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-rw-r--r--app/doc/managem.but149
1 files changed, 109 insertions, 40 deletions
diff --git a/app/doc/managem.but b/app/doc/managem.but
index 7996ef1..080a81e 100644
--- a/app/doc/managem.but
+++ b/app/doc/managem.but
@@ -55,7 +55,7 @@ The \f{Manage Menu} shows commands affecting the \f{Main Canvas} (\K{mainW}).
\rule
-\S{cmdCarinv} Car Inventory
+\S{cmdCarinv} \i{Car Inventory}
This dialog is used to manage your list of cars and locomotives.
@@ -65,13 +65,16 @@ The main part of this dialog contains a detailed list of each car and locomotive
Cars are placed on the layout by using the \f{Train Simulation} (\K{cmdTrain}) command.
-The \f{Find} button will center the \f{Main Window} (\K{mainW}) on the selected car. This button is only enabled for cars which are on the Layout (indicated by \f{Layout} in the Location column). If the car on a track that is hidden and \f{Trains on Hidden Track} (\K{cmdDisplay}) is set to \f{Hide}, then the car (and any attached cars) will be made visible.
+The \f{Find} button will center the \f{Main Window} (\K{mainW}) on the selected car. This button is only enabled for cars which are on the Layout (indicated by co-ordinates in the Location column). If the car on a track that is hidden and \f{Trains on Hidden Track} (\K{cmdDisplay}) is set to \f{Hide}, then the car (and any attached cars) will be made visible.
The \f{Edit} button invokes the \f{Car} dialog (\K{cmdCarpart}) to modify the selected car. This button is disabled if more than one (or no) car is selected or if the selected car is on the Layout.
The \f{Add} button is to add a new Car. Refer to \K{faqsPrototype} if an error occurs when attempting to add inventory to this list.
-The \f{Delete} button removes the selected cars from your inventory. This button is disabled if any of the selected cars are on the layout.
+The \f{Delete|Shelve} button serves two functions:
+If all selected cars are on the layout then this button shows \f{Shelve} and it moves them from the layout and returns them to the \f{Shelf}.
+If all selected cars are on the \f{Shelf} then this button shows \f{Delete} and they will be deleted from the Inventory.
+Otherwise, the button is blank and disabled.
The \f{Import} and \f{Export} buttons read and write a \e{Comma-Separated-Value (CSV)} file. This file format can be read and written by many applications. It can be used to transfer car inventory data between different applications. This file contains the following columns (the first four are required when Importing):
@@ -117,7 +120,17 @@ The \f{Import} and \f{Export} buttons read and write a \e{Comma-Separated-Value
\u000
-\dd \e{Options} - 2 (Locomotives), 4 (Body Mounted Couplers)
+\dd \e{Options} - bit map of
+
+\lcont{
+
+\b 0x0001 - Body Mounted Couplers
+
+\b 0x0002 - Locomotive
+
+\b Other bits can be ignored
+
+}
\u000
@@ -125,11 +138,11 @@ The \f{Import} and \f{Export} buttons read and write a \e{Comma-Separated-Value
\u000
-\dd \e{Color} - encoded as (Red * 65535 + Green * 256 + Blue)
+\dd \e{Color} - encoded as (Red * 65536 + Green * 256 + Blue)
\u000
-\dd \e{PurchPrice}, \e{CurrPrice}, \e{PurchDate} and \e{ServiceDate} - numeric values
+\dd \e{PurchPrice}, \e{CurrPrice}, \e{PurchDate} and \e{ServiceDate} - numeric values - dates are in the form yyyymmdd, where yyyy is the year, mm the month, dd the day
\u000
@@ -159,7 +172,7 @@ The \f{List} button creates a text file listing your inventory.
\rule
-\S2{cmdCarpart} Car Item Dialog
+\S2{cmdCarpart} \i{Car Item Dialog}
This dialog is invoked from the \f{Car Inventory} (\K{cmdCarinv}) and the \f{Custom Management} (\K{cmdCustmgm}) dialogs.
