Single mod: level crossing 1830-today
11. Explanation of the MODBOX:
level crossing 1830-today
The MODBOX were thus added 67 functional level crossings. All components are also available as assets. Additional assets include road construction objects, sentry and warden houses.
All level crossings contain additional barrier widths for mod: "road pack: road history"[/color]
Illustrated explanation:
Functional level crossings ....
... are always called only via an "exchange procedure". Move the mouse pointer over a railroad crossing; - a wide window opens; - from this one chooses its desired railway crossing plant.
To save space, the thumbnails are pictograms - At the same time, you will learn more about the railway crossing system by moving the mouse pointer over it.
In the pictograms one can see e.g. small lamps. The small square box shows the older light signal system, the rectangular one the variant from 1963 onwards. Nevertheless, the older luminous signals continued to be valid, in contrast to the newly defined warning crosses.
A small "flash" for overhead lines in railway crossing area are also evident, as well as the model of the barrier system. Modern light symbols are represented by a small traffic light (2 colors) in the pictogram.
All light signs and barriers are animated.
A roman II indicates "double restriction" or double warning sign installation.
Single-track or multi-track representations were important for the definition of level crossings in Germany before 1963.
In the Asset menu is the road building mod. With this, missing components can be replaced: "curbs" for open sidewalks, borders for delimitations, "ramps", whole "sidewalks", angular for curves, "traffic islands" and much more.
Many building materials can be selected by "Texture". In addition there are 3 more color variants, so you can also change the "curbstone color". This switch can also be used to call a different wood variant or earth texture..
The "basic size" can also be used to find various components: narrow, wide, long, short or angular variants.
In addition, the percentage "size settings" help to make the right amount.
"Tilt settings" allow for slope adjustments or special heights. Therefore it is not always necessary to build a ramp - with a sloping sidewalk you also get a ramp
To the right of the picture you can see a small traffic island which appears necessary for the pillar of the barrier.
In order to be able to build everything more individually, the traffic island was not included in the finished functional railway crossing.
There are also traffic island with a green meadow. These can be placed not only in the middle of a street, but also on sidewalks, squares or elsewhere.
Ramps and platforms for railways can be arranged as a railroad crossing (or "way of crossing"). However, these can also be used as a track bed or a flat asset station. The switch "distance from the track center" facilitates uniform settling of the objects.
There are also ready-made paths in 4 base widths for each 1-4 level crossings.
The picture shows a few examples. The earth variants can also be interpreted as "fields" in the landscape.
The selection of the warning crosses had to be divided into 2 selection windows, each for the two important German periods before and after 1963. Predefined switches make it easier to find the right objects that are legally valid for the epoch ...
... on the left in the picture the warning crossings before 1963 and right in the picture after 1963.
In the background, some textures of level crossings and their inserts options ...
For his fixed playing scene one looks either the luminous or the switched off variant of a light signaling system.
The same is true for the different barrier models.Optionally, a "barrier grid" can be added in this parameter window.
Barriers can also be found in front of parking lots, forestry trails, company arrivals, national borders, etc..
A different asset selection window is used to add a sentry, warden houses or workers' houses ...
With the help of tracks, long houses are to be realized. Through the interlacing of houses, special building forms can also be created. The variable "size settings" also help.
Previously, the first settlements were built with such small houses (left picture). 1-2 families or several workers, shared these too small domiciles. Life took place more at the door than at home ... and each bed was shared with several people (simultaneously, alternately and-or successively) ...
There are 18 different textures for these houses / cabins.
The last picture shows everything from the top ...
Have fun and do not "restrict"
Wish you Joe
>>> Instructions for change of availability individual or all functional mod level crossings <<<
Further information on the MODBOX can be found here: