Australian Railway Tracks

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Re: Australian Railway Tracks

Post by GarryG »

Yesterday afternoon I went train riding and visited a few stations that have the Overhead wires on gantries.

See if I can improve what I done so far.

While visiting Broadmeadow Station I took a photo of a DMU under the wires.
Broadmeadow_NSW.png
Broadmeadow_NSW.png (225.99 KiB) Viewed 6554 times
This photo has given me a idea.

Look at the signal dangling under the gantry .. I now wondering if I can also do this?

So I experimented placing dummy signals under the overhead gantry to see how they look.
Gantry Signals.png
Gantry Signals.png (33.18 KiB) Viewed 6554 times
Making Waypoint signals like these be easy and making the track aware .. but they will not control trains.

So I going to have a go making working signals that go on gantries.
Hope to within the next week or 2 go visit some more stations that have gantry signals and get more photos, especially where there is no overhead wires.

I'll experiment next few days and can improve on graphics later.

I already know of 1 problem .. The masks will be the problem .. as some countries travel left side and some right side.

If I just make the for my country be no problem. But might have to make 2 sets to suit other countries .. we shall see.

Cheers
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Re: Australian Railway Tracks

Post by GarryG »

First go at making the gantry signals the light failed to change colours when a train passed them. Also forgot that signals are staggered on different sides of the track.

So see if I can make some gantry way point path-aware signals using this design for light signals.
Signal Gantry-1.png
Signal Gantry-1.png (4.46 KiB) Viewed 6427 times
For Semaphores signals change it a bit as they have a walk way along the top to can change the kerosene lamps in them every 7 days.
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Re: Australian Railway Tracks

Post by GarryG »

Starting to add the train depots.

Like to try and make a different Depot for each Track type and then you be able to use them with any track combination your like.

So far there are 4 Steam and Diesel depots.
Steam and Diesel Depots.png
Steam and Diesel Depots.png (140.46 KiB) Viewed 6354 times
The depot that can be used with D. Erikson's Modular Locomotive Sheds can be found with the "Yard and Sidings".

The "Pioneer and Branch Line" Sets have the smaller depots. One has the grey one and the other the brick one.

At the moment the Country Tracks and the City Tracks have the larger depot.

I hope to make some different designs for the City Tracks eventually.

The Catenary track still got work to do to these depots.
These what I done so far.
Electric Train Depots.png
Electric Train Depots.png (35.05 KiB) Viewed 6354 times
The doors for the Depots are "Path Aware" and belong to my AuzTrainDepotExtensions station set.

Also in the AuzTrainDepotExtension there are extensions to make the depots larger.
Depot Extensions and Infrastructure.png
Depot Extensions and Infrastructure.png (38.39 KiB) Viewed 6354 times
Test file will be in next post in a few moments.
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Re: Australian Railway Tracks

Post by GarryG »

Here the test files for the Rail Set and the Depot Extensions.

Still some work to do to both sets.
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Re: Australian Railway Tracks

Post by GarryG »

I'm on the level today :D

Making some different Level Crossings depending on the year the track set became available.

The swing gates causes a glitch with road vehicles as the vehicle do not stop in correct place and crash through the gates.

I tested the gates in 2 positions.
These are the gates opened. The top gates when they swing open align perfectly. The bottom ones where the track has dirt ballast, the gates when open overlap each other.
Level Crossings-1.png
Level Crossings-1.png (36.83 KiB) Viewed 6159 times
When a train comes and vehicles stop at the crossings we get this effect.
Level Crossings-2.png
Level Crossings-2.png (38.89 KiB) Viewed 6159 times
(Woops I submitted instead of Preview)

Can see by the gates when closed when a train is coming, the vehicles glitch at the gates.

So which ones should I use?

Here the update to what I done to date.
EDIT: I put the wrong update here .. this one has different Level Crossings for the Electric Rail tracks.
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Re: Australian Railway Tracks

Post by GarryG »

Plodding along slowly with this project. (Can't decide on some things).

