Brain overload, rebooting wetware
Trying to learn too many things at once here, my brain was made with 4K of vacuum tubes and mechanical switching relays long before the 8088 chip, and they keep getting stuck.
I'll look into Wait until not red, I suspect some of this other stuff will be beyond me for a while. Currently trying Central Portal Control and CPC emit train on trigger, got it working in a test route, didn't work in a test section of the actual route. Lack of instructions, again.
"Remove excess trains" was the problem, what exactly does it consider a "train"? Set that to yes, set it to no, with the default setting of Maximum trains on route = 25 it worked in the test route but not the actual, probably because I have loose consists in yards and industry spurs, and each one I THINK (guessing again) every consist is counted as a "train" by this subroutine. Remove excess yes or no made no difference, passing over the trigger did not cause the portal to spawn a train. Changed the number to "99999" and it reset to the max of 99, apparently it considers that the same as infinity because that works, with 99 set the portals will spawn on trigger.
Obviously more than 99 on the route, but it will spawn and doesn't remove anything near as I can tell. Is the "Yes - No" part of this rule broken? The rest of it seems to be self explanatory, on to the CPC emit train on trigger;
"Portal index from CPC" is the number you assigned to a specific portal when you added it to the Central Portal Control rule, Use UnPortal is either yes or no - from what I understand "UnPortal" is a way to spawn trains without portals, not really needed here.
Delay from trigger to emit - I assume setting this to 5 would delay the spawn for five minutes after the trigger is tripped, and that's all it does? Or is this a way to make it ignore repeated triggers until a certain period of time has passed, like the player passing back and forth over the same trigger? Destructive testing I tried that set up this way, and the portal waits until the train is actually clear of the portal before spawning the next one, but if I pass over the trigger six times it does indeed spawn a parade of six trains. Note to developers, don't place triggers on a yard lead or anyplace where the player would be likely to pass repeatedly over the same trigger. :hehe: Last question (for now!

) in CPC;
For normal portals you set to spawn new trains every X minutes, but the whole point of this is to not spawn trains except on trigger. On the test route I found that once the trigger was tripped the trains kept on spawning at the time interval set for that portal. So I set it to 9999 (max) which means nearly a week, and nobody runs the same session for THAT long. Correct, or is there another way to do this? For example can you set these to start spawning trains when the player passes a trigger leading into that section of the route, continue to spawn every X minutes until the player passes another trigger leaving that section? And what's the purpose of the timer fluctuation and "Emit immediately" toggle? Order to emit trains = random or sequential, Wait for triggered event, I think those should be self explanatory to anyone so no point even talking about them.
EDIT: Okay, I lied, one more question - what's the difference between CPC and "QuickPortalManager"?