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25 Best First-Person Shooter Games Ever Made

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The best first-person shooter games ever gave us a new perspective on what video games could be.

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Game genres go in and out of fashion all the time, but for nearly 30 years, first-person shooters have been one of the industry’s most reliable sources for blockbuster experiences that often help dictate the future of the medium. 

There’s no one element that makes FPS games so brilliant, and that is, ironically enough, exactly what makes them brilliant. The history of the genre is written by developers who used a certain point of view and a gun or two as the basis for a variety of experiences that continue to surprise us even after we told ourselves that we’ve seen it all.  

Those are the games we’re here to celebrate today. The best first-person shooters ever may have inspired each other, but each ultimately brings something special to the table that helps it stand out among some considerable competition. Many offer something different, but the one thing that most share is the feeling you get just from hearing their names. 

Before we dive into the list, here are a few notes about the criteria used to make these selections. 

  • Defining a first-person shooter can be tricky. An FPS must obviously have a first-person perspective and shooting, but when in doubt, we looked closely at the “shooter” part of the equation. The more a game emphasized shooting/combat as a core part of the experience, the more likely it was to be considered part of the genre. 
  • How “fun” an FPS game is ultimately determined whether it was selected and how it was ranked among the rest, but innovation, historical significance, and longevity were all used as prominent “X-factors” to determine rankings.
  • Single-player only and multiplayer only FPS games were not necessairly faulted for lacking either mode. However, special consideration was given to games that did both well. 

25. Superhot

Superhot is one part puzzle game, one part FPS, and one part cinematic gunfight simulator. This unique shooter is built around the ability to slow down time by standing still. Taking a moment to survey the situation is the key to victory, but only speed will save you in this impossibly stylish and devilishly difficult game. 

Definitely play Superhot in VR if you ever get the chance to do so, but there’s no bad way to play one of the most creative and engaging FPS games ever made as well as one of gaming’s most potent shots of pure adrenaline. 

24. DUSK

2018’s DUSK may be a tribute to several genre classics that came before it, but the way that this game so perfectly recreates the feeling of playing those games rather than how so many of them actually play today strangely elevates it above many of those FPS pioneers.

Even people who usually don’t like the “find the key, labyrinth levels, blistering pace” style of FPS game that DUSK pays homage to often find themselves hopelessly addicted to this game’s airtight mechanics, exceptional pacing, and how it reminds us that, above all else, game are meant to be fun. 

23. Metro 2033

Metro 2033 owes a debt to some games that came before (including S.T.A.L.K.E.R.: Shadow of Chernobyl, which many members of the Metro 2033 team worked on), but when it comes to this style of atmospheric FPS game, it may still be the very best.

Metro 2033 embraced its survival horror concepts in a way that even the incredible entries into this series that followed were never quite able to recreate. The atmosphere in this game is so thick and intimidating that it can make you feel like your gasping for air as you play it, which makes it that much more impressive that you’ll feel consistently compelled to push forward no matter how daunting things become.

22. Borderlands 2

While I feel like the original Borderlands is honestly kind of underrated in the grand scheme of the franchise, it’s hard to deny that Borderlands 2 is when this series really found its footing and remains the game the Borderlands franchise is chasing to this day.

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Not everyone was a fan of this game’s humor, but that desire to go this far over the top is arguably the reason why Borderlands 2 so confidently combined the best aspects of co-op games, looter RPGs, and first-person shooters. From its base campaign to its incredible DLC, this is still one of the best FPS adventures you can share with friends.

21. Far Cry 2

As the Far Cry series (and the FPS genre) continues to “evolve,” it’s easier than ever to appreciate Far Cry 2 and how so many of the things that this game was initially criticized for now feel like a breath of fresh air.   

Far Cry 2 is a hostile game that is constantly trying to kill your through disease, often uncontrollable fires, a lack of resources, aggressive enemies, and a lingering bleakness that only grows more powerful as you begin to understand its story and world. It’s an oppressive game that forces you to think on your feet in ways that few other FPS, open-world, or survival games have ever equaled. I’d say I miss this Ubisoft, but honestly, this was a bold and brilliant experiment even for that studio’s glory days.

20. Wolfenstein 2: The New Colossus

I think the best compliment you can pay Wolfenstein 2 is to say that Wolfenstein: The New Order exceeded nearly every expectation possible and not even that game could prepare us for the places this sequel would go. 

Wolfenstein 2 is the greatest tribute to excess this side of a cocaine party on ‘80s Wall Street. Just when you think you’ve seen the most shocking thing this game will do, it finds a way to up the ante time and time again. It certainly doesn’t hurt that it also improves the surprisingly tight action mechanics that helped make its predecessor such a sleeper hit. 

