt;br&amp;gt; YEW &amp;lt;br&amp;gt; YUKKA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 19 || Snow ||align=&amp;quot;right&amp;quot;| 1 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SNOW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1A || Climates ||align=&amp;quot;right&amp;quot;| 6 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| CLIM1 ... CLIM6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1B || Hill_shapes ||align=&amp;quot;right&amp;quot;| 1 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| HS1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1C || Buildings ||align=&amp;quot;right&amp;quot;| 76 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| BLDALP1 ... BLDALP11 &amp;lt;br&amp;gt; BLDCASTL &amp;lt;br&amp;gt; BLDCRCH1 ... BLDCRCH3 &amp;lt;br&amp;gt; BLDCTY1 ... BLDCTY29 &amp;lt;br&amp;gt; BLDFOUNT&lt;br /&gt;
| BLDHALL1 ... BLDHOUS9 &amp;lt;br&amp;gt; BLDHOU10 ... BLDHOU25 &amp;lt;br&amp;gt; BLDLIGHT &amp;lt;br&amp;gt; BLDOFF1 &amp;lt;br&amp;gt; BLDPARK1&lt;br /&gt;
| BLDPYLON &amp;lt;br&amp;gt; BLDSHOP1 &amp;lt;br&amp;gt; BLDTRANS &amp;lt;br&amp;gt; HQ1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1D || Scaffolding ||align=&amp;quot;right&amp;quot;| 1 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| SCAFDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- adjusted split order --&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1E || Industrys_Buildings ||align=&amp;quot;right&amp;quot;| 22 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f8f8f8&amp;quot;&lt;br /&gt;
| BREWERY &amp;lt;br&amp;gt; CHEMWORK &amp;lt;br&amp;gt; COALMINE &amp;lt;br&amp;gt; COALPS&lt;br /&gt;
| FACTORY &amp;lt;br&amp;gt; FARM &amp;lt;br&amp;gt; FARMUS &amp;lt;br&amp;gt; FOODPROC &amp;lt;br&amp;gt; FOREST&lt;br /&gt;
| OILREFIN &amp;lt;br&amp;gt; OILRIG &amp;lt;br&amp;gt; OILWELL &amp;lt;br&amp;gt; OREMINE&lt;br /&gt;
| PAPERMIL &amp;lt;br&amp;gt; PRINTWRK&lt;br /&gt;
| SAWMILL &amp;lt;br&amp;gt; SKICENT &amp;lt;br&amp;gt; STEELMIL &amp;lt;br&amp;gt; STOCKFRM&lt;br /&gt;
| VINEYARD &amp;lt;br&amp;gt; WINDMILL &amp;lt;br&amp;gt; WINERY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 1F || Regions ||align=&amp;quot;right&amp;quot;| 3 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| REGALP || REGUK || REGUS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 20 || Competitors ||align=&amp;quot;right&amp;quot;| 38 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| COMP1 ... COMP38&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 21 || Scenario_text ||align=&amp;quot;right&amp;quot;| 45 ||&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;8&amp;quot; style=&amp;quot;background-color:transparent;margin-top:-10px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#f4f4f4&amp;quot;&lt;br /&gt;
| STEX000 ... STEX044&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;!-- main table:end --&amp;gt;&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Variable:List&amp;diff=7922</id>
		<title>Variable:List</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Variable:List&amp;diff=7922"/>
		<updated>2011-10-13T00:33:07Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Class 20 - Companies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== All Known Variables ==&lt;br /&gt;
&lt;br /&gt;
===Common===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;auxdata[range]&#039;&#039;&#039; - Unknown&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;basecostfact/buildcostfact&#039;&#039;&#039; - The cost of a bridge/track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costfact&#039;&#039;&#039; - Purchase cost factor (final cost = basecost[costind]*costfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costind&#039;&#039;&#039; - Purchase cost index (index into a table of base costs), lower means higher final costs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackpieces|trackpieces]]&#039;&#039;&#039; - What trackpieces this track, trackmod, roadmod or train station has&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:description|description]]&#039;&#039;&#039; - The description of the object in various languages&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;designed&#039;&#039;&#039; - Year object is designed, 0 if available from the begining&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux01&#039;&#039;&#039; - number of entries in aux_0 and aux_1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux02ent&#039;&#039;&#039; - number of aux_2 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux03ent&#039;&#039;&#039; - number of aux_3 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux04ent&#039;&#039;&#039; - number of aux_4 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux05ent&#039;&#039;&#039; - number of aux_5 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;nummods&#039;&#039;&#039; - Number of mods required (vehicles) or buildable (for track)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;obsolete&#039;&#039;&#039; - Year object becomes obsolete, 65535 if never&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:roadpieces|roadpieces]]&#039;&#039;&#039; - Same as [[variable:trackpieces|trackpieces]] but ONLY has smallcurve, tightcurve, normalslope, steelslope and reverse (for tram), and only for roads, and road stations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;salecostfact/sellcostfact&#039;&#039;&#039; - sale/sell cost factor of bridge/track (final cost = basecost[costind]*salecostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:sprite|sprite(range)]]&#039;&#039;&#039; - Inividual sprites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:stringtable|stringtable(range)]]&#039;&#039;&#039; - A range of strings, mainly used for descriptions of objects&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackmod|trackmod(array)]]&#039;&#039;&#039; - Array of trackmods required for vehicle to run, or trackmods available in the case of tracks/roads&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 00 - Interface===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[6]&#039;&#039;&#039; - Game Object Tooltip - first line: Object name.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[7]&#039;&#039;&#039; - Game Object Tooltip - next lines: Object data/Action info.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[8]&#039;&#039;&#039; - UI Tooltip (button info)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[9]&#039;&#039;&#039; - Action popups, &amp;quot;Can&#039;t build/remove ...&amp;quot;, &amp;quot;Screenshot saved ...&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[10]&#039;&#039;&#039; - Win-Tabs: &#039;&#039;&#039;Player Items&#039;&#039;&#039; - Build New Vehicles, Vehicles, Stations, Player Status, Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[11]&#039;&#039;&#039; - Win-Top - most non-player related windows.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[12]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Map Objects&#039;&#039;&#039; - Towns, Industries, Scenario Editor - Object Selection.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[13]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Player Construction&#039;&#039;&#039; - Build- Tracks/Roads, Docks/Airport.