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Virtual Rail Creations Electro-Motive Diesel GP40-2 Primay Pack For use with TrainSimulator 2014/2015 Operators Manual

Electro-Motive Diesel GP40-2 Primay Pack - STRATO AG · PDF fileElectro-Motive Diesel GP40-2 Primay Pack ... one year after the last GP40-2 rolled off of the assembly line, ... power

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Page 1: Electro-Motive Diesel GP40-2 Primay Pack - STRATO AG · PDF fileElectro-Motive Diesel GP40-2 Primay Pack ... one year after the last GP40-2 rolled off of the assembly line, ... power

Virtual Rail Creations

Electro-Motive Diesel GP40-2 Primay Pack

For use with TrainSimulator 2014/2015

Operators Manual

Page 2: Electro-Motive Diesel GP40-2 Primay Pack - STRATO AG · PDF fileElectro-Motive Diesel GP40-2 Primay Pack ... one year after the last GP40-2 rolled off of the assembly line, ... power

Index

3. The Prototype and History

5. The Locomotive in TrainSimulator

8. Exterior Features

10. The Cab and Controls

- Main Console Controls

- Console Indicators

- Brake Console Controls

- Overhead Controls

- Rear Control Panel

- Main Breaker Panel

- Engine Start Compartment

- Handbrake Station

- Keyboard Controls

20. Starting / Shutting down the Locomotive – All Modes

22. Control Notes

24. Scenario Cheat Sheets (SPOILER ALERT)

28. End User License Agreement

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The Prototype Locomotive

This package represents the General Motors Electro-Motive Division GP40 and GP40-2

locomotives. Built from 1965 to 1986, this locomotive was a four axle workhorse road switcher for

railroads all across the country. Several minor and major variations were built, including wide cabs and

some for passenger service. This package contains the freight versions of the GP40 and the Phase 1/2

variations of the GP40-2.

Number Built: 2,008 (40/40-2, standard freight, not including passenger and specials.)

Prime Mover: 645E-V16

Horsepower: 3,000*

Axle Configuration: B-B (4-4)

History

Soon after its introduction in 1965, some of the first GP40 locomotives were built for the

Louisville and Nashville (30 units in 1966/67) a southeastern railroad with ties from Georgia to the

Midwestern states. Another eastern regional carrier, the Seaboard Coast Line, also purchased the GP40

(69 in 1970/71). It later acquired 60 more from Seaboard Air Line, and 15 from Atlantic Coast Line.

In 1972, the GP40 was discontinued by EMD and replaced with the GP40-2. The replacement

model was for the most part an internal upgrade that introduced the line to modular electronics. In 1982,

the SCL, L&N, and Clinchfield railroads merged to become the Seaboard System. By this time, most of

GP40's that the railroads owned had been upgraded to Dash 2 standards and were pooled together (SCL

also contributed 26 GP40-2's). The units were put into varying paint schemes before turning up in the

French Gray - Seaboard System scheme.

In 1973, three regional coal haulers in the Mid-Atlantic States merged to form the Chessie

System railroad. The GP40's that the Western Maryland (5), Chesapeake & Ohio (50, including the last

one built) and Baltimore & Ohio (150) owned were repainted into one of the more colorful of the

historic railroad paint schemes: vermillion, yellow, and deep blue, accented with blue lettering and the

silhouette of a cat on a pillow. The Chessie System acquired another 348 GP40-2's after the merger. One

of the hallmarks of these units was that they were fitted with thicker front pilots, sans snowplows, to

deal with the harsh Appalachian winters.

In 1982, faced with the newly merged Norfolk Southern in the South and East, and the

government owned Conrail in the North, Seaboard and Chessie System, fearing for their continued

survival, merged to form CSX. This new railroad encompassed an area that covered most of the eastern

United States. Later acquisitions stretched the company from the Canadian border to Florida, and west

to the Mississippi.

For the first four years of its existence, CSX, which is based in Jacksonville, FL, allowed it’s

two predecessor companies a great deal of autonomy, and both continued to paint their locomotives in

their own colors. But in 1987, one year after the last GP40-2 rolled off of the assembly line, CSX

introduced its own paint scheme. Known as "Stealth" among rail fans, it was plain gray, which was later

accented with blue striping and yellow ends to improve visibility. In 1992, the first "real railroad"

scheme, YN2 ("Bright Futures") was introduced and immediately began to improve CSX's image in

both the corporate and civic environment.

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However, around the same time that CSX was hitting its stride, four-axle road switchers such as

the GP40-2 began to fall out of favor with the railroads for main-line duty. As locomotives became more

sophisticated, it became harder to fit all of the necessary hardware into the smaller road-switcher frame.

Also, more hardware meant heavier weights, which mean heavier axle loadings for the four-axle vs. six

axle locomotives. The days of the GP40 and its brethren seemed to be over. But, cost conscious railroad

power departments saw to it that they were not done yet. Relegated to short lines, yards, and local

switching duty, this versatile locomotive is still quite common on Class 1 railroads today. In the early

2000's, CSX began rebuilding the locomotives and pairing them up with gutted GP30 and GP38 slug

locomotives for heavy switching duty. Decked out in the newer YN3 ("Dark Futures") paint scheme, the

GP40-2 continues to be a sight quite-often-seen roaming rail yards and small towns in the southern

United States.

