Delaying signals.

General discussion about Train Simulator, your thoughts, questions, news and views!

Moderator: Moderators

Locked
PWHolmes
Very Active Forum Member
Posts: 1170
Joined: Wed Jun 12, 2002 12:00 am
Location: Newport, Essex

Delaying signals.

Post by PWHolmes »

I find that some of the best routes for steam age operation on single lines are spoiled by the awful signal performance in TS. With the signal link 0 placed immediately adjacent to the signal post, I SPAD every semaphore when driving a steam loco because they go to danger before I pass them in the loco cab, and seeing semaphore signals for trains running in the opposite direction clearing before I even pass them is unsettling and totally unprototypical. I have tried repositioning link 0s but it is a frustrating and time consuming experience.

However, the effect of these flaws in the system could be largely mitigated by simply building a 1 minute or 30 second delay into a signal change of state.

Is this possible??
User avatar
Carinthia
Very Active Forum Member
Posts: 1123
Joined: Tue Mar 06, 2012 7:07 pm
Location: at the end of the regulator

Re: Delaying signals.

Post by Carinthia »

In the real world it is possible for a signal to go to red before the cab of a large steam locomotive passes; there used to be something for this in the Rule Book years ago about "first wheel replacement" but I don't know the arrangements now. It does not class as a "Signal Passed at Danger" but I understand your frustration. Special arrangements also exist for starting a train from a platform when the length of the train has caused the signal to go to danger.

The problem with moving the links forward is that AI trains will stop beyond the signal, making it look as if they have overshot and passed the signal!

Your idea sounds quite good but a couple of seconds would be rather better, surely? And some of the prefectionsists may say this is making the situation less realistic.

John
johnrossetti
Very Active Forum Member
Posts: 2542
Joined: Wed Mar 14, 2007 9:47 pm
Location: Same place as last time

Re: Delaying signals.

Post by johnrossetti »

Its a good point this Coloured Light signals change instantly Semaphore when the LAST item has passed.

Surly thats just down to the scripts that make the signals work ?
gptech
Very Active Forum Member
Posts: 19585
Joined: Fri Oct 10, 2008 5:48 pm
Location: Wakefield, West Yorkshire

Re: Delaying signals.

Post by gptech »

johnrossetti wrote:Coloured Light signals change instantly Semaphore when the LAST item has passed.
I'm sure that used to be how the game dealt with it, can't recall any threads saying it had changed after an update.
User avatar
Carinthia
Very Active Forum Member
Posts: 1123
Joined: Tue Mar 06, 2012 7:07 pm
Location: at the end of the regulator

Re: Delaying signals.

Post by Carinthia »

johnrossetti wrote:Its a good point this Coloured Light signals change instantly Semaphore when the LAST item has passed.

Surly thats just down to the scripts that make the signals work ?
This is true but in the real world it depends on the exact position of the insulated joint between diferent track circuits. Sometimes it is almost on top of the signal but it could just as likely be fify feet past the signal. So the sight of every colour-light signal reverting to red in the game is perhaps a little excessive. Especially if the signal link had beemn placed a short distance before the signal rather than exactly opposite.

John
CraigGilmour
Getting the hang of things now
Posts: 66
Joined: Fri Sep 17, 2010 2:25 pm

Re: Delaying signals.

Post by CraigGilmour »

Could an additional link be added to indicated where the signal is and where the train has to stop, and the other link to trip the signal back to red?

Craig
User avatar
AndiS
Very Active Forum Member
Posts: 6207
Joined: Fri Sep 23, 2005 4:43 pm
Location: Jester's cell in ivory tower
Contact:

Re: Delaying signals.

Post by AndiS »

Yes, if you change the signal script accordingly and instruct route builders. Also you could change the signal reset with respect to link 0, either delaying it by a few seconds, or performing it when the train is X metres beyond it and not just 0. Same for the SPAD report. It is easy to change that to 20 m beyond the signal.

The big problem is that you must do this modification in a long list of scripts. You may need older versions of them that come as .lua (in case they come as .out today). And you need to redistribute the modified the modified files and instruct people where to copy them. Some of the recipients will mess it up and blame you.

So in the end, it is a lot of effort to enjoy even minor changes.
User avatar
johny
Very Active Forum Member
Posts: 2609
Joined: Fri Dec 07, 2001 12:00 am
Location: N. Warks, UK.

Re: Delaying signals.

Post by johny »

PWHolmes wrote:I find that some of the best routes for steam age operation on single lines are spoiled by the awful signal performance in TS. With the signal link 0 placed immediately adjacent to the signal post, I SPAD every semaphore when driving a steam loco because they go to danger before I pass them in the loco cab, and seeing semaphore signals for trains running in the opposite direction clearing before I even pass them is unsettling and totally unprototypical. I have tried repositioning link 0s but it is a frustrating and time consuming experience.

However, the effect of these flaws in the system could be largely mitigated by simply building a 1 minute or 30 second delay into a signal change of state.

Is this possible??
On which routes is this occurring?

Certainly in the early days of Rail Simulator (RS) this was the case with the default Kuju semaphore signalling and my conversions of MSTS signal kits to RS. However, the default scripting was changed in 2009, or thereabouts, so that a semaphore did not go to ON until the last vehicle of a train had passed link 0 and subsequent iterations of my signal kits all use the modified lua scripting. I have checked both the WSR and Falmouth routes and they operate as I have described. As for the opposite direction clearing, that was pointed out in the original RS at the same time , especially noticeable at Templecombe on the S&D route, but never changed.

John
Technical Authors Do It Manually

#WolvesAyWe
PWHolmes
Very Active Forum Member
Posts: 1170
Joined: Wed Jun 12, 2002 12:00 am
Location: Newport, Essex

Re: Delaying signals.

Post by PWHolmes »

Yes, you're right - I SPAD the colour lights, not the semaphores. The route where I most notice it is the West of Scotland route when leaving Carlisle.

Sorry - my mistake.

I still think a delay built in would be an advantage, particularly for colour lights and to minimise opposing signals clearing on single lines.
Locked

Return to “[TS] General Discussion”