Track editing is one of the essential features in EEP. In this editor, you have at hand all the tools you need to build the first bricks of your future network. At the beginning, start small and you will expand your network as you gain experience.

Summary

Note : EEP contains four similar editors for editing rail, road, tram and river tracks. The construction principles remain the same from one publisher to another for all these communication tracks.

This article is divided into four main chapters:

  1. The presentation of the editor  is located in the 2D plan window with its interface and functions. This will allow us to lay tracks, adjust them to any height in relation to the surface of the ground or even duplicate a track,
  2. The detailed construction of a track, its properties, the different connection methods, etc.
  3. The Construction of a turnout,
  4. Contextual menus for tracks in 2D and 3D views.

Presentation of the railway editor

View of the railway editor

The editor is divided into four sections:

  1. Select a track style
  2. Select a type of track 
  3. Ajust track height 
  4. Duplicate tracks

All these tools already constitute a solid basis for the construction of the tracks. Other tools will be added later.

We suggest you run the article normally, at least for users new to EEP to understand the logic of the program.

Select a track style

Track style (section 1)

This first section groups together several dozen different track models in a drop-down list. By default, this is the standard UIC60 1435 mm wooden cross member. Nothing prevents you from opting for another style of track such as a narrow 600 mm track, a track with an embankment, etc … The choice is vast.

Not all tracks name are translated into English, but upon selection, a preview of the model appears in a small window, allowing you to view it in all its forms before laying it in the 2D planning window. Click hereto learn more about manipulating objects with the mouse in the preview area.

Once you have decided on the style of track to lay, it’s time to move on to the 2nd section to choose the type of track.

Select a type of track

Type of track (section 2)

This section contains five buttons as well as a checkbox concerning the electrification of the tracks for the location of the future catenary posts. Below are the definitions of the buttons:

  1. Lay track : This is the basic track,
  2. 3-way switch : this is a 2-branch turnout (3 possible directions),
  3. 2-way switch : this is a 1-branch turnout (2 possible directions),
  4. Place track end inc or buffer stop,
  5. Delete track.

Click on button 1 to select Lay track. Now click in the 2D planning window to lay your first section of track. At first, we recommend that you do this to familiarize yourself with the way things work.

Note : Each time you create a track or turnout, you will notice a small green triangle on the left and a green point on the right. These symbols correspond to the direction of circulation or traffic.

Sens de la gauche vers la droite

In this image, the direction of traffic is from left to right.

Indeed, the green triangle on the left indicates the start of the lane and the direction of traffic. The green circle on the right indicates the end of the track. Dark red arrows at the ends indicate locations for making further connections between sections.

Sens de la droite vers la gauche

In this image, the direction of traffic is from right to left.

Here we can easily notice that the direction of traffic is reversed.

Important : The direction of traffic is essential for the placement of contacts and signals. By default, the signals are placed to the right of the lane in the direction of travel of the vehicles, but from EEP9 you have the option of moving them to the other side of the lane. We will come back to this when we get to the chapter on signals.

Finally, to delete a track, select it and click on the Delete button (button n ° 5) or press the Delete key on your keyboard.

Ajust track height 

Track height (section 3)

Here are grouped all the properties to manage the heights of the track. This is the absolute and relative height (we’ll get to that later in this article).

The Alignment property includes an input area as well as a button for adjusting the height between the track and the landscape surface.

The Alignment property includes an input area as well as a button for adjusting the height between the track and the landscape surface.

Before entering the new coordinates, you must select the track in question.

There is a difference between absolute and relative height. The absolute height refers to the height of a model (here in this case the track) relative to the original surface which remains unchanged (usually at level 0). The relative height determines the difference in height between the model (here the track) and the real surface of the landscape.

The track height parameters influence certain parameters (number of project nodes for the aspect of the slopes, etc.). You will find more details in the chapter 4.6.6 – Voie et surface de paysage of the EEP16 manual. We advise you to refer to it and to reproduce the few small exercises to fully understand this important notion of height in EEP if you want to create realistic landscapes with relief.

Duplicate tracks

Before EEP16 (as a reminder)

Versions prior to EEP16 had a different panel. For users still working with these versions, here is a quick reminder about track duplication:

Duplicate track (section 4)

In this section, you have all the tools you need to duplicate tracks and thus quickly build an entire rail network.

