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Re: Australian Railway Tracks

Posted: 20 Apr 2019 09:18
by GarryG
kamnet wrote: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.
Not real sure myself yet if idea will work but middle of the tracks could be dirtier than out parts.

Been looking if I can add the interlocking bars and signalling wires to run from the signal box to the points and signals like in is image.
Interlocking-2.png
Interlocking-2.png (31.73 KiB) Viewed 10625 times
They do need lowing so closer to the ground.

Re: Australian Railway Tracks

Posted: 22 Apr 2019 04:45
by GarryG
Been digging some tunnels.

Now have 3 types to choose from for un-electrified tracks and 2 types for Electrified Tracks.
Tunnels-4.png
Tunnels-4.png (128.84 KiB) Viewed 10217 times
One set of tunnels can be placed side by side as shown in image. The other tunnels will glitch a bit when side by side.

If you like to give these a test here the file.

Will add the source later after I experimented with a few more tunnel ideas.

Re: Australian Railway Tracks

Posted: 12 May 2019 04:48
by GarryG
Starting to get back into the swing of things after a few weeks basically out of action.

Going to add a bit of novelty to the game.

Many sidings and marshalling yards do not have signals to control trains that are on those tracks.

They are controlled by a person with flags.

At Junctions or places a train need to stop are called clearance posts. Some have a white post stuck in the ground or a post with a red light showing to stop and a white light if the points ahead are set in the correct position.

Some have point indicators, especially when catch points are involved.

A train is not allowed t proceed past these clearance posts and point indicators unless instructed to do so by the person in charge of those sidings. Could be a designated shunter, flagman or a Station Master who will stand near the post or indicators and show a green glad or green light.
Hand Signalling.png
Hand Signalling.png (43.38 KiB) Viewed 10071 times
The top track the flagman is showing a green flag s train can proceed.

The middle track there is no flagman there so that train is not allowed to proceed until the flagman says so .. and at the moment he is busy with the train on the top track.

The flagman is a very busy person as he has to control trains on all 3 tracks.

This pic show the flagman controlling the train on the 1st track and other 2 trains are at stop.
Hand Signalling2.png
Hand Signalling2.png (47.71 KiB) Viewed 10069 times
I have a few more to do before I can let you play around with it.

Cheers

Re: Australian Railway Tracks

Posted: 12 May 2019 06:52
by GarryG
An update to the hand signals.

These Flagman only available in the "Unelectrified Rail (Yard/Station)" and the "Electrified (Yard/Station)" track sets.

Only the Path Signals and the One-Way Path Signals have the Clearance Posts, Point Indicators and person with the flag.

I tried to use company colours for the clothes on the Flagman, but unfortunately it didn't work.

I know they wear high visibility clothing these days as there seem to be some people with poor eye site driving vehicles and trains these days, so might change their clothing with some of them later.

The top 4 tracks in this pic have Path Signals for two way movement. They have the white Clearance Posts. When train is safe to proceed the Flagman shows a green flag.

The other tracks are One-Way Path signals. They are hard t see, but they have the Clearance Post with a red light when at stop and changes to white and the Flagman shows a green Flag when the correct road is set for the train to proceed.
Hand Signalling3.png
Hand Signalling3.png (174.79 KiB) Viewed 10047 times
If like to try here the latest AuzRailset for testing.

Re: Australian Railway Tracks

Posted: 12 May 2019 07:19
by Diesel Power
Very interesting take on signals. Great work!
Hope your health improves.

Re: Australian Railway Tracks

Posted: 12 May 2019 10:48
by GarryG
Thanks Diesel Power.

What got me this idea was a few weeks ago when watch a Station Master using his flag to let a train out of a siding that had no signals .. and thought why can't it be also used in the game.

Not got for the main line .. but ok for sidings.

I think the Path Signals best to use for this idea.

Block, Entry, Exit and Combo when used to control trains both directions might be a problem as look strange a flagman on both sides the line. If some one has a idea how to use those types of signals with the person with a flag let me know or provide something else instead of a signal.

Cheers

Re: Australian Railway Tracks

Posted: 15 May 2019 09:26
by GarryG
Playing around with idea of Underground railway system.

Over in a new Forum called AuzSubwayStations viewtopic.php?f=26&t=85335

that I started are Objects, Stations and Road bridges designed for the underground network.