19. Team Fortress 2

It wouldn’t be entirely accurate to say that nobody thought Team Fortress 2 was going to be a success. Actually, many people at the time expected it to be a very good game. Yet, few were prepared for just how engaging TF 2 would be and how its growth would change the video game industry forever.

Look beyond the ways TF 2 controversially moved us towards the “games as a service” era, though, and you’ll find that it’s simply one of the most mechanically enjoyably multiplayer FPS games ever made as well as a testament to the ways that personality can turn an already great game into something magical.

18. SWAT 4

What separates SWAT 4 from so many incredible tactical FPS games that came before and after? If I had to attribute this game’s brilliance to any one thing, it would have to be “level design.

SWAT 4 uses its somewhat unusual premise (compared to other tactical FPS games) as the basis for some truly creative missions that somehow make seemingly common environments more compelling than even some of the most elaborate fantasy worlds. From infiltrating a cult leader’s camp to descending into the basement of a serial killer’s home, SWAT 4 constantly finds new ways to use its incredible tactical gameplay to surprise you.

17. The Operative: No One Lives Forever

It’s true that No One Lives Forever’s seemingly permanent residence in licensing Hell has only amplified the voices of those who call this 2000 FPS game one of the best ever made, but that doesn’t mean that Monolith’s spy shooter doesn’t deserve all the praise it gets.

The thing that impresses me most about NOLF all these years later is that it’s actually a comedy game. While being a genuinely funny comedy game is usually an accomplishment in and of itself, NOLF goes one step further by also offering one of the most creative and engaging FPS campaigns ever crafted. This game holds up favorably under even the most discerning design analysis, but its most lasting legacy is the smile it puts on your face.

16. GoldenEye 007

Perfect Dark may technically be the better game, but if innovation, historical context, and fond memories are all tie-breaking “X” factors, then GoldenEye 007 absolutely deserves a spot on any list of the best FPS games.

A million words have rightfully been written about what GoldenEye did for console FPS games, but I don’t know if it’s possible to praise this game enough for the ways it celebrated the unique joy of local multiplayer or the surprising strength of its single-player campaign. Some at the time may have written GoldenEye off as a lesser version of the best PC FPS games, but the years have been kind to the purity of this experience.

15. Battlefield: Bad Company 2

Bad Company 2’s multiplayer is chaotic, creative, memorable, addictive, and all of the other things you associate with the Battlefield series’ legendary multiplayer at its very best. What separates this game from the other amazing entries in this franchise, though, is the strength of its single-player campaign.

Bad Company 2’s loving embrace of destructible environments is perfectly complemented by an often dark sense of humor that you rarely see in military shooters. It’s hardly a surprise that some Battlefield fans are still chasing the high they got from playing this game for the first time.

14. Halo 3 

Halo 2 was an incredible game that changed the console FPS landscape forever, but it was also a game plagued by development issues that led to an unforgivable crunch period, a campaign that fell well short of its potential, and some notable balance problems. Your fond memories of that game are well-deserved, but when it comes down to it, Halo 3 offers a more complete experience.

Halo 3’s incredible multiplayer is arguably the perfect version of Halo‘s legendary multiplayer and the kind of competitive game that’s easy to miss at a time when there are so few titles that try to do what it did. This brilliant sequel’s campaign also felt like a proper send-off for the series (even if it ultimately proved not to be), while Halo 3’s Forge mode brought the creativity and longevity of the PC mod scene to Xbox 360 gamers everywhere. 

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13. Titanfall 2

Before you decide to be too hard on those who can’t stop talking about Titanfall 2 and refuse to stop begging for a proper sequel, consider that Titanfall 2 may just be one of the most complete FPS games ever made.

Titanfall 2’s multiplayer arguably realizes the considerable potential of its predecessor, but it’s Titanfall 2’s campaign that often inspires fans to scream at you to drop everything and play this game. Few games from even the golden age of FPS campaigns rival the ambition and creativity of Titanfall 2’s narrative, and fewer still have nearly as much heart.

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12. BioShock

I’ll leave the “Is BioShock a first-person shooter?” debate up to you and instead focus on how BioShock used the core concepts of a first-person shooter to elevate the art of video game narratives through the often-overlooked benefits of environmental storytelling.

BioShock’s story and world explore the dark underbelly of the entire first-person shooter concept. Are our actions our own, or have we been forced into the perspective of a largely helpless instrument? BioShock may have followed in some pretty big genre footsteps, but that strangely makes it all the more impressive that it’s often seen as the definitive experience in this particular subgenre.

11. Quake 3 Arena

Many who doubted that Quake 3 could abandon the single-player campaigns of its predecessors and sell itself based solely on the appeal of its multiplayer deathmatch modes were typically silenced the moment they played the game and experienced its exhilarating speed.

