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"Design of Switches, Pointed Crossovers (or whatever these things are called in English)"

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Norbert (10 posts)
Jan-10-02, 02:49 AM (EST) "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Hello,has anybody ever tried to overcome the toy - like geometry of the switches MSTS offers in the default files ? As far as I can see in this forum good work is done to produce many different lines, but has anybody solved the problem how to design the layout of a railway station following strictly the plans of the original ? Anybody found a way to have a pointed crossover single or double - or whatever these things are called in Englisch (German would be 'Kreuzungsweiche, doppelt oder einfach') ? Curved switches ? Merging tracks having a distance of less than 5 meters ?Any ideas ?I want to do a German railway line between Siegburg and Haiger, following the river Sieg, a small tributary to the Rhine. This is not one of the major lines in Germany, but it is what I think could be handeled. My point is to have the track layouts of the 18 stations between as much to scale as possible and have traffic going according to the actual timetable (somehow this fascinates me). But there is the problem with the switches ...
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Subject Author Message Date ID RE: Design of Switches, Pointed Cro... gxm149 Jan-10-02 1 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-10-02 2 RE: Design of Switches, Pointed Cro... jleslie Jan-10-02 3 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-11-02 6 RE: Design of Switches, Pointed Cro... jleslie Jan-12-02 9 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-14-02 15 RE: Design of Switches, Pointed Cro... Norbert Jan-11-02 4 RE: Design of Switches, Pointed Cro... Nalle13 Jan-11-02 5 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-11-02 7 RE: Design of Switches, Pointed Cro... Aurelis Jan-11-02 8 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-14-02 16 RE: Design of Switches, Pointed Cro... dchagar Jan-12-02 10 RE: Design of Switches, Pointed Cro... akochan Jan-12-02 11 RE: Design of Switches, Pointed Cro... dchagar Jan-12-02 14 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-14-02 17 RE: Design of Switches, Pointed Cro... Motley24Crue2 Jan-12-02 12 RE: Design of Switches, Pointed Cro... landnrailroader Jan-12-02 13 RE: Design of Switches, Pointed Cro... OkrasaGhia Jan-14-02 18 RE: Design of Switches, Pointed Cro... Norbert Jan-14-02 19 A switch that is very much needed! funnelfan Jan-15-02 20 RE: A switch that is very much need... Norbert Jan-15-02 21 RE: A switch that is very much need... OkrasaGhia Jan-15-02 22 RE: A switch that is very much need... Aurelis Jan-15-02 23 RE: A switch that is very much need... OkrasaGhia Jan-16-02 24 RE: A switch that is very much need... Aurelis Jan-16-02 28 RE: A switch that is very much need... Norbert Jan-17-02 30 RE: A switch that is very much need... OkrasaGhia Jan-17-02 31 RE: A switch that is very much need... Norbert Jan-16-02 25 RE: A switch that is very much need... OkrasaGhia Jan-16-02 26 RE: A switch that is very much need... jleslie Jan-16-02 27 RE: A switch that is very much need... Motley24Crue2 Jan-17-02 29

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gxm149 (44 posts)
Jan-10-02, 08:40 AM (EST) 1. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" I have encountered the same problem on the route I am working on. My route is a major route however. Unfortunately I know of no fixes to this problem of having a limited number of switches. I have had to make a couple of small sacrifices to reality in order for my route that I am working on to actually be able to function in train simulator due to the lack of curved switches, etc. My route so far still is turning out to be pretty accurate despite this and the adjustments I have had to make to reality are not that noticeable. My suggestion is continue working on your work and make adjustments to the route to accomodate the limitations in the tracks available. Even if it's only 99% accurate due to having incorrect switching, we would all love to be able to have your route. A german route would be great to have for Train Simulator. I hope you will design it anyway with the limitations that Train Simulator has. It would be a shame to not be able to download and use your route because of this issue. Good luck on your route and I look forward to hearing more about it when you get more work done on it or seeing some screenshots. Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-10-02, 11:04 AM (EST) 2. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" The XTracks project does try to solve some of these problems. In its current form it does include the slips (single & double, I think this is what you asked for) that Kuju included on the CDs but did not enable. Also includes 250 meter curves and some other things. Next release will take care of some problems with the first release when updating a route. This will hopefully let us have a number of new track section.
Could you make a list of most wanted track sections for future updates of XTracks? I will try to include a number of goodies for this but it would be interesting to see what is the most wanted track sections.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 1

