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Signal Aspect

PostPosted: Sat Jan 13, 2018 8:32 pm
by sumitsingh
I have a query about the Signal aspect in Real Railways vs Railworks.

In Portsmouth Direct Line at some stop, when the train is instructed to stop, the real railways signal aspect should be RED (because the driver will only know that he have to stop here) unless the the train is allowed to depart after the stopping time is over.

But in RailWorks it is always green.
Why so? :lol:

Re: Signal Aspect

PostPosted: Sat Jan 13, 2018 11:52 pm
by FoggyMorning
Signal aspects only indicate whether the driver is clear to proceed into the next signal block, they have no bearing whatsoever on which stations a train has to stop at according to the timetable.

Re: Signal Aspect

PostPosted: Sun Jan 14, 2018 5:22 am
by sumitsingh
Is there any way to manipulate signal scripts to force signal to show red aspect. OpenRails have these forced Red at station.

Re: Signal Aspect

PostPosted: Sun Jan 14, 2018 12:21 pm
by AndiS
You can run an AI train ahead, with the usual risks associated with having AI cross the player path.

But basically, it is just prototypical to show a clear aspect several minute before the scheduled departure time. The only reason not to show clear is when some other train crosses the path or when the block ahead is still occupied.

Re: Signal Aspect

PostPosted: Sun Jan 14, 2018 4:46 pm
by sumitsingh
Indian Automatic Signals called Starter Signals are always forced RED.
The other signals are green in case the block is clear.

Re: Signal Aspect

PostPosted: Sun Jan 14, 2018 9:44 pm
by JamesLit
In Britain, many signals are automatic and so will always show green if possible.

Non-automatic signals are controlled by signallers. They will simply give the signal to a train when the road is clear if nothing is due to move before it, even if it isn't ready to go yet. The exception to this is at larger stations where a train may wait for longer, or detatch or join coaches, etc, in which case the platform staff have to push a button corresponding to the signal that will allow the train's departure, known as Train Ready to Start. The TRTS flashes up to the signaller, who will then set the road and give the green signal, if possible - if this is not possible, he knows that he is able to let the train go when other movements permit, because the train is ready.

Re: Signal Aspect

PostPosted: Mon Jan 15, 2018 9:57 am
by sumitsingh
In the game I have also seen some signal flashes.

In my country no signal flashes.

What does the flashing of signal indicates?

Re: Signal Aspect

PostPosted: Mon Jan 15, 2018 11:23 am
by AndiS
Google find no.1, termed RSSB Handbook:
https://www.rssb.co.uk/rgs/rulebooks/RS ... ss%203.pdf

Re: Signal Aspect

PostPosted: Mon Jan 15, 2018 2:06 pm
by sumitsingh
My bad luck, forgot about google..

Re: Signal Aspect

PostPosted: Fri Feb 23, 2018 12:20 am
by Auscgu
Sumitsingh
Good to see your looking at the details of the routes and noting the differences
Signals are a major area of the routes that can consume a lot of time
Semaphore signals where all manual input and you see way more signal train interface
The move to colour lights and the automated colour lights has seen a change to route confirmation

The signals for your route it may be worth investigating AndiS signal scripts
You have way more control and now have a range of scenario predictors
The basic train simulation signal limits will still exist but you will be able to achieve more realistic signals
The service priority and signals can sort out AI services which is charming to sit back and watch it happen
Word of warning this is a steep learning curve but if signals bug you may be worth the effort

AndiS scripts have the basic building blocks and manuals even a test route to inspire or scare you
UKTS_34945_FPSignals_1.0.1
UKTS_34955_FPSignals_Update_to_1.0.3
UKTS_36304_FPSignals_Update_to_1.0.12

The Indian railways I would imagine is based on UK practise
If this sends you into a new orbit don't blame me :?

Cheers Ausc