I like the Dutch Style catenary set as it like that in my country as well.

However these taller pylons and top wire often glitch with what ever goes over the top of them.

So I making a electric railway with out any tall pylons or signals to they do not glitch and since they will be underground they don't really need the pylons and wire.

The Entrance tunnel to the underground is something I having a go at making similar to that in Sydney Australia.

This is my first attempt. The roof of the Tunnel is on a slant to make it looking like it going deep underground.
Tunnels-5.png
Tunnels-5.png (93.61 KiB) Viewed 9921 times
Just wondering does the roof look ok with a concrete look?

Re: Australian Railway Tracks

Posted: 15 May 2019 15:15
by SimYouLater
GarryG wrote:Playing around with idea of Underground railway system.

Over in a new Forum called AuzSubwayStations viewtopic.php?f=26&t=85335

that I started are Objects, Stations and Road bridges designed for the underground network.

I like the Dutch Style catenary set as it like that in my country as well.

However these taller pylons and top wire often glitch with what ever goes over the top of them.

So I making a electric railway with out any tall pylons or signals to they do not glitch and since they will be underground they don't really need the pylons and wire.

The Entrance tunnel to the underground is something I having a go at making similar to that in Sydney Australia.

This is my first attempt. The roof of the Tunnel is on a slant to make it looking like it going deep underground.
Tunnels-5.png
Just wondering does the roof look ok with a concrete look?
It's fine, looks good.

Re: Australian Railway Tracks

Posted: 16 May 2019 02:27
by GarryG
SimYouLater wrote:It's fine, looks good.
Thanks pal, good to get other opinions on what I do.

Much appreciated.

Re: Australian Railway Tracks

Posted: 15 Jun 2019 05:00
by SimYouLater
Can you please do me a favor?

I've created tri-guage tracks (600mm, meter-guage generic narrow gauge, and standard) using the label nAAN and electrified tri-gauge using the label nAAE. The only way for this to work as expected is to ask other NewGRF makers nicely to add compatibility, and while I can't make it compatible with every rail set ever, I can ask active GRF creators if they're willing to adapt.

Thanks in advance, GarryG, I really like your work!

Re: Australian Railway Tracks

Posted: 21 Jun 2019 09:45
by GarryG
SimYouLater wrote: 15 Jun 2019 05:00 Can you please do me a favor?
Only just found your request .. for some reason I didn't get a email saying you left tis message here.

Got idea what you mean, but not sure how can do.

What if I post my source here and you can experiment with my set and add yours to it to see if your idea works. Send it back t me when you got it working.

Cheers

Re: Australian Railway Tracks

Posted: 21 Jun 2019 09:52
by GarryG
I been playing around with Flying Junctions. (Flyovers).

Seeing if can get bridges and tunnel portals to match.

This the results so far.
Flying Junctions.png
Flying Junctions.png (230.94 KiB) Viewed 9549 times
Still some tweaking to do.

If you like to try here my track and bridge sets.

The tunnel is included in the "Unelectrified Rail (Yard/Station)" and "Electrified (Yard/Station)" of the AuzRailSet.
AuzRailSet.grf
(1.37 MiB) Downloaded 186 times
The bridge is called Flying Junction and is in the australian_bridges
australian_bridges.grf
(390.94 KiB) Downloaded 149 times

Re: Australian Railway Tracks

Posted: 22 Jun 2019 04:11
by SimYouLater
Here's an edited file that supports the triple guage...

Re: Australian Railway Tracks

Posted: 22 Jun 2019 07:11
by GarryG
Here's an edited file that supports the triple guage...
Terrific .. I will make sure future releases keep your alterations.
I been playing around with Flying Junctions. (Flyovers).
Wondering why trains so slow going through those tunnels .. I forgot that the Yard Tracks have a slow 40 km/ph so the tunnels will also have that slow speed.

I will move those tunnels to another track that has a higher speed and put new release here in a few days time.

Cheers

Re: Australian Railway Tracks

Posted: 23 Jun 2019 04:09
by SimYouLater
GarryG wrote: 22 Jun 2019 07:11
Here's an edited file that supports the triple guage...
Terrific .. I will make sure future releases keep your alterations.
Thanks again!