@@ -207,7 +220,7 @@ The dialog contains:
\rule
-\S2{carpart} \f{Car Part Dialog}
+\S2{carpart} \i{Car Part Dialog}
This dialog is similar the the \f{Car Item} dialog except that the \f{Car Item Information} section is not displayed. The \f{Manufacturer} Drop Down List is editable so you can enter a new manufacturer, and you must enter a \f{Part Number}. If you are adding a new car part, the \f{Part Number} field will be incremented (if it is a numeric value) so you can enter a number of car parts.
@@ -215,7 +228,7 @@ This dialog is similar the the \f{Car Item} dialog except that the \f{Car Item I
The middle section contains:
-\dd The \f{Road}, \f{Reporting Mark}, \f{Number} and \f{Color}. You can choose a \f{Road name} from the list of known road names or enter a new value. If known, the \e{reporting mark} (road name abbreviation) is filled in.
+\dd The \f{Road}, \f{Reporting Mark}, \f{Number} and \f{Color}. You can choose a \f{Road name} from the list of known road names or enter a new value. If known, the \e{reporting mark} (road name abbreviation) is filled in. These values control what label content is shown for Cars. If a reporting number is present the rep mark and the rep number will be used if the Cars Label Option is on in \K{cmdDisplay}
\u000
@@ -254,7 +267,7 @@ See NMRA TN-7 Curved Track Centerline and Obstacle Clearance Calculation Methodo
\rule
-\S2{carprototype} \f{Car Prototype Dialog}
+\S2{carprototype} \i{Car Prototype Dialog}
This dialog is used to create or edit prototype definitions.
@@ -278,7 +291,7 @@ Unlike the other dialogs, dimensions in this dialog are in prototype units. Whe
\rule
-\S{cmdCustmgm} Custom Management
+\S{cmdCustmgm} \i{Custom Management}
The \f{Custom Management} dialog allows you change the properties of turnouts, sectional track, structures, car parts and prototypes you have designed with the \f{Turnout Designer} (\K{cmdTurnoutNew}), \f{Group} (\K{cmdGroup}) or \f{Car} (\K{cmdCarpart}) commands. You can also move selected objects to a \f{Parameter File} (\K{cmdPrmfile}).
@@ -304,7 +317,7 @@ The \f{New} buttons invokes the Car (\K{cmdCarpart}) dialog to create a new \f{C
\rule
-\S{cmdContmgm} Layout Control Elements Dialog
+\S{cmdContmgm} \i{Layout Control Elements Dialog}
This dialog is used to manage layout control elements (blocks, switchmotors, and signals).
@@ -334,7 +347,7 @@ either from their Hotbar menus or from the Add menu.
The \f{Edit} button allows for editing a control element. And the \f{Delete} button
deletes the selected element(s).
-\S{cmdGroup} Group Dialog
+\S{cmdGroup} \i{Group Dialog}
The \f{Group} command combines the selected (\K{cmdSelect}) Lines and Shapes (\K{cmdDraw}) to create structures (\K{cmdHotBar}). You can give the structure (\K{cmdHotBar}) a title consisting of Manufacturer, Description and Part Number on the \f{Group} dialog.
@@ -342,31 +355,64 @@ The \f{Group} command combines the selected (\K{cmdSelect}) Lines and Shapes (\K
The title will be pre-populated with the title of the last \f{Structure} you \f{ungrouped} (\K{manageM}).
-You can include \f{Turnouts}, \f{Sectional}, \f{Straight} or \f{Curved} tracks in the selected objects which allows you to add cosmetic details to a \f{Turnout} definitions, or create a new \f{Turnout} definition. This can also be used to if there are fixed track locations on a structure, like on an engine shed.
+You can include \f{Turnouts}, \f{Sectional}, \f{Straight} or \f{Curved} tracks in the selected objects which allows you to add cosmetic details to a \f{Turnout} definitions, or create a new \f{Turnout} definition. This can also be used to if there are fixed-track locations on a structure, like on an engine shed.
