Coolhand101, on 10 August 2016 - 05:30 AM, said:
Probably because 1) that's what happens commonly in the United States [though it is not just the US that uses grade-crossing predictors] 2) it's more realistic for vehicular traffic to proceed across a level crossing if the train is obviously stopped.
But like you, I would expect the LevelCr objects to deactivate only if the train is outside of the activation distance.
But I also realize this change was made to appease just this situation: Where a passenger station is immediately adjacent to a level crossing, the idea is that the crossing should not be activated when the train is stopped at the station, no matter what. I realize that is the effect you're after, but I would think that's more the exception than the rule.
Coolhand101, on 10 August 2016 - 05:30 AM, said:
I hope not. Those did not seem to serve any useful purpose in MSTS.
The CarSpawner traffic should stop when the LevelCr objects activate. They should resume when they deactivate. If you think this needs to be more complicated, please explain how and why.
Coolhand101, on 10 August 2016 - 12:04 PM, said:
They will not have the same distance if they are put into different road lanes. This is a common problem/misconception with setting up level crossings in MSTS. Most people setup level crossings so that the barrier for that lane of roadway is on that lane. But if the lanes are 3-5m apart, then the activation distance area will be slightly different for both shapes....I mean, think about it: the track markers are not at the same place on the track. Just that slight difference is enough for you to see they're operating differently.
The best way to setup a level crossing is to place all of the principal working equipment at the exact same place on the same "road" lane. This ensures that flashing lights remain in sync, and that the barriers/gates activate and deactivate at the exact same time. I personally accomplish this by picking a LevelCr object to place in the route with the MSTS Route Editor, and then clicking 2-12 into existence at the exact same place at the level crossing. You must then move all of the shapes to a unique spot before saving, or the RE will discard all the extra shapes in the same place as duplicates. I then save, and then modify the world file directly to change the shape filenames to the required shapes I actually want. In the process of editing the world files, I disable the extra crossing alarms (bells) as well. I then force the RE to reload the world tile, and then I position the shapes where I want them. At some point, I generally tend to select all the gate/barrier shapes and configure their parameters, and then select all the other shapes (flashing lights) and configure their parameters.
When you're all done with that, you will still have only one lane with LevelCr shapes. Other lanes will still need LevelCr shapes to stop CarSpawner traffic, but those simply get buried. I also tend to give them a little longer Activation Distances (depending on track marker distance from the main set of LevelCr markers) so that they will overlap enough. It isn't an exact science but I have had good luck with it. One additional thing: Since the barriers will activate/deactivate at the same moment, it often looks bad to give them the exact same animation length. I tend to try to slightly vary that between them so they behave more realistically. If I give one crossing gate an animation length of 7 seconds, I might give the other one of 7.2, or 6.7, or something.