is this too unrealistic

Those of you that have already seen my speedbuild series (http://forums.auran.com/trainz/showthread.php?127870-Speed-Build-Project) have already seen this
but would this be too unrealistic
C2TT6VsUkAAYKW6.jpg
 
Can it be realistic? Maybe.
Will railroads build it like that? Most likely only when they have no other option (usually a lack of space).

Just imagine you have to do maintenance on it.
And I don't mean in Trainz, but in real life. Think about the not standardized pieces of track so will have relatively high creation / replacement costs.

Also think about the chance of derailing (again, in real life) with the massive amount of frogs needed in a short section of track.
 
Very few turnouts have 3 or 4 tracks, with multiple frogs, inside a turnout ... and extremely long turnouts are unprototypical ... I measure mine on Google Earth, and measure them with the Trainz ruler

I will gladly tutor anyone, and using Free Skype, I can see what you are doing, and you can see my monitor screen to see how I do it
 
Also bear in mind Trainz is not going to "see" your diamond or scissor crossings and therefore the AI signalling will not protect against conflicting movements through these.

As an aside, not sure what version of Trainz you're working in but you really want to be considering a much better looking track type than the original Trainz 1.0 wood style :) .
 
mrmegaminer, yes, the trackwork in the screenshot in your first post is unrealistic, but not because of the complexity of the trackwork. There is little there that I have not seen in real life, s far as complexity is concerned. But what makes it unrealistic is the density of the trackwork. If a prototype railroad had the occasion to build such complex trackwork, what you have built in the space of a few hundred linear yards would almost certainly be built over a distance of a couple of thousand linear yards, and to my eye, the elements of double track, like those on the far left, are not spaced far enough apart.

I should note here that my experience in railroading is in the US. In the UK,there might have been somewhat more complexity in trackwork than in the US. I would also note that in recent years, railroads in the US have vastly simplified their trackwork, as traffic conditions, and densities have changed. I would also disagree a bit with what cascaderailroad wrote about extremely long turnouts. In the US, the length of the turnout depended, at least, in part, on the speed of the trains using it. In switching operations, where speeds were short, and where tracks often were years old, switches were short. In mainline operations, however, where the switches were going to be used by fast trains, with long equipment, switches were much longer, so that priority trains could cross from one track to another without haaving to slow down for the switch. Also, railroads have long tried to keep trackwork as simple as possible, so that the track arrangement in the center of your screenshot, the diverging turnouts for the double track would likely have been moved to the other side of the diamonds, that is, towards (or even beyond) the bottom of the screenshot to avoid the complicated diamonds.

ns
 
Even if the tracks were built to the UK 3.5 or 4 meter spacing, these tracks are way too close together and the number of points in that tiny space is way more than it should be. I too have seen some really complex point work on Boston's tram (Green Line Trolley) system, which has some of the tightest curves on any system in the world, and that system doesn't even come close to what you have here.

Unless there's a reason to build something like this, you might want to reconsider the layout even from an operational standpoint in Trainz because you'll never be able to grab on to a junction lever without grabbing the wrong one. The AI too will have trouble, and probably derail, if more than one train is operating in the same area as one train can easily foul the points and be caught in the mess while another takes control of the junctions.
 
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