Ocemy's Chinese Turnouts

big_b

Well-known member
I've been looking at the available animated turnouts & most when connected & signaled will indicate the direction the point is set by the point indicator or signal indicator.

Anyone been able to get an indication using Ocemy's turnouts to indicate direction either by point indicator or signal.

The turnouts work well but I have not been able to get a visual indication as to the point setting except by looking at the blades.

Dave
 
Hi Dave. Any junction signal will indicate the direction the Chinese turnout is set to. In Surveyor it is always straight through and cannot be changed as far as I know. But clicking on the points in Driver will switch them and the signal indication will change.

Cheers
 
Have tried several signals & none seem to work .However if the junction is replaced with a wired type the signals function.

Dave
 
Hi again Dave. I apologize, I just tried it in TS2010 and it didn't work. I have it set up in TC3 and it works fine.

In TS2010 I also had problems placing signals on the CHN track. After placing a couple of signals, the track refused to accept any more. This is not good behavior for a built in asset.

Perhaps you should file a ticket with the help desk. Or post this issue in the TS2010 problems thread.

Cheers
 
Hi Dave,

The turnouts work well but I have not been able to get a visual indication as to the point setting except by looking at the blades.

The Ocemy turnouts are of type Fixed Track and Auran stated in the CCG for TC (which is the latest pdf version) that the full (built in) Junction functionality is not available with Fixed Track assets but could be "worked round" with scripting. The CCG specifically refers to the red/green direction arrows not being available.

With regards to Nawlins point, maybe there is a script with these assets that ceased to work after TC3.

Have tried several signals & none seem to work .However if the junction is replaced with a wired type the signals function.

The only animated turnouts I have found to work reliably have been those made by 'And06', I presume these are the ones you are referring to when you say "wired type".

Chris
 
I would like to see some screenshots of routes that use Andi06 and Ocemey animated points. It seems that quite a few route builders do not use them. Why are they not so popular, if they look so good ? And also if one uses them in a 36 tracked, 5 mile long, 17+ yard complex, how are the framerates ?
 
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i use the Andi06 turnouts mainly for yards. But remove them after i lay the track of choice in there place. doesnt give you points But you can atleast have frogs by adding them your self, by doing that you make a pretty decent looking switch
 
Well, once again I must apologise. Junction signals will work with the CHN turnouts in TS2010. I fiddled about with the signal placement in TS2010 and I got the Junction signal to correctly indicate the direction of the points in Driver. One thing, though, indication doesn't work straight away if you begin the session with a loco standing at the signal, but as soon as you move the loco the signals respond correctly.

Cheers
 
I would like to see some screenshots of routes that use Andi06 and Ocemey animated points. It seems that quite a few route builders do not use them. Why are they not so popular, if they look so good ?

I can imagine some reasons. AJS (Andi's) junctions are almost perfect because there are conceived as a system, so that we have 6 and 10 degree straight and curved turnouts, crossings, single and double slips. We even have spacers, way gauges and all these components can receive different textures out of a rich library.

However, there are some shortcomings. Being 'fixed track', animated turnouts can't be placed on grades. The wiring is time-consuming, especially for single and double slips. Texture type is kept in session layer, so you can't set up your turnouts when place them, only when the whole route is finished.

Not for lazy people...

But for these that are not lazy and tend to build a layout close to prototype, AJS junctions are not enough.
In fact 10 degree junctions are difficult to use if you bear in mind that they rougly correspond to #5,7 turnouts (tan 0.18) and diverging track radius is 100 m. Junctions like this are not used in continental Europe (#6.6/140 m being exceptionally used in sidings and #7,5/190 m is the minimum for mainline) and I would be surprised if these were used elsewhere in normal gauge.
Curved 10 turnouts suffer from the same problem - diverging track radius too small.

6 degree turnouts are the only to be able to mimic real-life turnouts as they correspond rougly to #9 turnouts and diverging track radius is 300. Similar turnouts are used in Europe and allow 30 to 40 km/h on diverging direction (depends on the railway company). However we have only left and right turnouts straight+curved (if we forget small diverging radius). And there is also a 6 degree crossing. But no single slip, no double slip, no 12 degree crossing (i.e. impossible to make a crossover).

CNR turnouts are in close to real world #12 turnouts (tan 0.08) even if the diverging track radius seems a bit to small. This kind of turnouts is used in European countries and allow 60 km/h in diverging direction. They look absolutely fantastic, especially guardrails and theirs attachments. But... We have only left and right straight turnouts, and that is all. Moreover, i did not find any matching track (CNR tracks have different sleepers and rails).

All of it means that sooner or later one has to use some "real world turnout" templates (like built-in german ws1zuXX), because otherwise it will be impossible to built even medium-sized stations. And once you master these templates, you make the turnouts very quickly and soon forget the fixed-track junctions.
Yes, "built-in" turnouts made this way look odd, but at least we can have realistic track geometry. So, maybe, in undetermined future, we will be able to replace these with something decent, without rebuilding our stations...

And also if one uses them in a 36 tracked, 5 mile long, 17+ yard complex, how are the framerates ?

As far as I could verify, AJS junctions have almost no impact on framerates. I have built really big grids, containing over 100 turnouts. CNR turnouts look high-poly but I did not tested it as extensively.

Arkadiusz
 
may i ask some question about CHn turnout ?
why the CHN Turnout 12R is going straight and not going to right ?
but the CHN Turnout 12L is normal , that's going to left .....

any one can explain to me ?
 
Both L and R switches default to the left position. You cannot change this in Surveyor - one of the reasons why I ditched them, the other being their extreme likelihood to glitch and mess up adjacent splines.
 
wew , so , have you any recomended for best turnout ? just the fixed turnout i need , don't need about animated turnout .. :)
 
Oh, plenty. Have a look in the builtin Balenzino-Mosti route and look at how the animated switches are set up. A little bit more work than just a single object but much more flexible and less prone to glitches.
 
thank's for the advice , but look like i will still use the CHN turnout , because yesterday i was sent some email to ocemy , and today they replied my email , they said , their turnout will work in driver mode , but not in the surveyor mode .. :) , and it works .. :D
 
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