Quake 3 emphasizes speed in a way that few games before and fewer since ever dared to. Slowing down is often a death sentence, but what’s really impressive about this shooter all these years later is the surprising depth of its seemingly arcade-like gameplay and how it challenges you to master a series of mechanics that are often tragically underutilized in modern multiplayer gaming.

10. Unreal Tournament

It’s still incredible to think that Unreal Tournament and Quake 3 were released just weeks apart, and it’s even more incredible to think that Unreal Tournament arguably beat Quake 3 at what some considered to be its own game.

Putting aside that debate for the moment, let’s just come together to praise Unreal Tournament for its mechanics, visuals, modes, weapons, and, most importantly, arguably all-time great multiplayer map design. This is simply as satisfying and intense as PC multiplayer shooters get.

9. Doom (2016)

It’s easy to forget now, but there was a time when most people were expecting Doom to be one of 2016’s great disappointments. Not only was the Doom franchise on the ropes at that time, but this game’s rather disappointing multiplayer beta left some fearing the worst

Instead, Doom turned out to be arguably the best first-person shooter of its era. Even if you were an optimist who predicted the ways Doom would so successfully harken back to the breakneck pace of the best games in this series, you probably couldn’t have guessed the ways that this game’s amazing soundtrack, humor, and genuinely incredible storytelling would effectively combine the best of retro and modern FPS games while raising the bar for the genre.

8. Call of Duty

With all due respect to the Medal of Honor franchise and its many great installments and lasting innovations, it’s a testament to the quality of Call of Duty that it offered such a definitive WW2 shooter experience that you now have to remind people that Medal of Honor was even a thing.  

The Call of Duty team went for broke with this one and somehow found a way to turn the most intense moments in Medal of Honor: Allied Assault into an entire FPS campaign. Call of Duty challenged every perceived technical limit of its era and boasts level/campaign design that you could argue has never been bested.

7. Left 4 Dead 2

Left 4 Dead wasn’t the first game of its kind, but the co-op zombie shooter tapped into something that many of us never knew we wanted. Its blend of almost arcade-like action, incredible level design, cinematic presentation, and near-perfect difficulty made it an instant addiction for millions. 

Well, Left 4 Dead 2 was all of that and more. It’s certainly the best game of its kind, but in the grand history of FPS games, the thing that really sets Left 4 Dead 2 apart is how easy it is to return to it all these years later and how the desire to play this one with friends just never seems to go away.

6. Counter-Strike

Released at a time when multiplayer FPS games were supposed to be as fast as possible, Counter-Strike bucked nearly every genre trend by forcing players to embrace a methodical form of gameplay where just a couple of bullets could determine a game. It was the kind of bold experiment that could only have come from outside the industry, and it was absolutely brilliant. 

Counter-Strike is arguably the greatest competitive FPS game ever made. Even in its early stages, it was an intelligently balanced multiplayer experience that required a unique set of skills. Remarkably, though, learning the ropes in this game rarely felt like a chore. It’s one of the most important FPS games ever, and it’s certainly one of the best.

 5. Halo: Combat Evolved

It’s a shame that the “Combat Evolved” part of Halo’s full name is so often overlooked as that’s really the thing that separated this legendary shooter from nearly every FPS game at the time. The methods you use to battle Halo’s Covenant enemies may seem standard now, but the way this title forced you to carefully consider your combat tactics against truly intelligent A.I. opponents really did help change everything.

Then again, how can you fault anyone for mostly remembering Halo for its multiplayer? 16-player LAN matches may seem humble now, but the fact is that even the biggest online multiplayer games can’t quite match the feeling of experiencing Halo‘s local multiplayer at its biggest and boldest.

4. Half-Life

Nobody was really looking for a game like Half-Life in 1998. Honestly, few people at that time could have envisioned such a thing. In an era where FPS games were defined by their heavy metal style, B-movie campaigns, and deathmatch multiplayer, the idea of a first-person shooter with a story to tell and a world to sell that wasn’t constantly sacrificing action for narrative seemed impossible.

Do you know what’s really impressive, though? Half-Life didn’t just use the FPS format to tell an incredible story: it did it in a way that redefined what we talk about when we talk about immersion in games. Few developers to this day are able to replicate that style of storytelling, and even if they were, fewer still would ever be able to innovate the FPS genre quite the same way that Half-Life did.

3. Doom

The often-cited “godfather” of FPS games really needs no introduction. There’s a reason why first-person shooters were called “Doom clones” for years after this game’s release.

What’s truly amazing, though, is that Doom did things in 1993 that modern game developers still struggle to recreate. Even an unmodded version of Doom still has the ability to grab you by the throat and not let you go until you’ve seen the end of its brutal campaign. Doom was certainly the first in a lot of ways, but the thing that matters most may just be the ways it’s still the best.