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[14]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Map Construction&#039;&#039;&#039; - Construction -land, Scenario-Generator/Challenge.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[15]&#039;&#039;&#039; - Win-Tab - Overview Map.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[16]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;General&#039;&#039;&#039; - Options, About.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[18]&#039;&#039;&#039; - main buttons 1: File, Sound.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[19]&#039;&#039;&#039; - main buttons 2: Zoom, Rotate, View.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[20]&#039;&#039;&#039; - main buttons 3: Construction-Land, Tracks, Roads, Docks/Airport, Build Vehicles.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[21]&#039;&#039;&#039; - main buttons 4: Vehicles, Stations, Towns, Industries.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[22]&#039;&#039;&#039; - main buttons 5: Player Status, Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[23]&#039;&#039;&#039; - main buttons 6: Time, Messages, Map.&lt;br /&gt;
&lt;br /&gt;
Values:&lt;br /&gt;
* Palette-numbers 0-30, those are the 31 internal used color gradient sets.&lt;br /&gt;
* Other values are excepted but have no real use, and can give strange side effects.&lt;br /&gt;
* Value/order of palette sets -&amp;gt; player-status color-picker(LR/UD)&lt;br /&gt;
&lt;br /&gt;
Linked to PlayerColor 1:&lt;br /&gt;
* (Win-top) &#039;&#039;&#039;Player Items&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Player Construction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Not Editable:&lt;br /&gt;
* Scenario Editor: [Back to Previous] &amp;amp; [Forward to Next] navigation buttons.&lt;br /&gt;
* Intro screen: Big green buttons.&lt;br /&gt;
* Warning message windows: &amp;quot;Are you sure ...&amp;quot;, &amp;quot;Vehicle can&#039;t ...&amp;quot;, etc.&lt;br /&gt;
* File windows: Load, Save, New game.&lt;br /&gt;
* Two player connection window.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 02 - Currencies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shiftnum&#039;&#039;&#039; - How many times to multiply pound value by 2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;zeroes&#039;&#039;&#039; - How many zeros after pound value&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 05 - Water===&lt;br /&gt;
&lt;br /&gt;
Its as high as the Water-Level set in the map/scenario editor and absolutely flat in the beginning.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[2]&#039;&#039;&#039; = &amp;quot;2&amp;quot; (might be default water level)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[4]&#039;&#039;&#039; = &amp;quot;102&amp;quot; (might be ingame level changing price)&lt;br /&gt;
----&lt;br /&gt;
===Class 06 - Ground===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_3[0]&#039;&#039;&#039; - The number of levels stored in the object. I.e. for grass it is the number of levels of &amp;quot;grassiness&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_A[17]&#039;&#039;&#039; - The number rough tiles.&lt;br /&gt;
&lt;br /&gt;
The total number of sprites stored in the file is: 82 * &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; + &#039;&#039;&#039;field_A[17]&#039;&#039;&#039; + 7&lt;br /&gt;
&lt;br /&gt;
The sprites are stored in groups of 19. &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; groups for each zoom-level. The last zoom-level (the closest) also stores 6 plain textures in different shades after each group. Sprite index 16 within each group is often empty, as it is normally not seen.&lt;br /&gt;
&lt;br /&gt;
Sprite 82 * &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; is a height map color scale. Then comes three buttons or icons. Last is &#039;&#039;&#039;field_A[17]&#039;&#039;&#039; rough tiles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 08 - Cargo types===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;decay1days&#039;&#039;&#039; - Duration of first decay rate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;decay1rate&#039;&#039;&#039; - First decay rate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;decay2rate&#039;&#039;&#039; - Second decay rate&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_2&#039;&#039;&#039; - Unknown&lt;br /&gt;
: &#039;&#039;&#039;refitoption&#039;&#039;&#039; - Does refitting a vehicle allow it to carry this cargo type?&lt;br /&gt;
&#039;&#039;&#039;paymentfactor&#039;&#039;&#039; - Payment factor&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;paymentind&#039;&#039;&#039; - Payment index&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;peakdays&#039;&#039;&#039; - Days at which payment remains at maximum&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;unitweight&#039;&#039;&#039; - Weight per unit in 1/256 tons&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 09 - Fences===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_0[6]&#039;&#039;&#039; is always &amp;quot;15&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_8&#039;&#039;&#039; is &amp;quot;2&amp;quot; or &amp;quot;5&amp;quot; (might set the height in 1/16 units)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_9&#039;&#039;&#039; is always &amp;quot;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0A - Signals===&lt;br /&gt;
&lt;br /&gt;
; field_0[2] - country signal built style + ?&lt;br /&gt;
: &#039;&#039;&#039;0&#039;&#039;&#039; - build signal on left side of track (british style)&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; - build signal on right side of track (american/european style)&lt;br /&gt;
: &#039;&#039;&#039;2&#039;&#039;&#039; - ?&lt;br /&gt;
: &#039;&#039;&#039;4&#039;&#039;&#039; - ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[5]&#039;&#039;&#039; - number of signal frames (4,7,10) -&amp;gt; signal states (2,3,4), frames = (states*3)-2&lt;br /&gt;
: input value seems to be fixed, other values where not accepted (locomotion loading lockup)&lt;br /&gt;
: signals have 8 directional images per frame group.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0B - Crossings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_7[1]&#039;&#039;&#039; - Number of frames of closing animation. &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[2]&#039;&#039;&#039; - Number of frames of closed animation. &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[5]&#039;&#039;&#039; - Introduction year.&lt;br /&gt;
&lt;br /&gt;
This is the order of sprites. If You use animation frames, add 8, 16, 24... to these numbers:&lt;br /&gt;
&lt;br /&gt;
