Track Junctions

robby2

New member
Hi,

Does any one have a set process they use to put junctions in? I find my junctions are very sharp and the train goes through them roughly. Also is there a trick to make a yard type track layout where the main crossing track doesn't pull towards the siding resulting in a slight bump towards the siding if the train goes down the cross track to a siding farther down the yard?

Thanks,
Robby
 
Hi,

Does any one have a set process they use to put junctions in? I find my junctions are very sharp and the train goes through them roughly. Also is there a trick to make a yard type track layout where the main crossing track doesn't pull towards the siding resulting in a slight bump towards the siding if the train goes down the cross track to a siding farther down the yard?

Thanks,
Robby

Look for the tutorial called "Making your turnouts look nice". I think the author is Chuck Brite. It's one of his set of excellent tutorials.
Mick Berg.
 
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Look for the tutorial called "Making your turnouts look nice". I think the author is Chuck Brite. It's one of his set of excellent tutorials.
Mick Berg.

Is it found here in the forums or on the web? I did a search and it didn't pull anything with that subject.

Thanks,
Robby
 
If you would like, I can whip you up a quick one.

I find that my turnouts look nice, and I know of the bump or roughness that you are talking about.
 
Ok.

The key to making a nice turn out is to take your time as its not that hard to make one. It just takes a little longer.


Ok, to start out, lay down your main line track, I am doig this as if it where a passing track, but you can use this same technique to make sidings or what ever.

Turnout1.jpg


Next you need to add the track that you want the turnout to go to. Dont let the track get too close to the main line or it will auto join the main line. If this happens hitting Ctrl+Z will undo. Once you get a good idea on how to make turn outs you can fix this with out undoing.

Turnout2.jpg



Next, you need to add the 3ed track, this one can conect the side track to the main line.

Turnout3.jpg


Now press B, or click where number 2 is pointing. Then click the track labeld 1. This will straghten out the track.


Now you just need to press M to move the spline points to the right spots.

Turnout5.jpg


Move spline points 1, 2, and 3 close to the main line. You can move point 4 back to strech out the tournout. Streching it out longer will make "High Speed" turn outs, ones found on rail roads where trains swich track at high speeds. You can press B and click on the track labeled as 5.

If you want to make a siding, moving point 1 twords where you want to go. Keep point 2 close to the turn out, but you can move it in the driection you want.


Now, add some ballest, a new switch stand (I change them), and some tains and you are ready to run.

turnout6.jpg




Hope this helps you, this isnt the only way to make them, but its the way I do it.
 
I lay down a Fixed Track / Object turnout first along with other pieces of FT before and after the turn out. Later, I delete the FT turnout leaving a 'gap' in the other FT's. I then create a straight flex track between two of the FT's, press the straighten button, add a spline point where the FT turnout points were, and then add another piece of flex track from that point to the the siding. All of my turnouts 'turn out' nicely =)
 
I lay down a Fixed Track / Object turnout first along with other pieces of FT before and after the turn out. Later, I delete the FT turnout leaving a 'gap' in the other FT's. I then create a straight flex track between two of the FT's, press the straighten button, add a spline point where the FT turnout points were, and then add another piece of flex track from that point to the the siding. All of my turnouts 'turn out' nicely =)

Seams like it might be a little more time consuming. My method works for me as I just lay track in big twisting turns and long straights when I make my fictional route's.
 
it is, i lay all of my route down as FT assests first, then go back a piece at a time and replace it with aflex track texture I like, but I do a lot of yards and such based on prototype locations so the fixed track offers me more precise control of where i'm placing track as well as keeping my curves from being too sharp or unrealistic.... just what works for me. Your example is good tho.
 
Chuck Brite's excellent track laying and signalling tutorials can be found on his Midwest Central site here.

Some years ago Greg Furlong ("Shutter") made some video tutorials for RBR-TV on the same subjects. You can download them from here.

HTH, John
 
thanks for that quick tutorial, what would you do in the case of a turnout within a track bend?

You would do the same thing, you would just have to adapt my way to a bend. Once you know ow to lay them down and make them look nice, you can put them on bends. I normally keep my turnouts on straight track, to give that model rail road look.
 
You would do the same thing, you would just have to adapt my way to a bend. Once you know ow to lay them down and make them look nice, you can put them on bends. I normally keep my turnouts on straight track, to give that model rail road look.

The problem I am finding with junctions on bends is that prior to insertion I've got a nice smooth bend. Once I add the junction it throws the bends (pre and post junction) off and unlike a straight track junction, I can't use the straighten track tool to make it fit right.. Anyone have suggestions on that? I will also look at the other tutorials to see if they address that issue.

thanks everyone. I've been creating my route for almost a year and can't wait to drive through it all : )
 
Use very short sections of track before and after the junction and use the straighten track tool on them. Keep them very short and you can almost keep a smooth curve. What Trainz really needs is a "freeze track" tool similar to the straighten tool that would allow you make a smooth curve and then freeze it in place before adding the junction. Maybe in TRS2012.
 
EDIT: oops - replied to the last post on P1, totally missing that George had already done so quite nicely on P2 ....
 
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