SrrTrains's Blog

Discussion, breeding, usage of SrrTrains (Simulated RailRoad)

Tracks and Turnouts – SrrTrains

Posted by christoph on June 12, 2009

According to the findings of the rollercoaster project, I defined the basic track geometry of the “do-it-yourself-multiplayer-virtual-model-railroad” on X3D/VRML basis as follows.
Remark Jan 10: This track geometry is only an example. SrrTrains allows to replace it by another track geometry of your choice.

TrackGeometryABI

A…..starting point
B…..end point
I…..intermediate point
nomalA…..vector to define cross slope at point A
normalB…..vector to define cross slope at point B

Currently the coordinates of those vectors must be calculated and entered manually, but it is planned to use Blender as editor for the track layout.

If you would like to know more about the concepts for tracks and turnouts, please feel free to download the “Howto build my own SrrTrains tracks and turnouts” documents from the download area.

Vehicles will follow soon.

CU
Christoph

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2 Responses to “Tracks and Turnouts – SrrTrains”

  1. [...] If you just want to have a short look at the principles of modeling tracks in SrrTrains, please have a look to following blog post from 2009/06: Tracks and Turnouts. [...]

  2. christoph said

    The software, which I described in above article, has recently been released in the download area.

    The concept paper has been updated and is available (22 pages, 8 figures), at http://simulrr.wordpress.com/simul-rr

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