ATLS Traffic Stoppers

I am using ATLS traffic stoppers with ATLS Traffic Lights, Yarn Roads, a Yarn T-section, and BNSF50's Crossings.

gameboy900201107160002.jpg


I only have traffic stoppers on the 4L heading towards the track and the 2L. They work fine normally, but when that 50+ train comes in the traffic really piles up on both sides of the track. I have the lights set to go to red when a train comes until it leaves. But once the train has gone, the gates have gone up, and the lights are green, the cars don't move. I found the only solution is to ALT+TAB out and in every time a car just stops. There must be another solution. Please Help! Thanks!

Edit: And also how can I get the cars to only stop on one side of the traffic stoppers? Because the crossing is so long, more than half the time the cars just stop on the tracks (They can't even read the sign that says DO NOT STOP ON TRACKS! Ha Ha)or in the middle of the intersection!
 
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Edit: And also how can I get the cars to only stop on one side of the traffic stoppers? Because the crossing is so long, more than half the time the cars just stop on the tracks (They can't even read the sign that says DO NOT STOP ON TRACKS! Ha Ha)or in the middle of the intersection!

I'm not sure about the rest, however I can answer this part. Quite simply, place another traffic stopper on the crossing, so you have 2 next to each other, rather then just one.

peter
 
Do you have traffic stoppers on both sides of the crossings? If so, add an extra spline point fairly close (a car length or two) from the side that you don't want the carz to stop. There is also the option of using my longer traffic stoppers, which are also multi-lane. I seem to remember that the longest is 16m (almost 50ft).

The other problem I don't know about.

Paul
 
Thanks for the responses! I tried the spline point thing but it isnt working. And fore the double traffic stoppers, ill have to try that. I have another question that may be more simple than the others: How can I use the invisible road to add more lanes?
 
Do you have both the intersection and the crossing set up on the same channel, or on two seperate ones? I think that you will have to set up the crossing and intersection on two seperate channels as totally seperate set-ups, with each having its own traffic stoppers, etc. Then, add a seperate set of ATLS triggers alongside the ones for the crossings but assigned to the intersection's channel, and set up the controller for the intersection to have the different "routes" set to either stop or go as appropriate on a "SPL" event (the name for the event of the train hitting the triggers). Leave the actual crossing out of the equation and think in terms of setting up an intersection with triggers so that the appropriate lights go red when the train hits the crossing. The problem with this is that the lights might have to finish the phase that they are in when the train hits the trigger before changing, unlike the crossing, so the crossing could be flashing and the train be zooming through the crossing while the traffic lights are still green. The best that I can say is to place the "advance" triggers for the intersecion further in advance from the crossing than the crossing's "advance" triggers, to give the lights more time to change and hopefully get them red by the time the crossing activates or at least soon after.

Do not forget Boat's ATLS tutorials on his website at http://www.boatztrainz.co.uk/. Look for the information in his ATLS traffic light tutorial on setting an intersection up for trams (yes, trams) going through an intersection and adapt that for setting up this intersection. You may also want to look at his ATLS Demo route on the DLS, which has a working British traffic intersection with a tram line going through, which might help illustrate this also. :)

Regards.
 
Looking at the screenshot you need two stoppers for the crossing placed each side of the track with the roads attached each side with no spline points close to them. The road between the stoppers need three sections of road, a short section say 10m from the stopper and then the longer section to join these together. One slave connected to both stoppers. set the controller to lcm for the crossing. You can place a second controller using the same channel for the intersection, scroll down to the bottom of the controllers instructions and tick the advanced box. Set the controller to the same channel and use spl. These controllers will use the same triggers and channel number but paste the messages in a different way so they dont conflict with each other. Invisible roads are set up in the same way as normal roads and will need trafic stoppers placed in the same way. You then place the invisible road to the left or right of the normal road so the lane is over the one you want to use. AJS invisible roads are easier to lay as you have lines to show the sides of the road.
 
Looking at the screenshot you need two stoppers for the crossing placed each side of the track with the roads attached each side with no spline points close to them. The road between the stoppers need three sections of road, a short section say 10m from the stopper and then the longer section to join these together. One slave connected to both stoppers. set the controller to lcm for the crossing. You can place a second controller using the same channel for the intersection, scroll down to the bottom of the controllers instructions and tick the advanced box. Set the controller to the same channel and use spl. These controllers will use the same triggers and channel number but paste the messages in a different way so they dont conflict with each other. Invisible roads are set up in the same way as normal roads and will need trafic stoppers placed in the same way. You then place the invisible road to the left or right of the normal road so the lane is over the one you want to use. AJS invisible roads are easier to lay as you have lines to show the sides of the road.

I think I understand from what your saying on how to get cars on the other lanes but the first part of your post really is confusing me. Maybe screenshots? Thanks!
 