Electrified Tracks:

I don't think I really need all the different catenary I did shown in previous posts .. think I just need 2 types .. the single pylon and one set with the girder across multi tracks.

Using the 2 together you can make almost all types of combinations.

They have 3 types of depots which can be used on any track. Also have 2 fence types .. wired fence (use in the country) and security fence (using when passing through towns).
Electrified Tracks.png
Electrified Tracks.png (43.6 KiB) Viewed 6053 times
Non-electrified tracks:

At the moment have 3 choices of fences, Wired, paling and security type. (Might remove one of them .. but not sure which).

And 5 depot types. The depots can be placed on any track as shown in pic.
Non-electrified Tracks.png
Non-electrified Tracks.png (124.61 KiB) Viewed 6053 times
If like to try what I done so far:

EDIT: A few posts down is a newer version with new Level Crossings.
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Last edited by GarryG on 24 Mar 2019 10:37, edited 1 time in total.
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Re: Australian Railway Tracks

Post by GarryG »

Here the source if like to see. Coded in NML.
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Re: Australian Railway Tracks

Post by GarryG »

Did a bit more to the Level Crossings.

Because I changed the track designs you are able to choose what level crossing type you like on some tracks.

For instance non-electrified tracks there are 3 main line types. Main Line Tracks Wire Fence, Main Line Tracks Paling Fence and Main Line Tracks Security Fence

Each has a different fence type, different depot and now different Level Crossings.

All tracks are the same design and same speed so can use them together without affecting the speed of your train.

Here I used the Main Line Tracks Wire Fence, but at the level crossing I changed the track type.

The first on left comes with the Main Line Tracks Wire Fence,, next with Main Line Tracks Paling Fence and far end from Main Line Tracks Security Fence.

Gates open view:
Level Crossings-Open.png
Level Crossings-Open.png (18.02 KiB) Viewed 5937 times
Gates Closed view:
Level Crossings-Closed.png
Level Crossings-Closed.png (19.15 KiB) Viewed 5937 times
The Pioneering Lines and Electricfied tracks have different level crossing too, but think I can improve on them a bit.

The middle level crossing is based on the Level Crossings boom gates that used to be at Newcastle and Adamstown in NSW Australia. The boom would go across all lanes.

Here the game file if like to try the new Level Crossings.

EDIT:
(Try next post as the one I had here is a old one I put here by mistake)
Last edited by GarryG on 24 Mar 2019 10:35, edited 1 time in total.
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Re: Australian Railway Tracks

Post by GarryG »

Woops I place the wrong game file above by mistake as it hasn't got the updates Level Crossings for one of the Pioneering Lines.

There 2 types like in this pic.
Level Crossings-Pioneering Line.png
Level Crossings-Pioneering Line.png (16.71 KiB) Viewed 5932 times
Try this one .. it looks better.
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March 24th
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Re: Australian Railway Tracks

Post by GarryG »

Works on hold here for now until I can make up my mind what way I should do things.

Where I have Pioneering and Main Line tracks wonder if maybe just need the basic 1 type as the trains have there own speeds. If you build a branch line it up to you if use branch line locos for realism.

Main reason I thinking about doing this is so can make several tracks all look the same, but have different items with them.

Each track can have different:

Fences, (There is about 4 or 5 different fence designs I like)

Signals, (You have Semaphores Lower Quadrant signals, Upper Quadrant Signals and Automatic Upper Quadrant Signals and the colours lights there is several different types of these as well)

Depots, (Finding lots of different designs used in my State in Australia and also have the one that goes with round houses (also been trying to make my own round house based on Broadmeadow where I used to work in 1970. If you do a search on your internet for Broadmeadow Loco Depot NSW Australia you will see some old images when steam was in use there. It didn't have the doors on the sheds when I was there. Maybe I could put some dummy locos in some of the sheds. It was the home of the Bayer-Garrett when I was there)).