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The Locomotive In TrainSimulator

This package features officially licensed paint liveries, and contains the following downloadable

content for use with the TrainSimulator 20xx PC and video game:

GP40-2, Phase 2, CSX YN3 paint scheme.

Game Designation: CSX01

GP40-2, Phase 1, CSX YN3 paint scheme (former

Chessie System unit)

Game Designation: CSX02

50’ Airslide Hopper, CSXT marked former

Lousiville and Nashville.

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60’ Double Door Box Car, CSX.

Open-Top Gondola, CSX. Loads include gravel,

steel coils, logs, empty.

100 Ton Coal Hopper, CSX.

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Scenarios:

NOTE: Although these scenarios are based upon actual events that affected CSX’s Cumberland

Subdivision in the early 1980’s, the settings and outcomes of these scenarios are complete works of

fiction.

Westbound and Down. Take a loaded coal train on a detour over the Harrisburg Subdivision

from Altoona to Johnstown – if you can avoid problems along the way.

Cryin’ Skies. A simple general merchandise run to the east towards Altoona.

Standard Scenarios:

Helping Hand. Things can get a bit dicey as you play pusher to a broken down coal train on

The Curve.

Interchange. Shunt cars, and avoid the wrath of the Yardmaster, in this modern day switching

job at Johnstown.

Quick Drive Scenarios:

Each locomotive is enabled for Quick Drive. Simply click on the Quick Drive tile in

TrainSimulator and select one of the locomotives and a route to run it on.

Creating Your Own Scenario:

These instructions are for creating a simple free-roam scenario using the GP40/-2 and VRC

freight cars. If you want to create a more sophisticated scenario or add special instructions you should

consult the TS2014 user manual.

- After opening the Scenario Editor for the Scenario and Route of your choosing, click on the Object

Filter pane (left middle pull-out).

- Click on the Provider Filter (box with arrow on it) to bring up the filter box (right-side pullout)

- Scroll down through the list of providers and make sure that "VRC" is checked.

- Return to the object filter and click the Locomotive icon.

- Scroll through the list and choose one of the available GP40 locomotives.

- Place the locomotive on the tracks as many times as desired.

- Add VRC freight cars to the consist.

- Place a driver icon on the lead locomotive.

- Press F2 to save the scenario, then close it out.

- Once in the actual game, click on the locomotive to select it as your player avatar.

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Getting Started – Exterior Features

Each available package contains a basic GP40-2 unit that has been customized according to

manufacturer or customer specifications. Depending on the package you have chosen to install, these

units will feature:

1. Radiator Fans. These increase speed to provide additional cooling to engine components when

the locomotive is being operated under maximum conditions.

2. Starter Strobe. This strobe acts as a warning to nearby personnel that the locomotive is being

started. The strobe is automatic and cannot be operated by the Engineer or Conductor.

3. Horn. Depending upon the road name, the type and placement of the horn may vary.

4. Bell. Depending upon the road name, the placement of the bell may vary.

5. Dynamic Brake Fan. This fan only operates when the Dynamic Brake is engaged.

6. Optional Equipment. In this case, aftermarket cab AC units.

7. Cab Shade.

8. Slide Windows.

9. Cab doors.

10. Engine Starter Compartment.

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1. Forward Headlights. These are capable of three modes: Dim, Medium, and Bright.

2. Forward Number Boards.

3. Front Cab Door.

4. Front Auxiliary Lights (Ditch Lights). These lights are only found on CSX units, and flash only

when the horn is activated.

5. Front Coupler. Couplers carry VRC brake hoses, which are compatible with GAR couplers and

hoses.

6. Rear Headlights. These are also capable of three modes: Dim, Medium, and Bright.

7. Rear Number Boards.

8. Rear Auxiliary Lights.

9. Rear Coupler.

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In addition to manufacturer equipment, depending upon the package and road name that you have

installed, the GP40-2 may also carry the following optional equipment.

- Snowplow

- Air system Lubricator/Trap

- Blomberg M Type Trucks

- Nose headlights

- Gyra Light

- Skate or Whip Antenna

- Class Lights

- User-operable cab warning strobes

- Handbrake position indicators

Getting Started – Cab and Controls

The cab view for this locomotive has been designed to mimic the actual boarding and occupation

of a GP40. After clicking on the locomotive to select it, you can switch to Cab Mode by pressing the "1"

alphanumeric on your keyboard. You will then use the right arrow key to navigate to the following

positions:

- Engineer View. From this station you will have control of most of the locomotive's vital functions. The

HUD or Xbox controller might be fun, but anyone with real cajones runs the train from here.

- Starter View. In this view, the player is placed on the right side of the locomotive exterior, near the

engine starter compartment. This allows for access to the Prime/Start switch.

