Signal Blueprint issues.
The work on Glorious Devon 1958 has revealed some issues with the blueprints used to create signals.
The route has used John Yelland, Anthony Brailsford and a limited number of Mark Brinton signals.
I would like to state up front that the issues found with the signal is a point of discussion to improve the signals.
No disrespect is projected or intended to the asset creators.
They have all added to train simulator and I am sure we appreciate their efforts.
The issue was the JY GWR signal are very slow to respond and once the complexity of the signal installation is increased they are not reliable.
The JY BR signals work very reliably and can handle very complex signal installations.
Work well with the a route indicator.
This was discussed and I quote.
AndiS,
I agree it was a lot of info for Joe.
I have shared my work with Joe and have been helping him.
Wrapper are great and allow so much flexibility for the signals.
My preference is multi link signals and Oldoakcom and I sent a year playing with wrappers on GD
Test build.
The location was Newton Abbot which is very complex from a signal perspective.
We found large concentrations of wrapper slowed the signals to a crawl.
Have since found out the the JY GWR signals have a problem.
They where created as an animated scenery blueprint.
The later JY BR signals where created by a signal blueprint and work more efficiently.
We have had to swap out the GWR arms to BR arms to work with route indicators.
We re signaled the same location with multi link signal and the signals worked with very little
delay.
One you use call on arms you need multi link signal.
The biggest issue is what I call signals in signals which is easy with mechanical signals.
Not easy with AndiS signals but I have found a way.
I have spoken to Joe and he agrees it was a huge amount of info.
But also excited about the potential.
Ausc
AndiS reply
I was worried about this at a time. So I made some tests and found it was not too bad. But that
was just a test route.
In principle, I fully agree. Every wrapper is a signal on its own and messages are passed from
signal to signal, so when there are 3 wrappers between two signals, the game will call all three
to see if they have something to say about the message. Sometimes they have and this is the
crucial point but most times they just pass them through. I have no idea how fast Lua is
processed and how much overhead per signal the game performs. Basically the scripts never do
any big computation, except on start-up when there is baroque message passing to help find
possible flaws with link placement. Also digesting all the stuff in the config string takes time.
I am not sure I can follow here. When an arm or whatever is animated, you need this place in
the blueprint where you reference the animation and only blueprints with animation in the
name have that.
If you have a static post and still use an animated blueprint, maybe the game goes nuts over
that? I never tried that. There are these animated scenery items like diggers. So maybe the
game tries to run such an animation on your signal post and finding no animation maybe writes a
message to some log or otherwise spends time on recovery. There have been various reports on
flawed assets eating up time.
Was that because of the different type of blueprint? I don't have them at hand but I should be
surprised about a difference? But what do I know, it's a few years since I worked with them.
I love biggest issues. Maybe we should open a new thread on them instead of hijacking Joe's.