PaulH wrote:I have checked and the distant signal I sunk before the buffer-stops is still there and linked. It is orientated such that the yellow face of the distant is pointing away from the buffer-stops and hence the link arrow towards the buffer-stops. Is this the correct orientation?
Yes, correct.
PaulH wrote:There are some trailing points between the sunk distant and the buffer-stops - would this make any difference?
Yes indeed! If there is not suitable signal that can have its numbered link placed beyond the last trailing switch (as seen from the arriving train), then you need one or more 1T wrappers. There must not be any switches that are not wrapped between link 0 and a numbered link of either a signal or a wrapper, in the direction of the arriving train.
PaulH wrote:Also I have added a letter "a" to the A column table of signal properties for the last signal before the buffer-stops.
The approach control is still being applied.
The 'a' is right although it should not be necessary given that you have the distant sunk at the buffer stops. I hope that we can put all the blame on unwrapped trailing switches.
PaulH wrote:I admit now that I do not fully understand what the table signal properties drop down box is applied or what it stands for - I have always left them blank. Can you explain simply how to use them?
Leaving it blank is a great idea. Assuming that it works as for the Kuju signals is a bad idea. So you are on the right track when you leave it empty.
A simple use case is this 'a' that you put in for those track links where you want it. If you have no distant signals at the buffer stops and a 2T signal with 2 arms leads up to two dead end tracks and you put in an 'a' in line 1 of the table, then you are spared of the approach control ritual for link 1 of the signal but not for link 2 (because you put nothing in line 2 of the table).
The last page of the reference manual has a cheat sheet summarising the stuff that can be done but for each one who puts it to good use, you find two who get confused or scared, or both. I tried my best to save you from worrying about it all, as long as you do not model complex station layouts.
PaulH wrote:I haven't added any signal IDs either - what format should they take? Would simply an area code and a sequential number suffice? Logically, your reference to "..appending $~20 to the signal ID..." implies that this ID is more than just an identifier and also has an impact on signal performance and operation. Can you help me here as well.
You do not need a signal ID, but some signals have plates that only show something if you enter something in these fields.
Among computer nerds, nothing is quite something, also called a string of characters of length zero.

So technically, if you have no signal ID, you append $~20 to nothing which result in just $~20 being the sole content of either of the signal ID fields. (The game simply concatenates them and the script cannot even tell in which field you entered these characters.
The $ separates the signal ID proper (which can be nothing) from the magic characters that I introduced. Again, the last manual page is your friend or foe.
~ defines the limit speed for approach control in mph. If the train is slower, the signal is cleared.
Again, I hope that you do not need any of this. The real problem is the broken communication path between the signals because of the unwrapped switches (I hope). Once you got that out of the way, you need no 'a' and no $~20, it just works out of the box.
Footnote: The letters in the ID are forced to uppercase. Therefore, your 'a' becomes an 'A' in the signal ID which adds to the confusion.