Albula Line 2 - Documentation

for Microsoft Train Simulator (MSTS)

freeware by Michael Vone

 

This route simulates in great detail 40 km of the real-life Albula Line and 10 km of a branch line to Davos, with multiple reversal and helicoidal tunnels, numerous viaducts, and the 6 km Albula Tunnel.  Version 2 more than doubles the track length and adds many details.  New features include:  12 different environments (seasonal weather and non-flashing water); about 20 activities; prototypical rolling stock (Rhätische Bahn) by third parties, available as a separate package.

 

Software:  MSTS.

 

Included are:  complete route, maps, background information, third-party objects;  activities.  Rolling stock available as a separate file (RhBpack.zip).  No other add-ons needed (does not use XTracks).

 

Warning:  NOT compatible with Sky! Conductor (Albula Line 2 has its own sky textures).

 

For news about my add-on software,

visit the MV Challenges home page

 

© Copyright 2003

Michael Vone

mivone@pacbell.net

 

CONTENTS

 

 

Introduction

    Overview

 

Installation:

    Installation instructions

    Known problems

 

Activities:

    Activities overview

 

Maps:

    Maps

 

Rolling stock:

    Rolling stock

 

Credits, copyright, distribution and disclaimers:

    Credits

    Copyright and distribution

    Disclaimers

 

Background information:

    The Albula Line

    Links

    The simulated route - detailed description

    Technical aspects

    Changes in version 2

 

 


OVERVIEW

 

This route simulates a section of the real-life Albula Line that spans the stations Surava, Alvaneu, Filisur, Stuls, Bergün, Preda, Spinas and Bever:  a 40 km portion of the line Chur-St. Moritz.  It also includes a 10 km stretch of the line Filisur-Davos spanning the stations Filisur, Wiesen and Monstein.  The section from Filisur to Preda climbs through a series of reversal and helicoidal tunnels, while Preda and Spinas are linked by the 6 km long Albula Tunnel.  The Filisur-Monstein section passes through a narrow gorge with multiple tunnels.

 

This route is made as realistic and detailed as I could within MSTS, based on maps and photographs.  All real-life tunnels and viaducts are included, such as the famous Landwasser and Wiesen Viaducts, and the four Albula Viaducts I - IV.  All stations carry their own names.  Most buildings and houses are present in their proper locations.

 

The "environment" has been tailored to this route:  it provides 12 seasonal weather patterns, with various sky textures (including flying objects, lightning, and rainbows), different water appearances (clear water in summer, frozen water in winter, and muddy water in spring, all non-flashing), various fog densities, and rain and snow intensities.  (This makes the route incompatible with Sky! Conductor:  applying Sky! Conductor will have no visible effect in Albula 2.)

 

This route uses mainly the default Innsbruck-St. Anton objects.  It offers "heavy snow" in winter on the ground, and many rocky textures.  It also uses a number of add-on objects that are included in this package, in particular viaducts, railway stations, gantries and other railway equipment specifically designed by third parties for the Rhätische Bahn that operates this route in reality (see Credits). 

 

The high scenery density reduces frame rates and may require that you run MSTS at less than full World Object Density (set on the Advanced Options page of MSTS) or on a faster computer.

 

A variety of activities are included that last from 15 to 120 minutes:  these use primarily add-on rolling stock designed by third parties specifically for the Rhätische Bahn.  The activities and rolling stock are supplied in a separate file.  Also included is an Introductory Train Ride that allows the user to be driven around and enjoy the detailed scenery from Surava to Bever.

 

Driving this route demands one's full attention, since it has a high density of turns, slope changes, signals and stations.

 

It is assumed that you are familiar with using MSTS.

 

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INSTALLATION INSTRUCTIONS

 

IMPORTANT:  You need to install both the route (in file MValb2.zip) and the add-on rolling stock (in file RhBpack.zip) before using this route!  These files are available from Train-Sim.com, or directly from ??Avsim (MValb2.zip) and ??Avsim (RhBpack.zip), as well as from other web sites.  Note that much of the rolling stock has been updated compared to the versions available elsewhere on the web; and most of them will be placed in new folders with new names, so that all older consists that you may have will still work.

 

For step-by-step installation instructions, please read the file readme_English_Alb2.txt located in file MValb2.zip, or any translated versions of this file.  Those instructions also tell you how to uninstall the route and/or the rolling stock, if desired.

 

CAUTION:  Due to the relatively low frame rates of Albula Line 2, you may choose to run it in MSTS with a lower World Objects Density.  Note, however, that on some systems changing the World Objects Density can crash MSTS.  If that happens to you, after changing the World Objects Density, first start up a simple Activity (it is sufficient to start in Explore mode and then terminate the Activity before actually driving);  then restart that same Activity a few times;  after this "acclimatization" of MSTS to the new World Objects Density setting, Albula Line 2 should start without crashing MSTS.

