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Chaddock Engineering - LNWR Level Crossings

By downloading this file, you agree to the following:
 

This model is for free distribution only so you may not sell this. You may only use this for personal use, unless you have permission to upload it by Chaddock Engineering. You may not put this on a CD or DVD and publish without Chaddock Engineering's permission.  We do not take any responsibility for any damaged caused to you, your computer, or anything which may be caused by this package.

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The base information on the contstruction of these models is from A Pictorial Record of L.N.W.R. Signalling by Richard D. Foster, Oxford Publishing, SBN 86093 1471. We at Chaddock Engineering have a number of Level Crossing at the Altrincham end of the route on Many Short Journeys and these have been specifically built for inclusion in that. The crossing are based on the principle of skew to the railway and the versions we built are 0, 22, 33, 37 and 45. So that we can release this pack for all, we have reversed the skew also to allow the opposite angle to be included for other route builders.

The gates to the crossing are governed by the the length across the road and railway. If the length of the gate was 19ft or less, the heel of the gate was the same height as the gates themselves, if they were longer than 19ft then the heel was 6ft above the height of the gate and double supports were added to the gate to keep it level (The heel is the pivot point of the gate, the other end isthe toe).

Now for the frustrating bit, we have tried to animate the open and close sequence, where the gate starts slowly and speeds up, then bocunces into the stops at the end of the swing. This is fine and we can animate, but the RW doesn't take into account the close animation files in the game engine, only works on the open phase for both open and then reverse for close. So sorry people, you will have to put up with one type of boring swing for both open and close, with no bounce on the stops. The lua script actually allows for use of open and close animations, it's just that when they run in game, the animations just don't work.

Frustration number two!!! When you place the crossing gate asset using the principle in the guide: http://www.youtube.com/watch?v=zPBzBDJZ_7U, it renders the base object. When you go in to play mode this then disappears on the asset. We have had to make a separate scenery asset for the base, so that it will show up in the game. Sorry it does Z fight in the editor mode, but when in game it works correctly. When you place the crossing on the road, don't move any of the gates, otherwise they will not align correctly and look silly. The models have been set out, so that the gates don't crash into each other and you have long and short gates on the skew, like the real thing. If you need to move them around, do it as a whole unit.

Otherwise you follow the principle of placing the gates to the road and getting the widgets facing correctly on the road, the cars/traffic stop at the closed gate to the road. Hope you all have fun with these and please let us know how get on through the forums in Uktrainsim.

A further note to add, is that the bases do have grooves in them, set at 3.24m apart, the spacing used by BR, and by us on our Many Short Journeys route. If you use the default track rule, you may find that the grooves are not aligned correctly, and to build all of the bases for each of the track spacings provided in the default RailWorks installation would take ages.

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Addon Author: Chaddock Engineering

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Disclaimer: British Locomotive Studios does not offer support for this addon, if you have any issues with the pack please contact the designated addon author listed above.

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