Start by selecting the track to duplicate. Then you can choose from 5 options for the direction you want to duplicate (left, forward, right, above or below). Regardless of the direction, you can reverse the nominal direction of the track. To do this, first click on the Invert checkbox.

Start by selecting the track to duplicate. Then you can choose from 5 options for the direction you want to duplicate (left, forward, right, above or below). Regardless of the direction, you can reverse the nominal direction of the track. To do this, first click on the Invert checkbox.

You can also adjust the spacing (in meters) of the new duplicated track from the original track. The default is 4.5 meters.

The Maintain Style check box lets you keep the style of the original track. If this box is unchecked, you can select another style in the list of the 1st section at the top (with the effect of updating the list at the bottom) and apply this new style to the duplicated track. Refer to chapter 4.6.4 Duplicating tracks on page 109 of the EEP15 manual for more information (This chapter also applies to all other types of tracks: tram, road, river …).

From EEP16

Duplicate track (section 4)

From EEP16, we see that the single section of previous versions is now split in two and named respectively: Add extension and Duplicate in parallel.

The first section speaks for itself with its two Duplicate Backward and Duplicate Forward buttons. In both cases, the track to be duplicated must be selected.

We will now focus on the second section. Here, a single button is used to duplicate the selected track in parallel according to:

  1. From a lateral distance indicated in the Distance to left input box. The default lateral distance is set at 4.5m. A distance to the right is obtained by entering a negative number.
  2. By a height distance indicated in the Vertical height input box. The distance for the default height is equal to 0. A downward distance is obtained by specifying a negative number in the entry box.

We also find a checkbox with the option Track relative taking into account as a basis of calculation, the parameters of the possible tilt of the selected track to determine the height of the new duplicated track, or the height of the latter in relation to the track. at field level. You will find below, two images to visualize, better than a long speech, the result of this functionality (the white line delimits the height of the lane compared to the surface of the ground):

Track relative is deactivated
Track relative is activated

Another checkbox is at our disposal with the option Turn around (formerly invert) to lay the track in the opposite direction.

Inherited from old versions, the Maintain style check box has disappeared and this option has been logically replaced by a drop-down list with the default value: Keep track style and which allows you to keep the style of the original track or ‘apply another style instead.

Build a railway track

As you may have noticed in the 2nd section (Choosing the type of track), positioning the first section of track is quick and easy. To place another track after the first, two possibilities are available to you:

  1. Either you use the duplicate function with the Duplicate forward option,
  2. Or you click again on button 1 to add a new section. Once it has been placed on your map, all you have to do is approach it to the first one by keeping the left mouse button pressed to make the connection.

Option 1 is faster because the connection is made automatically and preserves the exact extension from the coordinates of the previous section. In the case of a curved track with an angle of 6.4 ° for example, the duplicated track will take over the properties of its neighbor and an angle of 6.4 ° will also be applied. The same goes for height.

But exactly, how do you bend a track? We have two methods at our disposal which we will detail below. In both cases, the track must be selected.

Bending a track (1st method)

Two functions, curvature and extension, can be changed separately and visually using the mouse:

The curvature : As soon as you move the short line (perpendicular to the axis of the track) with the mouse pointer, only the curvature of the section is modified and the initial length is kept.

The curvature : As soon as you move the short line (perpendicular to the axis of the track) with the mouse pointer, only the curvature of the section is modified and the initial length is kept.

Extension : As soon as you move the longest line (with an arrow) of the track with the mouse pointer, only the length of the section is affected and the initial curvature is kept.

Extension : As soon as you move the longest line (with an arrow) of the track with the mouse pointer, only the length of the section is affected and the initial curvature is kept.

In all cases, the track is rotated directly with the mouse when the cursor is on the center of the section, as in the image below:

If you need to be more specific, it’s time to move on to the 2nd Method  below.

Bending a track (2nd method)

Right click on the track to open the context menu and choose the Track Properties command from the 2D window or Object Properties from the 3D window. A window will open as in the image below:

Track properties window

At first glance, that’s a lot of information to understand but don’t panic! You will see that it is not that difficult.

The Start position frame groups together the coordinates of the X, Y, Z axes, the relative height, the value of the angles for the position of the track on the plane.

For example, to change the rotation, enter the desired angle value in the Angle z entry box located in the Start position box. Your track will thus be oriented precisely according to your wishes.

Once all this information has been entered correctly, all you have to do is click on the OK button to validate your settings, close the properties window and see the result in the layout.

