Static highways

This Chapter deals with static highways only. Highways with moving cars have different rules and are described in another chapter.

These static highways can be used like the static straight rails. Crossings and bridges also exist. For use with FS95/98 the straight highways are written in HDDS technology. As long as the sum of the two heights of the ends is lower or equal to 4 the highways are treated as flat objects and can be placed below bridges.

The following highways are available:

HW050 | Length 50m
HW060 | Length 60m
HW075 | Length 75m
HW100 | Length 100m
HW150 | Length 150m
HW200 | Length 200m
HW300 | Length 300m
HW400 | Length 400m
HW500 | Length 500m
HW600 | Length 600m
HWexit | Highway Exit for attaching roads
Bridgenh | 100m bridge ( see similar rail bridges)
Brid16nh | 100m bridge ( see similar rail bridges)
Brih500 | 500m bridge ( see similar rail bridges)

It is an undocumented and unsupported feature that many quad rails (eg curves) can be used as highways if called with a negative sign in %6.

All static highways are called with the same parameters:

Parameter | Value | Meaning
%1 |  | Geographical width
%2 |  | Geographical Length
%3 | 0 | Highway is placed on the surface of the FS terrain.
| Unequal 0 | Absolute Altitude of the highway above sea level in m
%4 | 0.250 | Scale. Should always be 0.250.
%5 | Orientation | Orientation of the highway on the terrain (0 = south-north direction)
%6 | 0-10 | Two digit number. First digit >= 1 switches on lamps and night illumination Second digit is ignored for the static highways, it is for your use if you want to add features like trees along the highway.
%7 |  | Height of the northern end in 25 cm units above Surface, if %3=0 %3, if this is >< 0
%8 |  | Height of the southern end in 25 cm units above Surface, if %3=0 %3, if this is >< 0
%9 | 0-105 | Embankment color 0: No embankment 1-FF: FS color 100-104: Texture 105: Seasonal texture
%10 |  | Range in m Highway is visible if within range. Typical value is 7000. The last digit is used to encode the highway texture.

Hints:

I recommend not using the value 0 for %7 or %8 to avoid a multitude of potential problems,