Below you can find a number of examples for how to use the XTracks sections.
Even more examples you can find if you download my reference route. It can be found at in the file library with the name ''. Note that the route is not kept up to date with the latest version of XTracks and thus does not make use of all the latest additions.
There is also a reference route for DualTracks made by William Adams which you can find at The file name for this route is ''.

Inserting a Track Node

(by Steven Masters) This trick is used to insert a track node in long stretches of single line track.
The train position is calculated from the last track node passed. A track node is a switch or crossing and shows like black dots in the Activity Editor. Due to rounding when calculating the trains position there is an error when reaching the next track node which can cause the train to jump. This can be a real problem on routes with long stretches of single line tracks, especially if it contains many curves.
To minimize the problem this very short siding track can be inserted to divide the long stretch of track into shorter stretches. Thanks to using two switches there is no risk of derailing as both paths converge again after two meters even if you happen to use the 'G'-key.

Curved 1500r & 2000r switches

(by Steven Masters) Steven used my calculations to produce 1500r and 2000r curved switches
along the same designs I used for 500r and 1000r. Thanks to the wider radius the switches can
be fitted in a 10d arch instead of the smaller radius switches which use a 20d arch.

Short 5d switches

(by Steven Masters)

3-Way switches

Switch (by Steven Masters):

Ladder (by Steven Masters):

10d modular switches

Switch (by Steven Masters):

Ladder (by Steven Masters):

Tight curved switches

(by Steven Masters)

40/75 degree Xovers

(by Steven Masters)

Modular 3 & 6 degree switches

Please note that the one-piece modular switches (a1tPnt3dB* & a1tPnt6dB*) can be used in most cases in the following examples to reduce object count.
Only in the slips is the older design necessary.

These are designed to allow a large number of different layouts. To understand the basic geometry I will walk you through some basic combinations starting with a simple crossover. These pieces are also available in narrow gauge versions (3 degree only). The concept of both 3 & 6 degrees are the same thus I only show how to lay the 3 degree switches. Difference is the 6 degree switches uses the 5.5 meter straight when building a crossover and the 11.3 & 22.6 crossings for slips and diamonds.

Start with a a1tPnt3dLftMnl (straight path equals a1t10mStrt and curved path a1tEndPnt3d).

Add an a1tEndPnt3d (note that the same endpoint is used for both left and right).

Next an a1t2_6mStrt.

An a1t10mStrt.

Another a1t2_6mStrt (or use an a1t15_2mStrt for the three).

Start turning back with an a1tEndPnt3d.

Finally an a1tPnt3dLftMnl (use an a1tEndPnt3d to build a switch).

Finish it off with some straights, 1 a1t50mStrt and a 1 a1t15mStrt for each track.
Total lenght of the completed crossover is 75 meters.

Substituting the a1t10mStrt with an a1tXover12d is the first step in a diamond crossover.
(or use an a1tXover12dB and you don't need the short 2.6M straights)

Build the other crossover using right hand switches.

Finish it off with 1 a1t50mStrt and 1 a1t5mStrt for each track

Part of the modular switches is also a1tXover6d to build slips and crossings. This double slip is built with that and four switches, use two a1t10mStrt to create a single slip. Both legs totals 30 meters and this slip could be incorporated in the above configurations.

There's also an a1tYPnt3dMnl that fits into the system and with these pieces it's possible to make many different layouts. In this picture the upper right track goes to the three middle left tracks and the lower right to the two outer left tracks. All track intersections are true crossings, parallell tracks are correctly spaced and matched to attach with a2t-pieces without a single dynamic track needed.
It would be easy to add more crossings and switches to form an even more complicated layout with slips, ladders and crossovers.