[[File:Crossing.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 0C - Street Lights===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;year[array]&#039;&#039;&#039; - The year the street lights get build&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0D - Tunnel Entrances===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0E - Bridges===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[variable:disabledtrackcfg|disabledtrackcfg]]&#039;&#039;&#039; - Decides what types of corners and slopes the bridge can be used for&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;heightcostfact&#039;&#039;&#039; - Cost factor for bridge height&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;maxheight&#039;&#039;&#039; - Maximum height for the bridge, in feet&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;maxspeed&#039;&#039;&#039; - Maximum speed for the bridge, in mph&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;noroof&#039;&#039;&#039; - Does the bridge have a roof? (?)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;pillarspacing&#039;&#039;&#039; - The space between the bridge pillars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;spanlength&#039;&#039;&#039; - Length of a bridge element, the BrickBridge has 1, the Steel Arch 2, the Steel Girder 2, the WoodBridge 1, the Suspension 4 parts to have one complete bow.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_9&#039;&#039;&#039; - The space between the bridge columns (153 Steel Arch, 153 Steel Girder, 2550 Brick, 24 Suspension, 255 Wood Bridge )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0F - Train Stations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;auxdata[range]&#039;&#039;&#039; - positions of cargo icons on stations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[12]&#039;&#039;&#039; - Bit 0, use company colored transparency effect (like Passenger Terminus)&lt;br /&gt;
&lt;br /&gt;
auxdata: train stations (TRSTATx) (32 arrays * 57 fields)&lt;br /&gt;
 &lt;br /&gt;
* positions of cargo/passenger on train stations, probably same use in road stations (RDSTATx/RDSTATLx)&lt;br /&gt;
* the arrays are grouped in sets of 4, every set covers one direction (rail build-direction),&lt;br /&gt;
* 1 array per station tile.&lt;br /&gt;
* station cargo arrays are linked to the on-screen orientation of the track build-directions.&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[0,1,2,3]&#039;&#039;&#039; = BottomLeft -&amp;gt; TopRight (45&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[4,5,6,7]&#039;&#039;&#039; = TopLeft -&amp;gt; BottomRight (135&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[8,9,10,11]&#039;&#039;&#039; = TopRight -&amp;gt; BottomLeft (225&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[12,13,14,15]&#039;&#039;&#039; = LowerRight -&amp;gt; UpperLeft (315&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[16;31]&#039;&#039;&#039; = not sure, probably reserved for diagonal(map) stations (trains only)&lt;br /&gt;
* every array contains ofset values for one station/tile&amp;lt;br&amp;gt;array fields are grouped in sets of 4 fields, (57-1)/4=14 icons per station&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[0]&#039;&#039;&#039; = general icon height offset for that array (screen +Y ofset)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[+1,+2]&#039;&#039;&#039; = X + Y offset for cargo(non passenger) icon (ofset is map orientated)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[+3,+4]&#039;&#039;&#039; = X + Y offset for passenger icon (offset is map orientated)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 10 - Track mods===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isoverhead&#039;&#039;&#039; - 1 for catenary like look, 0 for extra rail-like look&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 11 - Tracks===&lt;br /&gt;
&lt;br /&gt;
trackst.dat and trackng.dat (the object tree for *.dat object files seems to start here, for a lot of objects being linked to in it and those link to their subobjects...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;displayoffset&#039;&#039;&#039; - Vertical offset of vehicles in list windows (e.g. train list, new vehicle list, ...)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;bridge[array]&#039;&#039;&#039; - Array of bridges compatible for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;curvespeed&#039;&#039;&#039; - Speed of vehicles in curves of track (not mph)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numbridges&#039;&#039;&#039; - Amount of bridge objects for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numsignals&#039;&#039;&#039; - Amount of signal objects for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numstations&#039;&#039;&#039; - Amount of stations objects for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;signal[array]&#039;&#039;&#039; - Array of signals available for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;station[array]&#039;&#039;&#039; - Array of station objects for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackpieces|stationtrackpieces]]&#039;&#039;&#039; - What trackpieces supports a station&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;tunnel&#039;&#039;&#039; - Tunnel object for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;tunnelcostfact&#039;&#039;&#039; - Tunnel cost factor (final cost = basecost[costind]*tunnelcostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_3[array]&#039;&#039;&#039; - [0] has something to do with disallowing junctions&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 12 - Road stations===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &#039;&#039;&#039;Field_B[0]&#039;&#039;&#039; - Describes the function of the road station, per below.&lt;br /&gt;
 ##   Cargo      Where Built        Vehicles&lt;br /&gt;
 --   -----      -----------        ---------&lt;br /&gt;
 0     All        Any straight      (B)us, (T)rucks&lt;br /&gt;
 1     All        Any straight      B,T&lt;br /&gt;
 2     Passenger  Any straight      B,T, Trams**&lt;br /&gt;
 3     Passenger  Any straight      B&lt;br /&gt;
 4     Freight    Any straight      T&lt;br /&gt;
 5     Freight    Any straight      T&lt;br /&gt;
 6     X* &lt;br /&gt;
 7     X*&lt;br /&gt;
 8     All        Ends of roads     B,T&lt;br /&gt;
 9     All        Ends of roads     B,T&lt;br /&gt;
 10    Passenger  Ends of roads     B&lt;br /&gt;
 11    Passenger  Ends of roads     B&lt;br /&gt;
 12    Freight    Ends of roads     T&lt;br /&gt;
 13    Freight    Ends of roads     T&lt;br /&gt;
 14    X*&lt;br /&gt;
 15    X*&lt;br /&gt;
&lt;br /&gt;
 * These values cause non-fatal crashes when loading scenario&lt;br /&gt;
 ** Possibly related to field_29 of trams?&lt;br /&gt;
&lt;br /&gt;
===Class 13 - Road mods===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 14 - Roads===&lt;br /&gt;
&#039;&#039;&#039;Field_B[0&amp;amp;1]&#039;&#039;&#039; - Maximum speed (16-Bit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_B[2]&#039;&#039;&#039; - Unknown; Is &amp;quot;1&amp;quot; in general and not set in ROADRGH or ROADTRAM&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_B[7]&#039;&#039;&#039; - bitmask:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Is one way road&lt;br /&gt;
:&#039;&#039;Bit_1&#039;&#039; - Appears in build-tracks menu (rather than build-roads) - used for trams, might trigger other things aswell&lt;br /&gt;
:&#039;&#039;Bit_2&#039;&#039; - Road-like intersections; Vehicles can turn in any direction&lt;br /&gt;
:&#039;&#039;Bit_3&#039;&#039; - Vehicle with the anytrack flag set can run on this road. Has other effects aswell, and Locomotion crashes if you change this for a road and load a savegame with it.&lt;br /&gt;
