To reduce the ammount of unwrapping and texturing i'd recomend you the following:
Create a small straight piece of your beam and do the UV mapping and texture baking for it.
Now when you are going to create longer beams possibly with deformations too,
Just resize it to be let's say 4 times the length of your original piece.
Set the Tiling for your Material to 4 tiles in U direction.
Now add edgeloops, to divide the mesh into 4 segments.
Take all the UV pieces of each segment and place them exactly (snapping)
onto the UVs of piece 1.
Now you can construct your bridge from these pieces.
If neccessary e.g. for deformation, add more edgeloops and clip the length of the beams by adding
an edgeloop at the point it should end and delete the polygons/vertics behind that point.
Another way to achive the same would be to copy the piece, place it exactly at the end of the other piece combine the meshes and weld the vertics together.
The vital thing is to work non destructive to keep the UV map intact, or else you'll create more work for yourself.
The beam in front is the original length of 256 i used to bake Textures from.
The middle beam is the same geometry 4 times longer with a material that tiles 4 times
and finally the beam on the right is divided into eight segments and has
a Spline deformer/modifier applied that causes the deformation.
Modern engines would open up a lot more possibilities, too.
e.g. instead of doing the tiling in your app, it could be done in the material of the engine,
or additionally for correct shadowing a second UV channel would be created that is used for Lightmap calculation, or vertex painting could be used to blend togeher two textures, one for the base metal and one for more rusty parts.
...but since this is source, just forget about it and rely on per vertex shading or not even this if there is a normalmap on the prop.
Edit: just a proof of concept:
A whole structure composed only of this small beam part by sticking copies of it together, resizing some of them a little and cutting the pieces that intersect and overlap.