Success!

RobWed

Active member
Been trying to get passing loops to work for a couple of days now. I made a 5km single track and added 5 passing loops as shown in the image.



Trackmarks before each signal and buffer. I set all points so the mainline track was clear from one end to the other. Set up a train each end.

To start with, the mainline train had instructions to autodrive through each mainline track mark and into the yard at the far end. The other train had instructions to flip the two points in front of it and autodrive through the next trackmark on the passing loop side. Rinse and repeat till it got to the other end. Made sense to me. Move to the end of the next block and see what happens! What happened is the passing train (down train) flipped the first two points and waited. The mainline train proceeded merrily on its way until it reached the signal before the two switches the down train had flipped. Deadlock. Each set of instructions worked fine if they were the only train on the route. It also worked if the down train had no instructions.

I did notice that the down train would proceed if I flipped the points just after the signal it was supposed to pass through. Which made me think that maybe the AI needs control over the block after the block it wants to enter. So I changed instructions for the down train so that it had control of both the entry and exit switch of the next passing loop as it passed the signal of the current one. Both trains then made it to their destination! Smells like Victory!

There's still a few things I don't understand though...
  • Why does a train need control over a point after the signal it is heading for?
    • Is there some number of blocks that are required to be controlled by it?
    • If so is this configurable?
  • Why did I need to put an invisible signal between each buffer and the yard entry signal in order for the train to access the yard?
    • If the buffer is a halt signal shouldn't that make the yard entry a caution, not a halt?
  • Why are some signals not changing to proceed until after the train is well into the preceeding block?
    • Points were set right, switching distance config was way down the line (3km). Sometimes signals would be set to proceed two or even three ahead. At other times the train would be in the block preceeding and travelling at half speed. Couldn't work out why.
Still, overall, it was progress!
A buffer shows a red signal. On my layout the signal before was red the buffer was always red and so the trains couldn't reach their destination. I put an invisible signal just before the buffer and that made it work but I don't understand the logic. My understanding is that the signal before a red must show yellow.
 
There's still a few things I don't understand though...
  • Why does a train need control over a point after the signal it is heading for?
    • Is there some number of blocks that are required to be controlled by it?
    • If so is this configurable?
  • Why did I need to put an invisible signal between each buffer and the yard entry signal in order for the train to access the yard?
    • If the buffer is a halt signal shouldn't that make the yard entry a caution, not a halt?
  • Why are some signals not changing to proceed until after the train is well into the preceeding block?
    • Points were set right, switching distance config was way down the line (3km). Sometimes signals would be set to proceed two or even three ahead. At other times the train would be in the block preceeding and travelling at half speed. Couldn't work out why.
Congratulations on the victory! Trainz will operate like a finely tuned engine once the kinks get worked out.

AI Trainz looks ahead quite a distance. I can't remember how far but they will look past to the next junction. I previous versions, they didn't take control but since TRS22 and now with TLR, the logic has them aggressively take control of junctions very far from their current location.

Trainz buffers are nothing more than a fancy stop signal. The AI will see this stop signal and stop before the buffer. Due to the script for buffers, the drivers won't continue to nag about the track being blocked.

This relates to you needing to put in the invisible signal to allow your drivers to enter the yard. I have found with recent versions that not placing an entry signal allows the AI to enter and proceed right up to the buffers without any issues. I use this on multiple terminals and the AI drivers go about their merry way and then exit again on their routes. I do recommend placing signals for the exit though. This prevents the mad dash for the exit and AI drivers clogging everything up.

It sounds like you may not be using the incorrect signals for the situation if the signals remain active until the train has passed into the next block. In Trainz there are four basic signal-types.

Absolute - these are like stop-signs. They are either red or green and are used to protect the mainline from sidings and branches entering. The absolute signal is placed at the exit from the siding or branch while the mainline is free. These are also used to protect two lines where they come together to a single track like you have in your setup.

Permissive/Advance signals - These are one in the same in Trainz but are really two distinct types in real life. In North America at least, the permissive signals require the driver to stop, ask the dispatcher for permission to pass, and then proceed. As an advance signal, they can be used to allow multiple drivers to drive in the same block with the signals behind each driver showing yellow. In some operations, advance signals will show various status such as blinking yellow followed by a solid yellow. The blinking yellow signal indicates that the upcoming signal is going to be a solid yellow which means to reduce speed to half the posted or normal speed due to the upcoming red stop signal.

Diverging signals - These indicate which route the junctions are set for and in some regions indicate the speed to take the route. In the US, a Red over Green tells the driver to take the switch to the right at the posted speed while flashing signals are for various upgrades or down grades.

There are variations on these based on the country and region as well as three-headed interlocking signals used for wyes and crossovers. In the US they control the speed through the crossovers as well as indicate the route.
 
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