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PC Gamer (Italian) 41
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PC Gamer IT CD 41 2-2.iso
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Default.rrm
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Text File
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1998-08-03
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7KB
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231 lines
;--------------------------------------------------------------------------
; DEFAULT SETTINGS FOR 3D RAILROAD MASTER
;
; Each layout has its own *.rrm file. Settings in a layout's *.rrm file
; override the same settings in this default *.rrm file.
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
[STARTDATETIME]
; Initial scaled-date/time when the gameplay begins
; Date format: MM.DD
; Time format: HH:MM in 24 hour time (e.g., 13:00 = 1:00 PM)
DATE=01.1
TIME=9:00
;--------------------------------------------------------------------------
[OPTIONS]
; Maximum number of trains allowed (1-4)
; Maximum allowable train speed in miles per hour
MAXTRAINPERMAP=4
MAXTRAINSPEED=100
;--------------------------------------------------------------------------
[MISSION]
; Mission/game type: 0=game ends when the time specified below runs out
; 1=game ends when cargo is delivered or time runs out
MSTYPE=1
; A text mission statement/description that appears before the game begins
MSGOALSTR0= Try to pick up and deliver all
MSGOALSTR1= cargo to the proper destination in
MSGOALSTR2= the quickest time possible without
MSGOALSTR3= crashing any trains.
MSGOALSTR4=.
MSGOALSTR5= Penalties are applied for improper
MSGOALSTR6= use of of the emergencey brake, and
MSGOALSTR7= for reversing while moving. You earn
MSGOALSTR8= less for off-schedule pick-ups and
MSGOALSTR9= deliveries, and receive bonuses for
MSGOALSTR10= being on-schedule.
MSGOALSTR11=.
MSGOALSTR12= Avoid taking sharp curves too fast
MSGOALSTR13= or you may derail (crashing trains
MSGOALSTR14= is very expensive). Also avoid
MSGOALSTR15= running into vehicles, pedestrians
MSGOALSTR16= or animals. GOOD LUCK!
;--------------------------------------------------------------------------
;GAME OVER PARAMETERS
; Time limit. The game ends when the specified time runs out. Set the number
; of days to 30 for virtually unlimited game time. Format: DD:HH:MM
MSTIMETOTAL=00:08:00
; Percentage of cargo that must be delivered to complete game when MSTYPE=1.
MSCARGOTOTAL=100
; Minimum allowable score. If the score/earnings are less, the game ends.
MSMINSCORE=-10000.0
;--------------------------------------------------------------------------
[LOCO]
LOCONAME1=Santa Fe
LOCOFILE1=santafe.3ds
LOCONAME2=Bulington Northern SF
LOCOFILE2=bns.3ds
NUM=2
[FREIGHT]
FREIGHTNAME1=NYC Cattle Car,Stock Car
FREIGHTFILE1=cat.3ds
FREIGHTNAME2=Santa Fe Caboose,Caboose
FREIGHTFILE2=san.3ds
FREIGHTNAME3=Swift Refrigerator Car,Reefer
FREIGHTFILE3=swi.3ds
FREIGHTNAME4=Union Pacific Hopper,Hopper
FREIGHTFILE4=unpac.3ds
FREIGHTNAME5=MNS Box Car,Box Car
FREIGHTFILE5=mns.3ds
FREIGHTNAME6=Lumber Car,Lumber Car
FREIGHTFILE6=lum.3ds
NUM=6
[TRAINS]
TRAIN1=1,4,6,3,2
TRAIN2=2,5,3,6,2
TRAIN3=1,5,5,2
TRAIN4=2,5,6,4,2
TRAIN1NAME=Train1
TRAIN2NAME=Train2
TRAIN3NAME=Train3
TRAIN4NAME=Train4
;--------------------------------------------------------------------------
; Definitions for train cars only...trains without locos. The train cars can
; be picked up by one of the above trains.
;TRAIN_WITHOUT_LOCO1=1,2
;TRAIN_WITHOUT_LOCO2=1,2
;--------------------------------------------------------------------------
[CARGO]
; Defines the number of cargo types, cost, and compatible train cars
; Number of cargo definitions.