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
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jleslie (33 posts)
Jan-10-02, 11:31 PM (EST) 3. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Hi,
I would like to see the 45d yard point without the 45d turn. Just the point itself, it's a very good switch for industrial trackage. And I'd like to get rid of that little straight section at the end of the 45d turn piece.I still can't get the right manual switches to lay down in RE, even with Xtracks installed. It won't load the shape files, even if I go into the file and manually edit the image line to display the graphic for the non-manual right hand switch.Jeff Leslie
jleslie@neo.rr.com
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OkrasaGhia (209 posts)
Jan-11-02, 10:01 AM (EST) 6. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" I don't quite get what you mean?
Whitout the 45d curve it would not be a switch!
Are you talking about a switch with shortest possible exit paths?Also, I don't quite get what you're doing with XTracks.
The shape-file for the right hand manual yard switch is corrupt. The way to solve it is to replace the shape-file with a copy of the ordinary right manual. You can't change the file reference inside tsection.dat to point to the ordinary shape-file (well you could but then it would be listed as an ordinary non-manual switch). I included a properly renamed shape-file with XTracks.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 2

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
jleslie (33 posts)
Jan-12-02, 07:50 AM (EST) 9. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Hi,
Finally, I figured it out!I wasn't seeing the light of day when you said replace the manual right shape file with the automatic right shape file. I thought I was supposed to do that in the .sd file, not replace the .s file....but anyway I got it working now, thanks!!Now I have another problem!!In that same switch, the 45yardrgtmnl, when I throw the points to where the points look like the switch would go straight, it actually goes left....Is this another flaw in something I did, am I going nuts, or what?Jeff Leslie
jleslie@neo.rr.com
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OkrasaGhia (209 posts)
Jan-14-02, 06:45 AM (EST) 15. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" I made a few errors to the default paths for some of the right hand switches (or if it was in Kujus original but I don't think so). This has been pointed out to me and will be corrected for the next update. It's only the indicator that looks strange and the diverging track is the default. Someone (Nalle) asked if it was possible to have switches with the diverging path as default and obviously it is but the switch indicator will not look correct, it assumes the defualt path is always straight ahead.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 3

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
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Norbert (10 posts)
Jan-11-02, 02:15 AM (EST) 4. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Thanks for your support.I have quite a few ideas on track geometry. I will prepare a paper on it and send it to you by email, since i fear this will be a long one. I hope I will be able to post an extract of this paper for discussion in this forum on Monday.Have a nice trainy weekend.Norbert
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Nalle13 (134 posts)
Jan-11-02, 04:42 AM (EST) 5. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Hi Okrasa...One thing I miss is curved turnouts. Would be useful to create smooth flowing trackwork...Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 4 Nalle Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-11-02, 10:08 AM (EST) 7. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Norbert, I'm very interested to se your ideas.
I'm thinking of curved switches and tunnel switches in the first step. Hope to find some time this wekend to investigate how shape-files for switches are made. Will also need to investigate how to texture using the same ace-files as other track. Maybe start with a simple 20mstrt or something.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 5

