Animated Turnout Track

rweber95

New member
Animated Turnout Number 8R Lever Left,<kuid:171456:38560> needs a matching track since it doesn't automatically use the track that you connect to it. Anyone use these turnouts? If so, what track kuid matches it?

Bob
 
When I was running TRS2006 I downloaded these:
Turnout number 8R lever left
Turnout number 8R lever right
Turnout number 8L lever right
Turnout number 8L lever left
The blades of the points move realistically. There is also a matching diamond crossing, Turnout Diamond number 8
Hope that's of some help

Roger
 
I don't know of a matching track for those turnouts Bob, but if you don't find one it may be worth you while trying the animated turnouts by Andi Smith "Andi06". These have an option to change the track type (Click the "?" on them to get a menu to do this) and the matching tracks are available either built in or on the DLS.
 
Don't know the Kuid, bit the name that shows in in Surveyor is 1 track damp or 2 track damp. Also there is a #12 L/R turnout

Johnny
 
I would have to second itareus' recommendation for the Andi06 junctions. A little it of a pain at first but WELL worth the effort to learn and use. Match up very well with several types of track and he also has tutorials on his page to help you modify them to any track you want. The only downside is not being able to lay them on a grade. A fault of the program, not his.

Why the ability to lay proper turnouts has never been implemented all these years is beyond me.

Dave.....
 
Hello Bob,

I developed the number 8 turnouts when working for Auran as a trial set of fixed switches. While we hoped other creators might develop more, that did not happen, and the programmers did not have the time to fully develop and test their functionality. For instance, coding was not done to make them suitable for use on a grade, nor to use the track update option.

I believe I used the Auran inbuilt track, 1 Track Wood Damp, kuid -1:100673 as a basis for the textures.

I have looked in TS2009, it is included and will match the switches (turnouts).

Ian
 
Thanks Ian. I have a question about your the subject turnouts vs those of Andi06. Yours are so simple, just place the turnout and connect track and your done. Andy's are great but they involve use of invisible rails and a more involved procedure to install. His also require a script whereas yours don't.

Bob
 
Bob,

Andi did some nice turnouts with variations. I think Auran hoped to build on that, to include similar coding as inbuilt, so you would not have a complicated install procedure.

Unfortunately, the project did not progress vary far, as significant time had to be devoted to developing the CMP part of TRS2006. Other missing functions are the lack of the familiar red green arrows for turnout direction. These were part of the flexi track kind system, but not part of fixed track objects, so we had to simulate them as a transparent attached mesh, a compromise.

While a number of model railroaders might have liked the inclusion of fixed radius track objects (and you need a lot of them for various radii), I am not sure they are actually used very often, so no more development was forthcoming. While new features are nice, often they require a lot of new coding and code modification, while checking that they do not break existing functions.

Ian
 
I just like the realism of seeing real moving points.

Bob
You'll get that with Andi06's points. I experimented with Ian's points a few years ago and gave up because of the code deficiencies. Pencil42 did produce some stub points with a new script but this too wasn't perfect. He and Andi tried to develop a new set of points but, as Andi posted in another thread, there are still unresolved problems on the Auran side.
 
As I recall, the main issue remaining with my switches was there was probably some AI issues and some issues with some of the scripts that try to change turnout directions; maybe also signalling. Much of this has been fixed in 2009, iirc. In general user-controlled driving, they worked fine. These are also limitations of the built-in switches.

These were built from Ian's built-in 2006 switches, with an additional script to allow for setting the initial turnout direction in surveyor, changing the track / ballast texture between a couple of pre-defined sets, and moving the switch stand to either side. These can also be rotated to match a grade.

I also couldn't get a 3-way switch to work at the time, although Andi has since solved that issue.

Someday, I'll do another set of stub switches that matches my 2009 track. They may still have some issues, but if we use the exisitng functionality, Auran has more incentive to fix the remaining issues.

Curtis
 
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Bob,

Don't be put off by having to wire Andi's points, once you get used to it you can wire one up in about 5 seconds which is about the same as having to mess about with the straighten track tool etc. The trick is to lay the unwired points all in one go and then do the wiring in one go as well. The complex points such as double slips take longer because you have to name them and the associated junctions. Moving points after they are wired is a No No, which can be a pain.....

Have a look at this thread:

http://forums.auran.com/trainz/showthread.php?t=992

Andi has done a prewired (Beta) version but it's not progressing at the moment - the thread explains all.

Chris
 
I just like the realism of seeing real moving points.

Bob

Ocemy has made real moving blade switches, but unfortunatly the direction of the blades can only be changed in driver and the track stays the same, no matter what track you attach, other than that, they do look great and they have track to match, including low poly realistic looking track.

Here is the website link... http://www.ocemy.com/TRS_tracks.htm

Be warned, the site is in chinese, just click on the blue links, the blue links are cdps. plus - the more switches you add, the more your computer performance will be put to the test.

Hope this helps

Joe Airtime
 
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Do Andi's animated junctions work in 2009/2010 native mode?

Ian,

Yes they do. In 2010 there are some minor glitches on the setup screens in Surveyor (the screen you get when you press the (?) button and click on the junction) but nothing that's a real problem.

Chris
 
Just to add my share of animated junction things. Many of them do not work wit custom scripted signals.
 
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