Animated Junctions

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Trainz Addict
Hi;
I'm looking for animated junctions (turnouts) that don't require "wiring" as the Andi06 ones do.
Something similar to the turnout number 8 left and right that are included with TRS2006, but I need #6 and #4 turnouts.

Thanks

FW
 
There aren't any. It used to be possible in SP3 and UTC and there are points on the DLS that will work in those old versions. This ability was broken with 2004 and Andi06 came up with his solution. Provided you follow his instructions they are not difficult to use and with practice you can lay and set the invisible track almost as quickly as you can move the mouse. The Auran ones in 2006 have a faulty script and nobody has been able to produce other versions. I know because I tried but failed completely. We discussed this in the old forum and decided it was not possible. Vulcan only created the actual points and if I understood him correctly Auran did the coding. This was why in the end I had to use Andi06's method for my 2ft gauge points.
 
Switch question

Question. I have been using the built in trs2006 switches (turnout number 8), but I have noticed that most routes I have downloaded do not use them. I like the looks of these switches and ease of moving them without messing up the junctions as when you create one with track connections. The question is there a reason for not using these switches?

Chuck
 
I'm in the process of making junctions similar to the built-in TRS2006 switches (a different style, but using the same concepts). They seem to work fine, with the following restrictions: I can't change the direction of the points in surveyor; only in driver (which makes setting default paths a little difficult), and I've only been able to make 2-way switches to work - I can't get a 3-way switch to work properly. These problems may be solvable; I just haven't managed to solve them yet :)
I have heard that the ai has problems with these switches also, but I generally don't play with the ai, so I haven't seen this.

Curtis
 
At the risk of really sounding stupid, I have to ask. What is the faulty script issue and what problems does it cause? I have completed a layout with about 40 of these switches and not any had any problems with this switch ie: AI or manual.

Chuck
 
stub_switch_1.jpg

It's still an #8 switch, though, so not what the original poster was looking for.
Good to hear that the ai problem may be a myth :)
You can even move the switch stand to the other side of the switch in surveyor...
 
Great looking switch. Can the lever be replaced for different conditions? Do you plan to upload to DLS?

Chuck
 
and chance of seeing a 36 inch version? I know there are a bunch of 2 foot gauge animated switches, and a from what I hear a few (old) 36 inch switches, but it would be nice to see some more. If anything, that style (rails move) best represents what was largely seen in the Colorado Rockies on the RGS, C&S and D&RGW. these Narrow Gauge railroad were always cutting costs, and some built switches where the track itself shifted between the different lines, verse having switch blades do the work (exactly like yours)

they have a 3 way version of this switch at the Colorado Railroad Museum, although I think your problems are more scripting then anything, but if you need any pictures, let me know
 
Can the lever be replaced for different conditions?

The levers are built into the switch. It can be scripted to change between different levers, but those levers need to be created and built into the switch. I don't know if it would be better to have one switch with multiple lever versions, or just different switch versions? It probably comes down to how often someone would use multiple switch levers on the same layout. If people are going to usually use the same levers, then it might not be worth the additional performace hit for each switch to have multiple lever versions. Opinions?

Do you plan to upload to DLS?
Absolutely - however, this version still needs a bit of cleanup. I also want to do a right hand version and a 'Y' version. Once those are done, though, I'll put them on the DLS (along with the 3-way, if I can get it to work). I'll also post the GMAX files, so people can make their own versions a little easier.

and chance of seeing a 36 inch version?
I'm currently not planning to do so; however, anyone can take my GMAX files and adjust the gauge.

some built switches where the track itself shifted between the different lines, verse having switch blades do the work (exactly like yours)
These are called 'stub switches'. They have the unfortunate disadvantage of causing derailments if you run through them backwards and the switch is incorrectly set, so they generally aren't used anymore (not to mention that as the track got heavier, it became harder to bend the rails). They are self-clearing in the snow, though :)


they have a 3 way version of this switch at the Colorado Railroad Museum, although I think your problems are more scripting then anything, but if you need any pictures, let me know
I have pictures of them used on the V&T, but thank you for the offer! I do have a 3-way built, but at the moment, it only switches between the two outside tracks :(
 
At the risk of really sounding stupid, I have to ask. What is the faulty script issue and what problems does it cause? I have completed a layout with about 40 of these switches and not any had any problems with this switch ie: AI or manual.

Chuck

I can't remember what the actual problem was but nobody at that time was able to produce points using the information available. It looks as if Curtis has succeeded probably because he has much greater modelling abilities than I have.
 
The levers are built into the switch. It can be scripted to change between different levers, but those levers need to be created and built into the switch. I don't know if it would be better to have one switch with multiple lever versions, or just different switch versions? It probably comes down to how often someone would use multiple switch levers on the same layout. If people are going to usually use the same levers, then it might not be worth the additional performace hit for each switch to have multiple lever versions. Opinions?

I would think most would use the same lever on each layout.
 
