Raily 5 User Manual
en

Advanced tools

What else there is, and what it's for — without step-by-step instructions.

Module editor

Tools → Module editor… (Shift+M) edits track systems instead of plans: create your own, or change a bundled one.

Create Module sets up an empty module, Select Module loads an existing one. Add New Rail builds an element from a basic shape (straight, curve, switch, crossing, turntable, bumper block …) complete with segments and connectors; for more freedom, use individual segments and connectors from the editor's toolbar. Make Element Drivable turns the geometry into running paths — for a switch, with several named positions.

Next to the module name sit the buttons for the metadata (manufacturer, scale, system, catalog status …), the Track Profile, the Module Diff against the saved version, and the download as .arf.

A change applies to every plan that uses the module from now on

A module belongs to its name, not to a plan. Plans already saved keep their own version, and Raily asks when opening which one should apply (see below). Delete Element removes the track piece from the module; the dialog tells you what that means for plans.

A module loaded into the editor is only in your library after you save it.

Module library and reconciliation

If a plan brings along a module that differs from your library, Module in this plan appears.

Replacing can remove elements from your library

The dialog names them and asks for a second confirmation. Keep both changes nothing and is the default.

The way back to the bundled version is described in Module selection.

Object repository

Insert → Object repository… offers ready-made objects from bundled collections: stations, trees, bridges, buildings, signals, trains. If the scale doesn't match, From scale and To scale work out the factor.

The geometry is scaled, not the level of detail

After conversion, an H0 house has the size of an N-scale model, but not its wall thicknesses.

Primitive shapes and solid operations (CSG)

Insert → Scenery and life → Add 3D shape… places a box, sphere, cylinder, cone, pyramid, torus and more. They become a custom part once you combine several of them: a wall with a niche, a pipe with a bore.

Select two or more solids. The CSG context menu and three keys do the same thing:

Command Key Result
Subtract - A without B
Union + A and B as one solid
Intersect / what A and B have in common

B is whatever you clicked last. Holding Alt also leaves B standing. The calculation runs in the background; the status bar shows it.

The result remembers what it's made of. Mesh → Create mesh in the context menu turns it into a solid triangle mesh, for example for the 3D export. The same keys also combine two drawn paths.

Editing the parts of a body

Click a combined solid a second time and the Parts strip opens: a tree of every part, nested bodies included, with a sign in front of a part that says what it does — a plain minus for one that is cut away, nothing for one that is added. Choose a part in the tree, in the flat views (Ortho views) or in the scene, and the editor stands on that part: move and rotate it with T and R, drag it, delete it, or change its values in the properties panel. Something inserted meanwhile becomes a part of the body. The strip's arrows change the order of the parts, which is what decides what is cut from what; Take out (Shift+O) lifts a part out of the body it sits in. Esc closes the strip.

The element groups

At the bottom of the left toolbar, and in the Insert menu, sit the same four groups: Railway, Buildings, Building parts and Scenery and life. What's in each one is shown by the list itself. Two rules decide where an element ends up:

Both are explained by Snapping. Every element is adjusted the same way; see Shaping a building.

See also