Sorry to bring this up again, but I’ve just run into the same issue. I’ve built a large test loop (10×6 baseboards) with a mix of stations, 2‑track and 4‑track sections, plus various types of junctions. My aim is to use it as a learning layout to develop a realistic, busy session using tools like Interlocking Towers, Mission Codes, Timetables, triggers, and so on. I’ve placed UK 4‑aspect signals roughly every two baseboards along the rouets, and I’ve also fully signalled the stations and junctions using feathers and theatre indicator markers. I have set all turnoputs to the plain line route.
I’m now finding that as the trains run and interact with each other, they completely ignore the lineside speed signs (75 mph and 100 mph on plain line sections) and just run at half speed.
Looking at the three rules mentioned earlier by ColPrice2002, my train paths are being affected by both A) and B). I understand a train slowing down for a red signal or an unset path, but slowing to half speed for a double‑amber signal makes no sense. The double‑amber is four baseboards away from the red, and it’s not very prototypical for the AI to drop to half speed — around 37 mph on the slow lines instead of the correct 75 mph. Basically very few trains run a full speed. There would also appear or be no gradual slow down once a double amber signal is passed, the speed drop is pretty quick.
What’s the best way to fix this while keeping realistic signal spacing? I’ve tried using SetMaxSpeed and adding more lineside speed signs, but no effect.
I’d prefer not to use invisible signals, as that would interfere with the visible R–A–AA–G sequence.
Would adding more track marks and using DriveViaTrackMark help the AI avoid looking so far ahead?
Would fully using Interlocking Towers make any difference?
Any help would be greatly appreciated — I’ve spent so many hours testing, fixing, testing again, just try to work our why it does not work as expected…
Paul