2. Half-Life 2

It’s been said that part of the reason why Valve has hesitated to finish Half-Life 3 is that they reached a point where they felt like the expectations for the game had become unrealistic and detrimental. Well, you could argue that Half-Life 2 was released under similar circumstances. How do you make a sequel to one of the greatest, most innovative, and beloved PC games of all time? How would that game ever meet expectations?

Well, Half-Life 2 didn’t meet expectations: it exceeded them. Half-Life 2 didn’t so much blaze a path forward for the genre as it leaped into the air and landed somewhere other developers couldn’t quite see but desperately wanted to be. This is a nearly perfect single-player game that does things with pacing and level design that honestly feel even more refreshing all these years later given how many studios have strayed from the light of this title’s brilliance.

1. Call of Duty 4: Modern Warfare

There are two eras of Call of Duty games, and each of them represents two distinct eras of FPS design. The first era (as represented by the first few Call of Duty games) was more about single-player campaigns and complimentary multiplayer options. The second era of the franchise focused on evolving a style of multiplayer that would turn this series into a global phenomenon.

Well, Call of Duty 4 is the game that bridges those two eras and somehow manages to feature arguably the best single-player campaign in FPS history and some of the best multiplayer in FPS history.

Even at a time when we were spoiled by incredible Call of Duty campaigns, Modern Warfare stunned people with its shocking story and brilliant missions (highlighted by the legendary “All Ghillied Up”). We didn’t know it at the time, but the game’s multiplayer would also go on to change competitive FPS titles forever and help turn this franchise into a multi-billion-dollar household name.

This is a complete FPS package that represents nearly everything we’ve ever wanted from this genre. It’s a true triumph that delivers in terms of multiplayer and single-player in a way that few games since have ever dreamed of attempting to replicate.

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Matthew Byrd |
@SilverTuna014

Matthew Byrd is a freelance writer and entertainment enthusiast living in Brooklyn. When he’s not exploring the culture of video games, he’s wishing he had a…

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Why people are queuing for 90 minutes to play Splitgate

(Image credit: 1047 Games)

Splitgate has become too popular for its own good. The first-person shooter entered a new phase of its open beta in July, garnering enough attention that its developer, 1047 Games, was forced to delay the launch of the full game. The team is now working to solve a «myriad of technical problems» resulting from increased stress on the Splitgate servers. It’s been a week since that decision by 1047 Games was made but the pressure hasn’t eased up. In fact, some players are now queuing for 90 minutes just to give the Splitgate beta a try for themselves.

So, what is it about Splitgate that’s convincing people to wait for over an hour just to play it? Having spent a couple of hours with the game on Xbox Series X – Splitgate crossplay is supported across PC, PlayStation, and Xbox consoles – it’s easy to understand the appeal. Splitgate could generously be described as the action of Halo 2 meeting the mechanical brilliance of Portal. It’s a fast-paced arena shooter with multi-dimensional combat, one that evokes the feel of FPS multiplayer from the aughts. 

Eight players run around dressed in costumes that are eerily reminiscent of the Mark VI MJOLNIR Powered Assault Armor, were it designed in a Fortnite funhouse rather than on the production lines of the UNSC. You can open yellow and blue portals against walls at will, letting teams duck and weave around one another with relative ease. Combat clicks when you play aggressively, the jump is floaty and manageable, and the weapons pack a serious punch if you can tease the reticle to hang over a head. Hell, Splitgate’s Stadium map may as well be a reskin of Halo 2’s Midship. 

(Image credit: 1047 Games)

«Splitgate has this dated charm to it, one that is all too easy to fall in love with if you played multiplayer games in the early Xbox 360 era»

What I’m trying to say is that Splitgate has this dated charm to it, one that is all too easy to fall in love with if you played multiplayer games in the Xbox and early Xbox 360 era. There’s been a steady uptick in arena shooters in recent years, enough so that I don’t think 1047 Games dutifully evoking the spirit of Halo would be enough to set it apart from the free-to-play pack. Thankfully, Splitgate uses arena combat as a foundation, building upon it with a really smart use of portals – which completely changes the way you think about engagement, positioning, and traversal.  

You could place a portal against a distant platform and use it to zip across the map in a heartbeat, giving you a new vantage point over the environment with a sniper rifle in hand. Perhaps you’ll spot enemies grouped together in a corridor and decide to throw a portal in behind them, fire through the new dimensional rift until they turn to pursue you, and then close the pathway just as quickly as you opened it to stop your aggressors from retaliating. There’s such a wide variety of offensive and defensive capabilities with the use of portals, one that makes Splitgate standout among the competition. 

