

It does, however, present a challenge to developers because of the enormous amount of file conversions that have to be made to models and textures in order to make them appear in Train Simulator. This is well and good to prevent folks from reverse engineering their product, or from using the files in another application. Railworks uses a number of files with file extensions unique to the simulation.

They do what they are told, and nothing else! And so, if something isn't working, it's not likely the computer. The one thing that they fail to consider is that computers are "absolute," which means that they cannot figure out what you want of them. It just will not do what they want it to do. Some folks would swear that their computer has gremlins. Unfortunately, this approach also does not work for telephone poles: you can't select a long line of them and rotate the whole line."Computers can't think! They just run programs."

This approach is of no use for track sections and road sections, because you can't rotate a chain of tracks or roads. Then move and slope and rotate the complete long bridge as one object (as shown at left in the figure above: a copy of the straight horizontal bridge has been sloped and rotated to form a ramp). (For example, the JP2bluebrg bridge offered by default in a new route requires a grid size of 19.5 m, which I found by trial and error: editor's note: this tutorial predated Shape Viewer which now makes it easy to get a model's dimensions). If you define your grid size to equal the length of a bridge section, you can quickly lay a long bridge that is oriented north/south.

Finally, you can raise or lower all trees so each touches the ground correctly on slopes, by pressing H once while they are all still selected.The same approach works for a long straight bridge, as long as you have flat terrain available to build it on (anywhere on your tiles). Next move or rotate the whole orchard as you would any object. Then select all the trees in the orchard (press F2, then left-click on each tree while pressing Ctrl). Important: first uncheck the grid option (or press G). Now you may move and rotate your orchard as needed. (You don't have to use the same tree everywhere you may vary the tree, or skip a few, leaving gaps where sick trees may have been removed.) Now you can place your tree (or any other objects) only on a square grid of size 17 m. Then type 17 into the box showing 100 on the Placement Tool window (100 m is the default grid size), and check the "grid" box right above it (or press G). To build an orchard, decide on the tree-tree distance, for instance 17 m. Now we can easily place objects with perfect alignment and regularity, such as trees in an orchard and long bridges made of identical sections, as shown next: (It was staring at us all along!) This solves some hard problems for us. Sniper discovered how to use another RE tool: the placement grid.