Hi Guys,

When working for Auran on the TRS2006 release, I did the original mesh for the fixed track junctions as a new concept, to go with the fixed track sections. The programmers solved some problems but they found without a complete rewrite of some of the code, many ideas could not be implemented.

If I recall, the junctions may not be placed on a slope, you need to use them flat, but I could be wrong, not sure how far the fixes went.

Because they do not fall under the usual hierachy of Kind track, they will not automatically display the red/green change arrows. I included attachments points either side of the track in the mesh, so a separate animated lever could be attached to the main mesh. The additional red/green display on these fixed junctions is actually a transparent mesh as part of the lever, this is a visual aid to track directions, to simulate the ones seen for normal track. These levers and arrows can be suppressed by deleting the lever mesh in the object, and could be replaced by one of your own.

By clicking on any part of the main mesh, the junctions will also change. Again, they do not share the attributes of the normal flexi track, therefore direction cannot be changed in Surveyor.

Only two way junctions were tested, programmers indicated they thought three way or wye junctions could be done with separate scripting.

Because of code limitatiions and other pressing requirements, the concept was limited, and the junctions were demonstration only. It was hoped users would explore the ideas further using scripting.

When developing the fixed track junction concept, I think Auran were hoping for some assistance from some of the creators/programmers in the community, to develop, test and possibly expand, but this did not happen.

Ian
 
If I recall, the junctions may not be placed on a slope, you need to use them flat, but I could be wrong, not sure how far the fixes went.
I think that might be fixed in TC 1/2? The 1 degree roll increment might be a touch coarse, though.

Only two way junctions were tested, programmers indicated they thought three way or wye junctions could be done with separate scripting.
I think that if we can intercept the junction messages to support a 3-way junction, it would also be possible to use the same mechinism in surveyor to set the initial direction. I'm not much of a scripter, though, so we'll see...

When developing the fixed track junction concept, I think Auran were hoping for some assistance from some of the creators/programmers in the community, to develop, test and possibly expand, but this did not happen.
Well, maybe we're just a little slow / late ;)

I did the original mesh for the fixed track junctions
Any chance you would consider making those available as samples? It would make fulfilling the thread starter's request a bit easier (we'd just have to shrink the length down by 25% and 50%, with some tweaking to keep the curved track in gauge, and probably some uvwmap adjustments).

Thanks, Ian!
Curtis
 
Hi Curtis,

I work in 3dsmax, and exporting a 3ds model for import into gmax loses the attachment points, but not the animation, and truncates texture names to eight characters, so a bit of a pain getting them into gmax.

However, it seems I did make a gmax version of the number 8 turnout, not sure if it is complete as the final. Download a copy of the number 8 right turnout here.

Included are the textures, max file, gmax and the exported 3ds file. There is only one attachment point for the lever on one side, the lever mesh is on the origin, as it would be located at the correct attachment point by the config file entries.

Get the exported meshes and config from TRS2006 for the model.

See if it is useful.

Ian
 
stub_switch_1.jpg

It's still an #8 switch, though, so not what the original poster was looking for.
Good to hear that the ai problem may be a myth :)
You can even move the switch stand to the other side of the switch in surveyor...
It is odd that the outside rail in the photo above appears to move. What is the reason you designed it this way?
 
Can't really see the use of animated switches. Probably the reason most routes don't use them is you have to match the track to the switches. You don't see the point blades move anyway, unless you are sitting right on top of them. Was going to use them in a route when RRS2006 was released, but for the above reasons and fiddling them into place as objects, I gave up on the idea as a "why bother".
 
Thanks, Ian - those should be a big help to people wanting to make their own switches; and especially for those just wanting to make minor modifications!

fwassner, that's an old type of switch called a 'stub switch.' There's a brief description about them here http://en.wikipedia.org/wiki/Railroad_switch#Stub_switch.

You can try my switch out here:
http://www.carsoncarshops.com/files/turnout.cdp - '06 and later, only. You'll find it in the buildings menu in surveyor.
Matching track is here:
http://www.carsoncarshops.com/files/track.cdp (this is a minor modification of my track already on the DLS - I noticed the gauge was a touch wide, so this is the fixed version)

Feedback is more than welcome - I'll clean up any issues with this version, then finish / make the others and put them all on the DLS.

Finally, here are the source files - feel free to use these to make your own versions.
http://www.carsoncarshops.com/files/stub_switch.zip
 
Can't really see the use of animated switches. Probably the reason most routes don't use them is you have to match the track to the switches. You don't see the point blades move anyway, unless you are sitting right on top of them. Was going to use them in a route when RRS2006 was released, but for the above reasons and fiddling them into place as objects, I gave up on the idea as a "why bother".
Most of the time I don't think about them, but when I have "nothing better to do", I'm looking for ways to improve my routes, making them more 'realistic' looking.
I guess if I really want realistic turnouts, I should build a model rr layout<g>

FW
 
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