+
+\f{Group} is intended to operate on simple groups of track segments. If you intend to group a large number of track segments, you should consider using \f{Import Module} (see \K{cmdLayer}),
To modify a \f{Structure} or \f{Turnout} definition, first place the object on the layout, select and then \f{Ungroup} the object. Now the parts of the object can be edited using the \f{Modify} (\K{cmdModify}), \f{Draw} (\K{cmdDraw}) or other commands. Once completed, select the object parts and use the \f{Group} command to update the definition (or create a new one by changing the title).
-The \f{Group} dialog shows the Manufacturer, Description and part number (Title) of the new definition. Initial values are based on selected turnouts and structures or on the last \f{Ungroup}ed object (\K{cmdUngroup}). The dialog also contains a toggle button (\f{Replace with new group}?), which is used if you want to replace the selected objects with the new definition. All fields listed in this dialog window must contain data.
+The \f{Group} dialog shows the Manufacturer, Description and part number (Title) of the new definition. Initial values are based on selected turnouts and structures or on the last \f{Ungroup}ed object (\K{cmdUngroup}).
+The \f{Turntable/TransferTable/DblSlipSwitch}? toggle button controls whether non-conflicting \f{Paths} should be combined or keep separate, see \f{Paths} below.
+The \f{Replace with new group}? toggle button is used if you want to replace the selected objects with the new definition.
+All fields listed in this dialog window must contain data.
The definition data will be added to the \c{xtrkcad.cus} (\K{directories}) file for later use. Please consider contributing this information for others to use.
If you modify a definition from a \e{XTrackCAD} Library parameter file, the new definition will replace the existing definition on the \f{Hot Bar} (\K{cmdHotBar}), otherwise it will be added to the end of the \f{Hot Bar}. You can use the \f{Custom Management} (\K{cmdCustmgm}) dialog to change the title or delete custom definitions.
-\f{Note:} There is a limit of 128 track segments in a group.
+\f{Note:}
+The selected tracks are decomposed into segments, which are simple tracks and drawing object (lines, curves, polygons ... ).
+Any track segments must appear in the first 127 segments.
+This implies a limit of 127 track segments.
+
+\dd You can re-order the segment list by
+
+\lcont{
+
+\b Ungroup the selected tracks
+
+\b Unselect all, and select the tracks you want to group
+
+\b \f{Move selected objects to bottom}
+
+\b Add the non-tracks object to the selected track segments
+
+\b Retry the \f{Group} command
+
+}
+
+\f{Paths} define which segments are followed by a train in Train mode.
+Normally, if two paths follow paths of separate segments, then the paths are combined.
+For example a simple turnout would have two paths, but since the paths share some common segments, the paths are not combined.
+A Crossing has two paths but since they don't have any segments in common, the two paths are combined into one.
+A Turntable can have many distinct paths but only one would be valid at any time. In this case we don't want to combine paths and the toggle would be checked.
\rule
-\S{cmdLayer} Layers Dialog
+\S{cmdLayer} \i{Layers Dialog}
-Each object is contained in a layer - which is a custom group of objects that do not have a particular visual order, but can be treated as a set for certain commands. Objects which are created independently of other objects (such as straight tracks (\K{cmdStraight}) or text (\K{cmdText})) are created in the current layer. Objects which are associated with other objects (such as tracks created by the \f{Modify} (\K{cmdModify}) or \f{Join} (\K{cmdJoin}) commands) are created in the same layer as the associated object(s).
+Each object is contained in a layer - which is a custom group of objects that do not have a particular visual order, but can be treated as a set for certain commands.
+Objects which are created independently of other objects (such as straight tracks (\K{cmdStraight}) or text (\K{cmdText})) are created in the current layer.
+Objects which are associated with other objects (such as tracks created by the \f{Modify} (\K{cmdModify}) or \f{Join} (\K{cmdJoin}) commands) are created in the same layer as the associated object(s).