- Conductor View. Although the Engineer drives the train, the Conductor controls the train. From this

station you have access to the windshield wipers, overhead lights, and most importantly, the Emergency

Brake.

- Nose View. You just climbed onto the unit and are standing in the front left step-well. It's a great place

to view switching, not so good if there is a derailment. From here you can also control the locomotive

handbrake.

- Loo View. It's not fancy, but when you gotta go, it's nice to have a place to go.

Cab Controls

IMPORTANT: These locomotives were created with Expert Mode in mind in order to

simulate realistic running conditions. If you run this locomotive in Simple Mode, you will not have

access to all of the controls that are listed below or all of the features that this locomotive has to offer.

The “hands-on” controls for the locomotives in the GP40 pack are pretty much standardized

across all of the units. However, due to the different preferences of each different railroad at the time

these units were built, certain controls and control positions will be different from unit to unit.

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Main Console Controls

1. Reverser - Allows for forward, neutral, and reverse operation of the locomotive.

2. Regulator / Throttle - applies power from the generator to the traction motors for locomotive

movement.

3. Dynamic Brake - the first in line for braking, the DB is used mostly in over-the-road applications. By

using the Dynamic Brake, you can control train speed by applying resistance to the traction motors. This

applies to the head-end of the train only and does not affect the air-braking system.

4. Panel Lights - illuminates console controls.

5. Extra Function Switches. These are optional switches that activate functions such as the digital

speedometer and HOT device on units that are equipped with them.

NOTE: If the unit is equipped with an HOT device but does not have an Extra function switch, power to

that device will be provided from the breaker panel.

6. Auxiliary Light (Forward/Rear) - turns on the ditch lights on units that carry them. Please note that the

forward auxiliary lights burn steadily until the Horn is activated. Once the Horn is used, the lights flash

for a predetermined amount of time, then return to a steady-on state until the Horn is activated again.

7. Rear Headlight - Off, Dim, Mid, and Bright switch for the rear headlights.

8. Forward Headlight - Off, Dim, Mid, and Bright switch for front headlights.

9. Crew Call buttons.

10. Engine Run.

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11. Field Generator.

12. Fuel Pump

NOTE: In conjunction with the Unit Isolation Switch, the Engine Run, Gen Field, and Fuel Pump

switches are used to supply power and control to the Main Console.

Main Console indicators

1. Air Reservoir

2. Equalizing Reservoir

3. Air Flow Indicator - indicates the volume of air moving through the air system. In a closed system, a

reading of one or above may indicate a leak in the brake pipe.

4. Ammeter - shows the amount power applied to the traction motors (right) or dynamic brake resistance

(left).

5. Wheelslip - this light will activate when the wheels lose adhesion with the rail

6. Brake - indicates that the locomotive brake is applied.

7. PCS Open - indicates an emergency release of the air system.

8. Sand - indicates application of the front-truck sanding system The main purpose of this light is to

remind the operator to manually return the FTS switch back to the “off” position when so not needed so

that the sand reservoir is not drained unnecessarily. This light does not come on if the main sand lever is

used, since it is not interlocked and stops automatically when released.

9. Speed Indicator (Not shown)

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Brake Console Controls

1. Horn

2. Radio

3. Train Brake - activates the individual brakes on each car in the train by bleeding air out of the brake

pipe system.

4. Independent Brake - operates the locomotive brake.

5. Brake Pipe Cutout

6. Lead Axle Sand

7. Sander - applies sand to all locomotive wheels.

8. Bell

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Overhead Controls (Both sides of cab)

1. Utility Light

2. Window Wipers

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Rear Control Panel

1. Number board Lights, Front/Rear

2. Class Lights, Front/Rear (If Applicable)

3. Engine Room Light

4. Platform Lights, Front/Rear

5. Isolation Switch

6. Emergency Shutdown

NOTE: The indicator lights at the top of the panel inform the operator of the various states of some

locomotive functions, such as no battery charge or turbo auxiliary cool-down period.

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Rear Breaker Panel

All breaker switches in the black area of the panel, as well as the Main Battery knife switch,

must be on for locomotive operation. Breakers in the white area of the panel contain power shunts that

lead to non-critical or optional sub-systems. While most of these breakers’ activation will be governed

by system availability, need, company policy, or Federal Railroad Administration mandate, several are

required for safe locomotive operation:

- Lights. This breaker provides power for ALL lighting that is not tied to the main headlight controls.

- Headlights. Provides power to the console controls for the front and rear headlights.

- Radio. Provides power to the dispatch-to-train radio system.

- Utilities. Provides power to optional provided equipment such as hot-plates and air-conditioning units.

- Warning Devices. On units equipped with Strobe Lights or other optional safety equipment, this

breaker must be on to power these devices.

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Engine Start Compartment

This compartment, located on the engineer side just behind the prime mover, houses the switch

for turning on the locomotive. Turning the knob to the left primes the unit, turning the knob to the right

starts the engine. See the engine starting procedure for details.

