Signal Matters

Hank335

New member
Having only one week's worth of experience with TS2010, it's hard to know where to start with asking for help.

I have found several add-on signal set in the DL. I have many signal models in my "graphics warehouse" from MSTS. I have the ability to export in TS format, but I need to know what the construction format is to make signal work.

Hopefully, someone who has created add-on signals can help me with this or direct me to materials on "how-to."

I have 3DCP as a graphics editor, if a raw model is available, I would much appreciate it.

I downloaded the "Signal Guide (USA)" content and installed it. It appear that it doesn't have a drivable session included with it. I opened it up to edit trying to add a locomotive to it and it sort of blew it up. It disappeared from the route list and in the content manager, it had all kinds of funny symbols indicating "faulty" or "faulty dependencies" What's up with this??

Regards,
Hank
 
I have no experience with signal creation. However, there was a post in this forum within the last few weeks by someone who apparently is doing his own scripting (I think...) Look around. Signaling in Trainz is disturbingly limited, even for user trains and is, by far, the area most in need of improvement. I believe you may have to learn Trainz scripting language to do anything beyond the very basic and primitive signaling modeled by Trainz.

That said, give the Content Creation Guide a look here ->
http://www.auran.com/TRS2006/global/files/CCG2006.zip

As far as faulty assets, look in the TS2010 forum. There is an ongoing thread as to how to fix faulty assets. If you don't get anywhere with the information provided in that thread, post what errors you're getting. Most assets are easily fixable.
 
Sorry I've ignored you

Hank --

Welcome aboard. And sorry I failed to respond earlier - I was away for a few days in the Outback and forgot to respond when I got back.

There are two individuals who might be able to help with signaling.

Mike10 and the team over at

http://www.trainzclassics.co.uk/

The signal logic and scripting used in TS2009/10 is, I believe, based on that developed in the S&C route.

The other person, who I think you might know from MSTS, is Justin Cornell, norfolksouthern37.

From what I recall, Justin has done some work in the scripting of signals and rules.

He also hangs out here:

http://www.jointedrail.com/
_____

TS2010 can be a bit touchy with items CM deems faulty - they may refuse to show in the simulation. Try running in Compatibility Mode (Options menu). If you use this most assets will function, though some claim there is a performance hit in using Compatibility Mode. If there is I've never noticed it.

And hang there - there is a learning curve.


Phil
 
I'm not ignoring you, I just like watching you stumble around!

Learning curve ain't all that steep Hank, if an idiot like me can get it running at all it shouldn't take you more than 50 years or so. :hehe: For my money there's nothing inherently wrong with the signals or AI traffic, the only thing that I need help with is opposing meets betwen the AI and player - If the player is on the single track section, the AI pulls up to the trailing point signal, sets the switch for his track, sees that the signal is still red (Route Set but Block Not Clear) he keeps the switch locked to his track anyway. Other discussion is here;

http://forums.auran.com/trainz/showthread.php?t=60318

For my purposes all that is rather complicated, the "release junction" rule don't seem to actually work, description for that says;

A driver command that lets a driver to release the junction he/she has been holding (using the WaitForJunctionPermit command). This command along with WaitForJunctionPermi command help eliminate the fight between the drivers taking the same long single track line (with branches) to move from one station (Station A) to another (Station B). Here is how these commands work: (1) Create a (dummy) junction that is disconnected from the main rail network between Stations A and B, for example.
(2) Give the dummy junction a unique name such as PathAtoB. (3) For all drivers stationed at both ends of PathAtoB, use WaitForJunctionPermit command to ask permissions to hold junction PathAtoB. Make sure that you choose junction PathAtoB in the menu. (4) Use this command to release the junction as soon as the driver, one at a time reach their desired destination on the opposite ends. Also, make sure that you choose the correcth junction (junction PathAtoB) using this command. With this command along with ReleaseJunction command, the drivers waiting on both ends of a path are given permissions in the order in which the permissions are requested. Thus only one driver at a time can use the entire path before a second driver is given permission. Note that using this command for a regular junction in the rail network may result in unexpected behavior. Use this command to release dummy junctions.


Having trouble deciphering that, you need to make a dummy junction and there are other rules that have to be used with it? That's what it looks like.

Anyway, main difference I've seen is there are no signal links, so the double heads come in two varieties, regular and left diverge. There are some foreign distant signals, haven't seen any US ones, no cab aspect repeaters that I know of but the data is there since I've seen HUDs that show next signal aspect.
 
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