Shunting question

bwfeldsee

New member
Is there a key or other method for passing a signal at danger to enter an occupied siding whilst shunting?

Thanks
Alan
 
Is there a key or other method for passing a signal at danger to enter an occupied siding whilst shunting? Thanks Alan

Try this thread as, although not same problem, it may suggest the signal solution

http://forums.auran.com/trainz/showthread.php?t=79527&highlight=permissive+signal

In particular from that thread;
PON_Dwarf_Signal_USA_L02_Permissive, <kuid:522774:100020>
PON_Dwarf_Signal_USA_02_Permissive, <kuid:522774:100021>

I made those specifically for that situation, placed at the switch entering the yard any AI train will stop and proceed since they're permissive. As long as a permissive signal is the last signal between the AI train and the couple at trackmark it will usually work.
 
Those signal may not work in TS2006 if they were made in 10 or 12.
Ah well, I reckon that's that then but thanks for the thoughts. I've since taken the easy way out and moved my home or station entry signals a few yards further out so I don't have to go past them when shunting or running round my train.

The thread suggested was definitely interesting. I can see there are ways around the problem with AI trains but the one you are driving yourself is more difficult.

Alan
 
Hi Alan

There is the SCS2006 rule which works in all versions of Trainz from TRS2006 up to TS2010 build 44088. This is one rule that replaces all others and contains in the region of 100 commands which will allow you to do almost anything in trainz. One of the commands allows you to set the signal state so that you can force a signal protecting the rear of a train to show yellow or green. The loco will then pass the signal and couple up without problems.

The rule does have a steep learning curve and you may not wish to invest the time and effort into learning it but it makes many things possible that can't be done with driver commands and ordinary rules. As an example it contains conditional commands such as If.....If Else and If End which when combined with variables can be used for decision making. One of my uses of them is for controlling single line track sections with a variable used as a token.

If you wish to have a look at it you can download it from the DLS and it should download a comprehensive manual as one of its dependencies.

Regards

Brian
 
Try this;

http://www.humyo.com/FChMvwQ/24test.cdp?a=BElWXa-lYAE

Right click, save link as. Import the CDP, look under track objects starting with "24". What I did there was clone the two permissive dwarfs and the invisible permissive and manually changed the build number to 2.4, so it might work in 2006. Can't upload to the DLS that way since the DLS no longer accepts any build lower than 2.8.
 
Try this;
http://www.humyo.com/FChMvwQ/24test.cdp?a=BElWXa-lYAE

Right click, save link as. Import the CDP, look under track objects starting with "24". What I did there was clone the two permissive dwarfs and the invisible permissive and manually changed the build number to 2.4, so it might work in 2006. Can't upload to the DLS that way since the DLS no longer accepts any build lower than 2.8.

If no good, try any other "Permissive" signal in 2006 as the difference in "Permissive" and "absolute" signal rules may hold the solution?

I also like your idea of moving the outer signals that define your yard limits so as to allow more station yard shunting room.

Cheers
Peter C
 
Yeah, I'm a little puzzled now that I read this over more carefully - AFAIK the player can pass any red signal without penalty unless the session is set up with some kind of special rule that adds a penalty, unlike MSTS and railworks there's no "game over" when the player passes a red signal. Main reason I made those is because I was playing around with "couple at trackmark" and found that the AI trains would usually stop and refuse to move at a red, and the built in 03 and 05 signals that are allegedly permissive would also stop the AI dead. I generally use all absolute signals everywhere except places where I might want an AI train to couple at trackmark, keeps the virtual mayhem down to a minimum on the mainlines. And as I said, it don't matter for the player, I can blow a red signal anytime I get the crazy urge to ram an AI train. :cool:
 
As you can see I am from Australia so my local knowledge is from systems that use a combination of UK/USA systems.

Usually if shunting at a yard that has a station master [aka safe working officer] all shunting within the outer signals such as home or starter or within the station block limits, was controlled by the local station master.

If in CTC territory where the signals were controlled from a very distant city, the local town may have a local electric control panel for local shunting. This local panel was controlled by the controller in the distant city who switched it in or out as required. Once local shunting permission given and local panel cut in, the local station master [SM] could do what ever shunting was required as he than controlled all local points and signals. Therefore the loco would not have red absolute signals if entering a required siding in that yard as the local SM would have cleared any required signal and point. The electrical circuits for the signals/points would be set up to allow normal local operating procedures that suit that particular location. After all, the shunting normally follows a regular pattern week in week out.

After shunting, the local SM returned control to the distant city who turned off the local panel's authority.

In some more modern situations without local SM, the loco crew would contact control in the distant city who release the local panel for local shunting. After shunting loco crew contact control who turn off the local panel.
 
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