The basic set up for a wide crossing is like this.
X = the track crossing
I = traffic stopper
o = spline points (includes the ones on the assets)
----------- = the road
o----------oIo-o----X----X----o-oIo-----------o
Placing a spline point close to a stopper makes the traffic ignore the stopper.
 
I'm kinda hijacking this thread as I need some ATLS Help with a crossing



As you can see, the lights on one side go down, but one doesn't

They're all connected on the same slave and channel

Here it is without the Road



Does anyone have any ideas??


Jamie
 
don't place the slave (blue triangle) in the middle of the works, have it on one end, then connect a single piece of invisi track to the "small" end which then runs thru the rest of the system. I think because you have it in the middle of it all, the system getting mixed messages.

peter
 
I'm kinda hijacking this thread as I need some ATLS Help with a crossing
~image

As you can see, the lights on one side go down, but one doesn't

They're all connected on the same slave and channel

Here it is without the Road

~image

Does anyone have any ideas??


Jamie

First off you only need 1 traffic stopper. 2 or more is usually for angled crossings (i.e 45, 315, etc.) Second make sure the slave is connected to every thing. Drag the slave out so you can clearly see if everything is connected. I know that sometimes they look connected but they actually connected to the wrong points.

hert:wave:
 
Thanks very much Hert, I fixed it, however I decided the grade up to the crossing was to steep for the train and it now goes under the road, but I'll remember for next time

Jamie
 
It does not matter where the slave is placed or which end the track connects and it is connected ok as the traffic stops. Are you using individual assets? If so check the settings, sometimes it is easy to miss one small thing.
 
Looks like the 'not working' light/barrier is not actually connected to the Slave.

Look closely and you will see overlapping spline-point circles at the point where the Invisible Track connects to the barrier, (or in this case doesn't). It just needs moving and re-placing so they merge.

Boat
 
Looks like the 'not working' light/barrier is not actually connected to the Slave.

Look closely and you will see overlapping spline-point circles at the point where the Invisible Track connects to the barrier, (or in this case doesn't). It just needs moving and re-placing so they merge.

Boat

Hes right. I see it too. Question: i know ive already asked this question in this threqd, but could some post screenshots of a working YARN wiTh traffic on both lanes please? Thanks! And does anybody know where I can find a ATLS US stoplight that is overhead and has (from top to bottom) Red, yellow, green, yellow left arrow, green left arrow. Thanks again!
 
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Hes right. I see it too. Question: i know ive already asked this question in this threqd, but could some post screenshots of a working YARN wiTh traffic on both lanes please? Thanks! And does anybody know where I can find a ATLS US stoplight that is overhead and has (from top to bottom) Red, yellow, green, yellow left arrow, green left arrow. Thanks again!

Here is a picture:

http://www.arlingtoncardinal.com/wordpress/wp-content/uploads/2010/01/Red-GreenStoplight3Rte68.jpg
 
the traffic signal type

the type of traffic signal your talking about is the doghouse. like this:
....O
.<...O
.<...O
but i have no clue as to where to download... i would like to download it too.

thanks.

as i would like the redlight poles for the overhear traffic signals if anyone knows how i can get it thanks.

-swift:D
 
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the type of traffic signal your talking about is the doghouse. like this:
....O
.<...O
.<...O
but i have no clue as to where to download... i would like to download it too.

thanks.

as i would like the redlight poles for the overhear traffic signals if anyone knows how i can get it thanks.

-swift:D

Sorry but no, I am not looking for dog house signals I am looking for ones like this:
O
O
O
<-
<-
 
But once the train has gone, the gates have gone up, and the lights are green, the cars don't move. I found the only solution is to ALT+TAB out and in every time a car just stops. There must be another solution. Please Help! Thanks!

This seems to be an issue with TS12 only. Just to test, do the same in a route in TS2009 and I'd guess it'll work correctly. In TS12 road traffic seems to resume only sporadically once its been stopped for any reason.
 
U. S. traffic signals are on my project list. I have already started work on the project, and the current model is of a traffic beacon, but I have not worked on the model in a while. I have got several projects on my list that I would like to have finished and in Trainz, but I am lazy about working on them, so maybe I should either borrow Dermmy's user title of "Too many projects...", or just use something to the effect of "lazy content creator". :p

I am planning to develop the "regular" traffic lights in my project for ATLS. I may possibly even make some U. S. crossings signals for ATLS to give TRS2004 users (including myself) something decent to use, since bnsf50's stuff is for TRS2006 and later.

Dog-house signals would be included in the project. Gameboy900, does this vertical signal work like a dog-house signal? There are dog-house signals in my area, but I do not think that I have seen any 5-light vertical signals like that around (unless I just do not remember seeing them :p).

Kind regards,

Retro00064.
 
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