Double facing signal markers

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trains2
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Double facing signal markers

Post by trains2 »

I'm having a bit of a signal problem in that I cannot work out how to make a signal have 2 track markers (the red pyramids), one facing in each direction. I have seen it done so it is obviously possible but I was wondering if anyone knew how. I thought it may be something to do with 'BACKFACING' in the signal shapes section. I had a go at scripting this but it didn't work.

Tied in with this I'm also curious to know how to get the actual lights of the signal facing in both directions. The clip-on-track stop boards is the scenario where both these things are relevant - as it stands I can only have the stop board for one direction, even though the shape shows both.

Thanks for any help.

Rich
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vanstek
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Post by vanstek »

What are you trying to do ? Every signal is valid only for one direction. Any signal shows red when the track behind it is occupied. Unless of course you have the situation of coming to a platform where an extension for your train is waiting, in which case the aspect is either flashing red or flashing white. But apart from this exception: when you are approaching a signal you are occupyijg the track before the signal, so anyone approaching you should see red.
If you want signalling for a single track to be used bidirectional, why not put two signals ( one for each direction ) close together ?
Wim
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trains2
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Post by trains2 »

Hi Wim,

2 scenarios:

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The small STOP board on the rail. These have 2 lights either side. In the sigcfg.dat file you cannot change the way the light faces, they all face the same direction.

The second scenario is the fake track start signals, which can also act as end signals. By having them both on clear, the preceeding signals before coming to the end of a track will always show clear if automatic, rather than approach; and they act as the 'signal before an INFO signal' at terminus and things. There is no actual signal or light, it is all hidden underground and is just a 'track circuit' type of idea.

It just saves on tile objects for the latter, and for the former it is necessary so to have lights facing in both directions.

Rich
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Post by johny »

The stop board does not have to be in the sigcfg.dat and sigscr.dat files, does it?.

If it is intended to display a red in both directions, until the board is removed, construct the board and set the material for the two lamp lenses to SolidBright, and the appropriate shade of red.

John
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vanstek
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Post by vanstek »

Sorry Rich, I have to withdraw from this problem. In the picture you show a stop board. I have seen things resembling that board on track under construction, but I can not imagine how in MSTS this board could be changed between present and absent by any condition which occurs in MSTS when playing. As an ever present non animated but lighted object it could be placed by the MSTS-RouteEditor.

The other point you raise is the "signal" attached to a buffer which should show stop in the track monitor, but allow the preceeding signal to show green or red but never yellow. I can imagine such a special signal with adapted script. This special signal could have the normal shapes, just a special name and special script. I am now trying to construct a route, but I have not yet sorted out this dead-end track problem. However both the buffer and the special signal are valid in one direction only.

I have recognised the problem of a dead end track that it requires a speed limit very close to the buffer to prevent MSTS from "entering" the station via the buffer to put a train on an activity start point without the speed limit of the total station to be in effect.
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trains2
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Post by trains2 »

johny wrote:The stop board does not have to be in the sigcfg.dat and sigscr.dat files, does it?.

If it is intended to display a red in both directions, until the board is removed, construct the board and set the material for the two lamp lenses to SolidBright, and the appropriate shade of red.

John
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Problem is John it flashes - easily done in the sigcfg file. It's not too much of a problem, I can live without it displaying a red on both sides, but it would be a nice touch.

Wim, reading my own post I have probably confused you. I'd have to go through the situation in detail with some screenshots etc, but if the general idea of having a two-way facing signal marker cannot be explained then I'm a bit stuck.

Thanks anyway chaps.

Rich
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Post by johny »

Thanks to the events earlier today my response to the last message and Rich's response to that have been lost.

In essence, I referred to the use of animation to make the lamp flash as per level crossing barrier flashing lights.

John
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