Help for ATLS issue

fourmarch

New member
I`m new to ATLS assets altough i recentely managed to control a level crossing mode combined with the automatic traffic road enabled.
This must be ordinary for all but why in the recent route from JR - Legacy of BN, if traffic road enabled, cars don`t stop at red with the gates closed? They are professional. They simply could create a fully working level crossing for people who likes road traffic enabled.

But my issue is in the road traffic:

In a straight road if I place one signal why the very same signal when goes red also stop cars that come from opposite direction?
Is it normal?

Thanks for any help
 
The issue with JR's crossings could be the triggers and or how they are configured. In the basic configuration, the train has to completely pass all the triggers associated with the crossings in order to have them "complete" the circuit to either close or open. This becomes an issue when there are sidings and the locomotive is shunting cars back and forth because the crossing is not always triggered either open or closed.

On your other issue what you are seeing is pretty normal operation with the way the assets work.

When a train approaches and crosses the ATLS trigger, the information is sent to the controller who tells the slave, an invisible locomotive actually, to run on the invisible track. This track passes through the traffic stopper, which contains an invisible crossing that stops the road traffic from moving in front of the actual train and also the invisible train.

When your train passes the crossing completely, and over the exit ATLS trigger - the one place on the other side of the crossing, the slave-is told by the controller to turn off and the gates open up.

Anyway, this is a gist on how these work and hopefully this make sense. In looking back on this question, I think both issues are related to each other on how these crossings work.

John
 
I think the problem OP is having is the age old question of "how to get traffic to stop in only one direction." Traffic Stoppers are basically an invisible rail crossing and will stop all carz as would a normal crossing object. Fortunately there's a (bug? feature?) where carz will ignore the crossing if there's another spline point within a small distance. I don't have any screenshots handy, but I'll do my best to text draw one.

----()-()|()--------

() = spline points
()|() = "mocrossing" object (ie, traffic stopper or normal crossing object)
---- = road spline

Traffic coming from the right will stop when the crossing or stopper is activated. Traffic coming from the left will not, provided the extra spline point is close enough to the crossing's spline point. I think I've seen about 10 meters as the max distance, but I usually make it so the rings of the spline points are just starting to overlap, which seems to work well.
 
I think the problem OP is having is the age old question of "how to get traffic to stop in only one direction." Traffic Stoppers are basically an invisible rail crossing and will stop all carz as would a normal crossing object. Fortunately there's a (bug? feature?) where carz will ignore the crossing if there's another spline point within a small distance. I don't have any screenshots handy, but I'll do my best to text draw one.

----()-()|()--------

() = spline points
()|() = "mocrossing" object (ie, traffic stopper or normal crossing object)
---- = road spline

Traffic coming from the right will stop when the crossing or stopper is activated. Traffic coming from the left will not, provided the extra spline point is close enough to the crossing's spline point. I think I've seen about 10 meters as the max distance, but I usually make it so the rings of the spline points are just starting to overlap, which seems to work well.

Interesting... Maybe I've been lucky when I've placed the crossing and never had that issue, though I do remember people mentioning this in the past.

John
 
I`m new to ATLS assets altough i recentely managed to control a level crossing mode combined with the automatic traffic road enabled.
This must be ordinary for all but why in the recent route from JR - Legacy of BN, if traffic road enabled, cars don`t stop at red with the gates closed? They are professional. They simply could create a fully working level crossing for people who likes road traffic enabled.
But my issue is in the road traffic: In a straight road if I place one signal why the very same signal when goes red also stop cars that come from opposite direction?
Is it normal?
Thanks for any help

Yes it is normal as the traffic stopper stops traffic in both directions. To allow the traffic to pass the stopper from the rear of the signal place a spline point close to the stopper on that side of the signal. Traffic needs about 20m or more of road to react to a signal. Regards the route and not enabled, this may be down to the fact that the settings are not stored on the map but in a session. This means that no ATLS asset will work if you open just the route. All settings are stored in the session created and will only work when you use that session. To store the settings to the map you need to copy the code at the top left of the properties window into the title bar. This will then store the information to the map and will work when you open the map only.
 
Don't know if this is the right thread, but I am also new to ATLS. I trying to set up a level crossing where on one side there is a single track mainline that crosses the crossing, then splits into a double track mainline. Is this something were I can use the 4 trigger method, but have 6 triggers? (2 on single track side, and 2 each on the double track mainlines). Or do I have to do something else?
 
Don't know if this is the right thread, but I am also new to ATLS. I trying to set up a level crossing where on one side there is a single track mainline that crosses the crossing, then splits into a double track mainline. Is this something were I can use the 4 trigger method, but have 6 triggers? (2 on single track side, and 2 each on the double track mainlines). Or do I have to do something else?

Good question.

Think of each of the lines separate however all assigned to the same channel.

You need to ensure that the single track as well as the main double track are all assigned to the same controller and channel at that location, otherwise, you'll have some gates down and some gates up, and using the 4-trigger method is fine because they are needed on either side of each of the tracks.

I hope I explained this right!

John
 
4 trigger method only means that the train must pass 4 triggers to complete the cycle. In your case 2 on each track making 6 in total. Your situation could even use 5 triggers in 4 trigger mode. You need two triggers, one close on each side of the crossing and the other three further out on the approach/depart tracks. This would mean you have 3 triggers on the single track and 1 on each of the double tracks. Any diverge tracks can be near a crossing as long as the train only passes or is seen by the required number of triggers.
 
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