 

Modified camera views:  Included with this route is a modified camcfg.dat that allows you great flexibility with the different camera views.  To use it, copy it from this route's Documents folder into the Train Simulator's GLOBAL folder, after backing up your old version.  If you want to go back to the original file camcfg.dat, a copy is available as camcfg(original).dat in this route's Documents folder:  to use it, delete the modified version from the Train Simulator's GLOBAL folder, copy camcfg(original).dat to the Train Simulator's GLOBAL folder, and remove the "(original)" from its name, so it is called camcfg.dat. 

 

The modified file camcfg.dat allows the following views (including those allowed by default):

 

·    In the "head-out" view (Shift-1), after pressing Ctrl-Shift-9, you can rotate the camera vertically and horizontally, by dragging the mouse while pressing its right button.

 

·    In the "front-tracking" (2) and "rear-tracking" (3) views, after pressing Ctrl-Shift-9, you can rotate the camera vertically and horizontally, by dragging the mouse while pressing its right button (while still moving the camera around the train with the arrow keys).

 

·    In the " track-side" (4) view ("spotter cam"), you can rotate the camera vertically and horizontally (by dragging the mouse while pressing its right button), and change its height and distance (with the left- and right-arrow keys).  After pressing Ctrl-Shift-9, you can move the camera vertically and horizontally (but not rotate it), with the arrow keys. 

 

·    In the "passenger" view (5), after pressing Ctrl-Shift-9, you can rotate the camera vertically and horizontally, by dragging the mouse while pressing its right button.

 

·    The "coupling" view (6) is not changed.

 

·    In the "yard" view (press 7 while in any station), you can move the camera anywhere you wish in the entire route (with the arrow keys) and rotate the camera freely, by dragging the mouse while pressing its right button;  note that the yard camera becomes independent of where your train is located:  you can explore the entire route as if in a helicopter (but the height above the ground is limited).

 

·    The "derail" view (automatic) is not changed.

 

·    Note that I gave the camera views non-default "fields of view" (called FOV inside the camcfg.dat file, which gives the angles of camera view in degrees;  by default they are 60 degrees);  you may change these FOV values with WordPad: a small FOV gives a zoom effect, while a large FOV fives a "fish-eye lens" effect.

 

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KNOWN PROBLEMS

 

A few known bugs are: 

 

·    The rocky transfers may give undesired shimmering effects:  this seems to depend on your hardware.

 

·    The arched bridge pieces may disappear at close range (this appears to be a problem with TSM and/or MSTS).

 

·    The bridge to Naz village is completely black in winter (as it is in the MSTS Orient Express route).

 

·    Two tiles directly east of Spinas and northwest of Alvaneu are corrupt:  they occasionally become transparent.

 

·    A terrain section east of Filisur looks transparent from a distance.

 

·    The level crossing at Surava allows cars to stop far too close to the tracks, due to the prototypical small road/track angle.

 

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ACTIVITIES OVERVIEW

 

An Introductory Train Ride is available for you to see the Albula Line without driving:  it allows you to ride the Glacier Express from Surava to Bever, on a clear autumn afternoon as dusk approaches.  Such Introductory Train Rides tend to be slow, permitting you to leisurely see all the details of the route, from many points of view, including a passenger view.  You start an Introductory Train Ride not from the usual MSTS activity screen:  select "Introductory Train Ride" on the initial startup screen of MSTS to open a list of routes.  After selecting Albula Line 2, you may deselect the "Change Views" option:  this prevents MSTS from automatically switching the viewing cameras during the ride, so you can make the camera choices yourself.  Pressing Start then loads the route and starts the automated ride.

 

A Fan Train activity is available in 6 versions to give information about the route in 6 different languages.  It allows you to drive a nostalgic "Orient Express" steam run for a railway fan club, including many sightseeing opportunities.  It starts in Monstein, goes down to Filisur and then uphill via Bergün to the Albula Tunnel and finally downhill to Bever.  You may drive at your own pace, without worrying about other traffic on the route.  It includes many pop-up explanations of what you see along the way.

 

About 20 other activities (with preset season, weather, rolling stock, traffic and static consists) are included with this route, ranging from easy to hard.  You can see a brief description of each on the Activity selection screen of MSTS, after selecting an activity.  The hard activities often involve switching operations and/or reversals that require special attention.

 

Finally, you may of course Explore the route with your own choice of settings.  I suggest exploring various season, weather and time-of-day combinations, to experience the variety of environmental conditions that were specially designed for this route.

