Signal: Difference between revisions

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Signals make it possible to influence the behavior of [[train]]s running over [[track]]s.
Signals make it possible to influence the behavior of [[train]]s running over [[track]]s.
== Signal menu ==
The signal menu is accessible in the track editor [F2] and has two different modes:
*'''Move, delete, edit signals''' [K]: This mode allows you to move, delete and edit signals. You can move them by selecting them and then just dragging them and delete them when pressing [delete]. Every signal type has an own menu to edit them, you can access it by by selecting the signal and looking at the let top side. Pressing [F] while signals are selected will flip them.
*'''Create new Signals''' [L]: This mode allows to create new signals. 


= Platform train stop point =
== Signal types ==
=== One way ===
This is a hard rule for the train [[path]] finder to only run over the track in the signal direction. Trains will never consider tracing a path in the opposite direction.
 
=== Platform train stop point ===
This is a hint for the train AI to stop at the signal position when stopping in a [[station]] [[platform]].
This is a hint for the train AI to stop at the signal position when stopping in a [[station]] [[platform]].


= One way =
=== Block balise ===
This is a hard rule for the train [[path]] finder to only run over the track in the signal direction. Trains will never consider tracing a path in the opposite direction.
Block balises stop a train path check or path reservation from going beyond their point in the track, from both directions.
 
= No way =
Trains will never trace a path crossing over this signal, from either direction.


= Path signal =
=== Path signal ===
When a train arrives at this signal, it will consider the remaining path to its destination, up to the next same-facing path signal or block balise. If the path is clear of other trains or track reservations, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole path of track segments for itself, until the next same-facing path signal or block balise.
When a train arrives at this signal, it will consider the remaining path to its destination, up to the next same-facing path signal or block balise. If the path is clear of other trains or track reservations, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole path of track segments for itself, until the next same-facing path signal or block balise.


= Block balise =
=== No way ===
Block balises stop a train path check or path reservation from going beyond their point in the track, from both directions.
Trains will never trace a path crossing over this signal, from either direction.


= Block signal (Removed from the game)=
=== Block signal (Removed from the game)===
When a train arrives at this signal, it will check if the block is clear of other trains, if it is, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole block of track for itself, until the next block signal or block balise. As of now it is removed from the game
When a train arrives at this signal, it will check if the block is clear of other trains, if it is, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole block of track for itself, until the next block signal or block balise. As of now it is removed from the game

Revision as of 16:42, 18 September 2024

NIMBY rails game concepts
Geography
Map objects
Line concepts
Train concepts
Simulation

Signals make it possible to influence the behavior of trains running over tracks.

Signal menu

The signal menu is accessible in the track editor [F2] and has two different modes:

  • Move, delete, edit signals [K]: This mode allows you to move, delete and edit signals. You can move them by selecting them and then just dragging them and delete them when pressing [delete]. Every signal type has an own menu to edit them, you can access it by by selecting the signal and looking at the let top side. Pressing [F] while signals are selected will flip them.
  • Create new Signals [L]: This mode allows to create new signals.

Signal types

One way

This is a hard rule for the train path finder to only run over the track in the signal direction. Trains will never consider tracing a path in the opposite direction.

Platform train stop point

This is a hint for the train AI to stop at the signal position when stopping in a station platform.

Block balise

Block balises stop a train path check or path reservation from going beyond their point in the track, from both directions.

Path signal

When a train arrives at this signal, it will consider the remaining path to its destination, up to the next same-facing path signal or block balise. If the path is clear of other trains or track reservations, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole path of track segments for itself, until the next same-facing path signal or block balise.

No way

Trains will never trace a path crossing over this signal, from either direction.

Block signal (Removed from the game)

When a train arrives at this signal, it will check if the block is clear of other trains, if it is, it will proceed. If it's not, it will stop at the signal and check again in the future until it becomes clear. After the train proceeds past the signal it reserves the whole block of track for itself, until the next block signal or block balise. As of now it is removed from the game