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
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Aurelis (3 posts)
Jan-11-02, 10:29 PM (EST) 8. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" I have been doing some experimenting with creating new track sections, and have successfully created new turnouts. A few things I discovered along the way:First, the base of the track is at a Y elevation of .2 meters. The rail supplied by the game has approximately a square cross-section, about 5 inches on a side, but I didn't bother figuring out exactly what it was. I've been experimenting with a rectangular cross section to match the rail head.Second, the important part of a turnout shape file is having the animation for the points. Without the animation, the route editor will crash when trying to lay the new track. The moving points are an object named "MOVINGTRACK", while the rest of the track is named "TRACK". I'm not sure if those are the only allowed names, but those where in a couple of default shapes files that I decompiled and checked.Third, while I sucessfully created a curved turnout, one issue that I came across is that there aren't a few useful standard sizes. For example, if you are using A2t250r sections and want a pair of crossovers, it will require four different turnouts. And for a spur coming off a A1t250r curve, it would require still a different turnout. So while I will be creating curved turnouts for my route, they will all be custom.Hope this saves some time in your experiments.John Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-14-02, 07:12 AM (EST) 16. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Have not come that far as to building new switches but I did make an ordinary track section applying the default textures. It was harder than I thought getting the texture right but it's possible.
Base is indeed 0.2m, I think this is to make shure it covers the ground properly. The rail is 0.125m high and 0.15m wide thus 5 inch (=0.125m) was a good guess. I've also figured out the tunnel cross-section but I don't remember it now.
I too have looked at some of the supplied switches and agree with your findings. Also seems the manual switches has some sort of animated 'box'-shape, possibly the lever. I have not learned how to do animation yet.
For curved turnouts I think you could be ok with four turnouts, no need for a special turnout going from one to two tracks, you can use one of the switchover turnouts though you would need a special end piece like the ordinary switches to complete the transition to the a2t track section.
I would be very interested to see what you have done so far.
If you are doing some curved turnouts anyway maybe we could include them in XTracks?

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 6

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
dchagar (20 posts)
Jan-12-02, 08:54 AM (EST) 10. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" //Okrasa:
The route I'm building uses a fair amount of street railway type trackage, so on my wish list, how about some 30 degree (or sharper) manual turnouts. The other thing I can't find is a 90 degree crossing, such as would be used when a streetcar line crosses a standard railroad track.
Dave Remove | Alert Edit | Reply | Reply With Quote | Top
akochan (364 posts)
Jan-12-02, 01:27 PM (EST) 11. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Just lay two track sections perpindicular over each other and you have your 90 degrees X. It would look funny and wrong except one thing. You're using them for a streetcar and thus (presumably) the tracks are "imbeddeded" under a road piece and the ties don't show which means the ties don't look wrong where it crosses. True you won't get the "realistic" gaps as the rails will actually touch each other, but it looks close enough.-Andy
akochan@crosswinds.net Remove | Alert Edit | Reply | Reply With Quote | Top
dchagar (20 posts)
Jan-12-02, 03:58 PM (EST) 14. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Amazing! I thought that one line or the other would crash at this point as this is simply two tracks laid at a 90 degree angle to each other.
Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 7
The street covers up the tie mess. Now, if I only had some REALLY tight turnouts...Yeah, I know the Chicago El cars look funny in Hibbing Minnesota in 1925, but they're the only thing at this time that will take the curves coupled.
Dave Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-14-02, 07:34 AM (EST) 17. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" As said you can cross tracks without any penalty to make any cross you need but maybe a few crossing would be nice (I'm thinking 30, 60 & 90 degree). As for sharp turnouts you do have them already, the yard switches!