 

TRICK:  If you reduce the Detail Level in MSTS to 9 or less, you will see fewer people on platforms:  this is meant in particular so you can remove the people dressed for the summer when you run in winter!  (But see the cautionary note under Installation Instructions before doing this.)

 

Here are a few general points to remember about running these activities:

 

·    This route is very dense and may run at a low frame rate:  reduce the Detail Level (and/or other settings) in MSTS to improve the frame rate.  (See the cautionary note under Installation Instructions before doing this.)

 

·    Detailed maps are available to find your way along the route and in stations:  see below.

 

·    At startup, you should check that the throttle, brakes and lights are set properly, even if the train is already in motion.

 

·    The tail of your train should respect the speed limits, not only the front (although MSTS does not penalize you if you violate this rule).

 

·    MSTS is choosy about where you stop at a platform:  for a scheduled stop to count as successful, you should basically avoid stopping the locomotive on a switch;  if that is not possible, you will be told at the conclusion of the activity that you missed a stop, even if you did stop.

 

·    At a station with a scheduled stop, you are given a certain amount of time to unload/load (after you hit Enter), shown by pressing F10;  after the unloading/loading time, you must still wait until the scheduled departure time (listen for the whistle, if you stopped at the right spot).  Note that the motorized units (the shuttle or "Pendel" trains) don't count as passenger trains in MSTS, so MSTS does not record their stops.

 

·    In descents, use either the brakes or the throttle, depending on the slope.

 

·    Press F2 at any time to save the current activity, so you can continue it later;  this is specially useful before a difficult operation, so you can restart the activity just before that operation starts without rerunning the whole activity from the beginning (to restart a saved activity, select "Load Saved Activity" instead of "Drive a Train" when MSTS starts).

 

HINT:  You get great external views by pressing Ctrl-Shift-9 after pressing 2, 3 or 4:  you can then swing the camera view around with the mouse while keeping the right mouse button pressed.  Also see the discussion of modified camera views under Installation Instructions.

 

SIGNAL LOGIC:  You may want to understand the logic of the default JP2signal9 used in the route, especially if you design Activities yourself.  Let's define "block" to mean the track section between 2 signals.  The JP2signal9 signal reserves 4 blocks ahead for each train;  if two trains try to reserve the same block, the first to do so takes priority.  However, reserving 4 blocks does not mean that the next 4 signals ahead of a train are green:  in fact, only the next signal is green, the following one is yellow, and the next 2 are red.  Be aware that it is easy to cause deadlocks (2 trains stopping each other at red signals) on this route:  this is due to the presence of two or more blocks between stations on single track.  So a correct timing of AI trains is very important, and testing is essential.  The "VCR" in the Activity Editor is very helpful for rough testing, but does not use realistic train speeds, so actual testing in MSTS is necessary.  A helpful tool is the "liberated" yard camera that allows you to go watch other trains and distant signals in MSTS (see under Installation Instructions);  note that it does not go inside tunnels.

 

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MAPS

 

A collection of maps of this Albula Line 2 route is available:  you will find them as GIF files in the \Documents\Maps folder of this route.  You can print them with your favorite software.

 

The maps include:

 

·    an overview of the route, with station locations and km posts:  Alb2-Maps-route_kmposts.gif

 

·    a scenic map of the complete route:  Alb2-Maps-scenic.gif

 

·    a detailed map of the tunnels and viaducts between Bergün and Preda:  Alb2-Maps-tunnels_viaducts.gif

 

·    a "switch/signal map" showing which switches are manual vs. automatic (computer-controlled during activities), and where all signals are located:  Alb2-Maps-switchmap.gif (remember that you cannot throw an automatic switch while running an Activity;  but you can throw automatic switches in Explore mode)

 

·    a map of the track layout in all stations in the NW half of the route:  Alb2-Maps-stationsNW.gif

 

·    a map of the track layout in all stations in the SE half of the route:  Alb2-Maps-stationsSE.gif

 

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ROLLING STOCK

 

IMPORTANT:  You must install both the route and the add-on rolling stock (in file RhBpack.zip) before running the Activities of this route! 

 

Note that much of the rolling stock has been updated compared to the versions available elsewhere on the web; and most of them will be placed in new folders with new names, so that all older consists that you may have will still work.

 

See the description of rolling stock.

 

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CREDITS

 

I gratefully thank the following for their contributions:

 

·    Joachim Zander, Pere Casulleras, Maarten Pontier, Sjoerd Lafeber and Axel Boey for their efforts to beta-test this route.