Re: Australian Railway Tracks

Posted: 16 Sep 2019 04:05
by GarryG
Made a slight adjustment to the tracks.

Tracks running North-South moved the right hand rail to the left one pixel so it aligns with my train sets.

Shading on side of the track made it a brown (rust) rather then dark grey or black.

Re: Australian Railway Tracks

Posted: 08 Oct 2019 09:06
by GarryG
Did some repairs to the fences Old Railway Fences in the Unelectrified Rail 1 set and made a object fence set that can be used with Waypoints and some station sets.
Railway Fences.png
Railway Fences.png (31.27 KiB) Viewed 8273 times
I looking at the idea with the different track sets is to have one set with no fences and you can than use the object fences to choose what type of fences you prefer.

I'll make a object set of all the different rail fences I know of such as the old rail type, paling fences, security fences and sound proof fencings.

I hope to go on a train ride this Thursday and again next week to have a look at the different types being used.

Re: Australian Railway Tracks

Posted: 15 Oct 2019 09:04
by GarryG
I was suppose to be on a plane right now flying north to Philippines, but health problems prevented me from going. My jounrye looks like delayed for a while.

So I been doing some more fencing for the railway tracks and object sets.

Looking at idea of changing the fences for some of the tracks to suit cities and towns with sound proof and security wire type fences.

Made some Concrete Sound Proof fences for rail (Unelectritied Rail 4) and as objects so can be used reduce the noise from cars and trains.
Sound Proofing-1.png
Sound Proofing-1.png (81.05 KiB) Viewed 8163 times
The Unelectrified Rail 1 and Electrified Rail 1 will have the Wire Fence with the rail posts as that is how it is/was in Australia. If you want other types of fences in the country, change to Unelectrified Rail 5 which has no fences and then add Object fences to your liking.

Unelectrified Rail 2 and 3 have country style fences at the moment, but I looking at the idea of changing these to what you would find in the towns and cities as hard to add object fences in the cities and towns because of houses building close to the railway lines.

Unelectrfied Rail 5 and Electrified Rail 2 at the moment have no fences so you can add object fences and gates if you wish.

Looking at changing some of the Electrified tracks to also have the city and town style fences, but also want to keep the ones with the gantry. Shall see what idea I can come up with.

Warning: Because I changed some fences and also the names of the Tracks in the "Build Railway Tracks", it might interfere with any saved games you have with the previous AuzRailSet.

If you find a problem or have a idea how to improve on what I done please let me know.

Re: Australian Railway Tracks

Posted: 16 Oct 2019 04:18
by GarryG
Got my brain working a bit since last post.

I like the gates along the fences at various locations to allow maintenance staff access. Came up with the idea to use Waypoint Gates instead of the Object ones which required changing tracks as well.

Done 2 track sets so far.
Waypoint Gates-1.png
Waypoint Gates-1.png (18.24 KiB) Viewed 8103 times
The road across the tracks to allow maintenance vehicles to cross the tracks.

I intend to do one more with wire mess fencing.

After I do that see what Electrified fences I can make with these fences.

I'll add the game file here after I do a bit more work to them.

Re: Australian Railway Tracks

Posted: 18 Oct 2019 01:50
by GarryG
Still working on fences for Railway Lines.

I have changed fences now on 3 of the Unelectrified Tracks. There is a Wire Mesh, High Wooden Panel and High Concrete Fence.

Also made Waypoint Gates to match those 3 lots of fences.

The fence with the Old Rail and wire fence is still available and there is a railset without any fences.

Also made some Country Style Object fences that can be used with the railset with out fences.
Country Style Fences-1.png
Country Style Fences-1.png (42.16 KiB) Viewed 8038 times
There is 4 sections in the Object Selection menu.
Auz Fences: These fences can be used any where.
Auz Fences with Gates and Roads: These fences have gates and roads
Auz Retaining Walls: Retaining Walls mainly designed to use with Railway Tracks, but can also be used with roads.
Auz Railway Fences: These fences specially designed to go along side the railway lines.

I place all game files here that associated with the fences for railway lines. Includes Waypoints and Objects.

Objects:
AuzFencesObjects.grf
(2.74 MiB) Downloaded 168 times
Waypoints:
AuzWaypointsV4.grf
(1.1 MiB) Downloaded 153 times
Railway Tracks next post.