It should be noted that the strobe light that is located above the engine start compartment is not

operator-interactive. This is the APU strobe, and warns personnel working on or near the locomotive

that the prime mover is in start-up mode.

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Handbrake Station

1. Handbrake (Long Lever)

2. Handbrake Release (Short Lever)

To apply the handbrake, you must pull / push the Handbrake lever three times. On units with

LED indicators, the “SET” LED will illuminate when the brake is fully engaged.

To release the handbrake, first pull the Handbrake Release lever and leave it in the out position.

Then, pull / push the Handbrake lever three times. On units with LED indicators, the “RELEASE” LED

will illuminate when the brake is fully disengaged.

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Keyboard Controls

Some locomotive functions can be handled using alphanumeric keyboard commands. Below is a list of

some of these keystrokes:

On/Off Increase Decrease HUD Game Pad

Reverser

W S

Regulator A A D

Bell B

Horn space

Wipers V

Emergency Brake Backspace

Hand Brake Shift + Slash x6 Press slash x2 for 1 full cycle. Brake on after 3 cycles.

Hand Brake Release Ctrl + Slash x1, then Shift + Slash x6.

NOTE: All lights must have lights breaker turned on before they can be activated by controls.

HeadlightFwd

H shift + H

HeadlightBwd

ctrl + H ctrl + shift

+ H

FrontDitchLights Ctrl + D

RearDitchLights Ctrl + Shift + D

NumberBoardsFwd K

NumberBoardsBwd Shift + K

ClassLightsFwd C

ClassLightsBwd Shift + C

Class Type

ctrl + C shift + ctrl

+ C

Warning Strobe Ctrl + J

Deck Lights Shift + L

Engineer Light Ctrl + Shift + L

Kick Step Fwd Ctrl + K Forward step is functional in the external and cab view via keyboard command only. Kick Step Bwd Ctrl + Shift +K

Snow Ctrl + Shift + W Activates/Deactivates snow shape only, selected units.

Conductor Door Shift + M

Conductor Window M

Conductor Mirror FWD Ctrl + M Mirrors are primarily mouse controlled. Use key controls only to get them back to view position. Conductor Mirror BWD Ctrl + Shift + M

Conductor Chair Ctrl + B

Conductor Cab Vent Shift + V

Conductor Shade Ctrl + S

Fireman Seat Shift + Ctrl + B

Engineer Door Shift + N

Engineer Window N

Engineer Mirror FWD Ctrl + N Mirrors are primarily mouse controlled. Use key controls only to get them back to view position. Engineer Mirror BWD Ctrl + Shift + N

Engineer Chair Shift + B

Engineer Cab Vent Ctrl + V

Engineer Shade Shift +S

Uncoupling Lever – Front Shift + U Front Uncoupling Lever is functional in the external and cab view. Levers controlled via keyboard command

only. Uncoupling Lever – Rear Ctrl + U

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Locomotive Startup Procedure (Simple Mode)

If you try to play with the GP40-2 in TrainSimulator Simple Mode, the locomotive will already be

functional at the start of the scenario. You will however lose some critical functions, such as Transition.

Locomotive Startup Procedure (Easy)

While running the selected scenario in Expert Mode, simply clicking the “Z” key on the keyboard will

start your locomotive.

Locomotive Startup Procedure (Intermediate)

Again in Expert Mode, enter the cab of the locomotive and locate the blue APU button (if applicable) on

the conductor’s side of the cab. Press it, and all of the necessary switches will be thrown to start the

locomotive.

NOTE: On the Prototype, the APU does not perform the function of quick starting the locomotive. It is

provided here as a convenience to the player.

Locomotive Startup Procedure (Full Expert Mode)

WARNING: THIS OPERATION REQUIRES CLOSE CONTACT WITH HAZARDOUS ENERGY

SOURCES. USE EXTREME CAUTION AND FOLLOW ALL PERSONAL PROTECTIVE

MEASURES WHEN DEALING WITH ANY LOCOMOTIVE SUB-SYSTEM.

1. Open the breaker box that is located just below the rear locomotive control panel. On some units, grab

the door and pull it open. On other units you may be required to disengage the latch on the left side of

the panel.

2. All breakers that are located in the black area of the panel, as well as the Battery Disconnect, are

required for locomotive operation and must be in the ON (up) position. Engage the Battery Disconnect

knife switch before turning on the other breaker switches.

3. Place the engine run, fuel pump, and generator field switches on the control stand in the ON (up)

position.

4. Place the isolation switch in the START/STOP/ISOLATE position. If this switch is already in the

RUN position, you must place it in START/STOP/ISOLATE first, or the locomotive will not respond to

the Prime-Start switch.

Once these switches have been activated, move to outside of the locomotive, to the first door beneath the

rear radiator intakes. Upon opening the door, you will see the Prime/Start selector switch.

5. Turn the switch to "Prime" and hold it there for no less than ten, but no more than twenty seconds.

This will pump fuel into the prime mover in preparation for ignition.