:&#039;&#039;Bit_4&#039;&#039; - Unknown; Used by all roads&lt;br /&gt;
:&#039;&#039;Bit_5&#039;&#039; - Unknown; Not used by original roads&lt;br /&gt;
:&#039;&#039;Bit_6&#039;&#039; - Vehicles can overtake one another. When not set, Terminus stations become impossible. Vehicles still change side after turning if Bit_3 is set.&lt;br /&gt;
:&#039;&#039;Bit_7&#039;&#039; - Unknown; Used by all roads&lt;br /&gt;
&#039;&#039;&#039;Field_B[8]&#039;&#039;&#039; - bitmask:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Can have street lights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_15[7]&#039;&#039;&#039; - numstations; Amount of stations objects for road&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numstations&#039;&#039;&#039; - Unknown/Unused&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_1E[6]&#039;&#039;&#039; - bitmask, sprites related:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Three tiles are overlaid (tram track - rail, sleepers and ballast)&lt;br /&gt;
:&#039;&#039;Bit_1&#039;&#039; - Has a direction (ROADUS1); Twice as many sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_1E[7]&#039;&#039;&#039; - [[#Common|nummods]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_29[0]&#039;&#039;&#039; - Unknown; Only used by ROADTRAM and set to &amp;quot;2&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_29[5]&#039;&#039;&#039; - Precedence; Roads with higher numbers take precedence over lower roads, that means cities may upgrade the latter with the former. Cities only build roads with Field_B[7]:Bit_3 set.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 15 - Airports===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[allowedplanetypes]]&#039;&#039;&#039; - What plane types are allowed to land&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numspritesets&#039;&#039;&#039; - Number of sprite sets (sets of four sprites not counting the UI icon) included in the file&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numtiles&#039;&#039;&#039; - Number of tile definitions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2x2tiles&#039;&#039;&#039; - Bit mask of tiles that are 2x2 (note, bit numbers are in hex!)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;minx&#039;&#039;&#039;, &#039;&#039;&#039;miny&#039;&#039;&#039;, &#039;&#039;&#039;maxx&#039;&#039;&#039;, &#039;&#039;&#039;maxy&#039;&#039;&#039; - Extent of airport grid&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numnodes&#039;&#039;&#039; - Number of nodes (vertices) in aircraft movement pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numedges&#039;&#039;&#039; - Number of edges connecting nodes in aircraft movement pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_B6&#039;&#039;&#039; - Bit mask of edges from entrance node to terminals (see [[Aircraft Movement Graph]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spriteheight&#039;&#039;&#039; (auxdata) - defines height of all spritesets&lt;br /&gt;
:	&#039;&#039;&#039;height[array]&#039;&#039;&#039; - Height of the spritesets&lt;br /&gt;
&#039;&#039;&#039;spriteanimframes&#039;&#039;&#039; (auxdata) - number of animation frames of the spritesets&lt;br /&gt;
:	&#039;&#039;&#039;frames[array]&#039;&#039;&#039; - Number of frames, must be same for all frames of an animation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile[array]&#039;&#039;&#039; (auxdata) - tile definitions for airport [[Layout]]&lt;br /&gt;
:	&#039;&#039;&#039;spriteset[array]&#039;&#039;&#039; - list of spritesets to use on this tile&lt;br /&gt;
&#039;&#039;&#039;layout&#039;&#039;&#039; (auxdata) - place tiles for airport [[Layout]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;node[array]&#039;&#039;&#039; - node definitions for [[Aircraft Movement Graph]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;edge[array]&#039;&#039;&#039; - edge definitions for [[Aircraft Movement Graph]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 16 - Docks===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 17 - Vehicles===&lt;br /&gt;
&lt;br /&gt;
[[variable:VehicleList|Alphabetical list of all vehicles]] (*.dat file names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;colourtype&#039;&#039;&#039; - Which colour set to use if e.g. passenger vehicles have different colours&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:cargo|cargo]]&#039;&#039;&#039; - The cargo the vehicle can carry&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;class&#039;&#039;&#039; - What does it run on, 0=rail, 1=road, 2=air, 3=water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;compatible[array]&#039;&#039;&#039; - Array of all compatible objects&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[16]&#039;&#039;&#039; - The ID of the cargo, used in vehicles&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_10E&#039;&#039;&#039; - Position of the Smoke or Steam (value sets height).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4&#039;&#039;&#039; - Number of carriages on the vehicle&lt;br /&gt;
; type - Controls in which tab the vehicle is when you want to buy it&lt;br /&gt;
: &#039;&#039;&#039;0&#039;&#039;&#039; - Trains&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; - Busses&lt;br /&gt;
: &#039;&#039;&#039;2&#039;&#039;&#039; - Trucks&lt;br /&gt;
: &#039;&#039;&#039;3&#039;&#039;&#039; - Trams&lt;br /&gt;
: &#039;&#039;&#039;4&#039;&#039;&#039; - Planes&lt;br /&gt;
: &#039;&#039;&#039;5&#039;&#039;&#039; - Ships&lt;br /&gt;
; field_24&lt;br /&gt;
: &#039;&#039;&#039;length&#039;&#039;&#039; - Distance of the first pivot point from the start of the vehicle. For buses, trucks and trams this is the center of rotation, for trains it&#039;s the position of the front bogie. Unknown (0) for ships and planes.&lt;br /&gt;
: &#039;&#039;&#039;field_1&#039;&#039;&#039; - Distance of the rear bogie from the end of the vehicle.&lt;br /&gt;
: &#039;&#039;&#039;field_2&#039;&#039;&#039; - Index of the front bogie (255 for no bogie)&lt;br /&gt;
: &#039;&#039;&#039;field_3&#039;&#039;&#039; - Index of the rear bogie&lt;br /&gt;
: &#039;&#039;&#039;field_5&#039;&#039;&#039; - Effect position (spark, exhaust plume, etc.)&lt;br /&gt;
: &#039;&#039;&#039;spriteind&#039;&#039;&#039; - Index of the sprites (0-3 + [128 if reversed])&lt;br /&gt;