The Characteristics framework has evolved considerably since EEP16. Indeed, the structure and management of all transport networks have been completely overhauled. This results in an improvement in the functionality of the editor in many areas, especially for curves. Until now, EEP offered curved tracks that did not exactly reproduce the precise characteristics of real curved tracks.

The new tracks in the library integrate these different types of parameters, so that a multitude of curves can be created. This makes it possible to reproduce track systems identical to their real counterparts. Features tailored to a particular curve shape allow more precise editing. Typical tasks in these editors are extending a track to a certain starting or ending point or connecting two points when certain conditions apply at the different points. The use of appropriate curved shapes can better solve these geometric problems.

You can access the full article EEP Curves to learn more.

Tilt (Inclination)

The Tilt (Inclination)  frame defines the elevation of the exterior side relative to the interior side of the track. Unlike straight sections, where both sides of the track are at the same level, in a curved section the outer rail sits slightly higher than the inner rail to counteract centrifugal force. The value of the elevation is expressed in degrees. To reverse the tilt, you can enter negative values.

Tilt properties

More settings (Electric)

Activate this option to lay a conductor cable above a track. White circles marking the appropriate positions for the posts will appear and all you well have to do is put them down.

Properties of the zigzag course of the Catenary

This is the zigzagging of the catenary wire. On an electrified route, the catenary wire is not always centered, but is moved laterally in relation to the center of the track, preventing premature wear of the pantographs. You can determine how far the wire is offset from the start and end of the section, easily and accurately using the start and end of line sliders (values ​​are in centimeters).

Show switch lantern

For starters, you can decide whether or not to hear the sound of the branch turnout switch as it moves. Several options manage the physical location of the turnout switch: hidden, right, left or automatic.

Setting of a turnout switch

The position of the turnout switch is switched manually by clicking with the left button on the lantern in 2D or 3D mode, while keeping one of the two [Shift] keys pressed. With a few turnout switches, it’s easy, but if you are building a larger network, you have to admit that this method is hardly practical and works against a fully automated network.

Later, within the framework of an automated network, we well be studying the other mechanisms at our disposal specially dedicated for this.

For the insertion of a turnout, we invite you to consult chapter 4.6.3 – Insertion des aiguillages of the EEP16 manual for more details.

List of associated contacts

The turnout switch has a dedicated contact point  which is …switch contact point. It will be up to you to create it according to your needs. Indeed, the fact of creating a referral does not automatically create an associated point of contact. To learn more see the contacts points article for more information

What is a contact point? A contact point is simply a marker placed on the track at a strategic location which behaves like a pressure switch that triggers an action each time a vehicle passes over it. It is materialized in 2D and 3D as below:

Contact point in 2D
Contact point in 3D

Each time a train passes a contact point, the various properties located inside it are executed. To know the details of the contact point properties, please consult the tutorial on contacts points.

In the list of associated contacts all the contact points related to the switch are listed. Indeed, a turnout can be connected with several contact points at different locations in the network. Note that the first point of contact is referenced under the number 000. Below this list are two buttons titled Setting and Show position.

Turnout properties

If you click the Settings button, the properties window for the selected touchpoint will open. The Display position button reveals in the 3D window, the position where the contact is physically located on your network.

Connection to switch/signal

This option gives you the option of creating a logical connection with another turnout or signal depending on the position of the turnout or primary signal. The configuration of the parallel tracks perfectly demonstrates this functionality. As you can see in the animation below, clicking on the green triangle of turnout Id 0001 also switches the position of turnout Id 0002 (red rectangle) because 1 is logically linked with 2 .

logical link connection from Id 1 toward Id 2

Let’s look at the settings:

Configuration from Id 1 to Id 2 routing [Main branch]
Configuration from Id 1 to Id 2 routing [Main branch]

The first thing to do is to check the connection to switch / Signal link box by clicking on it and indicating in the input box with which turnout the link must be made to. In our example, this is turnout Id 0002. Once the number has been entered, the two properties for the link become available.

In red, we have the relationship with our primary turnout, in blue the relationship with the secondary turnout logically linked to the first.

When the position of our primary turnout (Id 0001) is equal to Main  in the if set to main ; then drop-down list, then the position of the secondary turnout (Id 0002) will also be switched to Main in the if set to branch then  drop-down list.