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(Image credit: 1047 Games)(Image credit: 1047 Games)(Image credit: 1047 Games)(Image credit: 1047 Games)(Image credit: 1047 Games)(Image credit: 1047 Games)

The popularity of Splitgate has increased quickly in recent weeks. According to SteamDB (which only tracks people playing through Steam, and doesn’t factor in players on PlayStation and Xbox) the Splitgate open beta has steadily risen from a peak of 400 concurrent players in early July to hitting an all-time peak of over 59,000 this past weekend, helping Splitgate assert its place in the top 20 most popular games on the platform. 1047 Games says that Splitgate hosted no fewer than 100,000 concurrent players across all platforms and it shows no signs of slowing down. Maybe it’s coincidence that the Splitgate surge occurred while Halo Infinite was having a closed beta of its own, or perhaps it indicates that there’s a community out there eager to play a Halo-style game without all modern accoutrements of Xbox Game Studios’ flagship shooter. 

Whatever the reason, it’s this recent surge in popularity that caused the 90-minute wait time to play. It’s something 1047 Games CEO Ian Proulx recently said the small studio of 30 is trying to address. «Our team has been blown away by the incredible reception the Splitgate community has shown us. With the steep and sudden increase in players trying to access servers, we’re having to sort out a myriad of technical issues that come with this level of insane growth. We’ve worked hard to provide a high-quality game and experience, and our biggest challenge is simply to have enough capacity to serve the entire community. «

Splitgate was supposed to launch on July 27 for PC, PS4, PS5, Xbox One, and Xbox Series X as a free-to-play experience, before a tidal wave of interested players crashed those dreams. The game is now set to launch later in August and it’s well worth checking out – it hits that sweet spot between familiarity and freshness that so few games are able to conjure these days, particularly in a market that’s saturated with shooters. Should you queue for 90 minutes to try it? That’s something that only you can decide, but I’d certainly recommend that you don’t let this one pass you by without at least trying it. 


While you’re waiting for the Splitgate servers to come back online, why not try one of the best FPS games.

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Josh West is the UK Managing Editor of GamesRadar+. He has over 10 years experience in online and print journalism, and holds a BA (Hons) in Journalism and Feature Writing. Prior to starting his current position, Josh has served as GR+’s Features Editor and Deputy Editor of games™ magazine, and has freelanced for numerous publications including 3D Artist, Edge magazine, iCreate, Metal Hammer, Play, Retro Gamer, and SFX. Additionally, he has appeared on the BBC and ITV to provide expert comment, written for Scholastic books, edited a book for Hachette, and worked as the Assistant Producer of the Future Games Show. In his spare time, Josh likes to play bass guitar and video games. Years ago, he was in a few movies and TV shows that you’ve definitely seen but will never be able to spot him in.

Device and switch scheme: 9 faults

Turnouts are VSP elements of special length, laid on wooden or reinforced concrete sleepers, which are needed to transfer trains from one railway line to another. The device minimizes the cost of building railways and reduces their total length, because with them there is no need to lay circuitous routes.

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Device and circuit

nine0005

Buy railroad switches

Types of faults

Norms and tolerances

Price and prices

There are three main types of turnouts: with blind crossings, with cross turnouts and single. Over the years of development, the very device of turnouts has undergone many changes. In the countries of the former CIS, the most popular device is the «French» arrow. To find out the position of the arrow, you need to look at the arrow pointer. They are of two types: illuminated and non-illuminated. The white side of the illuminated sign indicates that the arrow has been moved to the forward direction, and the yellow side indicates the direction of the arrow to the side track. The edge of a non-illuminated pointer means that the arrow is in the forward direction, and the side of a non-illuminated pointer also makes it possible to understand the direction of the arrow. In Russia, turnouts are usually determined by the brand of the cross, or rather, by the tangent of the acute angle of the cross. nine0005

Arrangement and scheme

turnouts

Turnout consists of a turnout, a cross with counter rails, connecting tracks between them and a set of transfer bars. A straight insert is also placed between the turnout and the beginning of the curve. Turnouts must have their own non-recurring numbers. The numbering of turnouts is carried out in Arabic odd numbers from the side of the arrival of odd trains and even numbers from the side of the arrival of even trains. The numbering starts from the first entrance arrow leading to the station. The axis of the passenger building (the axis of the station) is taken beyond the border of even and odd numbering. At large stations, where the tracks are assembled into parks, the turnouts are numbered according to individual parks, and each park is assigned its own hundred numbers

Arrow — directs moving rolling stock from a straight track to a side track or from a side track to a straight line. It consists of two external fixed frame rails, two internal interconnected wits (of which one is pressed against the frame rail, and the other is removed from it), a transfer mechanism and metal rods connecting the wits to each other and to the transfer mechanism.