&#039;&#039;&#039;field_B4[0]&#039;&#039;&#039; - Number of animation frames for bogie #0 or the shadow (planes)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[1]&#039;&#039;&#039; - Flags Array for bogie sprite #0 (see [[variable:sprites|sprites(array)]]) or the shadow (planes)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[18]&#039;&#039;&#039; - Number of animation frames for bogie #1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[19]&#039;&#039;&#039; - Flags Array for bogie sprite #1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:vehicle_flags|flags]]&#039;&#039;&#039; - Various flags that define the vehicles behaviour. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numcompat&#039;&#039;&#039; - Number of compatible objects, 0 if compatible with all&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;power&#039;&#039;&#039; - Amount of power the vehicle generates, in horsepower (doesn&#039;t seem to have any effect on planes or ships)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;rackspeed&#039;&#039;&#039; - Top speed while on rack rail, or landing/holding pattern speed for planes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;reliability&#039;&#039;&#039; - Reliability of the vehicle, higher values allow a longer operating lifetime&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;runcostfact&#039;&#039;&#039; - Running cost factor (final cost = basecost[runcostind]*runcostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;runcostind&#039;&#039;&#039; - Running cost index (index into a table of base costs), lower means higher final costs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;speed&#039;&#039;&#039; - Top speed, in mph&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:sprites|sprites(array)]]&#039;&#039;&#039; - Sprite properties&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:tracktype|tracktype]]&#039;&#039;&#039; - Track object required for the vehicle to run&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;visfxtype&#039;&#039;&#039; - How to draw the visual effect &#039;visualeffect&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;visualeffect&#039;&#039;&#039; - The object used as visualeffect&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wakefxtype&#039;&#039;&#039; - How to draw the wake effect &#039;wakeeffect&#039; (doesn&#039;t exist in locotool 0.2)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_113&#039;&#039;&#039; - Distance of the two propeller screws for the wake effect&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;weight&#039;&#039;&#039; - Weight of the vehicle, in tons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;startsndtype&#039;&#039;&#039; -  Defines how the driving sound is played and how field_11A[0-63(?)] works.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;startsnd&#039;&#039;&#039; - The sound the vehicle makes while driving&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:driving_noise|field_11A[0-63(?)]]]&#039;&#039;&#039; - Describes the driving noise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;numsnd&#039;&#039;&#039; - Number of start sound effects (the kinds are set in the required object list)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;soundeffect[array]&#039;&#039;&#039; - Array of start soundeffects of the vehicle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 18 - Trees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039; - Height of the tree in 1/16th height units&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[2]&#039;&#039;&#039; - Number of tree viewpoint images (rotations) [1,2,4]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[3]&#039;&#039;&#039; - Number of tree size images (growth) [1...8]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[4]&#039;&#039;&#039; - (Bit-0) Tree has double season set - used for snow graphics (should realistically only go on coniferous trees)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[56]&#039;&#039;&#039; – (Bit-flag) Tree states, seasons + dying&lt;br /&gt;
: Bit 0 – Autum&lt;br /&gt;
: Bit 1 – Winter&lt;br /&gt;
: Bit 2 – Spring&lt;br /&gt;
: Bit 3 – Summer (default)&lt;br /&gt;
: Bit 4 – Dying&lt;br /&gt;
: Bit 5/7 - (not used/ignored)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n1)&#039;&#039;&#039;&#039;&#039; locked/protected/other values disable object.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 1A - Climates===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;firstseason&#039;&#039;&#039;	- The season that the year starts with, [0,1,2,3]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;seasonlength[array]&#039;&#039;&#039; - Number of days in the four seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:	seasonlength[0]	&amp;lt;- first season, set by firstseason.&lt;br /&gt;
:	seasonlength[3]	-&amp;gt; after this one, its firstseason again until end of year.&lt;br /&gt;
&#039;&#039;&#039;field_7[0]&#039;&#039;&#039; - Low snow level, starts at begin of Winter season. &#039;&#039;&#039;&#039;&#039;n2&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[1]&#039;&#039;&#039; - High snow level, starts at begin of Spring season. &#039;&#039;&#039;&#039;&#039;n2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n1)&#039;&#039;&#039;&#039;&#039; locked/protected/other values disable object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n2)&#039;&#039;&#039;&#039;&#039; High &amp;gt;= Low, or object will be disabled.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* seasons: Autum(0) Winter(1) Spring(2) Summer(3), 3 -&amp;gt; Australia/Southern hemisphere climates.&lt;br /&gt;
* snow traveling speed: 4 days per map level.&lt;br /&gt;
* field_7 value = (Level - 1) x 4    Where level is counting up from the lowest ground level (lowest ground is 0)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 1B - Hill Shapes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[2]&#039;&#039;&#039; - number of hill height maps&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[3]&#039;&#039;&#039; - number of mountain height maps&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Last image is UI-icon for object-selection(SE)&lt;br /&gt;
* hill shapes will become a selectable option in object-selection(SE), if hill-dat files &amp;gt; 1&lt;br /&gt;
* max HF-image size 255x255. (ok, 256x256, but thats with some extra ribble effect)&lt;br /&gt;
* field_0[12] - bit 1 ... looks buggy to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 1C - Buildings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cargo[array]&#039;&#039;&#039; - The cargo object it produces/accepts&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_0 = 1&#039;&#039;&#039; Use 2x2 tile size&lt;br /&gt;
: &#039;&#039;&#039;bit_1 = 1&#039;&#039;&#039; Include under &amp;quot;Miscellaneous Buildings&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;ishq&#039;&#039;&#039; Is company headquarters building&lt;br /&gt;
&#039;&#039;&#039;clearcostfact&#039;&#039;&#039; - Cost factor to clear the building&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numproduce[array]&#039;&#039;&#039; - Amount of first and second cargo produced. Maximum value of 255 = approx. 12 units/mo. Exceeding 255 is converted to mod[256], so increasing this number beyond 255 does not seem to help. Also, numproduce[0] is the amount added to the city population.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaccept[array]&#039;&#039;&#039; - Units of 1/8 cargo acceptance for the four cargo types&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;useobject desc=&amp;quot;cargo[array]&amp;quot; class=&amp;quot;8&amp;quot;&amp;gt;&#039;&#039;&#039; - First two array elements are types of cargo generated. All four types are accepted.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0, num=XX&#039;&#039;&#039;   XX=Number of .pngs / 4&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[0]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039; not sure what this value means, but seems to increase in order of height?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[X]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039; same as aux_0, except increments of x are 2x the aux_0 values, and the value is always 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_2[X]&#039;&#039;&#039;  X=Number of different appearences for this building&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[1]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039;   value is the number of png tile to use for level 0, as defined in aux_0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[2]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;2&amp;lt;/unknown&amp;gt;&#039;&#039;&#039;   value is the number of png tile to use for level 1, as defined in aux_1&lt;br /&gt;
