PlayTrail Guide

Prime Rail Control: Shunting Routes and Orders

Published · Updated · Current patch · Last checked 2026-10-15

Abstract dark railway control diagram with blue and orange tracks, switches, and signal nodes.
Official artwork for Prime Rail Control.

To shunt in Prime Rail Control, first make sure the movement is a shunting movement, then set either a shunting route or an order. For a route, hold Ctrl, click the signal in front of the movement, and click its destination. For an unsignalled siding, goods track, or dead-end track, hold Ctrl, click the shunting set itself, and then click the destination track. A route appears white; an order appears as a white dashed line, and the movement starts when the instruction is accepted.

How shunting routes work

Shunting covers movements that are not train runs, such as running a locomotive around its coaches, moving to a depot, collecting wagons, or serving a siding. A shunting movement does not begin on its own after stopping. It waits for a route or an order, and it moves at no more than 30 km/h on a shunting route or under a direct order.

  1. Identify the signal directly in front of the head of the shunting movement.
  2. Hold Ctrl and click that signal. Both a shunting signal and a main signal can be used to start a shunting route.
  3. Click the destination: a same-direction signal, a track, a buffer stop, the depot, or a siding.
  4. Confirm that the route is white and that the signal clears. The movement then proceeds.

A shunting route can lead onto an occupied track, including a track containing stationary wagons. It is blocked only by a route in the opposite direction. Trains do not use shunting routes, however. A train waiting at a signal ignores a white route set from that signal, so change it to shunting with F11 while it is standing.

Using an order where there is no signal

Sidings, goods tracks, and dead-end tracks may not have a signal in front of the movement. In that situation, issue an order rather than trying to start a route from a signal.

  1. Ensure that the set is already a shunting movement. If it is a train, stop it and press F11.
  2. Hold Ctrl and click directly on the shunting set, on its track. Do not click a signal.
  3. Click the destination track.
  4. Follow the white dashed line that marks the order. The shunting movement runs on sight at no more than 25 km/h.

An order cannot carry the movement past a signal that applies in its direction. When it reaches such a signal, set a normal shunting route from that signal using the signal-and-destination method above. Press Esc to cancel the current set selection before issuing another order.

Changing between train and shunting

KeyActionRequirement
F11Change a train into a shunting movementThe set must be standing
F12Change shunting back into a trainThe set must be standing and have a locomotive, or be a multiple unit
Ctrl+NGive a set a train numberUseful for a detached locomotive or a set formed during the session

Some changes happen automatically. For example, a locomotive that runs around its coaches and couples to them becomes the train again under its new number. A standing train cannot be changed to shunting until it is stopped.

Typical shunting route: running a locomotive around

When a locomotive-hauled train ends at the station and must leave in the opposite direction, the locomotive has to reach the other end of the coaches.

  1. Wait for the train to stop. The locomotive uncouples from the coaches automatically when the scenario requires the run-round.
  2. Use Ctrl and click the signal in front of the locomotive.
  3. Set a shunting route through the points to a suitable shunting signal or neighbouring track.
  4. After the locomotive stops, set another shunting route along a free track to the far end of the station.
  5. Set a final shunting route back onto the coaches' track. The locomotive couples automatically on contact.

Once the locomotive and coaches are together, the set becomes a train again. It still needs the brake test, which takes 3 minutes, followed by its departure time and departure route. Hover over the coaches and press F2 to see whether the train is waiting for the run-round, the departure time, or another condition. A train cannot depart while it lacks its locomotive or any required wagons.

Coupling, uncoupling, and depot movements

A shunting movement couples automatically when it runs up to wagons without a locomotive. It does not normally couple to another locomotive or train unless the scenario specifically requires that movement; it stops on contact instead. To couple manually, hover over the set and press F9.

  • F8: detach the locomotive, such as for a run-round or a breakdown.
  • Shift+F8: detach a rear banking locomotive where the banker may be uncoupled.
  • Ctrl+F8: split wagons at a selected dot, but only for a damaged wagon or train breakdown.

A locomotive coming from the depot appears there before its train and must be brought to the assigned set with a shunting route. After it couples and completes the brake test, it becomes a train. For a train going to the depot, stop it, press F11, and set a shunting route into the depot. The set then leaves the simulation. If a key is refused, read the status bar for the reason.