Curved switches

The curved switches can be used both for crossovers and for transitions from single to dual track.
A crossover is built with a pair of left hand or right hand switches, the 12 degree switch goes on the outer track and the 8 degree switch on the inner track. Complement with a couple of standard 10 degree single track curves, no need for dynamic tracks. The completed crossover occupies the same space as a dual track 20 degree curve of the same radius. Note that the example show the 500 meter radius switches. The 1000 meter radius switches look slightly different but work the same.
This example uses 1xa1tPnt500r12dRgtMnl, 1xa1tPnt500r8dRgtMnl & 2xa1t500r10d.

If you want to build a transition from single to dual track you replace one of the switches with a curve:
  a1tPnt500r12d*    ->  a1t365r12d
  a1tPnt500r8d*      ->  a1t700r8d
  a1tPnt1000r12d*  ->  a1t865r12d
  a1tPnt1000r8d*    ->  a1t1200r8d
The other leg is completed with a standard 10 degree curve as above.


These crossings are built for correct distance of parallell tracks and without need for any dynamic tracks. You can repeat them for as many parallell tracks as you need, included are 90, 79, 62, 45 and 26 degree crossings. The 79 degree is complemented by an a1t1mStrt track section for even parallell tracks, 62 degree by an a1t2_6mStrt, 45 degree by an a1t5mStrt and the 26 degree by an a1t10mStrt.

Turntable & roundhouse

Before you ask, the turntable does not and will not work! Many have tried to make it work and all have failed. I believe an update of MSTS is necessary before a working turntable is possible. Roundhouse is designed to to be used either with the turntable or the 5 degree Y-switch.

Tunnel switches

I've included a number of 10 degree tunnel switches. A1tPnt10dLftMnlTun/a1tPnt10dRgtMnlTun can be used to form sidings and split the line to two track. A2tPnt10dLftMnlTun/a2tPnt10dRgtMnl are used for tunnel crossovers. A1tYPnt10dMnlTun can be used to split the line into separate tunnels but also enables a few interesting possibillities. One possibillity is to make a wye (or triangle spur) using three switches and four same kind endpoints for each side.

The other possibillity is to make a return loop inside a tunnel. This loop is made of the following pieces going clockwise from the a1tYPnt10dMnlTun:
  5 x a1tEndPnt10dLftTun
  6 x a1tEndPnt10dRgtTun
  3 x a1tEndPnt10dLftTun (turned)
  6 x a1tEndPnt10dRgtTun (now you're halfway around)
  6 x a1tEndPnt10dLftTun
  3 x a1tEndPnt10dRgtTun
  6 x a1tEndPnt10dLftTun
  5 x a1tEndPnt10dRgtTun

Both these layouts are of course possible with non-tunnel pieces also and in narrow gauge
(though not with tunnels).

Single & double slips

The slips from version 1 work with special endpieces that needs to be inserted in the correct location. Instead of these I would recommend the use of the modular 3 degree switches, they are easier to use and work better. Single slip looks like this.

And double slip like this.

Animated bridges

Spring 2002 Rick Lamp made three bridges with animation. The bridges are a bascule bridge, a lift bridge and a swing bridge. They work as level crossings and are added to the route .ref file.
In order to use them you cross a road over the track and lower it out of visibility. Then you can place the bridge at the intersection and align it with the track. For this to look good there should be no visible track where the bridges moving part is. To help with this I have added a 20M invisible straight that can be used; 'I1t20mStrt'. Each bridge intersection needs three of these straights as Rick made them 60M long. I made the straight 20M that it could be used in other circumstances also.
The bridges can be found at, search in the file library for files '', '' and '' and you will find them.

Rick mentions to add them to the .ref file but he does not list the entries.
Here are proper entries for all three bridges tried and tested:
LevelCr (
  Class ( "Bridges, Animated" )
  FileName ( Bascule1.s )
  Description ( "Bascule Bridge" )
LevelCr (
  Class ( "Bridges, Animated" )
  FileName ( LiftBridge1.s )
  Description ( "Lift Bridge" )
LevelCr (
  Class ( "Bridges, Animated" )
  FileName ( SwingBridge1.s )
  Description ( "Swing Bridge" )