Level crossing trigger radius?

neilsmith749

Well-known member
Just wondering if anyone knows of any North American-style level crossings that allow you to change the radius (trigger distance) of the lights/booms. Or is it possible to change them in the config somehow?

This is the issue - I have a siding with a road crossing it. If there is any rolling stock on the siding, the traffic gets indefinitely blocked by the gates. If I could just adjust the distance in which the crossing "senses" a train - say, only 30 meters or so, problem solved.

Anyone have any ideas?

Thanks,

n
 
Just use an invisible piece of track to make a junction just before the crossing. This way you can flip the switch to the siding to shut off the crossing.
And no there is no way to adjust the radius of the crossings, its hard coded into Auran's script.
 
Haha - I never even thought of that! Great idea. Now if Auran were as open-minded, to allow us to "set up" parameters for individual crossings..... kind of like yours, but with the trigger radius option..... that would be great!

Anyway, thanks for the suggestion. I love your work and use many, many of your assets. Keep up the great work!
 
Actually, it is possible to set up a crossing (even one made like the Auran crossings) to have a different trigger radius, by using Boat's ATLS system in Level Crossing Mode. See his website: http://www.boatztrainz.co.uk. He has a tutorial on there on how to set up a standard crossing to use the ATLS system. You could probably make the crossing go off when the train is a few miles away using this setup. ;)

Regards.
 
level xing triggers

you can also use the MY LEVEL CROSSING rule from the DLS.it does the same thing as boatz triggers,its just a little easier to use,in my opinion.:cool:
 
But the ATLS system won't help any in this situation with cars setting on a siding near a crossing. In this situation it would be better to do like I said and install a junction with invisible track on the siding nearest to the crossing to keep the crossing from staying active.
 
But the ATLS system won't help any in this situation with cars setting on a siding near a crossing. In this situation it would be better to do like I said and install a junction with invisible track on the siding nearest to the crossing to keep the crossing from staying active.

You are wrong to say it wont help. ATLS is ideal for this type of situation and you can have wagons a few feet away from the crossing gates with it all working corectly. Dont use a trigger on the siding side of the crossing, use a driver command instead, works perfect.
 
You are wrong to say it wont help. ATLS is ideal for this type of situation and you can have wagons a few feet away from the crossing gates with it all working corectly. Dont use a trigger on the siding side of the crossing, use a driver command instead, works perfect.

Sooo how do you tell the AI's to use a driver command to turn the crossing on/off ?
 
Sooo how do you tell the AI's to use a driver command to turn the crossing on/off ?

ATLS come with a couple of Driver commands that apparently are used to perform the same function as an ATLS trigger. I have not tried them out yet (only the triggers :p ;)), but they could be useful, I suppose. ;)

Regards.
 
The command is added to the drivers list and the crossing named in the input table (like you would for a turntable). You dont need a trigger on the siding side of the crossing as you use the command instead. You need to use the command that matches the trigger setup. If you drive into the siding, uncouple and the engine leaves straight away you wont need the command as the engine will trigger it on its way out when it passes the first trigger.
 
The command is added to the drivers list and the crossing named in the input table (like you would for a turntable). You dont need a trigger on the siding side of the crossing as you use the command instead. You need to use the command that matches the trigger setup. If you drive into the siding, uncouple and the engine leaves straight away you wont need the command as the engine will trigger it on its way out when it passes the first trigger.

Thanks Stagecoach, I'll give that a try. I have seen the commands but hadn't tried them yet. As long as the AI's can trigger them otherwise a simple junction set to normally open to the invisible track will work better for me as I have 10 or more consists running at one time on my route that are in and out sidings near crossings picking up and dropping off cars.
 
Back
Top