Level Crossings, (Many old styles .. Early ones just had a stop sign, but horses didn't always stops and drivers was getting tied of cooking horse steak .. so later railways installed gates and eventually they had the flashing lights with and without boom gate types. (Have to do some research see when each type was first used).

and
possibly different tunnels.

So until I decide all work is on hold.

Cheers
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Re: Australian Railway Tracks

Post by GarryG »

I made some changes and implemented the idea I mentioned in post above.

At the moment there are 6 UnElectrified tracks. 5 for main line and branch line use (might remove one of them) that all have unlimited speed so hope these be suitable for all trains and allow them to run at their maximum speeds.

and 1 for terminal stations, sidings and shunting yards which has a speed of 40 km/h.
Unelectrified Lines.png
Unelectrified Lines.png (376.27 KiB) Viewed 5420 times
At the moment there are 5 different depots. 5 different fences and several different old Level Crossing types.

Also making some modern type level crossing as well .. these become available in game in 1965. In the parameters you can change the year if you like.

Some tracks will also have different types of signals and eventually a few different tunnel portals.

There are 2 types of Electrified Tracks. Ones that have the single pylons and some for multi tracks if you like to use girder pylons and overheads like shown previously.

Here the game and source files.

Cheers all.
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Re: Australian Railway Tracks

Post by GarryG »

The 3 depots of left shown above looking at widening them so can join several together if like.

Be something like there when finished.

I made some station pieces as well and will have Path Aware doors.
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Re: Australian Railway Tracks

Post by GarryG »

Changed the design to the 2 narrow Depots.

Made them wider so can be used end to end and side by side.
New Depots2.png
New Depots2.png (62.61 KiB) Viewed 5211 times
The depots are the ones with the locos out side the entrances. These can be found with "Unelectrified Rail 1" and "Unelectrified Rail 2"

The tracks are all from "Unelectrified Rail (Yard/Station)"

The other buildings, turntable, water towers and coal stage are all part of "AuzTrainDepotExtensions"

Here the game files if like to try. Still work to be done to a few depots, signals, level crossings and tunnels.
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Re: Australian Railway Tracks

Post by GarryG »

Made a variety of signals.
Signals.png
Signals.png (31.41 KiB) Viewed 5120 times
The signals listed from bottom to top:
Block
Entry
Exit
Combo
Path
One Way Path

The far left:

These are Yard/Station Signals. Known as Siding, Wrong Road, and Shunting Signals. Except Block Signal the rest are Dwarf Signals. All are operated from a Signal Box or Ground Frame.

The next 3 are all "Main Line Running Signals"

2nd from Left: All operated from a Signal Box. The Semaphore are Lower Quadrant Signals and the Lights are "Single Light Colour Lights Signals".

3rd from Left: The Semaphore are Upper Quadrant and the lights are "Double Light Colour Light Signals".

The Block Signal is a automatic Signal (I just realised I should have put a sign at the base of this signal .. the sign would read "If signal is at stop, wait 1 minutes and proceed with caution being prepared to stop short of any obstruction" . will fix that when get chance). The rest of the Semaphores are controlled from a Signal Box. The colour lights are also controlled from a signal box.

Last on right: Signals same as above except the Colour Light Signals are all Automatic Signals. These operate automatically or controlled from a remote location complex.

Some signals have Blue near the base .. the blue suppose to represent a Telephone. When signal is at stop the driver after 1 minute would use the phone to contact the signal box to find out why the delay.

Just a little left to do to finish the signals.

Need to make a Automatic set of "Single Light Colour Lights Signals" and "Upper Quadrants". Automatic Signals can be found at Interlocking and are usually set to operate automatically for main line running. And when a train needs enter a siding or onto another track they then can be controlled manually from a signal box, a remote location, or a ground frame.

Could be Friday before I can do any more as next 2 days have some travelling to do.

Also all the photos I have taken of Signals I took from the front, I don't have any with side and back views of signals, so plan to go get some photos when get chance.

I'll wait till I finish the signals before uploading next game file.

Cheers
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Re: Australian Railway Tracks

Post by GarryG »

Been train riding past 2 days looking for good location to take photos of 2 steam trains that will be heading my way On Friday 12th and be staying in the area over the weekend.

