


ricksan wrote:Here are some additional thoughts and considerations.
The maximum continuous length of a traffic controller ribbon is 1024 m. You can extend the ribbon beyond 1024 m, but a red triangle will appear at the previous joint. Red triangles mark a "node" in the loft and red rectangles mark the termination points of a loft. Traffic will appear/disappear at each node and at the termination points. The only way to work around this limitation is to plan your traffic ribbons so the traffic origin points are hidden by scenery.
If you're using a traffic controller overlay, the underlying road doesn't have to be continuous except from a visual standpoint. For instance, in an urban setting you can alternate road lofts with scenery objects representing intersections (That's what I do; I'm not a fan of fixed network objects). The invisible traffic ribbon is where the action is and the cars will continue over both the road lofts and the intersections. Here's an example of a grade crossing at a complex intersection using a traffic overlay.
It's already been pointed out but it's worth mentioning again: the "road" that a level crossing interacts with is the traffic controller loft and that's what the control gizmos should be attached to. Thus, if you're using a traffic controller overlay, the gizmos must be attached to it, not the underlying road.
Traffic generation is indeed random. I haven't been able to make any sense of what's behind it. The spawner has the annoying habit of spitting out several cars one after another, then nothing for a while. Sometimes cars appear going in only one direction. Sometimes nothing happens at all. Sometimes they work perfectly. This is an area that could use improvement so the effect is more or less predictable and consistent.
micaelcorleone wrote:SMM Digital has a very good tutorial on placing these crossing links. Step by step, picture by picture.
Link:http://smmdigital.net/xingmanualonline2.html
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