Calling on permissive signal for bloodnok signals

penguin_k

Trainz driver
Hi, I'm using bloodnok's for excellent range of signals and I've managed to use the feather and theatre junction indicators successfully. However, I have haven't worked out how to add a permissive calling-on signal to an existing signal so that, for example, a train can enter a platform to couple to another train. Can someone help me please?
 
Hi

As far as I'm aware there are no additional calling on lights for signals using bloodnoks script. If you want to see the calling on lights then the only ones that I'm aware of are the ones on the original Auran signals. It was possible to get them to light correctly in TS12 (not sure about TANE) by using the driver commands "Set Selected Signal State" kuid2:368725:60002:10 or "Set Signal Ahead" kuid2:368725:60003:6, both by "elstoko" and on the DLS.

If you just need the second train to pass the red signal and couple then I use the following sequence of driver commands, all by "atilabarut" and either built in or on the DLS :-

"SetDCCThrottle" 0.4 (Built In)
"ApproachToTrain" 30 (DLS)
"SetDCCThrottle" 0.28
"ApproachToTrain" 10
"SetDCCThrottle" 0.18
"CoupleAhead" (Built In)

I put these commands into the Schedule Library so that they can be inserted into any command sequence with just one copy command. These commands ignore any signals and will give a nice smooth approach to the train with a more realistic couple.

Regards

Brian
 
Excellent advice there from Kennilworth. I would have liked to have working calling on signals since the steam era Newcastle station had plenty of them on the gantries at either side of the station, it being a major site of engine changing and rolling stock shunting. The way the North Eastern Railway appear to have operated them was that the signalman in the cabin had a trigger on the lever working the main signal arm that would permit a "half pull", releasing the calling on arm but not releasing the full home arm. The full pull on the lever would release both. Now if you had a signal asset that had both the home and calling on arms (plus a distant arm in some cases) I expect that the script to reproduce the real life operation might be quite complicated because you don't want to allow a loco or train to be able to pass the signal all the time. There needs to be a means to command the signal that in a shunting move you want loco "x" with coach "y" to pass signal "z" but at another time when loco "a" with train "b" approaches signal "z" you don't want it running in to the track ahead where a train is standing. There have been real life accidents (such as at Plymouth a couple of years ago) when a train has been permitted to enter the block (as compared to a train passing a signal set at danger). Perhaps a script compiler might be able to offer an expert opinion on how complicated it might be. Perhaps it would need a new driver command to operate the calling on arm. If the script was capable of being compiled and sucessfully implemented it will only add, at a guess, about fifty signalling assets to my signalling asset shopping list!
 
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Hi borderreiver

A possible way to achieve what you're suggesting might be a script that could read the priority of a train so that the signal would react to a particular priority train but would ignore trains with the other two priorities. The ATLS level crossing system uses something similar. Unfortunately scripting is incomprehensible to me so accomplishing this is way above my pay grade.

Regards

Brian
 
Thanks so much kennilworth! When you mentioned using the command 'set selected signal state', what state should I set the signal to?

Also, what do bloodnok's terminating signals do that his normal ones don't?
 
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Hi again

It will depend on the script that controls the signal as not all signals can display all states, particularly older ones. Whenever possible I use "Proceed", "Proceed Left" or "Proceed Right" depending on the situation. At one time bloodnoks script wouldn't allow a signal to hold a state as they check ahead every few seconds and they would continually reset themselves. For the past 2 or 3 years I've been almost exclusively using US and Polish routes for session creating so I don't know if they still exhibit this behaviour. You will have to experiment a bit with them to find out.

The terminating signals are used when approaching a terminus and can only display a red or yellow aspect. It is very easy to use them out on the main line in error and then spend time scratching your head wondering why you can't get them to display a green aspect.

Regards

Brian
 
Maybe a little for you but Bloodnok has kindly allowed me his signal meshes & I'm in the process of adding call-on to them.

I little while ago I did the ground signals with theatre's to work with Bloodnok's signals which again he was kind enough to allow me his mesh files and permission to release them.
 
Great to see you back here again Rusty. I was thinking about you the other day and couldn't remember, did you ever upload the ground signals to the DLS? I know I have your PSR signs and the ground signals but I haven't used them on any public release route as I don't recall them going on the DLS.

Cheers,
Innis
 
Great to see you back here again Rusty. I was thinking about you the other day and couldn't remember, did you ever upload the ground signals to the DLS? I know I have your PSR signs and the ground signals but I haven't used them on any public release route as I don't recall them going on the DLS.

Cheers,
Innis

Thank's Innis.

Yes the ground signals were uploaded to the DLS. there will be more going up soon, along with updates.

Regards
Rusty.
 
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