Frame — called the rails to which the wits are pressed. Since the wits are movable elements, occupying a pressed or retracted position in relation to the frame rails, they cannot independently overcome the lateral pressure from the flanges of the moving wheels of the rolling stock. Therefore, stop bolts or stop plates are attached to the frame rails, through which this pressure from the pressed sharp edge is transmitted to the frame rail. The length of frame rails is usually 12.5 m, and at stations where high-speed train traffic is provided, it is 25 m. With the help of wits change the direction of the rolling stock. They are made from special rails of various heights of a symmetrical and asymmetric profile.

The wits are connected by arrow rods, the number of which varies from one to eight depending on the length of the wits. The length of the turnbuckles can be fixed or adjustable by turnbuckles. Adjustable turnouts are used in transfers designed for high-speed trains. Turnout traction is divided into transferable and connecting. Transfers are designed to transfer wits from one position to another, connecting ones — to ensure a stable position of wits under a moving train. Transfer rods have one or two brackets (eyes) for attaching hardware rods or rods of the transfer device to them. nine0005

Short wits are switched by turning at the root with the help of electric drives included in the centralization or manually operated levers. In turnouts designed for high-speed trains, long flexible points are switched due to their elastic bending.

Electric drives not only move the wits, but also fix them in the right position. On non-centralized arrows, as a rule, articulated-toggle locks are installed, they tightly press, securely close the wits and allow you to control the correct preparation of the route. Non-centralized arrows are equipped with control locks, and sometimes with folding tabs, locked with a padlock. nine0005

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⟦Fault Types⟧

Railway safety depends to a greater extent on the attentiveness and professionalism of railway personnel. There are many malfunctions of turnouts, but there are those that can lead to sad consequences and should not be overlooked. Therefore, let’s look at the most common and important for identifying a malfunction of railroad switches. nine0005

Disengagement of the wits

Disengagement of the wits can occur due to a break in the turnout, clevis or clevis bolts. Although in centralized switches, to prevent disconnection of the wits, separate attachment of working and control rods was introduced, the condition of the parts of the joint of the wits (rods, shackles, bolts, rivets) should be checked both when laying the turnout and during its operation. At the slightest malfunction of turnouts, these parts are immediately replaced. It is necessary to strictly observe the normal distance between the wits in the zone of adjustable rods in arrows with flexible wits. nine0005

Wit lagging behind the stock rail

The lag of the wit from the frame rail can be caused by the bending of the frame rails, rolls on them, improper processing of the wits, theft of the wits or the frame rails. The lag of the wits can be caused by the bending of the connected strips and switch shoes, the wrong distance between the working edges of the frame rails, the unacceptable step of the wits, the distorted arrangement of the arrow rail threads in the plan, etc. If the wit lags behind the frame rail by 4 mm or more, the cut wheel flange may hit the butt end of the wit. Sometimes there is a non-adherence of the wit to the switch pads due to the vertical bending of the wit. Such wits should be replaced. The fit of the wits to the thrust pads must be tight. The clearance between the working edge of the thrust pads and the neck of the wag is allowed no more than 1 mm for switches on the main tracks and no more than 2 mm on the receiving and departure and other tracks. nine0005

Blade chipping

Blade chipping occurs when the blades do not fit snugly against the frame rails and pads, when the blades are higher than the frame rails, if the blades are not fixed at the root, if the support parts are bent, if the turnout rods are not adjusted correctly, etc. The length of the chipping section of the wit should be no more than the distance from the beginning of the wit to its section, in which, when the wheel moves against the wool, the side face of the wheel crest touches the wit. The large length of the crumbled section of the wit will lead to the impact of the comb into the wit with a possible collision of the undercut comb with the wit. Therefore, the maximum allowable length of the crumbled wit is taken such that the ridges will not hit the crumbled area even if the wit is not brought to a fit by 3 mm. nine0005

Point drop against the frame rail

Point drop against the frame rail is measured in the section where the width of the point head at the top is 50 mm, i.e. where the wheel begins to move from the wit to the frame rail during the woolly movement. When the wit is lowered against the frame rail by 2 mm or more, the frame rails are squeezed out and turned over by the wheels when they move along the turnout, which can lead to the derailment of the rolling stock. It is necessary to correctly lay all the connected strips provided for by the design of the arrows; arrow bars must be evenly padded, the arrow is straightened in the longitudinal profile. If, subject to all requirements, the drop of the wit against the frame rail is 2 mm or more, then such a defective wit must be replaced. nine0005