 

·    Joachim Zander also for his general advice, detailed information, and translations into German;  and for his generous permission to include many add-ons that he prepared for his own Rhätische Bahn route:  RhB rolling stock (see Rolling stock), bridges, arches and piles (RhB_B02.zip), stations (za_05.zip and RHB-zizers.zip), platform items, including lamps (rhbset01.zip, all from http://www.thetrain.de/ and/or Train-Sim.com).

 

·    Jim Ward for his advice.

 

·    Julianne Tolson for her textures (http://www.sfsu.edu/~jtolson/textures/textures.htm).

 

·    Terry Thornton for his MSTS women (Women02.zip).

 

·    Steve Thompson for his advice on designing mountain streams, and for his mountain stream sound (mtstream.zip, from Train-Sim.com).

 

·    Ron Spalding for the boulders (bld-pk1.zip through bld-pk5.zip from Train-Sim.com) and studies of the environment.

 

·    Mike Simpson for his Route-Riter.

 

·    Silvan Schwab for his Swiss track texture ("Swiss track texture.zip" available from http://www.thetrain.de/), which I combined with Ruben Geerling's deep-snow method, and for new tunnel textures (private communication).

 

·    Ron Paludan for his station signs and "2d" people (stationsigns.zip and flatpeople2.zip from http://www.railwaystation.com/trainsim or Train-Sim.com), and for the method to create "heavy snow" on the ground.

 

·    Ian Morgan for his drums and hut (CableDrums.v1.0.zip, PWHut.v1.1.zip).

 

·    Jan Martínek for his panorama cars (RhB, FO and BVZ, in file Fo_as4021.zip from http://www.thetrain.de/).

 

·    Sjoerd Lafeber and Maarten Pontier for their RhB rolling stock (see Rolling stock) and cable car (cable-lift.zip) with building (Cable-lift-house.zip, all from http://www.geocities.com/sjoerdmsts/ and/or http://www.mstrainsimulator.tk/).

 

·    Kami Kiafar for his RhB gantries (private communication), specially made for Albula Line 2.

 

·    Ian Jenkins for his people (people.zip from Train-Sim.com).

 

·    Ruben Geerling for his deep-snow method (snowpack.zip and sppatch.zip from Train-Sim.com).

 

·    Paul Gausden for the Shape File Manager (sfm.zip from http://www.highworth.freeuk.com/ and Train-Sim.com), with which I rescaled several objects.

 

·    Richard Garber for his very useful Step by Step Guide to Train Sim Activities (from Abacus at http://trainsimulatorworld.com/), which I used to create activities, and for advice.

 

·    Jeremy A. Engleman for his sky textures (http://www.art.net/~jeremy/photo/public_texture/).

 

·    Pere Casulleras for strong support and great advice, much local information and translations.

 

·    Jeff Bush for environmental discussions, and the solution of the MSTS "flashing water" problem.

 

·    Bill Burnett for general advice and support.

 

·    William A. Barbur, Jr. for his telegraph and telephone poles (telegr2.zip from Train-Sim.com).

 

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COPYRIGHT AND DISTRIBUTION

 

This package is released as Freeware.  © 2003 Michael Vone. 

 

As freeware you are permitted to distribute this archive subject to the following conditions:

 

·    The archive must be distributed without modification to the contents of the archive, after notification of the author.  Redistributing this archive with any files added, removed or modified is prohibited.

 

·    The inclusion of any individual file from this archive in another archive without the prior permission of the author is prohibited.

 

·    No charge may be made for this archive other than that to cover the cost of its distribution.  If a fee is charged it must be made clear to the purchaser that the archive is freeware and that the fee is to cover the distributor's costs of providing the archive.

 

·    The author's rights and wishes concerning this archive must be respected.

 

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DISCLAIMERS

 

This route and its associated rolling stock are in no way affiliated with the Rhätische Bahn, the Furka Oberland Bahn (FO), or the Zermatt Bahn (BVZ).  They are also totally independent of the commercial routes "Heidi Express" and "Glacier Express" by mailsoft simtrain.  The names "Rhätische Bahn", "Glacier Express", "Heidi Express", "Bernina Express", "Alpine Classic" and "Railrider" are property of the Rhätische Bahn;  the RhB, FO and BVZ logos, and the advertisements that appear are property of the respective companies;  all these are used here only to simulate reality.

 

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THE ALBULA LINE

 

Since 1903, the Albula Line has linked Zurich and Chur to the North with the Lower Engadine to the South, where lies the famous resort town of St. Moritz.  The line crosses the crest of the Alps in the Swiss Grisons (Graubünden) near the Albula Pass.  It also links up with the Bernina Line that crosses over the next Alpine ridge into Italy.

