
And as I noted before, there's a jump in the animation when it switches states from closing to opening, but that can't really be avoided. I get around the issue by including an extra 6 or 7 cycles (I forget exactly how many I used) in the gate closing animation, although you can still see it stop if 3-4 trains go by in a row. The gate opening animation will play over again. You can see this if you rotate the view or save and load the game after a train goes by. It never switches to the looped animation with the gate down and the lights flashing, and once it plays the gate raising animation, it stays in that state, stopped on the last frame. When a train comes, it switches to the closing gate animation, but it stops on the last frame. The static props are only used when the crossing is newly built. The only two reasons I can think of is that they were either rushed (which we know is true), or they knew that they had botched the code and the wigwags wouldn't animate the whole time (also true).Įven though the RR props are set up with 4 states, only 3 are ever used.

With any luck, these will be the last two ortho prop adventures and the rest of the first half will be copy/paste/edit T21s until the cows come home.
2m gets me by for DTR, but I'll need a 6m offset to support the RAM's planned QTR. Next step is to make mirrored gantries and change the z-axis offset of all the props again. It looks a little ridiculous in the BAT, but it looks right at home in game. I narrowed it down from 8m to 5m (pole center to flasher mount). I also made a small change to the narrow modern gantry to bring it in line with it's big brothers: With the knowledge I have now, I think I can whip up a set that undoes that little snafu and should allow everything to work properly. But I'm guessing not a lot was known about t21s in those days. If the vanilla T21s had been left alone, the catenary T21s could have applied themselves over top of them, but the vanilla ones are blanked out and the crossing arms combined in to the catenary ones. I'll look into getting permission for that.Įdit: The way the T21s are laid out might make it tricky.

However, it shouldn't be too hard to include a patch that combines the two since that is a highly downloaded mod. So, depending on which mod loads last, those T21s will appear. I just had a look through that mod, most of it is T21 exemplars which include overriding replacement T21s for all the road crossings (Vanilla and NAM) using the vanilla crossing gates and the catenaries.