CAUTION: Holding the switch in “Prime” for more than twenty seconds will flood the engine with

fuel, and will result in startup failure. Do not crank engine for more than 20 seconds or "inch" engine

with starter. After cranking or startup failure, you must allow a minimum of two minutes for starter

cooling before another starting attempt. Attempting another start before the two minute cool down

period will result in startup failure.

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6. After priming the engine, turn the switch to "Start", and leave it in this position. You will then hear

the starter turning, and when it is finished (usually 13-20 seconds) the prime mover will then begin

delivering power to the generators.

7. AFTER the unit begins generating RPM, set the Unit Isolation switch to "Run". When the switch is

in this position, the unit will respond to controls and will develop power. If the engine is shut down with

the switch in this position, the alarm bell will sound.

NOTE: In some Scenarios, such as those where boarding the train is being treated as a crew change, the

locomotive will already be running or will be auto-starting as you board it. If this is the case, then you

will need to check the breakers to be sure that they are all in their proper on positions, and you will need

to make sure that the Isolate switch is in the "Run" position. Although you do not need to prime the

locomotive, you will need to be sure the Start switch (in the exterior compartment) is placed in the

"Start" position. Finally you will need to be sure the Gen Field, Fuel Pump, and Engine Run switches

that are located on the main console are engaged.

Note to Scenario Developers:

By default, the GP40-2 locomotive is unpowered at the start of a scenario. If you wish to have the

locomotives start automatically at the beginning of a scenario without user input, then you need to insert

the following code into your scenario script and link it to the scenario through the Timetable Editor:

if event == "boarding" then

SysCall ( "PlayerEngine:SetControlValue", "ShortcutStartup", 0, 1 );

return TRUE;

end

In the first line, “boarding” is a name that links the script command to the Timetable Editor. A simple

message trigger with this name placed in it is usually enough to start the locomotive. You could also use

the timestamp to trigger the startup later, or include a message to the player.

Locomotive Shutdown Procedure (Expert Mode)

There are two ways to stop the engine

1. Press stop button on engine control panel.

When the locomotive is standing still or under power, the isolation switch should be placed in STOP

position. The stop button can then be pressed in to stop the engine. Since the reaction of the stop button

is instantaneous, it need not be held in.

2. Press emergency fuel cutoff button (if separate from the stop button).

Emergency fuel cutoff pushbutton is located near each fuel filter opening and on the engine control

panel. These pushbuttons operate in the same manner as the STOP button and need not be held in nor

reset.

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NOTE: If the engine is shut down with the Unit Isolation switch in the Run position, the alarm bell will

sound.

Control Notes

Dynamic Braking. On units that are equipped with dynamic braking, the following conditions apply:

- If the Brake Trans Control breaker is not closed, then you cannot set up the Dynamic Brake.

- The dynamic brake is interlocked with the Throttle and Reverser handles. Before activating the Dynamic

Brake, the Throttle must be placed in Idle, and the Reverser in the Forward or Reverse position.

- The Dynamic Brakes should be placed into the Setup position and left there for at least ten seconds before

moving forward to the next setting. This will give time for the Brake to activate, and will also give you time

to observe how the brake will affect the speed of the train.

Emergency Brake Recovery. If the emergency brake is applied, from either the Engineer or Conductor

stations, a penalty time is enacted to allow the brake system to recharge. In order to recover from an E-brake

application, you must hold the Train Brake handle in Emergency for at least 1 minute.

Overspeed. The maximum powered speed for this locomotive is 65mph. Operation of the unit above the

maximum speed can result in damage to engine or traction components. The locomotive is equipped with

overspeed control to prevent this. Once the unit has reached 60mph, powered or coasting, the overspeed or

alerter light will illuminate on the engine speed recorder to warn the engineer that the unit is approaching its

maximum speed. If the speed continues to increase and goes over 65 mph, the PCS Relay will be tripped in

an automatic attempt to reduce unit speed.

PCS Relay and Reset. These units are equipped with a PCS (pneumatic control switch) relay that, in the

event the train exceeds the maximum locomotive speed, will dump the brake pipe and reset the throttle to

zero, no matter its current position. If the PCS relay is tripped, you must place the throttle to Notch 0, place

the Reverser handle in neutral, and place the Train Brake in Suppression. Once the speed of the train has

dropped below the maximum tolerable limit, the PCS relay will be reset.

The PCS reset can also be triggered if an electrical fault causes the AC Control breaker to disengage. You

will need to make sure that this breaker is engaged before attempting a reset.

Transition. These units are built to mimic the power transition from 2,000 to 3000 available horsepower

above 34 mph. This feature is not available in Simple Mode, so it will create a different set of handling

physics for trains in that mode.

Wipers.

The window wipers are equipped with dual controls. You can turn them on or off via the overhead consoles

located above the Engineer and Conductor positions.

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Other Notes

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All Scenarios are set on the Horseshoe Curve Route (available separately).

Scenario Cheatsheet - Detours, Part 1: Westbound and Down

NOTE: This scenario will not work properly in Simple Mode or with a game pad controller, as it is

written to take advantage of the locomotive’s advanced scripting features.