&amp;lt;br&amp;gt;one entry for every storey of building height&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 1E - Industries===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;firstyear&#039;&#039;&#039; - First year it can appear&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lastyear&#039;&#039;&#039; - Last year it can appear&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[188]&#039;&#039;&#039; - Minimum number of buildings within industry area &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costind&#039;&#039;&#039; - Index of foundingpricetable&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costfactor1&#039;&#039;&#039; - How much costs a founding (must be more then 17 or loco.exe will crash)&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_8&#039;&#039;&#039; - Industry can only be built on water (Oil Rig)&lt;br /&gt;
: &#039;&#039;&#039;bit_10&#039;&#039;&#039; - Industry can be founded by user &lt;br /&gt;
: &#039;&#039;&#039;needall&#039;&#039;&#039; - If it needs all cargo types to produce&lt;br /&gt;
: &#039;&#039;&#039;canincreaseproduction&#039;&#039;&#039; - If it can increase production&lt;br /&gt;
: &#039;&#039;&#039;candecreaseproduction&#039;&#039;&#039; - If it can decrease production&lt;br /&gt;
&#039;&#039;&#039;produces[array]&#039;&#039;&#039; - The cargo object it produces&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;accepts[array]&#039;&#039;&#039; - The cargo object it accepts&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;fence[array]&#039;&#039;&#039; - The fence object to be placed around the industry&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux4ent&#039;&#039;&#039; = number of different building base tiles available&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux4&#039;&#039;&#039; = groups of buildings/ 1, 23, 45, 56, etc.  ************ Unverified&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux5&#039;&#039;&#039; = range is aux4 variables, some sort of selection of aux4 to randomize industry appearence?  ****** Unverified&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 20 - Companies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spritesets&#039;&#039;&#039; - Bits 0..8 indicate to use those sprites, two each&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;intelligence&#039;&#039;&#039; - Intelligence&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aggressiveness&#039;&#039;&#039; - Aggressiveness&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;competitiveness&#039;&#039;&#039; - Competitiveness&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Creating_new_Sprites_with_3dsMax&amp;diff=7921</id>
		<title>Creating new Sprites with 3dsMax</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Creating_new_Sprites_with_3dsMax&amp;diff=7921"/>
		<updated>2011-10-13T00:32:26Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Creating new Buildings / Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages deals with all aspects of creating new Sprites with the application 3d Studio Max 6.&lt;br /&gt;
&lt;br /&gt;
If you are looking for a reference to create the needed *.xml file please refear to this list:&lt;br /&gt;
&lt;br /&gt;
[[all known variables]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. [[Camera Angles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. [[Getting the sprites into the Game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Tracks and Bridges ==&lt;br /&gt;
&lt;br /&gt;
1 [[Basic Knowledge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Vehicles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Buildings / Industries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(page under developement, feel free to add content)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Camera_Angles&amp;diff=7920</id>
		<title>Camera Angles</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Camera_Angles&amp;diff=7920"/>
		<updated>2011-10-13T00:31:58Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The camera should be set up in Orthographic Projection.  It should be aimed at the origin, from 45 degrees to the left, 45 degrees to the front, and 30 degrees up.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll know you have it right because the grid in 3dsm will resemble the isometric terrain layout in Locomotion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Getting_the_sprites_into_the_Game&amp;diff=7919</id>
		<title>Getting the sprites into the Game</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Getting_the_sprites_into_the_Game&amp;diff=7919"/>
		<updated>2011-10-13T00:31:38Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: Add category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To get you&#039;re sprite into the game you need to create an XML see other sections of the wiki for this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Basic_Knowledge&amp;diff=7918</id>
		<title>Basic Knowledge</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Basic_Knowledge&amp;diff=7918"/>
		<updated>2011-10-13T00:30:36Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Track types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Layout ===&lt;br /&gt;
&lt;br /&gt;
The first thing you have to understand is, that the tracks in the Locomotion engine are as good as flat, so you can&#039;t include bridges or whatsoever into your track sprites; these have to be made in the Bridge section (not yet done)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Preparations before Modelling ===&lt;br /&gt;
&lt;br /&gt;
Second, before you start modelling in max you should create a dummy Mesh, which represents exactly one Locomotion world unit, which is 5x5x2.5, in which you should build your track model.&lt;br /&gt;
(I used a 50x50x25 unit Mesh)&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to understand that your model shouldn&#039;t be larger than said Mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Track types ===&lt;br /&gt;
&lt;br /&gt;
Now that we have the dummy Mesh, which represents 1 World unit; we&#039;re going to have a look on how many World units each type of track requiers.&lt;br /&gt;
&lt;br /&gt;
In the following Chart, each black and grey dot represents one World unit, your modeled track peace must not leave these world units, or you are going to end up with a mess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Straight track&lt;br /&gt;
&lt;br /&gt;
[[image:streight.jpg]]&lt;br /&gt;
&lt;br /&gt;
Diagonal Track&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Narrow curve&lt;br /&gt;
&lt;br /&gt;