The \f{Layers} dialog allows you to change various attributes of each of the 99 possible \f{layers}.
-Attributes associated with a layout are stored within the associated layout file and apply only to the layout that's open at the time of a change. It is possible to apply attributes from one layout file to another using the \f{Load} and \f{Save} buttons.
+Attributes associated with a layout are stored within the associated layout file and apply only to the layout that's open at the time of a change.
+It is possible to apply attributes from one layout file to another using the \f{Load} and \f{Save} buttons.
\G{png.d/dlayers.png}
-The drop down list at the top of the dialog selects the \f{Layer} you are interested in. Non-empty layers are preceded by a \c{+}.
+The drop down list at the top of the dialog selects the \f{Layer} you are interested in. Frozen layers are preceeded by a \c{*}, Module layers are proceeded by a \c{m}, non-empty layers are preceded by a \c{+} and empty layers by a \c{-}.
The \f{Name} edit box contains the name of the \f{Layer}. This name is listed in the \f{Current Layer} drop down list on the \f{Tool-bar} (\K{mainW}). Also the \f{Name} is displayed as the balloon help for the corresponding \f{Layer Button}.
@@ -378,10 +424,19 @@ The \f{Frozen} check-box indicates that tracks in that \f{Layer} can not be modi
The \f{On Map} check-box controls whether the \f{Layer} is drawn on the Map (\K{cmdMap}) window.
-The \f{Module} check-box controls whether the \f{Layer} is selected/deselected and so moved or rotated as a group - this can be used to denote a track module in a modular layout - allowing the modules to be positioned as units. Objects in a Module Layer can not be individually modified. One way of getting a modules in is to build a library with \f{Export} and then \f{Import As Module} - this creates one layer per module, names it and sets the \f{Module} check-box.
+The \f{Module} check-box controls whether the \f{Layer} is selected/deselected and so moved or rotated as a group - this can be used to denote a track module in a modular layout - allowing the modules to be positioned as units.
+Objects in a Module Layer can not be individually modified.
+One way of getting a modules in is to build a library with \f{Export} and then \f{Import As Module} - this creates one layer per module, names it and sets the \f{Module} check-box.
+
+The \f{No Button} check-box selects if the \f{Layer} has a button to hide/show it. You may choose not to have a button if the layer is empty or if it is a sub-layer controlled by another layer.
+
+The \f{Linked Layers} text box can contain a semi-colon-delimited set of layer numbers that will be shown and hidden along with this layer when its show/hidden state is changed. A blank means no layers are linked. The layers can have buttons or not.
You cannot uncheck \f{Visible} or check \f{Frozen} for the \f{Current Layer}.
+The \f{Load Settings} specifies a settings (.xset) filename in the XTrackCAD working directory that is loaded when this layer is made current. Only the values contained in the file will be set.
+If this name is blank the default values (all those in use when any layer that has no Load Settings file value was last used) will be reloaded (or retained). The dropbox contains all the names of files in that directory.
+
The \f{Count} field displays the number of objects in the selected Layer.
The \f{Save} button stores layer attributes in the \c{xtrkcad.ini} file so they may be loaded into an existing or new file. Once saved and unless reset to \e{XTrackCAD} \f{Default}, modified layer information is applied to each new file.
@@ -390,7 +445,7 @@ The \f{Load} button reads layer attributes from the \c{xtrkcad.ini} file then ap
The \f{Defaults} button restores layer attributes to default \e{XTrackCAD} settings.
-The bottom of the dialog contains the \f{Number of Layer Buttons} integer edit box. This controls the number of \f{Layer Buttons} displayed on the \f{Tool-bar} (\K{mainW}). These buttons make it easy to switch between layers. The maximum number of \f{Layer Buttons} that can be displayed is 20. Therefore you should use layers one to twenty for objects which you will be showing and hiding frequently.