There are two possible outcomes to this scenario. You will either get your train up and over the Alleghenies, or you won’t. This scenario was actually built to fail with no intentions of letting the user succeed. Hey, life is just that way sometimes. But if you are really on your game, there is a way to make the train get as far as Gallatzin:

1. This is a crew change, so your train will automatically start. After the locomotives power up to full RPM (315), the train will be in ready-to-go state.

2. Once out of Altoona, you need to kick as much power to the units as you can without wheel slip or violating the speed limit.

3. After the first engine failure, the first thing you need to do is put the Train Brake in Suppression, if the failure has not already done so, and stop the train. Then you will need to put the breakers that have cut out back ON, and reset the Isolation Switch to “Start”. Go back to the Starter Compartment, prime the fuel pump for 10 seconds, then put the switch back in “Start”. You may also have to reset the PCS by putting the Reverser in neutral and placing the train brake in Suppression until the light goes out. And don’t forget that once the unit has started again, put the Isolate switch back in RUN before trying to get on the Throttle.

4. On the second failure, follow the same procedure as the first.

5. On the third failure, one of the trailing units has supposedly cut out, and it has blown out the Local Control breaker in the player cab. This is causing another PCS / brake-pipe dump. Stop the train, reset your breakers, and get the train started again as fast as possible.

6. Milepost 243 is the make-or-break point for this scenario. DC traction motors do not like sustained pulling at below 10mph, so they tend to blow the copper winding off of the motor cores. Also, if you are below 10 mph, the weight of the train is going to keep pulling your speed downward, which will eventually result in a non-recoverable stall. You will need to take your train from a dead stop after your last electrical fault and restart, to more than 10mph by the time you reach MP 243. Also, the ENTIRE train needs to be going faster than 10mph in order to prevent a game-ending blowout. 7. If you do get the train past MP 243 above 10mph, then keep on the throttle and get the train over to Gallatzin where you will stop for maintenance at the end of the Scenario.

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Scenario Cheatsheet - Detours, Part 2: Cryin’ Skies

Cryin' Skies is a standard route-tour scenario. In it you will take a mainline running train from point A to point B, with a few stops between. It is considered easy, with the main challenge being maintaining speed limits and controlling the player train on a long grade. Successful completion requires the following steps: 1. Board your train. This scenario begins as a crew change, so your locomotives will be starting up as you come on board. After the locomotives reach full power (315 RPM), you will be ready to run. 2. Start your train moving and follow the on-screen dispatch prompts. 3. West of NY Junction you will get a warning about a rock slide ahead, and will be required to drop speed to 10mph. 4. Stop at NY Junction. Depending upon your time of arrival, you will wait for 2-3 trains from the east. 5. Once you are cleared to proceed, you will cross over to track #3 to avoid the slide ahead (track #4 is out of commission because of a badly lain switch at NY junction). You will pass through a 30mph speed zone, and then be required to drop to 10mph until you pass the rockslide at mp 256. 6. At Cresson you will need to drop to 30mph again through the station and crossovers. 7. Between The Tunnels and Altoona is a 1.3 - 2.2 downhill grade. The Dynamic Brakes do work on the GP40-2's, and are much more realistic. About 90% DB and periodical minimum reduction of the Train Brake should be enough to prevent a runaway. 8. Stop at Slope Signal. The next section is where most of the scenario failures occur. You have to thread your way through the yard to the crossover at the diesel fueling station, then on to the eastbound mainline. This will mean that you will have to throw multiple manual switches in order to stay on path. You can either run ahead of your train and do this, or more realistically you can stop your train at each switch and let your conductor throw them. 9. The Scenario ends at the eastbound mainline signal.

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Scenario Cheatsheet - Detours, Part 3: Helping Hand

Helping Hand is a “sequel” to the first scenario, Westbound and Down. This scenario is pretty

straight forward, and the fact that you are even reading this cheat sheet is a good indicator that you

didn’t eat the right breakfast cereal this morning. Here is how you do it:

1. The locomotives are inactive at the beginning of the scenario and will need to be started. After

reaching full power, you need to make your way out of the yard and onto the #1 westbound

track at Alto tower. You do this by moving back and forth through the crossover switches until

this is accomplished. If you think you are a real hotshot, don’t use the Throttle or the Train Brake

to make your eastbound moves. Let gravity and judicious use of the Loco Brake prove just how

good you are, young apprentice!

2. Once out of Altoona, proceed west on Track #1. When you get to the signal at MP 241.5, you

will get a restricted indication, and calling the dispatcher will be of no help. This is normal when

approaching a stopped train in the next block. Proceed through the signal at restricted speed.

3. You will get engineer instructions, but basically you are coupling to the rear of the train. This is

tricky. TrainSimulator does not like to see a player do this, so you may see some odd behavior,

such as the rear car on the stalled train rocking like it’s going to tip over as you approach it. Just

keep your speed steady, below about 5mph as you couple up, and you should be fine.

