5 Track Crossing Problem

matruck

Dirty Deeds
Howdy Folk's i'm wondering if there is an easy fix for my problem here, I am trying to reproduce the PRB Wyoming and at one end of a large yard there is a crossing over 5 Tracks as can be seen from this pic i took in Google Earth

Now in game i have it looking as close as i can get it with my level of route building prowess ( Which i have none of )

Now my questions 1) Is there an easy way for my to be able to have the crossing gates activate when approached by a train but with them staying on because i have those two loco's sitting in a siding near the crossing ?.
2) Will i have to go to Uni to obtain a degree in Railway Crossing Scripting using what's available to us via the DLS.
Thanks for any assistance folk's.
Cheers Mick.:wave:
 
Hi Mick,

I have had the same situation where parked wagons and locomotives cause the crossings to activate continuously. I was able to get around this by placing a bit of invisible track connected to the siding using a junction. I then set the junction to the invisible track, and set it to the siding when I want to move the train. Someone I think made an actual asset for this, I believe it's called a derail and I'm sure there is one on the DLS.

John
 
My question? Why would you want them to stay on when the locomotives are parked??? My route has several complicated crossings in which side track are configured using priority triggers! So like the trigger that activate the gates will respond to your Priority 1 train but the trigger that deactivates the gates will not respond to the train leaving the grade crossing! HA. Then you could set up a trigger just for the parked locos or something like that!

Cheers,

Will-I-Am
 
My question? Why would you want them to stay on when the locomotives are parked??? My route has several complicated crossings in which side track are configured using priority triggers! So like the trigger that activate the gates will respond to your Priority 1 train but the trigger that deactivates the gates will not respond to the train leaving the grade crossing! HA. Then you could set up a trigger just for the parked locos or something like that!

Cheers,

Will-I-Am

Will,

The triggers setup sounds a bit complicated for situations like this, and this is where the invisible track and switch lever comes in. Park the locomotive and then flip the lever towards the invisible track which is connected like a siding. This causes the gates to go up because the gates now "don't see" the locomotive parked on the tracks. I used this at the throat of a yard and on sidings where I've parked strings of cars.


John
 
Hi John and Will thanks for the reply's fella's i appreciate the help. John your idea with the invisible track sounds like it may be the way to go and i'll have to look out how you set it up correctly as this is BNSF's main yard for the basin there are always loco's parked in it to either help other trains in or out of the basin or there's parked tanks cars and coal hoppers parked all over the yard,
It isn't a busy crossing by the looks as the road is only dirt and further up that road it only leads to rural property's but as it is there i'd still like to be able to reproduce it on my route.
Cheers Mick.
 
Now my questions 1) Is there an easy way for my to be able to have the crossing gates activate when approached by a train but with them staying on because i have those two loco's sitting in a siding near the crossing ?.
You may be able to perform this using ATLS. I'm not sure if you know how to use ATLS, but there is a video which I will post to help give you a hand.


I'm not sure of the exact distance that real crossings trigger when a train is approaching, but there is a bit of a chance this still may not work. Because in real life, (At least in the US), when a train approaches a crossing, triggers the crossing, and then the train comes to a halt, after a short period of train, the crossings will will stop ringing and the gates come up. Now if one train passes, and the next train on the passing siding is beginning to roll, then the crossings in real life will stay triggered because the other train has begun moving, and as such will happen for X number of trains as long as they are moving.
 
Cheers Chris i'll have a look at that as i need to get my head around this ATLS stuff, Along with Johns idea i'll get sumthing close to what i want mate so thanks again.
Cheers Mick.
 
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