+The bottom of the dialog contains the \f{Number of Layer Buttons} integer edit box. This controls the number of \f{Layer Buttons} displayed on the \f{Tool-bar} (\K{mainW}). These buttons make it easy to switch between layers. The maximum number of \f{Layer Buttons} that can be displayed is 99. Layers with "no-button" set do not count towards the Number of Layer Buttons.
\G{png.d/blayer.png}
@@ -410,10 +465,12 @@ Objects are drawn on the map window, if the Layer they are on has \f{On Map} che
\rule
-\S{cmdEnum} Parts List
+\S{cmdEnum} \i{Parts List} \I{Enumerate}
The \f{Parts List} command produces a list of all selected (\K{cmdSelect}) turnouts, sectional track and bench-work. It also computes total length of selected flex-track.
+If no objects are selected, all objects are enumerated.
+
\G{png.d/partslist.png}
The \f{Save As...} button opens a \e{File Save} dialog window that's used to name and save the parts list to a file.
@@ -424,11 +481,13 @@ The \f{Close} button terminates the \f{Parts List} command.
The \f{Parts List} dialog will list pricing for selected objects if the \e{Prices} check box is checked. Prices are set using the Price List (\K{cmdPricelist}) dialog.
-Hint: use the \f{Parts List} command to measure the length of selected flex-track.
+The \f{Parts List} dialog will list the index numbers of each type of named track in a comma delimited list on a new line if the \e{Indexes} check box is checked. This list can be used in the Select By Index (\K{cmdSelectIndex}) command.
+
+Hint: you can use the \f{Parts List} command to measure the length of selected flex-track.
\rule
-\S{cmdPricelist} Price List
+\S{cmdPricelist} \i{Price List}
The \f{Price List} dialog allows entry of prices for Turnouts, Sectional Track and Structures. Only those objects from loaded Parameter Files (\K{cmdPrmfile}) or \e{Custom Designs} for the current Scale (\K{cmdLayout}) are listed.
@@ -436,17 +495,18 @@ The \f{Price List} dialog allows entry of prices for Turnouts, Sectional Track a
The price of a selected object can be changed in the \e{Cost} edit box that's located above the "Price" column.
-The price of a length of \e{Flex Track} for the current Scale (\K{cmdLayout}) is listed at the bottom of the dialog. You can specify the \e{Length} in \e{Inches} or \e{Centimeters}. To specify the price for other \e{Scales} change Scale (\K{cmdLayout}) on the Layout (\K{cmdLayout}) window.
+The price of a length of \e{Flex-Track} for the current Scale (\K{cmdLayout}) is listed at the bottom of the dialog. You can specify the \e{Length} in \e{Inches} or \e{Centimeters}. To specify the price for other \e{Scales} change Scale (\K{cmdLayout}) on the Layout (\K{cmdLayout}) window.
The Parts List (\K{cmdEnum}) dialog lists prices for selected objects if the \e{Prices} check box on the dialog window is selected.
\rule
-\S{cmdTrain} Train
+\S{cmdTrain} \i{Train Mode} \I{Simulation}
\G{png.d/btrain.png} The \f{Train} command lets you place and run Trains on the layout.
\I{Run Trains}During this command, the Tool Bar and Hot Bar are changed. Most of the Tool Bar buttons are replaced by the \e{Go/Stop} and \e{Exit} buttons. The \e{Go/Stop} button toggles between Pausing all Trains and allowing Trains to Run. The \e{Exit} button terminates the Train Simulation and returns to Layout Design mode.
+The Hot Bar becomes the \f{Shelf}.
\G{png.d/trainbar.png}
@@ -454,19 +514,19 @@ The Parts List (\K{cmdEnum}) dialog lists prices for selected objects if the \e{
\dt \e{Selecting New Cars}
-\dd The Hot Bar contains the Cars and Locomotives which are have not been placed on the Layout. Cars are created and managed using the Car Inventory (\K{cmdCarinv}) dialog.
+\dd The \f{Shelf} contains the Cars and Locomotives which have not been placed on the Layout. Cars are created and managed using the Car Inventory (\K{cmdCarinv}) dialog.