 

This 1-meter narrow-gauge line was built in 1898-1903 and electrified in 1919.  It is part of the private Rhaetian Railway, called Rhätische Bahn in German (often abbreviated to RhB), Viafier retica in the local Rhaetic language, and Ferrovia retica in Italian.

 

The Albula Line was a major engineering challenge for its age, designed for all-season use.  It is a single-track line that splits into multiple tracks only in stations and at crossing points.  To enable steam trains to negotiate it without a rack-and-pinion system, a maximum slope of 3.3% (about 2º) and a minimum radius of 120 m were adopted (with one exception of a 100 m radius on the Landwasser Viaduct).  The large altitude differences required the use of several reversing and helicoidal tunnels.  To protect the line from avalanches and rockslides, a number of galleries were built and extensive slope stabilization structures were installed.  The Albula Tunnel near the summit is nearly 6 km long (5865 m) and carries a single track. 

 

The most spectacular section of the Albula Line, from Bergün to Preda, rises 419 m in about 12.5 km and includes 6 reversals or loops, 5 major tunnels as well as 5 major viaducts.  The direct distance from Bergün to Preda, "as the crow flies", is about 5 km.

 

Daily service includes about 15 "express" trains and 10 freight trains (on weekdays) in both directions.

 

This route model also includes one half of the 20 km line from Filisur to Davos.  The tracks until Davos-Platz are included, but only "scenicked" until just beyond Monstein.  This line is officially called Unterschnitt ("undercut") by the Rhaetian Railway, but it is more easily remembered as Landwasser Line, since it exactly follows the Landwasser river along its entire length.  This is a low-use line with 2-car "shuttle" trains (Pendelzug) running several times a day between Filisur and Davos.  (The commercial add-on Heidi Express models the tracks beyond Davos down to Landquart.)

 

The Albula Line climbs almost non-stop from Surava to the Albula Tunnel and then drops to Bever.  The Landwasser Line climbs almost non-stop from Filisur to Davos.

 

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LINKS

 

Information about the Albula Line and the Rhätische Bahn can be found at:

 

http://www.rhb.ch/ (Rhätische Bahn, Rhaetian Railway)

http://www.rhweb.de/ (information about the Rhätische Bahn)

http://www.stack.nl/~lourens/trains/rhb/ (pictures)

http://website.lineone.net/~swissrail/preda_walk.htm (pictures)

http://www.ozdoba.net/abc (Albula-Bahn-Club Bergün, with much useful information and many links about the RhB)

http://www.polier.ch/page/bahnen/rhb/rhb.htm (pictures of most RhB rolling stock, and book list)

http://www.geocities.com/sjoerdmsts/ (Sjoerd Lafeber's Train Simulator site, with rolling stock and other downloads)

http://www.mstrainsimulator.tk/ (Maarten Pontier's RhB Train Simulator site, with rolling stock downloads)

 

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THE SIMULATED ROUTE - DETAILED DESCRIPTION

 

I have used Swiss topographical maps at 1:25000 resolution to place the tracks and determine altitudes (you can get any part of those maps freely at http://www.swissgeo.ch/).  I have also used the book "Die Bahnhofsspurpläne der Rhätischen Bahn" (Schweers & Wall, 1999) for the station layouts.  I used numerous photographs (many kindly supplied by Pere Casulleras, many others found on the web) to choose and place objects.  The degree of realism is discussed in the next section. 

 

This model represents a section of the Albula Line starting at Surava station (6.5 km west of Filisur) and ending at Bever station (4 km from the south portal of the Albula Tunnel):  it covers about 40 km.  Two fictitious wyes are hidden underground in the route, so you can reverse locomotives and trains (in reality this is not needed with electric locomotives, but it is necessary to reverse locomotives in MSTS):  one is in Filisur station (since the default MSTS turntable does not work);  the other is northeast of Bever.

 

(Note:  I use both the spellings Bergün and Berguen, as is common in German;  I use Berguen mostly when it appears in a file name that will not accept accents.)

 

The simulated route includes all the real-life tunnels, bridges, viaducts and galleries that I am aware of.  The following is a description of each significant structure from Surava to Bever and from Filisur to Monstein, as well as other sights along the way.  You can visit these places by running the Introductory Train Ride.  Also, the activity entitled "Fan Train" includes "live" commentary at interesting points along the line:

 

·    From Surava Station, you can see two local industries:  a cement plant with its own siding, and another factory down by the Albula River.  The town of Surava is out of sight to the west.

 

·    The next station, Alvaneu lies between Alvaneu-Bad down by the Albula River (with its sulfur baths), and the main town of Alvaneu out of sight up the slope to the north:  no regular train service stops here.