[[image:curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normal curve&lt;br /&gt;
&lt;br /&gt;
[[Image:curve1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Wide Curve&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
S-Bend&lt;br /&gt;
&lt;br /&gt;
[[image:sbend1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Slope&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Narrow Slope&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Sloped Normal Curve&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back to [[Creating new Sprites with 3dsMax]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Creating_new_Sprites_with_3dsMax&amp;diff=7917</id>
		<title>Creating new Sprites with 3dsMax</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Creating_new_Sprites_with_3dsMax&amp;diff=7917"/>
		<updated>2011-10-13T00:30:18Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Creating new Buildings / Industries */ Removing hidden spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages deals with all aspects of creating new Sprites with the application 3d Studio Max 6.&lt;br /&gt;
&lt;br /&gt;
If you are looking for a reference to create the needed *.xml file please refear to this list:&lt;br /&gt;
&lt;br /&gt;
[[all known variables]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. [[Camera Angles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. [[Getting the sprites into the Game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Tracks and Bridges ==&lt;br /&gt;
&lt;br /&gt;
1 [[Basic Knowledge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Vehicles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Creating new Buildings / Industries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(page under developement, feel free to add content)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=UsingLocoTools&amp;diff=7916</id>
		<title>UsingLocoTools</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=UsingLocoTools&amp;diff=7916"/>
		<updated>2011-10-13T00:29:33Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Basic Testing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notes ==&lt;br /&gt;
&lt;br /&gt;
Before using LocoTools it is recommended you back up your Locomotion .DAT files found in the ObjData folder. You can then restore the original version if you have any problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
You can download the latest LocoTools version from [http://www.ttdpatch.net/loco/ http://www.ttdpatch.net/loco/]. I then recommend putting the unzipped files in a seperate folder in the ObjData directory. You will create alot of files and it is best to not mix them in with your .DAT files. Remember to keep the .dll with the executable or it won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decoding Files ==&lt;br /&gt;
&lt;br /&gt;
To decode your DAT files into an editable format, copy them from ObjData to your LocoTools folder and then simply drag the file onto the LocoTools executable. It will then create an .XML file in that directory and create a new folder for the images. The XML file contains all the variables for that object, such as cost and name, whilst all the graphics used by that object are stored as individual .PNG files in the seperate folder.&lt;br /&gt;
&lt;br /&gt;
== Decoding Files with Parameters ==&lt;br /&gt;
&lt;br /&gt;
By just double clicking on locotool.exe (or reading the readme.txt) you will notice some options/parameters:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; -p &#039;num&#039; : choose company colours.&lt;br /&gt;
&amp;lt;br&amp;gt; -d : make a *.dat file for the demo version.&lt;br /&gt;
&amp;lt;br&amp;gt; -o &#039;path&#039; : set base path for png files&lt;br /&gt;
&amp;lt;br&amp;gt; -q do not display error messages&lt;br /&gt;
&amp;lt;br&amp;gt; -s put all sprites in one *.png file (instead of each sprite in one *.png file)&lt;br /&gt;
&amp;lt;br&amp;gt; -u output all unknown entries, even if they are zero&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Simple usage of parameters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;right click locotool.exe and create a link of/to it.&lt;br /&gt;
&amp;lt;br&amp;gt;right click the link and select &amp;quot;Properties&amp;quot;/&amp;quot;Eigenschaften&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;change &amp;quot;Target&amp;quot;/&amp;quot;Ziel&amp;quot; from something like...&lt;br /&gt;
&amp;lt;br&amp;gt; C:\Windows\Desktop\locotool.exe &lt;br /&gt;
&amp;lt;br&amp;gt; ...to...&lt;br /&gt;
&amp;lt;br&amp;gt; C:\Windows\Desktop\locotool.exe -s -q&lt;br /&gt;
&amp;lt;br&amp;gt; ...by just adding your needed parameters there.&lt;br /&gt;
&amp;lt;br&amp;gt; now instead on locotool.exe drag and drop your *.dat file on locotool.lnk (the link you just created and edited) to use locotool.exe with your parameteters.&lt;br /&gt;
&lt;br /&gt;
== Encoding Files ==&lt;br /&gt;
&lt;br /&gt;
When you are happy with your changes, you can simply drag your updated .XML file onto the LocoTools executable. It will create a backup file of your old .DAT and create a new one for you. Simply drop this file into your ObjData folder and when you next run Locomotion, it will update itself with the new objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you are having problems, make note of the error message and use it to fix the problem. To avoid problems, ensure you have all the graphics files properly numbered in relation to the .XML file. Even if the graphic is not used, it needs to be present, but you can shrink it to a single transparent blue pixel to save on file space. If the problems persist, restore an old backup file.&lt;br /&gt;
&lt;br /&gt;
== Basic Testing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If your custimized object shows up in the scenario editor&#039;&#039;&#039; when you click &amp;quot;advanced menu&amp;quot; and the right table,  your object basically works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;If it does not show up in the scenario editor&#039;&#039;&#039; you might have done something wrong in the first line that looks like:&lt;br /&gt;
&amp;lt;br&amp;gt;object class=&amp;quot;0x95&amp;quot; subclass=&amp;quot;0x11827C&amp;quot; name=&amp;quot;AIRPORT2&amp;quot;&amp;gt;&amp;lt;chunk compression=&amp;quot;1&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;AIRPORT2&amp;quot; should be the filename (unique, no duplicates allowed) and exactly 8 letters long (including spaces, not longer not shorter).&lt;br /&gt;
&amp;lt;br&amp;gt;Also check each line for the correct &amp;quot;structure&amp;quot; (accidently broken or partly missing lines).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;If it shows up in the scenario editor but not ingame&#039;&#039;&#039; you need to change (decompile and compile) your trackst.dat file manually, your kind of object might be listed there, but not the object you just added.&lt;br /&gt;
&amp;lt;br&amp;gt;If so, add a line with your object filename and increase the matching &amp;quot;numobjects&amp;quot; variable by one.&lt;br /&gt;
&amp;lt;br&amp;gt; also scheck if the scenarios year is not too early for your object.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Variable:driving_noise&amp;diff=7915</id>