\u000
-\dd Each item on the Hot Bar can represent a group of Cars. Cars can be grouped by Prototype, Manufacturer and/or Part Number. They can also be listed as individual Car Items. This grouping is controlled by \e{Car Labels} Drop Down List on the Display (\K{cmdDisplay}) dialog.
+\dd Each item on the \f{Shelf} can represent a group of Cars. Cars can be grouped by Prototype, Manufacturer and/or Part Number. They can also be listed as individual Car Items. This grouping is controlled by \e{Car Labels} Drop Down List on the Display (\K{cmdDisplay}) dialog.
\u000
-\dd To place a Car, select it from the Hot Bar. If the Hot Bar is displaying Cars in groups (and not as individual Car Items) then a Drop Down List is displayed on the Status Bar (\K{mainW}) containing the individual Car Items in that group.
+\dd To place a Car, select it from the \f{Shelf}. If the \f{Shelf} is displaying Cars in groups (and not as individual Car Items) then a Drop Down List is displayed on the Status Bar (\K{mainW}) containing the individual Car Items in that group.
\u000
-\dd If you are not displaying the Hot Bar, then the \e{New Car} button (\G{png.d/bnewcar.png}) will be shown on the Tool Bar. Pressing this button will display the Drop Down List on the Status Bar (\K{mainW}) containing all of your Car Items that have not yet been placed on the layout.
+\dd If you are not displaying the \f{Shelf}, then the \e{New Car} button (\G{png.d/bnewcar.png}) will be shown on the Tool Bar. Pressing this button will display the Drop Down List on the Status Bar (\K{mainW}) containing all of your Car Items that have not yet been placed on the layout.
\u000
@@ -520,6 +580,12 @@ The Parts List (\K{cmdEnum}) dialog lists prices for selected objects if the \e{
\u000
+\dt \e{Change Reporting number of Car on Layout}
+
+\dd To change the reporting number, Right-Click over the Car and then select \e{Describe} and update the field. This value will be shown in the car if Labels are shown and in the \e{Train Control} Window.
+
+\u000
+
\dt \e{Trains}
\dd A Train consists of one or more Locomotives coupled to other Cars. One Locomotive will be the \e{MU Master} for the Train. The \e{MU Master} can be changed by Right-Clicking on a Locomotive and selecting \e{MU Master} from the pop-up menu. The \e{MU Master} is drawn with a solid Yellow head light indicating the direction is moving. If a Train is split by uncoupling between Locomotives, then two Trains will be created, each with their own \e{MU Master}.
@@ -532,7 +598,7 @@ The Parts List (\K{cmdEnum}) dialog lists prices for selected objects if the \e{
\u000
-\dd The \e{Train Control} dialog is used to set the speed and direction of Trains. The dialog contains a list of Trains (listed by their \e{MU Master} Locomotive). Before each Train on the list is either a Red circle (indicating the Train is stopped) or a Green circle (indicating the Train is moving).
+\dd The \e{Train Control} dialog is used to set the speed and direction of Trains. The dialog contains a list of Trains (listed by their \e{MU Master} Locomotive reporting number). Before each Train on the list is either a Red circle (indicating the Train is stopped) or a Green circle (indicating the Train is moving).
\u000
@@ -602,17 +668,17 @@ The Parts List (\K{cmdEnum}) dialog lists prices for selected objects if the \e{
\u000
-\dd Turntables can be turned by using \e{Shift+Left-Click} on the endpoint you want the Turntable to move to. To turn the Turntable 180\u00B0, \e{Shift+Left-Click} on the endpoint again.
+\dd Turntables can be turned by using \e{Shift+Left-Click} on the endpoint you want the Turntable bridge to move to. If you click on the Turntable where there is no endpoint, the Turntable will turn to the next endpoint beyond that point in the direction of the click relative to the nearest end of the turntable bridge. To turn the Turntable 180\u00B0, \e{Shift+Left-Click} on the current endpoint again.