 

·    As you drive from Alvaneu to Filisur, the track climbs up the left flank of the Albula valley:  soon you poass the long curved Schmittentobel Viaduct  (137 m long and 35 m high) and see the famous Landwasser Viaduct that allows you to cross the Landwasser River (coming from Davos).  The Landwasser Viaduct is 65 m high and 136 m long;  it ends up penetrating directly into a rock wall;  it also has the tightest curve of the Albula Line, with a 100 m radius.

 

·    As you approach Filisur Station, you are joined by the line from Davos - Monstein - Wiesen coming from your left.

 

·    The real Filisur Station has a turntable, but since the MSTS model does not work, I have added an underground wye behind that turntable:  its tracks are long enough (about 400 m) to turn long trains around.

 

·    Continuing east from Filisur (up to Bergün, Preda, the Albula Tunnel, then Bever on the way to St. Moritz) you first see the Greifenstein Castle ahead:  in reality it is now a ruin!  This castle lies above the first helicoidal tunnel of the line, the Greifenstein Tunnel, needed to gain altitude.

 

·    After the Greifenstein Tunnel, the track climbs high up along the steep north flank of the Albula River, passing through numerous short and long tunnels, and over a variety of bridges and viaducts (watch for falling rocks).

 

·    The Stuls Station provides a crossing point for trains:  no regular train service stops here.  The village of Stuls lies out of sight, far above the station.

 

·    Bergün Station provides important maintenance services for the track ahead.  A "Krokodil" locomotive is placed as an exhibition near the station on a separate little piece of track (in reality and in this model).

 

·    From Bergün Station, you may be able to see, ahead of you, the climbing tracks as they swing right, then left and then right again toward the narrowing Albula River valley at the far right.

 

·    As you climb to the right, you pass over the Clix Viaduct, followed by the God Tunnel.  (This is its real name:  God means something like "hillside" in the local Rhaetic language, similar to "costa" in Spanish and "côte" in French.)  This reversing tunnel (486 m long in reality) turns 180 degrees.

 

·    After God Tunnel, Bergün is visible down to your left.  God Tunnel is followed by another reversing tunnel to gain altitude, like a pair of hairpin curves in a road.

 

·    After a right curve you reach Plaz Tunnel (262 m long), the second reversing tunnel, which turns you back again by 180 degrees.  Before you enter the tunnel, you will see on your left the deep valley of the Ava da Tours River, through which a road climbs from Bergün before turning left up to the village of Latsch (where the movie Heidi was filmed).  Look for cars moving on that road, all the way to the houses in Latsch.

 

·    After Plaz Tunnel, you will cross two underpasses.  There, up the slope to the left at the end of the dirt road, is the hamlet of Sagliaz.  To the right, you have a fine view of Bergün and the valley of the Albula River.

 

·    You soon cross the large Val Tisch Viaduct (100 m long, 40 m high in reality), followed by a short tunnel.

 

·    This is followed by the Chaneletta Gallery (117 m long), which protects the track from avalanches and rockslides. 

 

·    The gallery is followed immediately by the Muot Station.  This double-track station is normally used only to allow opposing trains to cross.

 

·    Straight ahead is a leaning viaduct on the other side of the valley.  You will reach it after looping around in the Rugnux Tunnel.

 

·    You cross the Albula River over the Albula I Viaduct (59 m long, 11 m high).  It is the first of four such viaducts, labeled I to IV, that cross the Albula River within a stretch of 2 km (4 km by train).

 

·    Right after the Albula I Viaduct comes the helicoidal Rugnux Tunnel (662 m long), which loops to the right and emerges onto the leaning viaduct up above.  This tunnel in reality has doors that are closed between trains in winter.

 

·    The leaning viaduct swings along a steep rocky slope.  Behind to the left you look back past Muot down the Albula Valley.  The Albula I Viaduct is below to your left. 

 

·    Just ahead is the Albula II Viaduct (95 m long, 29 m high).

 

·    Next comes the helicoidal Toua Tunnel (677 m long).  It loops to the left and reemerges above to your left.  Ahead you can see the Albula III Viaduct.  In reality the road is closed to traffic in winter:  it is popular for sleighing from Preda down to Bergün.

 

·    After Toua Tunnel you cross the Albula III Viaduct (137 m long, 28 m high):  it is the longest and most famous of the 4 Albula viaducts.  Down to your right you can see the Albula II Viaduct.  To the left is the Albula IV Viaduct. 

 

·    Straight ahead is the curving Maliera Gallery (175 m long).