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 8

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
Motley24Crue2 (314 posts)
Jan-12-02, 02:10 PM (EST) 12. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Actually dchagar 90 degree crossings are used for others Purposes other then Street car crossings, there is one in my Area, well the Crossing it self is Abounded, well it's about 15 miles from me in Huntingdon Valley, Pa where the Septa R3 Crosses over the old Reading Railroad R8 to Newtown, Pa the tracks are there up until the R3 Mail where are where taken outlol so anyway what im saying is this a 90 Degree Crossing is a Musta Properly working one at that instead of overlapping 50 or 100 track sections at 45 Degree angles or needed angles
Bob.. Philly, Pa Remove | Alert Edit | Reply | Reply With Quote | Top
landnrailroader (122 posts)
Jan-12-02, 02:23 PM (EST) 13. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" The biggest problem that I have with MSTS is twofold.There are not enough fixed curve pieces to reasonably create many eastern routes. <and> It is said, although I haven't had the problem "yet" that you should not use very many dynamic pieces. I have used over 200 of them in recreating the north end of the Clinchfield.250M represents about a 7 degree curve. On the Clinchfield, that is relatively broad. Most curves are 10 degrees, or 175 meters. I would like to see curved pieces at 1/4 degree intervals from 2000m radius (51' curve), the current max. to approximately 20 degrees (87M), but even 1 degree increments would help. It does not matter what the lengths are. As far as I am concerned, 5D lengths would be sufficient, you can always connect them to make a longer curve, and it also gives you the opportunity to incrementally vary the grade throughout a curve.By the way, is "X tracks" working now, and safe to download?J. H. Sullivan, P.E.
retired from CSX Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-14-02, 07:45 AM (EST) 18. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Keeping the number of dynamic track sections down is good advice as they are hard on the poly count.
To get tight curves you could use the endpoints, they are ~170 meters. You also have the yard curves that are something like 70 meters. If need be it would be possible to make a few very tight curves. The narrow gauge I made 150 meter curves and I've also done a few high radius curves for the TGV route (4000, 8000 & 15000). Having curves made for every 1/4 degree is hardly worth it (you're talking about 40 different radius from 87m to 175m only!), mix different size curves to get an approximation instead. We can not make static track sections to match every prototype curve exactly anyway.
XTracks is progressing but needs to be tested before released. There will be a new download replacing the existing one when it is finished. The current one is safe for routes not using dynamic tracks (very few routes) or if first delete all dynamic, install XTracks and then add the dynamic tracks again.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 9

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
Norbert (10 posts)
Jan-14-02, 09:15 AM (EST) 19. "RE: Design of Switches, Pointed Crossovers (or whatever these things are called in English)" Here is a short outline of what I would wish for in MSTS tracks:Essentials (in my eyes of course):- Switches with the straight track shortened to be able to place them in line one after the other and receive standard parallel distance between diverted tracks, when prolonged. Very important in building fiddle yards (these lengths would be 28.793 / 57.368 / 114.627 m for the three MSTS switches).- single and double slip of 5 and 10 degrees with the straight track in the above length, 2.5 deg. seems not so important to me. - A set of connecting pieces for these dimensions in standard arrangements, I did not think this to the end. Alternative would be, if a straight track of flexible length could be created. this would not be as heavy on the poly-count as the dynamic track of MSTS.
Nice-to-haves but doubtful if the result justifies the effort:- single and double track for 4000 and 8000 m- curved switches of 500 and 1000 m radius. Not to connect two parallel tracks - too many different types necessary for that - just to put it in a single line.- distance of parallel tracks of 4 m - as in practice in European railways.- transition curves between straight and the different radii of the MSTS defaults. (here I especially doubt if the result would be worth of the effort - but it sure would be nice ...)Norbert Remove | Alert Edit | Reply | Reply With Quote | Top
funnelfan (66 posts)
Jan-15-02, 05:03 AM (EST) 20. "A switch that is very much needed!" I need a switch to make a yard ladder, something like the 10 degree manul switch that when laid end to end, the curve side lines up perfectly with the track centers of a section of track like A4100mst. This would make making yards MUCH simpler! I'm going to lake at making one myself, but for those of you who have already made switches, you can beet me to the punch and I'd be VERY happy. I'm going to post some photos of a grain tower I made and will upload to the file section here.Ted Curphey
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Norbert (10 posts)
Jan-15-02, 05:11 AM (EST) 21. "RE: A switch that is very much needed!" That's the thing I mean !I did not know, that this thing was called a yard ladder in English.To achieve this, the straight tracks of the switches have to be reduced in length as I pointed out before !
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OkrasaGhia (209 posts)
Jan-15-02, 12:10 PM (EST) 22. "RE: A switch that is very much needed!" Okay, I got your e-mail and since you posted it here will continue on this thread.I agree with your views for the ladder switches, it's pretty close to the scissor switches I experimented with in XTracks. Maybe a slight redesign of those and they will be useful for both, I'll have to check. I now know exactly how the paths should look for the ladder switch but I'm not sure if that fits with the scissor or not. Want to keep the number of track pieces down if possible as there's a good number of items already. Only thing is they would still need a new shape file to look good. As for now I use the ordinary switch shape file.The slips are not exactly as in your wish list but as Kuju made the shape files (those were on your CD but not enabled).Switches and slips of other dimensions are all possible but needs someone doing the shape file. I don't know how to do the animation part and I have a lot of other things on my list to do. Any short straight sections needed I could do as I now have a 20 meter straight that you could not tell wasn't made by Kuju. I can also help anyone wanting to try build track sections with the information you need to get started.Back to the wish list:
Single & double tracks of 4000 & 8000 meter radius.
Already done!! Have not released them yet but they will be included in the update. A TGV route is in progress and I made 4000, 8000 & 15000 meter radius curves for that with both single and double line.Curved switches.
Well how about it Aurelis? Are you up for the task?
Or maybe Ted would like to have a go?
I'm willing to help anyway I can but for the shape modelling.Other things you mentioned in your e-mail:
Adjusting parallel track to 4 meter distance I don't think worth the effort. It's a hell lot of work and then all routes need to be either rebuilt or we would have two different sets of parallel tracks. Also 4 meter may be right for you but as wrong as the now 5 meter distance for others. I suggest we stick with what we got right now. There is plenty of things to do without starting such a task.Transition curves between different radius.
Equally, I don't think it worth it. Would be many many sections and you can achieve something similar by using different radius curves in combination.If you're going to experiment I strongly suggest you use empty entries in tsection.dat to add sections to experiment with or you will most likely not be able to run any of your routes.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 10