Our primary turnout Id 0001 has two positions: Main  and Branch. We are now going to configure the second case, i.e. the branch position:

Configuration from the Id 1 to Id 2 turnout [Branching]
Configuration from the Id 1 to Id 2 turnout [Branching]

Unsurprisingly, when the position of our primary turnout (Id 0001) is equal to Branch, then the position of the secondary turnout (Id 0002) is also switched to Branch.

Thus, for our parallel tracks, you can be assured that the position of turnout Id 0001 will certainly correspond to the position of turnout Id 0002 and the two turnouts will be perfectly synchronized. This saves us from having to resort to an additional contact point or a possible Lua function.

What happens if you click on turnout Id 0002? Well … nothing is happening! What is valid in the direction of Id 0001 -> Id 0002 is absolutely not valid in the other direction. To create a bidirectional switching, you must also configure the turnout Id 0002 exactly as we did for Id 0001.

Select the turnout Id 0002 and in the properties window, enter the following information:

Configuration from Id 2 to Id 1 turnout [Main branch]
Configuration from Id 2 to Id 1 turnout [Main branch]

After entering the turnout number Id 0001 to make the logical connection, all you have to do is choose the correct settings for the main branch and the branch from the two drop-down lists concerned.

Configuration from Id 2 to Id 1 turnout [ branch]
Configuration from Id 2 to Id 1 turnout [ branch]

And here is the result, a perfect synchronization between the two turnouts:

logical link connection from Id 2 toward Id 1 turnout

If we had linked a signal instead of the secondary turnout, we would have found in the if set to branch ; then drop-down list, all the states managed by the signal in question. This list retrieves all the available properties of the linked element regardless of the model.

After the passage

This option is available from EEP16 plugin 1. As soon as the last wagon has passed the switch, it will be switched to the position indicated in the drop-down list. This avoids placing a contact point downstream of the turnout to perform the same operation.

This option is available from EEP16 plugin 1. As soon as the last wagon has passed the switch, it will be switched to the position indicated in the drop-down list. This avoids placing a contact point downstream of the turnout to perform the same operation.

Tip text

If you wish to associate a Tip text to your section of track, click on the Tip text button to insert the text to display see the tooltips article for more information on tip text. Tip text are only available for turnouts.

Inscriptions

This function is used for communication., it is most used to change text in signs or on buildings it does not apply to tracks You can ignore it.

Automatic track connection

EEP can automatically calculate the connection between two remote tracks.

Activate the 2D track editor and select the Close gap command in the Assemble menu. The ends of the tracks to be connected are marked with blue chevrons (triangles). You can also use the faster keyboard shortcut [Ctrl + G].

Then click on the blue triangles at the ends of the two tracks you want to connect.

EEP then connects the tracks. Any height differences are also taken into account and compensated for.

Before keyboard shortcut [Ctrl + G]
Blue chevrons after keyboard shortcut [Ctrl + G]
Connection after selection of the 2 middle chevrons
Connection after selection of the 2 middle chevrons

This command is only operational if the tracks have been laid in such a way that a connection is possible and logical. The space between the tracks can not be connected automatically if the gap between the tracks is too small or if a curve is greater than 180 °.

Virtual connection of tracks

This function offers the possibility for vehicles to move from one track to another without the tracks being connected to each other. With this trick, you can avoid the long work of connecting a hidden depot below the ground level via a large spiral of tracks, also referred to as a Helix.

Activate the 2D track editor and select the Virtual  connection of tracks command in the Assemble menu. The ends of the tracks to be connected are marked with blue chevrons (triangles). You can also use the faster keyboard shortcut [Ctrl + H].

Then click on the blue triangles at the ends of the two tracks you want to connect and EEP virtually connects the tracks.

Before keyboard shortcut [Ctrl + H]
Blue chevrons after keyboard shortcut [Ctrl + H]
Virtual connection after selection of the 2 middle chevrons
Virtual connection after selection of the 2 middle chevrons

In the image above, when a vehicle arrives at the end of the left track marked by the double blue lines, it will automatically switch to the right track. No minimum distance is required between the two tracks.

Exchange track Style

Tracks can also be swapped to another style:

Activate the 2D track editor and select the Exchange track style command in the Assemble menu.

A window will appear in which you can perform this operation.

Track style before swap

The Old Track Style drop-down list contains all of the track styles used in your layout. Select the one you want to trade in your layout.

The New Track Style drop-down list groups together all the track styles that come from the models installed in the EEP inventory. Select the new style you want to use.