Unfortunately I can not get to the location they will be providing rides from and get home again as only have 2 bus services from my place on weeks ends, but I might get chance to get to a location to watch them go past.

Sunday 14th they suppose to be having a parallel run with a Tiger Moth aircraft flying above them so hope to get photos of that too.

Also during those few days of train travels been taking photos of signals.

I taken photos of singals before, but just front views, so been trying to get some photos of them from other angles.
Awaba_2119.png
Awaba_2119.png (455.87 KiB) Viewed 4919 times
Awaba_2138.png
Awaba_2138.png (80.02 KiB) Viewed 4919 times
Awaba_2136.png
Awaba_2136.png (65.51 KiB) Viewed 4919 times
Now to experiment see if I can improve the signals in my rail sets.

Probably be tomorrow, maybe Monday before I get chance to do too much experimenting due to house work need catching up on.

EDIT: 8th April.

All my coding and experimenting with the signals and other projects all been put on hold due to other commitments. I be busy all this week with other things to do.

Cheers
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Wahazar
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Re: Australian Railway Tracks

Post by Wahazar »

I have following idea: make electrified track ballast in different colour than non-electrified.
Rationalizing is, that electrified tracks are usually more brown/reddish, especially these suburban (more rust from brakes/wire sliders). You even shown some real photo examples before.
But from game point of view, it would be great to easily spot this tiny diagonal piece which lack of wire cause havoc on entire network...
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Re: Australian Railway Tracks

Post by GarryG »

McZapkie wrote:I have following idea: make electrified track ballast in different colour than non-electrified.
Thanks for the idea .. will look into that. You are right that the ballast under tracks where they are electrified are a reddish brown look where normally the ballast is a bluish grey. (Hence called blue metal).

My work on this project and other being delayed at moment due to other commitments .. could be several days or more before I get back to it.

Cheers
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All my projects are GPLv2 License unless stated.
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GarryG
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Re: Australian Railway Tracks

Post by GarryG »

Been fiddling around with the junctions.

The junctions on left are the original .. it shows tracks laying on top of tracks.

The junctions on the right I think look a lot nicer.

Whatcha thinks?

Here the latest source with the changes in the Junctions and also game file if like to try for your self.

Cheers
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Junctions.png
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Re: Australian Railway Tracks

Post by GarryG »

Been travelling last few weeks visiting stations and watching trains go by.

Still feel some of the work I done to my projects can be made better.

This image taken at Teralba Railway Station will give you a few ideas what I like to try with the AuzRailSet.
MakingTracks.png
MakingTracks.png (842.93 KiB) Viewed 4328 times
The catenary masts have a concrete slab at the base so like to try do same with mine.

The catenary wires are green in colour .. I feel the ones I done so far might be a bit to light and could be made just a wee bit darker green.

Something that McZapkie pointed out is the ballast. I like his idea.

The outer sections away from the rails is the grey look, but the ballast close and between the tracks is a more of a reddish/brown look.

This image taken at Awaba Station shows a few other ideas.
MakingTracks2.png
MakingTracks2.png (632.2 KiB) Viewed 4328 times
It shows the concrete slabs at base of catenary masts more clearer.

Electric Trains are either 2, 4 or 8 cars in length. Awaba Station is a short platform and 8 car sets do not fit. Passengers have to travel in the last 4 cars of a 8 car set. These Blue 8's tell the drivers where to stop.

The numbers on the masts (137.401) is the distance from the buffer stops, Platform 1 at Sydney Station.

The signal on left is a main line signal and the one on right is crossing loop exit signal and also for entry to a siding.

...so hope to experiment see if I can get the similar looks with some of those ideas shown in those pics.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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kamnet
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Re: Australian Railway Tracks

Post by kamnet »

The tracks are reddish in the middle because of all the microscopic bits of rail and other metals from the trains are shed and are rusting. Dunno if you really want to try to replicate that sort of detail in 8bpp.
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