NUM=50
; On-screen name, Penalty, Compatible train cars (can define multiple cars)
; Complex equations govern the actual amount paid for pickups/deliveries based
; on a variety of factors. To simply things regarding payments, you may want to
; leave the Penalty set to zero. Equations (see CARGO_PARTIES & FINES for more):
; On-schedule delivery: Score=Score+Qty*Payment+FINE_WELLTIMED_DELIVER
; Off-schedule delivery: Score=Score+Qty*Payment-Qty*Penalty+FINE_NOTWELL_DELIVER
CARGONAME1=appliances,0,Box Car
CARGONAME2=beef,0,Reefer
CARGONAME3=building materials,0,Flat Car,Box Car
CARGONAME4=cable drums,0,Flat Car
CARGONAME5=cattle,0,Stock Car
CARGONAME6=cement,0,Hopper,Silo Car
CARGONAME7=chemicals,0,Tank Car
CARGONAME8=coal,0,Hopper,Ore Car
CARGONAME9=coils,0,Coil Car
CARGONAME10=containers,0,Flat Car,Spine Car,Well Car
CARGONAME11=electrical supplies,0,Box Car
CARGONAME12=fertilizer,0,Hopper,Gondola
CARGONAME13=flower,0,Hopper,Silo Car
CARGONAME14=food products,0,Tank Car,Box Car,Reefer
CARGONAME15=frozen products,0,Reefer
CARGONAME16=furniture,0,Box Car
CARGONAME17=gas,0,Tank Car
CARGONAME18=grain,0,Hopper,Silo Car
CARGONAME19=gravel,0,Hopper
CARGONAME20=hardware,0,Box Car
CARGONAME21=horses,0,Stock Car
CARGONAME22=iron,0,Flat Car
CARGONAME23=juice,0,Reefer
CARGONAME24=livestock,0,Stock Car
CARGONAME25=logs,0,Logging Car
CARGONAME26=lumber,0,Lumber Car
CARGONAME27=machinery,0,Flat Car
CARGONAME28=meat,0,Reefer
CARGONAME29=milk,0,Tank Car,Reefer
CARGONAME30=oil,0,Tank Car
CARGONAME31=ore,0,Gondola,Hopper,Ore Car
CARGONAME32=passengers,0,Passenger Car
CARGONAME33=pellets,0,Hopper
CARGONAME34=petroleum,0,Tank Car
CARGONAME35=pipes,0,Flat Car,Lumber Car,Logging Car
CARGONAME36=potatoes,0,Reefer
CARGONAME37=poultry,0,Reefer
CARGONAME38=produce,0,Reefer
CARGONAME39=pulpwood,0,Gondola,Flat Car
CARGONAME40=sand,0,Hopper
CARGONAME41=scraps,0,Hopper,Gondola,Flat Car
CARGONAME42=sheep,0,Stock Car
CARGONAME43=steel fabric,0,Flat Car
CARGONAME44=stone,0,Gondola
CARGONAME45=sugar beets,0,Gondola
CARGONAME46=timber,0,Logging Car
CARGONAME47=trailers,0,Flat Car,Spine Car
CARGONAME48=vegetables,0,Reefer
CARGONAME49=vehicles,0,Flat Car,Box Car,Auto Rack Car,Auto Carrier
CARGONAME50=wood chips,0,Hopper
;[CARGO_PARTIES] delivery schedule info, defined in individual *.rrm layouts
; NUM=# total number of defined cargos
; Shipper#,Destination#,Quantity,Payment,Shipping/Pickup Date/Time,Delivery Date/Time
; Example:
; NUM=1
; CARGO1=1,2,1,500.00,1:1:12:30,1:1:13:00
; Pickup at station 1, deliver to station 2, one item for $500,
; Pickup on Jan 1 at 12:30 PM, Deliver on Jan 1 at 1:00 PM (uses 24 hour time)
;--------------------------------------------------------------------------
[FINES]
; Amounts for fines/bonues in dollars
; Severe disabling train crash: Score=Score+FINE_TRAIN_CRASH
; Crash <= 5 MPH: Score=Score+0
; Crash > 5 MPH and < 20 MPH: Score=Score+FINE_TRAIN_DAMAGE
; Crash >= 20 MPH and < 35 MPH: Score=Score+FINE_TRAIN_DAMAGE*2
FINE_TRAIN_CRASH=-2000
FINE_TRAIN_DAMMAGE=-500
; Train hits vehicle: Score=Score+FINE_ANIM_CRASH
; Train hits pedestrian: Score=Score+FINE_ANIM_CRASH*0.8
; Train hits animal: Score=Score+FINE_ANIM_CRASH*0.2
FINE_ANIM_CRASH=-500
; Train is on track with property hint [~SL=MPH#] and speed > MPH#
FINE_SPEED_LIMIT=-100
; Train is on track with property hint [~CR] and engineer doesn't blow whistle
FINE_WHISTLE=-50
; Applies when emergency brake used in non-emergencies (no red warning light)
FINE_BRAKE=-50
; Applies when train is moving and engineer tries to reverse the train
FINE_REVERSE=-50
; Tech supt repair...applies when train damage (green train symbol turned red)is
; repaired.
FINE_TECH_SUPPORT=-10
FINE_WELLTIMED_LOADING=50
FINE_WELLTIMED_DELIVER=50
FINE_NOTWELL_LOADING=-50
FINE_NOTWELL_DELIVER=-50
FINE_COUPLE_BY_SPEED=-200