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
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Aurelis (3 posts)
Jan-15-02, 12:29 PM (EST) 23. "RE: A switch that is very much needed!" I could add a few curve switches to my list of things to do, if we can figure out exactly what geometery we want for them.I did some more experimenting with trying to do a pair of curved switches for a crosssover, and just figuring out what radii and arc lengths to use is more complicated than I thought at first.Also, if someone else can volunteer to do the texture mapping, I'ld be much happier at just creating the shape files. The track I'm making for myself won't match up with the Kuju track. At some point, I hope to have a screenshot. Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-16-02, 02:59 AM (EST) 24. "RE: A switch that is very much needed!" I would be willing to try the texturing as long as I don't have to figure the animation out. What program are you using? Only I've got is TSM which I think is rather good for doing MSTS objects.
I suspected the geometry of curve switches would be somewhat more complicated than you would first think. It can't be an even radius as it's supposed to be a transition between two different radiuses but maybe it could be done with two different radius parts or with a straight section on the inner switch. Have not looked that deep into the geometry of curve switches.
I've got some new ideas for straight switches that I want to investigate further that might open up a number of new possibilities for more complicated yards with ladders, scissors, slips and crossovers but it needs some careful thinking and testing before I can promise anything. Would also need a number of new shapes to realise it but it would be worth it if it works out.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 11

