Signal Issue

leewardle

New member
Hello all,

I am new to the "Trainz" world. I have just recently bought 2009 to try and get started somewhere. My real passion is not for building trains etc it is for driving the train in different scenarios. I have tried to play the Banks Heaths scenario but after passing through the first station you get to a signal box that does not change from Amber to Green. Is this a glitch in the game?

Any help with this would be much appreciated so I can get started and get used to playing the game.

Thanks
Lee Wardle
 
Wow, Banks Heath, that brings back memories of my first driving lessons too.
Jump out of the cab and run down the line, there will be a points lever against you somewhere down the line, or use the map if your confident enough. :wave:
 
Have just tried doing everything I can to get the train to go onto another track and for the lights to change but had no luck at all. You get to the amber light where 2 trains pass you. Instead of the lights changing to Green they stay Amber and never change. I have tried reversing and changing the signal via the map but the track I am on will not change. Only the track I cannot get on will change (annoyingly). No idea how you get out of your cab (I use DCC mode if that changes anything). Such as shame I would like to complete the course to Tenerife and the move on in the game. Banks Heath seems to be the only scenario on the game unless you have to downloand more? The rest all either seem in German or are ones where you can try it out. All I want to do is complete the course haha....
 
Dunno how color light signals in the UK operate (in fact being a Yankee Doodle I don't even spell "colour" correctly! :p ) but if they're anything like US color light signals, and you're new to trains in general, the problem may be a simple misunderstanding.

Auto traffic signals green means go, red means stop, yellow means it's about to change to red so you better try to stop unless you're already in the intersection.

You say "amber" which I assume is yellow, unless you're looking at a red and mistaking it for amber, I dunno since I can't see your computer from here.

For basic railroad block signals (not gonna go into the complicated stuff), green = go granny go, red = halt cease and desist, yellow means slow down if you're going fast, but keep going, don't stop. If you're following another train, he passes thru signal A into the next "block" (designated track section between signals) and the signal turns red. When he passes the next signal, signal B, that turns red and A changes to yellow (or amber, same thing). When he passes signal C, C turns red, B turns yellow, A turns green. So a yellow is not telling you to stop, what it's saying is the next block is clear, the one after that is not, so go ahead at slow enough speed that you can stop at the signal after this one if it's still red when you get there.

As for throwing switches, hit the number 4 key, then right click the mouse on the ground to scoot around, left click on a switch to throw it the other direction. M for map makes it easier to scoot miles ahead, once you get used to reading the map you can set your entire route in the map.
 
Let me see if I can run that scenario. I think I still have TS09 installed on my XP boot.

Ran the Banks Heath scenario. Yes, there does appear to be a glitch/fault in the scenario.
After making the 1st station stop, passing through I believe two clear (green) signals, I come up on the approach (yellow or amber) signal you are referring to. The first time I ran the scenario, I got kicked out after I passed the signal. So, I re-ran it, thinking perhaps that I was going too fast through the approach signal. Not the case. The second time I was not going more than 25mph (I think even slower), and I got kicked out after being informed that I had run through a stop (red) signal.
You should be able to pass the approach (yellow) signal at a slower speed (usually 1/2 the track speed, but not sure of UK rules), prepared to stop at the next signal.
The scenario is unplayable!

FW
 
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The problem is the signal. There are only two aspects these signals can display: Clear (green) and Stop (yellow). The yellow aspect should be red.
When I changed the signal to a different one (in surveyor), it showed as red when there was a train approaching it on the center track. A train approaching on either the left or right track will give a green signal.

Whatever the problem is up ahead that causes this signal to display stop I do not know. Unfortunately, once I make any changes to the route, it must be saved with a different name, and then the scenario won't run on the changed version.

I have never seen such signals that use only green and yellow aspects. It doesn't make any sense for the developer to have used them in this route at that position, unless they are "repeater" signals, or distant home signals which would always allow a train to pass if the home signal is red.
I don't know anything about UK railways, so maybe there is a purpose for these signals.