Track style after swap

Click on the Exchange button to perform the operation.

This function is very useful for swapping a large number of tracks in one time in another style. However, keep in mind that partial exchange for the same style of track is not possible. It will always be easier to plan and choose track styles before laying than after … Unless you want to radically change the styles used in a layout.

The track exchange operation can be performed independently in the 2D window as in the 3D view.

Note: there is a way to swap track style for a single track at a time but it is very impractical … it is better to delete it and relay the right type then to swap. 

Building Turnouts

Create Turnouts Manually

Creating turnouts manually is not complicated. A few mouse clicks are enough to create turnouts easily and quickly. As often in EEP, several methods can be used.

1st method from a simple section

We will start building from a simple section of track:

After adding and selecting a track section in the 2D view, right-click to open the context menu. Choose the Add 2 directions to track command. Once done, a black square appeared below the section like this:

The black square indicates that the track expects to receive two or more sections if it is a 3-way turnout. We will now add the first of two sections by bringing the two ends together so that they connect automatically:

Once the first section is connected, the color of the square turns brown and tells us that it is time to connect the second section. But before making the connection, we are going to bend the track in the direction of the arrow by keeping the left mouse button pressed:

The curved track before connection:

After connection, the switch is complete and operational. The square is replaced by the switch number here, in this case 0001. The small light green square indicates the direction the train will take when it crosses the switch. Here the track is deviated because the tip of the small triangle is turned to the left, which corresponds to the junction position:

 

Conversely in the image below, the tip of the small triangle is parallel to the track, which corresponds to the Main branch position. When the train passes the switch, it will stay on the main axis and continue straight:

To change the position of the turnout, just click on the small green triangle with the left mouse button.

2nd method from a two-way section

To start the construction from a section with two directions, just click on the corresponding button in the editor:

The two dedicated buttons for the turnouts are the two-way or three-way sections.

After choosing the two-way section, drop the new section into the 2D plane:

We find the same configuration, namely a track with the black square. The construction of the switch is then strictly identical to the first method.

Create Turnouts Automatically

Since plugin 2 for EEP16, you have the possibility to build turnouts automatically. This feature is available in both 2D and 3D views. You must first check the option Create turnouts automatically in the EEP program settings  window.

Video demonstration below:

In 2D view, all you have to do is bring one track closer to another to automatically create the connection and the switch.

In 3D view, all you have to do is bring one track closer to another to automatically create the connection and the switch. To move a lane freely with the mouse, hold down the left Shift key.

This possibility of building turnouts automatically facilitates the rapid development of a project. Of course, in the case of more complex points and crossings such as double junction crossings, this method may not be the most suitable.

Contextual menu

EEP is made up of several hundred different objects. But if an object is selected, right clicking will bring up a different context menu depending on the object type. We will detail below, the one that interests us and that concerns the railroad.

In the 2D planning window

This menu has 9 commands, 7 of which (in red) are specific to railways and 2 (in blue) common to objects in EEP.

Contextual menu in the 2D planning window
Contextual menu in the 2D planning window

The first 3 commands in the red box are used to convert the track into a 2 or 3 direction switch or change to terminal track(buffer). Of course, this process is completely reversible.

terminal track(buffer) can be converted into a switch or a normal track.

A terminal track(buffer) can be converted into a switch or a normal track.

The 4th command is Swap binging to end it is used to reverse the direction of the track. This can be useful for track connections or switches.

The 5th and 6th commands concerning the locking or unlocking of the links at the beginning or at the end of the rail appeared with plugin 1 for EEP16. During the construction phase and especially when 2 tracks are close together (switches), these functions prevent the tracks from inadvertently connecting to each other at their ends. Once the tracks have been correctly connected, a new right click allows you to choose the command to unlock the track at the start or at the end of the rail.

The 8th command concerns the track properties window as we saw earlier in this article.

The two commands in blue, Delete object and Close menu are common to all EEP objects.

In the 3D view

This menu is richer than the previous one. Here, we find the commands common to the objects (blue box) and new commands accessible only in the 3D view. In total, there are 22 commands, including 13 (red box) specific to railways and 9 (blue box) common to objects.

Contextual menu of a track in the 3D view

We have already seen the identical commands in the  2D view menu which are the conversion of a track into a turnout or convert to end track and the options for locking the start and end of the track …

We will now discover the following commands:

Beginning of an endless track

The Start of an endless track command has appeared since plugin 2 for EEP 16. This function is only available in 3D editing mode on a flat surface without relief.