 

·    The Maliera Gallery ends at the Albula IV Viaduct (44 m long, 22 m high):  from this viaduct you may see the Albula River disappear upstream.  Ahead, the road makes a hairpin bend on its way up to Preda.

 

·    Straight ahead is the Zuondra Tunnel (535 m long), the last helicoidal tunnel.

 

·    The track splits as you approach the Preda station.  Until recently it had 3 platform tracks;  now it has 2, as well as 4 sidings.

 

·    Just beyond Preda Station is the north portal of the Albula Tunnel, which is nearly 6 km long (5865 m).  The Albula Tunnel was difficult to build because of water infiltration.  Preda and the tunnel entrance are at 1789 m of altitude.  The tunnel peaks at 1823 m, before dropping to 1815 m at its south portal at Spinas.  (Bergün is at 1373 m.)

 

·    The main road climbs from Preda to the Albula Pass (2312 m high) and ends up in a different valley than where the Albula Line goes, off to the left.

 

·    The track emerges from the Albula Tunnel right into the little station of Spinas.  It serves mainly as a passing point for trains, and is also used by hikers.

 

·    The line now descends the gentle and quiet valley of the Beverin River, which has no public road access. 

 

·    The Beverin valley widens as it approaches Bever, joining the vast valley of the Engadin, formed by the River Inn, which heads northeast into Austria toward Innsbruck. 

 

·    The Bever Station is the end of the line for us.  The real line continues to the towns of Samedan, Celerina and St. Moritz (which lies about 8 km farther to the southwest of Bever);  at Samedan starts the Bernina Line that climbs over the Bernina Pass across the next mountain ridge to the south and into Italy.  Another railway line leaves Bever to the northeast, following the Engadin valley downstream toward Austria (but it stops before reaching Austria).  Samedan has a turntable, so I have included an underground wye with 400 m long tracks to turn your train around near Bever (you reach it through the northeast exit of the station).

 

If you take the Filisur-Monstein line, you will see the following:

 

·    Leaving Filisur to the west, the line then climbs northeast, passing close to the Landwasser Viaduct. 

 

·    Just before the station of Wiesen, the track crosses the very large Wiesener Viaduct (notice the pedestrian ramp following its edge, as in reality;  I assembled it from fences!). 

 

·    Right after Wiesen, the track enters a narrow gorge of the Landwasser River (called Zügenschlucht) and is forced underground through many tunnels. 

 

·    One gap between two tunnels is barely longer than a locomotive:  this place is called Bärentritt (Bear's Step).  (Near here, but out of sight, also starts a very long road tunnel that we will see emerge and cross the river near Monstein.)

 

·    The next, longer, stretch outside the tunnel is called In den Auen.

 

·    Another gap allows the track to cross the Landwasser River:  this place is called Brombenz. 

 

·    After a long tunnel with a couple of interruptions, the track emerges in a short avalanche gallery built on a viaduct:  we are near Monstein.  (To the left the main road emerges from its long tunnel.)

 

·    Monstein Station is the end of the line for us.  The village of Monstein is out of sight up the slope to the right.  We have just passed an ancient mining area called Silberberg;  a museum and other items can be visited today about the activities that lasted here from the 15th to the 19th century.

 

·    Ahead are another 10 km of gentler track in a widening valley, with few tunnels, ending at Davos.  If you venture north of Monstein Station, you will face a natural disaster.  Beyond that, the tracks are modeled until Davos-Platz, but the scenery is not, so please close your eyes (or drive by night) if you go there!

 

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TECHNICAL ASPECTS

 

This route was built following the order and methods given in my Step by Step Guide to Building Routes for Microsoft Train Simulator, published by Abacus.  I also used Richard Garber's Step by Step Guide to Train Sim Activities, also published by Abacus.  I did not use XTracks.

 

The landscape was shaped by hand.  It is most accurate close to the tracks, becoming less accurate away from the tracks. 

 

I made a few compromises for convenience:

 

·    I assumed that the MSTS tiles have a dimension of 2 k x 2 km (rather than their actual 2.048 km x 2.048 km size):  this stretches the simulated tracks by 2.4%, adding about 300 m to the Bergün-Preda segment of 12.6 km, and about 150 m to the Albula Tunnel's 6 km;  also I shifted everything about 500 m to the southeast, so that the MSTS tiles line up with the Swiss kilometer grid near Bergün;

 

·    I mostly used MSTS's standard-gauge curved track sections with average radius of 173 m (instead of the real 120 m), because no other curved track is available to make sharply curved tunnels:  this probably also adds a few hundred meters to the length of the simulated line;  

 

·    I tried to make the tracks respect the contours of the topographical map, requiring slightly steeper slopes in places:  however, the slope never exceeds 5.24% (3º) in the simulation;

 

·    In the absence of "slip" switches (points) in MSTS, I replaced slip switches by simple switches (or omitted them);  this takes more space, lengthening some stations.

