RHKluckhohn
Active member
[FONT="]There are very few roads that match the available fixed intersections for width, height and texture, and vice versa. Some combinations that worked in 2009 don't work in 2012. Even the LP series have developed mismatches in height.[/FONT]
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[FONT="]Solution? I'm going through Fond Du Lac replacing many intersection objects with self-spline intersections. Appearance of foreground intersections can be greatly improved and unusual road patterns are better supported. It doesn't take that much longer to insert a piece of road, straighten it and add invisible road if turning traffic is wanted. That should cut down the load on resources, too.
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[FONT="]Where an intersection has signals, lights and signs, I think it better to use one of the YARN-compatible objects, particularly in the middle distance. I've become quite fond of Maddy's YARN with STreadway's additions and have recently discovered the AASHTO series. Wish I'd started with that, although it comes in a little low when connected to the YARN junctions. The GF series looks great, but floats high. It matches the built-in Xings well, though.[/FONT]
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[FONT="]In laying roads it all comes back to the scene's grade/level crossing(s). The road has to match for the scene to look real and that restricts the choice of roadways throughout the scene.
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[FONT="]With ATLS, crossing signals are only noisy when they're active, a blessing in urban areas. At the same time, it's difficult to set them up where there's switching in progress. The move must completely clear the trigger in one direction before reversing. Otherwise the crossings clear at inconvenient moments.[/FONT]
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[FONT="]Solution? Still working on that. At Brownsville and Knowles, the triggers are set beyond city limits a bit over a train-length so that switching doesn't trip them. Tried them in West Yard but found carz piling up between signals, so only the SOO main is protected. Downtown's five crossings are covered by four controllers. Picking spots where moves are not likely to stop has been tricky. I think it's OK now but we'll see. Trigger radii have been cut down to 5 M or, in one case, 2 M.
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[FONT="]ATLS Correctors, unlike their ASB cognates, don't save to the map well and should be installed only to a session. Tried them out in West Yard and all went well for a while but eventually a corrector would glitch and leave the SOO crossing stuck down. Once there was a red bug that put me on to that but mostly it's silent death.[/FONT]
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- Have to say, ATLS amounts to the dial-a-crossing I've wished for!