Distance between the working faces of the core,

guardrails and counter rails

It is extremely important to ensure the safety of train traffic that the distance between the working edges of the counter rail head and the guardrail should not exceed 1435 mm, and the distance between the working edge of the crosspiece core and the working edge of the counter rail head should be at least 1472 mm. Deviations in these distances are usually eliminated by removing rolls on the core, altering the counter-rail assembly with the counter-rail, adjusting the tie-down assembly of the cross struts, or correcting the counter-rail grooves. nine0005

Breaks of point, frame rail and cross

The fractures of a point or frame rail include all types of violation of their integrity: cracks, large gouges, transverse fractures throughout the entire section. Particularly dangerous are transverse cracks of contact-fatigue origin in the head of the blades, since the blades are not attached to the frame rails along the length. Fractures of the cross (core, guard rail and counter rail) include not only complete transverse fractures, but also partial ones — massive metal gouges and cracks. Such defects cannot be eliminated by welding or surfacing, so the crosses affected by these defects must be replaced. nine0005

Broken counter rail bolt

Broken counter rail bolt drastically loosens the counter rail. The load in this node is distributed to a smaller number of remaining bolts, which accelerates their breakage. If the counter-rail bolt breaks, the counter rail may be pressed out, which causes a sharp impact of the wheel into the cross-piece core. A broken counter-rail bolt is immediately replaced, and the cause that caused it to break is eliminated.

Vertical blade wear,

frame rails and crosspieces

With vertical wear of the frame rails, the wheel flange approaches the head of the pointer and the critical fastening elements of the arrow, which can lead to the impact of the flange on the end of the point or the collision of the flange on the fasteners. In addition, as the frame rail wears vertically, the place where the pressure of the wheel is transferred to the point approaches its weaker sections — the point. Therefore, the allowable vertical wear of the frame rails is determined from the condition of preventing the worn-out wheel flange from colliding with the horizontal flange of the blade head, preventing the wheel flange from hitting the end of the blade, and also from the condition of the strength of the frame rails. nine0005

The vertical wear of the frame rail is usually measured in the middle part of the head not closer than 1/3 of its width from the side face against the point of the point, against the section where the width of the point is 50 mm. Frame rails, as well as blades with wear exceeding the allowable dimensions, must be replaced. The maximum allowable vertical wear of the guardrails and cores of the cross is determined from the condition of the strength of the elements of the cross and the prevention of rolling of the crest of the worn wheel along the bottom of the gutter of the cross.

nine0002

⟦Accessories⟧

⟦Norms and approvals⟧

1.1 All operated turnouts must be kept in
in accordance with the norms and tolerances established by the regulatory and
technical documentation.

1.2 Turnouts are made without rail threads, with the exception of turnouts for high-speed and high-speed lines. In front of and behind turnouts, on which the rails do not have underslope, on each adjoining track, a smooth transition from the undersloped to the non-sloped position of the rail is arranged for a length of at least 3 m. in the turnout project. nine0005

1.3 Transfer curves of turnouts located on
straight sections of the track are contained without elevation of the outer thread
of the transfer curve.

1.4 Turnouts located on the main tracks in curves
with an elevation of the outer thread are arranged and maintained also with an elevation of the outer thread
if the switch curve coincides in direction
with the curved section of the track. In this case, the elevation value
of the outer thread on the turnout must be no more than 75 mm. nine0005

Complete approval document

If the transfer curve of the turnout does not coincide in direction with the curved section of the track, then the elevation on such turnouts, as a rule, is not arranged; at the same time, the speed of movement of trains along such a turnout must be determined according to the norms of permissible speeds of movement. It is allowed on such turnouts to arrange an elevation of the outer rail on the main track of no more than 20 mm. The speed of trains along the branched transfer curve in such cases should not exceed 15 km/h. On the receiving and departing tracks located on curves, as well as on cross-shaped curves, where the established speeds are 25 km / h or less, the elevation of the outer rail, as a rule, is not arranged. Cross curves on the tracks of passenger and freight trains at a speed of more than 25 km/h must have an elevation of the outer rail. The removal of the elevation should begin behind the last transfer beam, but not closer than 2 m from the rear joint of the cross. If it is possible to remove the elevation with the slope allowed in Table 3.1, a full elevation is made. If such a bend is not feasible, then the height of the outer rail is set by the owner of the infrastructure in compliance with the permissible slope of the bend. nine0005

⟦Marks and classification⟧

A cross is a gutter-like structure to ensure that the wheel flanges are safely passed where the rails cross when the tracks converge. The mark of the transfer is also determined by its brand: there is a turnout switch 1/11, which allows a speed of 50 km / h, and a turnout switch 1/9, which allows modes of 40 km / h for freight trains and 25 km / h for passenger trains. Turnouts are classified not only by the brand of the cross, but also by their types. Types of transfers are designated by rail type. The most common are railroad switches p50 , as well as turnouts p65 .