This new feature allows you to build tracks, roads, paths, rivers more quickly … This method is not the best suited if precision is required.

To get started, switch to 3D edit mode in the control window:

3D edit control window

This function can be applied to any communication track already present in your layout. All we have to do is select the track to extend and choose the Start endless track command.

Selected track and Start of an endless track command
Selected track and Start of an endless track command

At the end of the selected track, a new, very short track appears which automatically remains magnetized to the mouse cursor to avoid keeping the mouse button pressed when the track is placed.

Beginning of an endless track

With each left mouse click, a section of track is created and positioned on the map while a new, very short track ready to follow the mouse cursor appears. This new track is automatically added in the same direction as its neighbor and can be added with the click of a mouse and so on.

Laying of a first track
Laying of a second track

Important : The incline is automatically adjusted. If the track selected for the copy is sloped on its final part, then the new track will be straightened because the function automatically interrupts any new tilt. This function also ignores the menu option Insert -> match object position height to surface correspondence.

This functionality takes on its full meaning when draw a river:

A peaceful river ...

You can interrupt this process by pressing the [ESC] key on your keyboard or by right clicking with the mouse on the active track.

Add track at end point

As the name of this command suggests, we’ll add a section of track at the end of another track. All you have to do is select the track to be extended and choose the Add track at end point command.

Selected track and Add track at end point at end command
Selected track and Add track at end point at end command

After clicking on the menu command, a new track is automatically added at the end of the previous one:

New track added at the end

As in the section Duplicate tracks in the 2D editor, if our first track was curved, the new track would take the same properties of its neighbor because the connection is made automatically and preserves the exact extension with respect to the coordinates of the track previous. In the case of a curved track with an angle of 6.4 ° for example, the duplicated track will take over the properties of its neighbor and an angle of 6.4 ° will also be applied. The same goes for height.

Add a track at the beginning

As for the previous command, add a section of track but this time at the start of another track. All you have to do is select the track to extend and choose the Add track at starting point command to add the track to the left of the selected track.

Selected track and Add track at end point at end command

Naturally, if the selected track is on a slope, the new duplicate track on the left will have as end value, the height of the beginning of its neighbor. Example below in picture:

New route added at the start

The original track section is on the right and contains as start and end values, respectively 0.30m and 0.80m. The duplicated track on the left then receives as end value 0.30 m and the start value is calculated at -0.20 m. The original track has between its two ends a difference for the height of 0.50m. This result is used to calculate the value at the start of the duplicated track (0.30 – 0.50 = -0.20 m).

This construction method can be used to ensure the linearity of a slope for entering or exiting a tunnel or to pass under a motorway bridge for example. We will see in the landscape editor that there are other possibilities to achieve the same result.

match surface elevation to track level editor

You can combine this function with that of the match surface elevation to track level editor in the 2D window.

Below is a simple example of a linear climb:

A locomotive slows down on a slope ...

Match surface elevation to track level

This command, already exist in the 2D view since many EEP versions, is now available in the 3D view since the release of plugin 4 for EEP16.

As in the example above with the locomotive on the slope, you can adjust the height of the terrain in relation to the track both positive (elevation) and negative (depression).

Before the command is executed
after the command is executed

Contact for ...

We will not go into the details of the contact points in this article. For more information, article Contacts points (part 1) is at your disposal. However, you should know that depending on the nature of the object selected, the number of contacts may vary. Here, (in this case for a rail track), we have access to 7 different types of contacts. If we had selected as object, a tree, there would have been no contact choice offered in the contextual menu of the object.

Thus for a railway track, we can trigger 1 action in 7 different contexts. A vehicle contact point will trigger an action when the train passes the contact. A camera contact point will call a camera in the project list, a sound event contact point will sound a sound, etc …

Contacts available for a
railroad track

The general idea to remember for the contact points is that an action can be triggered each time a vehicle passes the contact.

This article is now complete. If you have any questions or suggestions, please give us your feedback in the leave a reply input box below.

Thank you for your helpful comments. Have fun reading an other article. 

eep-world.com team

This article was translated by Pierre for the English side of the EEP-World from the article written by Domi for the French side of the EEP-World.

This Post Has One Comment

  1. Pierre Savage

    hi this is a test message to test comments in anglish

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