Static roads

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

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

The following roads are available:

Road020 | Length 20m
Road025 | Length 25m
Road050 | Length 50m
Road075 | Length 75m
Road100 | Length 100m
Road150 | Length 150m
Road200 | Length 200m
Road300 | Length 300m
Road400 | Length 400m
Road500 | Length 500m
Road600 | Length 600m
RoadT15 | T-shape junction 15m long
RoadX15 | Crossing 15m long
Bridgens | 100m bridge ( see similar rail bridges)
Brid16ns | 100m bridge ( see similar rail bridges)
Bris500 | 500m bridge ( see similar rail bridges)

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

All static roads are called with the same parameters:

Parameter | Value | Meaning
%1 |  | Geographical width
%2 |  | Geographical Length
%3 | 0 | Road is placed on the surface of the FS terrain.
| Unequal 0 | Absolute Altitude of the road above sea level in m
%4 | 0.250 | Scale. Should always be 0.250.
%5 | Orientation | Orientation of the road on the terrain (0 = south-north direction)
%6 | 0-10 | Two digit number. First digit >= 1 switches on lamps and night illumination. >= 2 rotates them by 90 degrees for FS2000. Second digit is ignored for static roads and is for your use if you want to add features like rows of trees along the roads.
%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 Road is visible if within range. Typical value is 7000. The last digit is used to encode the road texture.

Hints:

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