Turnouts can be divided into three classes: a) turnouts for high speeds, b) ordinary turnouts for main lines, c) turnouts for station tracks.

Where to buy railroad switches?

If you want to get a price list from 10 Russian suppliers of VSP Materials at once. To just write your Email address and we will send you fresh price lists. nine0005

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«VSP Materials»

⟦Video⟧

LLC «Muromskaya Strelochnaya Kompaniya» — Single ramp R65 grade 1/11 project 2799.

00.000



2799

R65 single ramp grade 1/11.

Designed to transfer rolling stock from one of the parallel tracks to another. It is used on railway lines of the 1st and 2nd class with mixed passenger-and-freight train traffic. nine0005

The exit is made on the basis of project 2750 turnouts.

The turnout uses: flexible wits with welded rail ends and clamps for elastic fastening of frame rails.

Welded cross — a rail end is welded to the core of high manganese steel

.

Counter rail is not connected to the running rail.

All pads with high flanges.

The wits and stock rails are HDTV hardened.

Technical characteristics:

Congress is single

Ride width, mm 1520

Interfacial width, mm (on the scheme B)

00/01 4100 02/03 4497 ​​

04/05 4805 06/07 4188 nine0005

08/09 4320 10/11 4408

12/13 4629 14/15 4982

16/17 5114 18/19 5202

20/21 5290

Full length of the exit, mm

00/01 73218 02/03 77583

04/05 80978 06/07 74188

08/09 75643 10/11 76613

12/13 79038 14/15 82918

16/17 84373 18/19 85343

20000 20/21 86313 9

Maximum static load on the rail, KN 245

Maximum speed, km/h

along the straight track 140

along the side path 40

Normative resource before removal, million tons of

arrows 320 9 9,000

Cross 90

The maximum length of the shipping place, mm 19595

The maximum mass of the shipping place, T 3. 0

Mass (without bars), t not more than 35

9003

Straight frame rail with curved point, pcs. nine0005

Curved frame rail with a straight point, pcs.

Cross piece

Cross rail with counter rail, pcs.

2

2

2

4

Rails:

nine0297

2

App.

nine0204 Length, mm

Quantity, pcs.

-00/-01

11770

11823

2764 (l 1 )

2764 (l 2 )

nine0204 2

2

1

1

-02/-03

11770

11823

3788 (l 1 )

4275 (l 2 )

2

2

2

2

-04/-05

11770

11823

5736 (l 1 )

5736 (l 2 )

2

2

2

2

-06/-07

11770

11823

3251 (l 1 )

3251 (l 2 )

2

2

1

1

-08/-09

nine0306

11770

11823

3301 (l 1 )

2814 (l 2 )

2

2

2

2

nine0306

-10/-11

11770

11823

3788 (l 1 )

3301 (l 2 )

2

2

nine0204 2

2

-12/-13

11770

11823

4762 (l 1 )

4762 (l 2 )

2

2

2

-14/-15

11770

11823

6710 (l 1 )

6710 (l 2 )

nine0306

2

2

2

2

-16/-17

11770

11823

7684 (l 1 )

nine0306

7197 (l 2 )

2

2

2

2

-18/-19

11770

11823

nine0306

8171 (l 1 )

7684 (l 2 )

2

2

2

2

-20/-21

11770

11823

8658 (l 1 )

8171 (l 2 )

2

2

2

2

nine0002 Note: l 1 ; l 2 — designations on diagram

nine0317

Overlay 1P65 GOST 8193-73, pcs.

Pack of butt strips, pcs.:

— for versions -02/-03, -04/-05, -10/-11, -12/-13, -14/-15, -16/-17

— for versions -00/-01, -06/-07, -08/-09

Pack of pads for exit, pcs. nine0005

Box with exit parts, pcs.

Box with electric drive headset 17425-00-00, pcs.

A package of rods for the electric drive headset, pcs.

40

1

2

2

7

2

2

Not included:

App.

Number of products, pcs.

Bracket for insulating sleeve KB

CPU138*

Insulating sleeve KB

CPU142*

Bolts М22-8gх175. 36 GOST 16017-79

with washers and nuts*

-00/-01

1098

1098

954

-02/-03

1178

nine0306

1178

1034

-04/-05

1198

1198

1054

-06/-07

1130

nine0306

1130

986

-08/-09

1150

1150

1006

-10/-11

1158

nine0306

1158

1014

-12/-13

1178

1178

1034

-14/-15

1202

nine0306

1202

1058

-16/-17

1222

1222

1078

-18/-19

1222

nine0306

1222

1078

-20/-21

1230

1230

1086

Reinforced concrete beams according to the design of VNIIZhT object No.