4. The next step is very important. Get back into the cab of the pusher unit you were driving and

apply the Train Brake until it is in Continuous Service. Now that you are back on board, the cab

camera may place you in one of the two working locomotives on the front of the train. DON’T

TOUCH NOTHIN’! Just click CTRL + = until you are sure you are in the cab of the helper that

you brought with you, and apply that brake. If you touch any controls in any of the other

locomotives at this point, then you are taking control of the train from that unit, which is not

desirable at this time.

5. After making sure that your train is no longer rolling backwards, wait a few moments to be sure

everything is as it should be. Then, make sure the Reverser is in the right position (backwards

from this unit), and start applying the Throttle. You should notch up to about Run3 before

releasing the Train Brake.

6. Once you have released the brake, keep throttling up until you see the train start to move. Apply

sand if necessary.

7. Once the train is moving along, say around 2mph, then it is safe for you to wander around the

other cabs on the train and move a few controls. Click CTRL + = until you move into the cab of

the lead locomotive on the front of the consist. Open the control panel, flip on the Battery

Switch, then turn on the Lights and Headlights breakers. Turn on the Front Headlight, the

auxiliary (ditch) lights, and the number board lights. Now everything looks prototypical.

You will notice that that the Train Brake in the lead unit may be in Suppression. Don’t worry

about it. They train is being controlled from the rear pusher unit, and even if you do push or pull

the handle, it will not affect the train. You can turn on the wipers, interior lights, etc, without

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affecting train operation. When you are done futzing around, you can click CTRL + = or CTRL +

- to move through the other cabs or go back to the pusher.

8. After your pushing duties are over on the west side of Gallitzin tunnels, decouple from the train

and proceed back to the holdout on the east side of the tunnel to complete the scenario.

Scenario Cheatsheet - Detours, Part 4: Interchange

This scenario is set in “modern” times, in downtown Johnstown. Most all we can say for this one is make sure that you follow your switch list to the letter! And, as with the “Helping Hand” scenario, if you think you are a hotshot, make all of your switching moves using the locomotive brake only. After all, you wouldn’t be hooking up the entire train to the main brakes each time you picked up or dropped off cars. However, there are two things to be aware of during your switching duties. One is that all of the power switches are controled by the Dispatcher. If you mess up your switch list, returning through an automatic power switch may mean a derailment or failure of scenario. And be aware that downtown Johnstown has a tricky “hump” of about 3% at the Steel Mill that can really foul up your switching plans.

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Virtual Rail Creations End-User License Agreement EMD GP40-2, Primary Pack License ver. 121414.1902

It's big, bold, in your face, and in plain English. You need to read it because now that you have

purchased the locomotive, you are bound by it!

Important Info:

- Our 3D models are both operationally and visually challenging on most computer systems, meaning you will need a robust computer to run them. The software has been tested on mid-range laptops, but this is by no means an optimal play experience. We recommend at least a new generation quad-core processor, 8-16GB of memory, and a GeForce 650 or higher graphics card. Even better would be running your train simulation games from an SSD drive. As we said at first, you can try running our models on lower end systems, but if they stutter, don't say you were not warned!

1. General Licensing

- A). THIS LICENSE IS NON-REFUNDABLE. The reason we warned on our web site and at the beginning of this EULA about making sure your computer is up to snuff is that once you purchase and download the software license, it is yours whether the software performs to your expectations or not. The reason for this is simple; software can be copied, and there are enterprising individuals that may copy the software and then demand a refund. There is no way for us to know if he has deleted his refunded copy, so we are not even going to go there in the first place.

- B). You are not buying any software from this site, you are simply buying a license to use

the software on your computer system, with the appropriate core simulation or game. If we actually sold you the software itself, we could be giving up ownership to you, which could be bad for us and anyone who may want future improvements and updates.

- C). This license can be invalidated (that means it ain’t no good no more and you don’t have the right to use it) if you do not follow the rules as lain out in this EULA. We are not asking you to do anything hard, just simply follow a few rules that will help us to continue improving our DLC offerings and encourage future development.

- D). This is a single-user license, meaning one software license purchased can be used on

one computer that has the appropriate core simulation or game installed. We are not going to call out the S.W.A.T. team if you decide you want to install it to a second computer you own in the same house, or on a laptop you own so you can take it on the go. But installing for others (defined as anyone who is not you), whether it be family, friends, or anyone else, requires that a license be purchased for each individual who will use it. Please support us by encouraging others to purchase their own licenses. We got to pay for our licenses too!

- E). You can, and are strongly encouraged to make copies of the licensed software for your

own personal backup. We are not affiliated with Steam, so we cannot recover backup copies of your licensed software if you somehow lose your game, OS, or computer.

- F). This licensed software is for your personal use only, and you may not give away, sell, or

redistribute any part of it to anyone else. Redistribution in any form, whether for sale or free, physical or e-media, is considered an act of piracy, will immediately invalidate your license,

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and may bring legal action against you. Please see section three of this EULA for information regarding repaints and reskins.