FW
 
Welcome to Trainz. First off Banks Heath is busted. There are far better routes out there anyway. 2nd As a professional signaller I,ll explain the signalling system to your. Colour light signalling in Trainz is usually 3 aspect (colour light) multiple signalling, although there are Trainz signals capable of displaying 4 aspects and we even have 5 aspect signals. For instance, approaching Peterborough from Kngs Cross. Simply explained, green means "next signal displaying a proceed aspect( colour). Double yellow means "next signal displaying a caution aspect" (4 aspect signalling). Single yellow means "next signal displaing a stop aspect" and Red means "Stop" In Trainz when a train driven by the computer (AI) approaches a yellow signal it will slow down to half line speed. In my world there is no prescibed speed for passing a yellow signal. there are too many variables. Line Speed, railhead conditions, weight of train, Braking capability of train, gradient and probably what the driver had for breakfast:) 3 aspect signals are placed at full braking distance apart and 4 aspect half braking distance. Four aspect signals are used on mostly but not always on high speed lines to increase line capacity. I believe some Foreign "main" signals can be treated as "permissive" and passed at danger in trainz. Any more questions feel free to ask.
 
The problem is the signal. There are only two aspects these signals can display: Clear (green) and Stop (yellow). The yellow aspect should be red.
When I changed the signal to a different one (in surveyor), it showed as red when there was a train approaching it on the center track. A train approaching on either the left or right track will give a green signal.

Whatever the problem is up ahead that causes this signal to display stop I do not know. Unfortunately, once I make any changes to the route, it must be saved with a different name, and then the scenario won't run on the changed version.

I have never seen such signals that use only green and yellow aspects. It doesn't make any sense for the developer to have used them in this route at that position, unless they are "repeater" signals, or distant home signals which would always allow a train to pass if the home signal is red.
I don't know anything about UK railways, so maybe there is a purpose for these signals.

FW
Approach is right on both counts. A lot of the old semaphore distant signals have been replaced by 2 aspect (green/yellow signals and are called, well, distants. Where I work in a track circuit block area my first signal
is one of these 2 aspect signals and is called 766R. meaning it is a repeater for the next signal ahead, 766, my first stop signal. However "repeater" does not mean it repeats every aspect 766 displays. It simply wprks in the same way as any 3 aspect signal minus the red aspect. We call them "distants" in any case to avoid confusion. In Banks Heath the creator, I assume mistakingly used a 2 aspect signal instead of a 3 aspect signal which is where a lot of the confusion appears to have arision. There is most likely a trigger just ahead of the signal which goes with a rule something like if x y and z has not occured terminate the scenario with the red signal message (only it was yellow) As for the points I,m thinking that they should have changed after the other train(s) had passed only they didn,t and the AI could not recognise them being changed by the player. This is an (un)educated guess:)
 
Thanks Colourlight, for clearing this up. I had an idea that the 2 color signals were used as I mentioned, and you confirmed, but have never actually seen such a signal here in the US. Then, I haven't ever worked for a RR, and what I do get to see is very limited.

FW
 
Semaphore (LMS) signals

Some help please. The simple picture. One up line, branching to the station platform and then rejoining the up line. One down line, branching to the second station platform and then rejoining the down line. It doesn't matter where I put the signals, only the top home semaphore works; the branch home semaphore just sits immobile, no matter which way the locomotive is directed to run.
 
Hi Feiler

If you are using some of the newer type LMS signals (TC3 onwards) they will require targets placing on each track leaving the junction to tell the signal which of the signal arms to move. These signals are scripted to work correctly with the UK block system.

The targets are also needed by some of the colour light signals to tell the signal which feather or theatre box to add to the signal.

If you are using the earlier type of semaphore signals they read the way that the junction is set and activate the appropriate signal.

If you can tell us the kuid number of the signal that you are using it will make it easier to give advice.

Regards

Brian
 
Semaphore (LMS) signals

Hello Brian, Thanks for the answer. I'm sorry I don't know what a "target" is, or where exactly it is placed. As for kuid numbers, I just get the semaphore signal from the program (Rails- LMS). Sorry to be so helpless - at my age, I should know better.
Yours aye, Peter Feiler.
 
Red signal in York to Kings Cross route on Trainz 12

Hi, I hope it's not too rude to slightly change the subject here, but I also have a signal problem in the York to Kings X route. This occurs on, I believe, the second red light signal on the route. We haven't yet reached the first scheduled stop, but have passed through two stations, a small one and a larger one which I think is Selby. A short while after Selby, I reach a red light which will not change to green. I have played the route twice now, each with the same problem. I know I responded to the AWS call by clicking the bell as soon as I got the alarm. In this run I have been at the stop for 19 minutes, before I got bored and saved the game. Anything I've done wrong?
 
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