5.2.6 Crossings

Crossings have two straight lines crossing each other on the same level. It is connected to four other track elements, two on each end of both straight lines. Trains can travel on each straight line from end to end with no possibility to divert. There are no speed limits.

In Run mode, only the portion left of the red separation line of this panel is displayed. In Edit mode, the whole panel is displayed.

Fields common in both modes:

  1. Internal Key: a unique non-modifiable identifier provided by the system.

  2. Name: an optional identifier. Editable in edit mode.

  3. A graphic showing the type of crossing. A label at each leg shows the internal key of the element it is connected to – clicking on it will open a window showing the details for that particular element. In Edit mode, a right click will copy this link information into a link maintenance tool from which the connection can be manipulated.

  4. Show me where it is: activates the main window where a marker has been placed on the crossing for you to easy locate (hit <ESC> there to return)

  5. Exit: closes this window.

In Edit mode you see also on the right half of the window:

  1. A collection of graphics of all 7 possible available crossing types, with the current type highlighted. Clicking on one of them here will change the type and update all displays. The second “X” at the bottom is dedicated for a crossing “between the grids” not shown on the main screen but providing the normal functionality of an “X” crossing (hidden crossing)

  2. Set Position: activates the main window with grid lines, where you can place this crossing on any free square grid element with a mouse click (hit <ESC> there when done to return)
    note: as long as the grid lines appear on the main window, you can return to the main window and repeat the placement again. This will stay active until you hit the “Keep it” button, close this window, or you activate this feature for a different object, at which time the location of this object will be settled. (1)

  3. Keep it: the crossing’s position is now fixed (removing the grid lines on the main window). Without it it can still be changed on the main windows even though you may have done other things. (1)

  4. Create Double Slip from this: Deletes this object and creates a double slip object in its place with the connections intact – effectively adding the two diverging routes (2) (3). Closes this window due to deletion.

  5. Create Single Slip from this: Deletes this object and creates a single slip object in its place with the connections intact – effectively adding one of the possible diverging routes (3). Closes this window due to deletion.

  6. Delete From Scene: Removes this crossing from the scene. Objects to which this crossing was connected to will have their linkage to this crossing removed, resulting to a null linkage there.

  7. Link Info Opens a window which shows all linkages from this switch including unused one.

Notes:

  1. For details see here.

  2. CTC will “add” one of the possible paths. Verify on the main display if it’s the correct one. If it’s the wrong one, open the detailed window for the just created single slip switch and use the “Turn 180” function to move the path to the desired side.

  3. Not available for 90 degrees crossings (“X” or “+”).