- G.) We make no warranties or guarantees, explicit or implied, that this licensed software will

perform as you expect it to, that it will even perform at all, or that it will not somehow cause damage or even destroy your computer and it’s associated software. We seriously doubt anything bad is going to happen, as we have tested the software for hundreds of hours. But since all computer systems differ in composition, it is difficult to predict every performance situation. By purchasing the licensed software, you have agreed to this EULA, and Virtual Rail Creations, it's associates, and if affiliates are held blameless if something does happen and damages occur.

- F.) This license is a product specific EULA that is an extension of the general EULA that is posted at http://vrailcreations.net. That general EULA supersedes this one, and should be considered the final authority in this matter. If changes are made to that EULA, notice of the change will be posted on the same website, and this product EULA will be changed to reflect this as soon as is practically possible.

2. Other Rights or Limits

- A). You may not decompile, reverse engineer, or disassemble this model and it's associated software.

- B). You are forbidden from inserting malicious software, which includes viruses, Trojans,

malware, or heretofore unknown destructive code into our software, whether for malicious or benign purpose.

- C). No part of the models that we produce and license may be used to build, rebuild, or

enhance any other model. There is no other purpose for the core models or child objects than to serve this model.

3. REPAINTS / RESKINS

- A). You have our permission to repaint, or as it is commonly known "reskin", textures (.TgPcDx) that are supplied with our locomotive packs to represent other railroads that you may follow as a hobbyist. These texture modifications, known after this point as "reskins", are for your personal use only.

- B). You are completely forbidden, with no room for debate or argument, from distributing your

reskins if they are made to represent the trademarked logos, fonts, or other markings of the following railroads, their predecessors, or their current controlling interests:

Burlington Northern Santa Fe, LLC. – commonly known as BNSF

CSX Transportation

Norfolk Southern Corporation

The reasons for complete restrictions on repainting these liveries are two-fold. Number one, we hold the trademark reproduction licenses for these railroads, and will make our own decisions about which of these railroads and their predecessors will appear on our locomotives, freight cars, and other goods. We have done the legwork, agreed to the legal work, signed on the

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dotted line, paid the fees, and have an artist in-house who does the paint work, so let us take care of it. The second reason is that under our reproduction licenses to these railroads, we do not have the right to sublet our license to you. This means we do not have the authority to give anyone outside of VRC permission to reproduce our Licensor's trademarks. Furthermore, we are bound by our licenses to assist these companies in any action against end-users who are found to be violating Company trademarks. We reserve the right to add any future licensed companies to this list. At such a time, the same restrictions will take effect for those companies as well.

- C). We will not condone or support the modification and distribution of our textures ("reskins") into liveries of railroads that we do not hold licenses for. If you decide to do this, you are risking your own neck, legally speaking, and are on your own as far as support. Just because you don't charge to distribute a trademark does not mean a Company will take kindly to you using it. Furthermore, you may not charge for your reskin distribution, and if we come into possession of a trademark license for a livery you are currently re-skinning, you must immediately cease creating and distributing those reskins.

For repaints of fictional railroad lines or railroads that we do not license, the following rules must be adhered to:

o You still may not change or distribute the shape files (.GeoPcDx) that make up the “physical locomotives”, or any files outside of any particular locomotive’s Engine folder.

o All of the other files inside of the Engine folder, .TgPcDx (texture), .BIN (blueprint),

.OUT(script), .dcsv(numbering), may be modified and redistributed in order to make

the repaints work.

o WARNING: Even if you have the know-how, it is not recommended that you modify

the Script files. These files are interconnected with other locomotives and the Core

(Primary Pack) script files, so one wrong move and you could break everything.

o An example of this arrangement. Let’s say you are going to make a repaint of a

Chessie System locomotive into your favorite short-line railroad, the St. Favre &

Lambeau. The steps you would take are:

– Repaint your TgPcDx textures.

– Rename your locomotive in the .BIN files

– Renumber your locomotive in the DCSV files.

– Change the .html and image photo in the LocoInformation folder

- Make a manual or readme for your locomotive installation. That information would

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include installation instructions, as well as telling the end user that they must own the

Chessie Add-On pack, as they will either have to copy the Chessie shape

(.GeoPcDx) files to your locomotive repaint Engine folder after it is installed, or you

can alias your BIN file to point to the shape files in the Chessie locomotive folder.

3. STATEMENT OF DISAVOWMENT, DOVETAIL GAMES.

This is independent, user-generated content designed for use with Dovetail Games / Railsimulator.com Limited's train simulation products. This includes Railworks 4, TrainSimulator 2012, TrainSimulator 2013, TrainSimulator2014, and Train Simulator 2015. Dovetail Games / Railsimulator.com does not approve or endorse this user-generated content and does not accept responsibility or liability regarding it.

This user generated content has not been screened or tested by Dovetail Games / Railsimulator.com Limited. Accordingly, it my adversely affect your use of Dovetail Games / Railsimulator.com's products. If you install this user generated content, Dovetail Games / RailSimulator.com Limited may choose to discontinue any support for that product which they may have provided. The TrainSimulator EULA sets out in detail how user generated content may be used, which you can review further here: www.railsimulator.com/terms.