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UKNG

Posted: Tue Oct 07, 2008 6:03 pm
by refman

I thought I would have a go at a narrow gauge route, and had a look at the UKN track system.
I was tempted to re-texture to suit my needs, but was disappointed in the points available.
What happened to the point blades and check rails, and could I substitute a re-scaled standard sim version by re-naming
the shape files?

Re: UKNG

Posted: Wed Oct 08, 2008 1:51 pm
by leveritt
refman wrote:...could I substitute a re-scaled standard sim version by re-naming
the shape files?
That might just work out OK, and would be easy to test risk-free. However you should make one more adjustment to the shape file to make it fit properly into the UKNG track system. The switch shape needs to be elevated by 0.06 meters.

EDIT: You could probably see that by joining the two shapes you show in the RE. The one tile XTracksRef route would be an ideal place to test. If you do this for a released route, tell folks what you did, or supply new shapes for Global\Shapes, or lobby OkrasaGhia for an Xtracks update. :)

The generators of the 3-foot gauge and UK narrow gauge systems took slightly different approaches. The original 3-foot gauge shapes were produced by using a scale of 60% of the std shapes, and the elevation of the bottom of the new shapes was left at the same 0.2 meters of the original std shapes. The result is that the top of the rails are not in alignment with the original shape.

The UKNG shapes were produced by using a scale of 50% of the std shapes, and the elevation of the bottom of the new shapes was raised to 0.26 meters. The result is that the top of the rails are at the same elevation as the std shapes.

I made sure of this when I generated the Dynatrax profiles for both of these systems. "D" dimension here...
http://www.nklj.se/xtracks/documents/making.htm

EDIT-AGAIN: Excuse me for being an UKNG neophyte, since I never really played much with it before. I've just laid down each type of switch available in v3.20. None have check rails, but all have points and blades and the complete "innards" so obviously missing in your image. The "innards" appear to be one piece and animate very strangely in the RE, but they're present. I guess my assumption that the original 10d switches were scaled from the std is incorrect. :)

regards,
charlie

Re: UKNG

Posted: Wed Oct 08, 2008 6:08 pm
by refman
Thanks for the reply Charlie. I checked both shapes with Shape Viewer, and the UKN section is raised as you stated, and you can find the blades beneath the item.
When I opened my modified std sim points as a second shape I needed to raise them about 0.16m to get the top of the rails to line up. I only scaled the x and z planes by 0.5, as I reasoned that the rail would be much the same depth on NG
track. Looks like I will need to scale the y axis plane as well or the trains will hit a bump
Reg

Re: UKNG

Posted: Wed Oct 22, 2008 3:18 pm
by refman

This is my first attempt at modeling some track. It is supposed to be a 10m length of 2ft gauge.
Your comments would be welcome.

Re: UKNG

Posted: Wed Nov 05, 2008 11:23 am
by CaptainBazza
Very nice.

Cheers Bazza

Re: UKNG

Posted: Thu Nov 06, 2008 10:33 am
by Tonysmedley
I do not want to appear to "nit pick" but the holding down spikes do not look very substantial