\rule
-\S{cmdTurnoutNew} Turnout Designer
+\S{cmdTurnoutNew} \i{Turnout Designer}
The \f{Turnout Designer} allows you to define new turnouts and sectional track pieces.
\G{png.d/mmanageturnoutdesign.png}
-The Turnout Designer sub-menu is pictured above. As demonstrated by the sub-menu a number of different dialogs are available for creation of custom turnout and sectional track components. New turnouts and sectional track is added to Custom Management (\K{cmdCustmgm}) and Turnout Manager (\K{cmdTurnout}) using the \f{Turnout Designer}.
+The Turnout Designer sub-menu is pictured above. As demonstrated by the sub-menu a number of different dialogs are available for creation of custom turnout and sectional track components. New turnouts and sectional track is added to Custom Management (\K{cmdCustmgm}) and Turnout Manager (\K{cmdNewFixedTrack}) using the \f{Turnout Designer}.
The follow dialog is for a regular turnout.
@@ -660,7 +726,7 @@ The rail height (\e{Code}) can be added to the \f{Manufacturer}, e.g., Peco-55,
The scale is the current scale from the \f{Scale Drop Down List} on the \f{Layout} dialog (\K{cmdLayout}).
-\f{Manufacturer}, \f{Description} and \f{Part Number (#)} comprise the title of the turnout. These values are used in the \f{Turnout Selection dialog} (\K{cmdTurnout}) and the \f{Parts List} (\K{cmdEnum}). For regular and curved turnouts there are separate \f{Descriptions} and \f{Part Numbers} for the right and left hand turnouts.
+\f{Manufacturer}, \f{Description} and \f{Part Number (#)} comprise the title of the turnout. These values are used in the \f{Turnout Selection dialog} (\K{cmdNewFixedTrack}) and the \f{Parts List} (\K{cmdEnum}). For regular and curved turnouts there are separate \f{Descriptions} and \f{Part Numbers} for the right and left hand turnouts.
The \f{Print} button prints a full size diagram of the turnout. You can use this to check your dimensions and make any required changes. You should expect to make several printouts as you refine your dimensions.
@@ -668,7 +734,7 @@ The \f{OK} button completes the design. The new turnout is added to the list in
The \f{Cancel} button removes the \f{Turnout Designer} dialog.
-\e{Creating \i{Turnout Designs}}
+\e{Creating Turnout Designs}
\b It is best to start by marking the endpoints of the turnout on a piece of paper. Extend the curved leg of the turnout (try attaching a straight sectional track) and measure the angle. Frog numbers are easiest to calculate.
@@ -688,7 +754,7 @@ The \f{Cancel} button removes the \f{Turnout Designer} dialog.
\rule
-\S{cmdRefreshSpecial} Update Turnouts and Structures
+\S{cmdRefreshSpecial} \i{Update Turnouts and Structures}
This command updates (or refreshes) selected turnouts, sectional tracks and structures on your layout with the current definitions from the loaded parameter files (\K{cmdPrmfile}). Each selected object that is found in a parameter file is updated with the current definition.
@@ -700,8 +766,11 @@ If an object has been updated then it is unselected, otherwise it will remain se
\rule
-\S{cmdUngroup} Ungroup
+\S{cmdUngroup} \i{Ungroup}
\f{Ungroup} allows existing definitions to be modified and the resulting objects recombined with the \f{Group} (\K{cmdGroup}) command to update the definition. Turnouts are composed of individual straight and curved segments. Segments that form the points (\K{generalTerms}) of the turnout remain combined as an \e{Ungrouped Turnout}, and the other segments are replaced by straight and curved tracks.
-\rule \ No newline at end of file
+One-ended Turnouts (AKA Bumpers) are converted to Staight tracks by \f{Ungroup}.
+These can be converted back to a Bumper by manually editting the \f{Grouped} definition and removing the unwanted End-Point by deleting the correspnding \f{E} line.
+
+\rule