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
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Aurelis (3 posts)
Jan-16-02, 11:23 PM (EST) 28. "RE: A switch that is very much needed!" I've been using 3D Canvas Pro along with some homemade utilities to try to get a reasonable system for making track shapes, since I'm almost crazy enough to re-make all of the track sections I use with a more realistic rail size. Although I'm getting better at the texture mapping, so I should just be able to do the whole thing.I did finish an experimental crossover made with curved switches. Features I added are guard rails and wing rails around the frog, while the points narrow to a realistic size. The texture maps used are the ACLeanTrack1.ace and ACleanTrack2.ace, although I apply the base texture differently from Kuju for a better appearance.Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 12The crossover so far has worked without any problems (once I got the correct geometry for it)Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 13Gory details: intended to match up with A2t250m curves, the curve radii used for the crossover route are 424.8m and 177.7m, resulting in just under 4 deg frog angles, which is close to a #15 frog. Total length for the crossover is 25 degrees. The rail size is accurate for 115 lb/yard rail.John Remove | Alert Edit | Reply | Reply With Quote | Top
Norbert (10 posts)
Jan-17-02, 02:32 AM (EST) 30. "RE: A switch that is very much needed!" Hey - wow --your tracks look really great.I understand you are just about as crazy as I am about the look of the tracks and the whole layout. I am just thinking to redo the whole lot of tracks provided by MSTS, especially the width of the surface contacting the wheels (what do you call this in English? Translation of the German word would be 'RUNNER SURFACE')is far too big. I think 1 / 3 (about 5 cm) would be just great. The only point that keeps me from doing so is the dynamic track. I have not found yet the file where to change the shape of the crossection and texture of the dynamic track. Did you ? could you give me some advice ?How did you apply the texture ? I am yust thinking of not having a flat surface as base of the tracks but a small dam about .3m high with 50 deg slopes on the side. How did you set out? Here the question of the dynamic track again.This thread is becoming quite long now, I think we should start a new one about the topic of track design.Norbert Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-17-02, 03:31 AM (EST) 31. "RE: A switch that is very much needed!" Looking extremely good. I would be more than happy to include those in XTracks. Texturing is superb and all is well as long as you use the same textures but you don't need to replicate the sometimes pore application that Kuju did.

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 14

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
Norbert (10 posts)
Jan-16-02, 03:11 AM (EST) 25. "RE: A switch that is very much needed!" Hi there,thanks for your elaborate response. As far as I understand you are looking for somebody to do the shape files of the switches. That is just about the thing I am setting out to give a try to. Maybe I am a little naive here but it does not look too complicated (from the outside that is ). I purchased TrainSimModeller from Abacus and am now working my way through the tutorials. It will take some time since I have other work to do for to get my salary, so it is going to take a while. I will keep you posted on my progress.By the way: what is a 'scissor switch' ?Norbert Remove | Alert Edit | Reply | Reply With Quote | Top
OkrasaGhia (209 posts)
Jan-16-02, 11:50 AM (EST) 26. "RE: A switch that is very much needed!" Yes, I would gladly welcome anyone wanting to add their work to XTracks. Making a track section is not that hard but there are some things that can be a little tricky, texturing for one as you should use the standard track textures and not your own. Switches need animation as pointed out above and I have not looked into that anything and I'm sure it would take some time to master.A scissor switch (or actually a group as you use them together) might also be called a double crossover or a diamond crossover. Here's a quick sketch, it allows you change between two parallell tracks any way you want and is more compact than the crossovers you can make with the standard track sections.
Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 15

//Okrasa
Chief Engineer
okrasaghia @ yahoo.com
http://www.geocities.com/okrasaghia

Message Areas - "Design of Switches, Pointed Crossovers (or whatever these things are called in English)" – image 16

Steam: 0-4-0T #9, 0-6-0 #12, 2-6-0 #25, 2-6-6-2 #37, 2-8-2 #40
Diesels: SW8 #16, F3 #53, F7 #54, FP7 #57, Budd RDC #61, TrainMaster #88 Remove | Alert Edit | Reply | Reply With Quote | Top
jleslie (33 posts)
Jan-16-02, 10:44 PM (EST) 27. "RE: A switch that is very much needed!" I also use the scissor switches in yard ladders. Scissor switches are about the closest thing to setting up a yard ladder with the 5m spacing between parallel tracks in multiple track sections.
They're not perfect, but they're close.
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Motley24Crue2 (314 posts)
Jan-17-02, 01:58 AM (EST) 29. "RE: A switch that is very much needed!" hmm this is getting up there with the "Long Thread list"
28 messages... 29 counting mine Bob... Philly, Pa Remove | Alert Edit | Reply | Reply With Quote | Top

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