		<title>Variable:driving noise</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Variable:driving_noise&amp;diff=7915"/>
		<updated>2011-10-13T00:29:20Z</updated>

		<summary type="html">&lt;p&gt;Maquinista: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This describes the fields for defining the driving noise of vehicles.&lt;br /&gt;
&lt;br /&gt;
Note:	locotool 0.4.3 decodes field_11A[0-63] (= fields 0x11A to 0x159) as chars (8-bit), that is values between 0 and 255. Yet some of these variables are actually short integers (16-Bit: 0-65535). I have written these variables as, for example, field_11A[5&amp;amp;6], where you get the actual value with &amp;lt;tt&amp;gt;field_11A[6]*256+field_11A[5] &amp;lt;/tt&amp;gt; (note the order).&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&#039;&#039;startsndtype&#039;&#039; - Defines how the driving sound is played and how field_11A[0-63(?)] works.&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 0 ===&lt;br /&gt;
	No driving sound. field_11A[0-63] empty.&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 1 ===&lt;br /&gt;
Normal driving sound type for carriages, sampling rate changes with speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[1&amp;amp;2]&#039;&#039; - Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[3&amp;amp;4]&#039;&#039; - Minimum speed for the sound to be played&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[5]&#039;&#039; - [[#speed_dependency|Speed dependency]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[6&amp;amp;7]&#039;&#039; - Base [[#sampling_rate|sampling rate]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[8]&#039;&#039; - Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[9]&#039;&#039; - [[#volume|Volume]] at low speed&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[10]&#039;&#039; - Volume at high speed; Has to be greater than field_11A[9]&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 2 ===&lt;br /&gt;
Normal engine sounds, different sampling rate and volume for three modes of operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[1&amp;amp;2]&#039;&#039; - [[#sampling_rate|Sampling rate]] for no-load (braking and idle)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[3]&#039;&#039; - [[#volume|Volume]] for no-load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[4&amp;amp;5]&#039;&#039; - Sampling rate for load (driving with constant speed)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[6]&#039;&#039; - Volume for load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[7&amp;amp;8]&#039;&#039; - Sampling rate for full-load (accelerating)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[9]&#039;&#039; - Volume for full-load&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[10&amp;amp;11]&#039;&#039; - [[#fade_speed|Fade speed]] from no-load or load to load or full-load sound&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[12&amp;amp;13]&#039;&#039; - [[#fade_speed|Fade speed]] from full-load or load to load or no-load sound&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[14]&#039;&#039; - [[#fade_speed|Fade speed]] on vehicle placement or after breakdown&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[15]&#039;&#039; - Unknown (could be another fade speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[16]&#039;&#039; - [[#speed_dependency|Speed dependency]] for full-load; Other modes have constant sampling rates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 3 ===&lt;br /&gt;
Vehicles with multi-ratio transmission with up to four gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[0]&#039;&#039; - Unknown/Unused/Untested&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[ 1&amp;amp; 2]&#039;&#039; - Idle [[#sampling_rate|Sampling rate]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[3]&#039;&#039; - Idle volume&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[ 4&amp;amp; 5]&#039;&#039; - Base Sampling rate&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;field_11A[ 6&amp;amp; 7]&#039;&#039; - Speed for 2nd gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[ 8&amp;amp; 9]&#039;&#039; - Sampling rate decrease for 2nd gear&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;field_11A[10&amp;amp;11]&#039;&#039; - Speed for 3rd gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[12&amp;amp;13]&#039;&#039; - Sampling rate decrease from 2nd to 3rd gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[14&amp;amp;15]&#039;&#039; - Speed for 4th gear&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[16&amp;amp;17]&#039;&#039; - Sampling rate decrease from 3nd to 4th gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[18]&#039;&#039; - Driving [[#volume|Volume]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[19]&#039;&#039; - Volume while accelerating&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[20&amp;amp;21]&#039;&#039; - [[#fade_speed|Fade speed]] for downshift&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[22&amp;amp;23]&#039;&#039; - Fade speed for upshift&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[24]&#039;&#039; - Fade speed on vehicle placement or after breakdown&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;field_11A[25]&#039;&#039; - Unknown (could be another fade speed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;field_11A[26]&#039;&#039; - [[#speed_dependency|Speed dependency]]&lt;br /&gt;
&lt;br /&gt;
=== startsndtype 4-? ===&lt;br /&gt;
Unused/Untested. Locomotion vehicles use only type 0-3, yet there are plenty of unused fields left.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
Explanations and suggested values for the various variables.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;volume&amp;quot;&amp;gt;volume&amp;lt;/div&amp;gt;&lt;br /&gt;
: Loudness. Common values range from 150 to 210.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;sampling_rate&amp;quot;&amp;gt;sampling rate&amp;lt;/div&amp;gt;&lt;br /&gt;
: Locomotion can play sounds with variable sampling rate and thus change pitch and tempo with the vehicles speed or mode of operation. Locomotion sound files are encoded with a sampling rate of 22050 Hz, so this would be a good value to start with. Note that the perceived volume varies with the pitch too.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;fade_speed&amp;quot;&amp;gt;fade speed&amp;lt;/div&amp;gt;&lt;br /&gt;
: Describes how long Locomotion fades from one sampling rate to another. The higher the value the shorter this fade time. Good values are around 200 for 16-bit values, and between 1 and 4 for 8-bits.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;div id=&amp;quot;speed_dependency&amp;quot;&amp;gt;speed dependency&amp;lt;/div&amp;gt;&lt;br /&gt;
: Describes how much the sampling rate increases with the speed of a vehicle. The lower the value the higher the pitch on full speed. I can&#039;t give an exact scale and it may depend on the base sampling rate aswell, however it is quite sensitive. Reasonable values are between 10 and 15, too small values can result in an integer overflow for the sampling rate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Maquinista</name></author>
	</entry>
</feed>