 

Despite the compromises, all the real curves are present in the simulated route.  As far as I can tell, almost all actual switches are also present. 

 

Some of the switches are of the non-manual type, to allow the activities to operate properly with multiple trains.  This unfortunately makes some types of activities difficult to prepare (especially those involving complex switching maneuvers).

 

I have used the actual geographical names as well as the reported names of tunnels, viaducts, etc.  There are a few exceptions where I found no names reported and used names of nearby locations.

 

I placed signals (of Japanese style) where they seem reasonable based on the positions of switches, and not according to reality, and I placed many more signals than in reality:  this was necessary to compensate for the different logic of these MSTS signals, and to allow more interesting activities.

 

The speed limit signs are also of Japanese style.  I used official RhB speed limits for passenger trains on the Albula Line, and guessed similar speed limits on the Filisur-Monstein line:  freight trains generally should drive slower.

 

The (Japanese-style) mileposts are placed arbitrarily such that the Preda entrance of the Albula Tunnel is at 50 km, with distance increasing to the southeast:  this is certainly completely wrong, but what matters more for the user is the kilometer spacing between "mileposts".  At 60 km/h, 1 km is covered in exactly 1 minute!

 

The gantries were specifically designed for the Rhaetic railway by Kami Kiafar (see Credits).  I used a wire height of 5.4 m, as suggested by Joachim Zander to fit his trains.

 

For tunnel entrances, I used a Japanese model included in the Innsbruck-St. Anton MSTS route.

 

The viaducts were designed by Joachim Zander, from reality.

 

Houses and buildings are usually placed where indicated by the topographical maps.  Outside of Bergün, each house or building is placed according to the maps.

 

Roads are fairly accurately placed.  For level crossings I used Japanese-style signals, with US road fillers.  Road vehicles are imported from Japanese and US routes.

 

The rivers are placed reasonably accurately.  Their altitudes are constrained by the limitations of the MSTS water level being defined only at the 4 corners of the 2 km x 2 km tiles.  The different environments that I produced change the visible water level:  high in spring, low in autumn.  These environments avoid the water flashing problem seen in many routes (thanks to a general fix discovered by Jeff Bush);  however, you may still see steady pure white water at some camera angles, an unsolved bug in MSTS.

 

Forests are placed where indicated by the topographical maps;  they use US firs and deciduous trees and look appropriate.  However, the real forests are much denser than modeled here, considerably reducing the visibility of the scenery!

 

Terrain textures come from the Innsbruck-St. Anton MSTS route.  Although limited in variety, they match the local colors reasonably well.  However, I enabled "heavy snow" on the ground.

 

I produced terrain transfers (helped by Steve Thompson) to simulate the local rock style and to show smaller mountain streams.

 

Most of the station buildings and equipment were produced by Joachim Zander in local style.

 

Some "add-on people" are taken from freeware add-on packages (included within this package;  see Credits).

 

The sounds and most of the other objects are from the Innsbruck-St. Anton MSTS route. 

 

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CHANGES IN VERSION 2

 

·    The Albula Tunnel was straightened out and completely relaid.  The existing tracks at Preda and Spinas were completely changed, both for alignment with the Albula Tunnel, and to better reflect current track layouts.

 

·    Track slopes were improved below Spinas and below Muot.

 

·    Additional terrain tiles were added and manually terraformed to extend the line in three directions, and track laid.

 

·    Prototypical viaducts by Joachim Zander were placed instead of the default models used before.

 

·    Speed limits were changed to reflect the real limits (for passenger trains;  freight trains typically must drive slower).

 

·    Signals were repositioned (and many added) to allow better control of activities (in reality there are fewer signals, but their logic is different from that in MSTS).

 

·    Stations were changed to include more prototypical buildings and equipment (mostly made by Joachim Zander), and individual station names.

 

·    All gantries were replaced with a more prototypical and highly detailed set (by Kami Kiafar).

 

·    Transfers were created and used to simulate rocks, streams, waterfalls, vehicle tracks and footpaths.  Stream sounds (by Steve Thompson) were added.  Boulders (by Ron Spalding) were "reskinned" and placed.

 

·    Twelve environmental conditions were created, including different water and sky appearances for 4 seasons and 3 weather types.

 

·    New activities were created, using prototypical rolling stock (by Joachim Zander, Sjoerd Lafeber, Maarten Pontier and Jan Martínek) that is packaged in one convenient pack for use with this route.

 

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