ATLS In The Yard?

RHKluckhohn

Active member
First, I really like using ATLS for level crossings for all the usual reasons.

But in the yard I'm having issues with the ATLS Correctors. It seems that they cancel in both directions, that is, a train crosses the trigger, then the corrector, and the crossing clears before the train reaches the far trigger. So the corrector is not usable for through traffic. Or am I doing something wrong?

My depot lies between, say, A and B St. I'm OK with using the correcter to clear the crossing when a train starts the session in the station, but an incoming westbound train that clears the B corrector will then restart the B crossing when it proceeds. At other times that track is needed for switching and the problem again arises. Unacceptable. Guess I'll be installing the correctors in the session rather than the route as I have been, unless someone has the answer.

A switching move that stops on and reverses over a trigger does not clear the crossing, as has been noted elsewhere. Is there a setting I'm overlooking, or a trick that would resolve this?

There are two other streets, C and D, crossing my yard and there are several spurs. Those crossings are controlled by one controller and I think the triggers are pretty well tuned -- haven't seen an issue with those two (apart from the carz trapped by the stoppers). Three of the spurs are long enough that a trigger works well on them. I'll be analyzing what would happen if I include B St in that happy ensemble.

The philosophic question is, "Is it better to run over trapped cars or let them drive through the train?"

I'm working all this out in 12 and am using the latest versions of the ATLS components. Oh, and using driver commands to actuate crossings is only prototypic with trams and trolleys in the U.S.A., so I already reject that solution.

:B~)
 
But in the yard I'm having issues with the ATLS Correctors. It seems that they cancel in both directions, that is, a train crosses the trigger, then the corrector, and the crossing clears before the train reaches the far trigger. So the corrector is not usable for through traffic. Or am I doing something wrong?

This is what comes of trying to think after midnight. The behavior happens but it is not normal. There is a 2-trigger/2-corrector crossing on the SOO across the river which works just as we'd expect. So we can only conclude that either this installation's configuration is causing the problem or that something in the components is causing the problem. I had to rebuild the SOO crossing on a different channel after too much poking and prodding of the triggers. Ghosts in the system. Stay tuned.

<:B~)
 
Have you tried using it as a 4 trigger system?

Thanks for the thought, but it was too convoluted as it was. Seven 1-2 way triggers on a channel....

Turns out the proximate cause of the corrector issue wasn't the correctors -- it was the fact that there was an interactive depot in between. Moved triggers and correctors to their own side of the depot and that issue went away.

However, I have just ripped out the ATLS at A, B, C and D as being impractical. Additional shunting tests showed there was no way to avoid overrunning some trigger somewhere, leaving all the lights flashing or even worse, clearing the crossings with trains moving back and forth through the area. I'd also prefer occasional carz running through the train than having them piled up trapped between the stoppers. It were a noble experiment and I wound up with some better-looking crossings in the end.

I also like to keep things as simple as possible. Town speeds are 15-25 MPH so single triggers can be placed to give reasonable trip and release times, while at 35-40 on the branch trains are fast enough to clear the crossings in reasonable time.

BTW, thanks for your work on cleaning up and advancing the state of the assets.

:B~)


 
I'm trying to learn about all the ATLS issues, your info here was great to know about, so when I do set some up later on, I can sidestep some of the weird problems.........Much appreciated...........
 
If you want to put a road through, but not have carz moving through your trains you can always modify (clone) a road and remove the active traffic.

Change the carrate tag in the road config.txt file to 0 (zero) to generate no traffic.

http://online.ts2009.com/mediaWiki/index.php/CCG/Kind:_Track_(Road)

Thanks! That would help. It still doesn't prevent a travelling car from getting stuck. As boat notes, in 12 carz don't drive through stoppers. Still waiting for him to come up with a 1-way stopper.

:B~)
 
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