Tracks on bridges and crossings

mathiasw

New member
Hi

I have problems with two things - level crossings and bridges.
I am using a narrow gaugue with a width of 891 mm.

When I try most bridges they apparently is made for standard gauge.
Doesn't bridges change track like industries? It looks totally idiotic to have standard gauge bridge on a narrow gauge railroad...

Second, I have a simular question about level crossings.
First - is there any kind of "generic" level crossing without signals that uses the texture from the road and the width of the track so that you can use them in any country?

Can a level crossing use the texture from the surronding road and the track so that they blend in? Once again, it looks odd with a standard guage rail when you use NG....
Anyhow, a kuid for a plain level crossing without any signs and other things would be appreciated - I can't find any on DLS but it have to exist one??

Best regards
/Mathias
 
For bridges, the short answer is no. The long answer is that it depends on whether it is a regular bridge spline or a pre-made bridge scenery object (which you can not change the length of). The track that a bridge spline uses is defined in the config.txt file of that bridge. That would be something for the Suggestions Boxcar forum, however. :eek: :udrool: ;) Bridge scenery objects, however, have the ability to use the adjoining track type if the config.txt file specifies so. ;)

For level crossings (the kind that you are talking about (the pre-made ones) properly called MOCrossings ;)), the answer is that it is possible, but it depends on how the original creator made it. Scenery objects, such as MOCrossings and bridge prefab objects (like mentioned above) that support attached track allow the "useadjoiningtracktype 1" line in the proper location in the config.txt file for the asset, which causes the track spline to update to whatever spline the user connects to it. The built-in Auran MOCrossings do not use this feature, however. :'( However, even then, if you attach a track of a different gauge from what the MOCrossing was designed for, the gaps in the crossing platform that the rails of the old track fit in to will not adjust to the gauge of the new track. However, scenery objects support scripts that allow the user to change settings to replace a mesh in the object with an other one. This would allow some one to create a MOCrossing that could have its platform changed to fit different selectable track gauges. ;)

When it comes to road textures on the crossings, a script would also allow the user to change the platform to different selectable textures. However, just like mesh replacement, there would only be a fixed set of options that the user could choose. ;)

An asset to fit your requirements would probably have to be made for you, as I am not currently aware of such a MOCrossing. :confused:

You could try to use Boat's ATLS system to create your own level crossing setups. It is more complicated and requires several seperate assets, but it features nearly maximum flexibility. There are seperate U. K. crossing signs/lights and barriers on the DLS for ATLS crossings, and bnsf50 might have a few U. S. crossing sign/light and barrier configurations for ATLS on the DLS. Just a suggestion. ;)

Maybe some one else has could provide better help for you.

Regards
 
For bridges, the short answer is no. The long answer is that it depends on whether it is a regular bridge spline or a pre-made bridge scenery object (which you can not change the length of). The track that a bridge spline uses is defined in the config.txt file of that bridge. That would be something for the Suggestions Boxcar forum, however. :eek: :udrool: ;) Bridge scenery objects, however, have the ability to use the adjoining track type if the config.txt file specifies so. ;)

For level crossings (the kind that you are talking about (the pre-made ones) properly called MOCrossings ;)), the answer is that it is possible, but it depends on how the original creator made it. Scenery objects, such as MOCrossings and bridge prefab objects (like mentioned above) that support attached track allow the "useadjoiningtracktype 1" line in the proper location in the config.txt file for the asset, which causes the track spline to update to whatever spline the user connects to it. The built-in Auran MOCrossings do not use this feature, however. :'( However, even then, if you attach a track of a different gauge from what the MOCrossing was designed for, the gaps in the crossing platform that the rails of the old track fit in to will not adjust to the gauge of the new track. However, scenery objects support scripts that allow the user to change settings to replace a mesh in the object with an other one. This would allow some one to create a MOCrossing that could have its platform changed to fit different selectable track gauges. ;)

When it comes to road textures on the crossings, a script would also allow the user to change the platform to different selectable textures. However, just like mesh replacement, there would only be a fixed set of options that the user could choose. ;)

An asset to fit your requirements would probably have to be made for you, as I am not currently aware of such a MOCrossing. :confused:

You could try to use Boat's ATLS system to create your own level crossing setups. It is more complicated and requires several seperate assets, but it features nearly maximum flexibility. There are seperate U. K. crossing signs/lights and barriers on the DLS for ATLS crossings, and bnsf50 might have a few U. S. crossing sign/light and barrier configurations for ATLS on the DLS. Just a suggestion. ;)

Maybe some one else has could provide better help for you.

Regards

Ok, thank you for your information. Very good.
Do you have any kuid for a MOCrossing?
And where do I find ATLS crossings?
 
Search the DLS for ATLS in the title and search for user BNSF50. Under the ATLS, you will need the controller, slave, trigger, and a traffic stopper. Not sure about the UK assets, but BNSF50 makes some great crossing elements listed as Grade Xing. The ones that say NRC mean "No Road Connection" and sound like what you need. There is a pretty good tutorial here, but in a nutshell, you put the triggers on your tracks, attach the road to the traffic stopper, use invisible track to connect your signals to the stopper and slave, and go into the settings to make it all work together. The stopper sits over your track and does not connect to it.

When it is done right, it looks great, and you are not restricted to the "pre-built" stuff like a 90- 45- or 30-degree angle. I use it for all my crossings in my route.

I've found that I need to raise the stopper by 0.3-0.4m to get the road to cross the tracks right, though.
 
Back
Top