Connecting Roads to Arching Bridges - Help Please!

rrfoose

Trainzer/Aviator
It seems that Surveyor (at least in TS12) won't let you attach roads properly to the end of bridges when you have an extra spline point in the middle to create an arch/hump. I realized this while using the YARN series of bridges, so I tried other makes and got the same results. There seem to be a couple problems here:

- If you lay the bridge and insert the spline points and create the arch first, when you attach the road, the road goes reversed/inverted/something-or-other where it narrows down to just a point at the connection.
- If you lay the bridge, connect the road (all connects normally) then add the spline point in the middle to create the arch, one of the roads will move to connect to the middle of the bridge instead of the end.

Anyone else experienced this? Is there any way to fix it? Thanks for the help, all!

Chase
 
Not noticed this before, can I ask you:

Which road, which bridge if you could give us a name and a kuid number we could possibly try to reproduce what you are seeing.

Thank you.
 
Yes kind bridge type assets (bridge, tunnel and double track) are broken in TS12. They may get fixed in the next patch.

As you found out you can't add a spline point and you also have problems if you mix direction when laying them in surveyor. 0----->0----->0 seems to work but 0---->0<----0 doesn't.

Bob Pearson
 
I was using:

YARN L4 DL3 -Si +Sh
YARN Bridge01 L4 DL3 -Si +Sh

I thought about the "direction" issue and made the bridge again being sure I laid everything the same direction - still didn't help. The road connects normally to one end of the bridge, but then "dives" down to some unknown, underground, narrow point on the other end (that's if I build the bridge, arch it, then attach the road). If you build the bridge, attach the road, then go to arch it, one of the road splines will move to the newly created spline point in the middle of the bridge, and the other road spline will stay in its spot.

Right now I just laid the road up to the bridge at the correct height and used the Shift key to place it down - it's not connected for traffic to continue through, but at least the bridge and the road look right from the tracks...and that's the important part! Guess I'll just have to wait for that next patch to come out...
 
Bob that's why I asked, because I knew about the double tracked rails and some roads are based on the same principle as the rails.

It just depends which track "kind" was used and the easiest way was to ask which roads and yes they are the same as double track which is dodgy, hopefully they will be fixed in the next patch.
 
I found a work around for this problems. Let's hope they're fixed in any new patch that comes along.

Simply drag your spline object such as a road or track, and put it close to the fixed object you want to connect to such as a road intersection or crossing. You then keep moving the road spline until it snaps into place. Sometimes you need to do this multiple times, and sometimes you need to rotate your view a little bit.

The other thing with splines, including track, when placing additional points, you need to rotate your view just right in Surveyor. I found that if I zoom out, and then in, I can place a spline point.

When connecting two single-tracks next to each other, use the shift-key to keep moving the end closer and closer to the end where you want to connect a spline to. Pull the spline, your are connecting off to the side on either the right or left of the track if double-track, and the track will snap to where you want.

The good thing is the undo works, which means you can go back and try again if you have to.

John
 
If i understand you correctly this is more then just a bit disconcerting. One heck of a lot of my bridges (which are not necessarily fancy) will not work in 2012 without a lot of fiddling around and trail and error. They have more (usually many many more) track attachment poiints. Any curved bridge (to get a smooth curve), bridge with a grade (to get smooth transitions between the grande and level track), or one with both must have quite a few track attachment points. Any interactive bridge longer then 160 meters must have more then 2. This is because interactive bridges are done as mocrossings to take advantage of code built into Trainz so a script file is not needed. They trigger on the track attachment points at approx 80 meters. If the bridge is shorter then 160 meters there isn't a problem but if it is the train runs out of the first track attachment points trigger radius before entering the seconds Result = the bridge will start to open up leaving your train flying thru the air magically suspended with no visible means of support but (least it doesn't derail, lol).

Ya'd think someone would have caught this in Beta testing.

Ben
 
Ben depends on what type is asset you used. If it's kind scenery that uses attachment points it should be ok unless you have attachment points 1m or closer together. TS12 merges those together - bunch of catenery and trackside assets got fried in the process. A fix of software that they say didn't work "right" in the past. That has a familiar ring to it.

If it is kind bridge (a spline) then you will see problems with it.

Beta testers aren't infallable, they miss a lot but in comparision to what they catch it's probably a small %. In their defense Auran doesn't have to fix everything they do report. I'm sure they rate bugs and fix the show stoppers before the more mundane. The least cost effective probably will live on forever. But in this case if anyone had taken the time to test out Surveyor how could they miss it and I'd rate it pretty high up on the bug curve. But that's just me.

Bob Pearson
 
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Ben depends on what type is asset you used. If it's kind scenery that uses attachment points it should be ok unless you have attachment points 1m or closer together. TS12 merges those together - bunch of catenery and trackside assets got fried in the process. A fix of software that they say didn't work "right" in the past. That has a familiar ring to it.

If it is kind bridge (a spline) then you will see problems with it.

Beta testers aren't infallable, they miss a lot but in comparision to what they catch it's probably a small %. In their defense Auran doesn't have to fix everything they do report. I'm sure they rate bugs and fix the show stoppers before the more mundane. The least cost effective probably will live on forever. But in this case if anyone had taken the time to test out Surveyor how could they miss it and I'd rate it pretty high up on the bug curve. But that's just me.

Bob Pearson

I agree, Bob. The Beta testers should have reported this, although, knowing developers and deadlines, this may have been reported and moved to the patch number 2 or later pallet to be fixed out of the show-stopper mode.

I will help expedite the fix though by sending a note to Zec via the helpdesk. He once told me to report things like this to the HD so the bug can be tracked better because the developers, or he for that matter, have a difficult time keeping up with everything and the many posts up here on the forums.

UPDATE: I reported this issue to Zec and team.

John
 
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