michael blunck wrote:They are set on base of train data like speed, weight, cargo, schedule, etc.
My point is
I cannot see that in the world display. I see a world of tracks and signals and by 'magic' some trains never take a signal. If you post a screenshot, I cannot see what your signals do, and why train X doesn't do what is wanted.
Lack of visual feedback of what is created makes discussion difficult.
It also makes the feature unnecessarily complicated for users that start using it, since there are no screenshot or so they can study, like you can browse through signal setups or junctionaries. (note: Surely someone will have posted a wiki page with examples, that's not what I mean.)
michael blunck wrote:- the status of programmable signals OTOH is depending on status of other signals and linked by logical operators.
Similarly, some signal never turns green but why? No way to tell unless you open lots of windows, study them all. No way to ever figure that out from a screenshot of the world.
This is imho the problem, If the world shows a red sign with 80 on it, I can see trains driving more than 80 are not allowed. A track with a signal doesn't tell me that.
michael blunck wrote:These are easy understandable concepts (even for the beginner)
'Simple' is in the eye of the beholder. (I know logic, so I can see what you're saying, but looking around me, I can also see this is not universally true, even for people that I consider far beyond beginner.)
By sticking everything onto the logic concept, you make the feature available for a select few, instead of many who might enjoy it too.
While you definitely need logic in the implementation, I believe you do not need to show that to the user, nor expect of him that he has a true understanding of how it works at a larger scale. The logic is implied in the placement. A simple example, a sign with coal followed by a sign with 80 at the same track means "both signs must hold". No need to express that in a line in some gui with "and", imho.
michael blunck wrote:, the only "problem" would be a user-friendly interface. This is not really a problem for restricted signalling, but making a GUI for setting up chains of logical operators for programmable signals might be the more challenging task.
I would say the challenge is in letting the user see what he has built in the world is the challenge.
A single graphic element in the world should have a single meaning. That way everybody can see what is built. You can make screenshot, talk about that element at the forum etc.
It may be more work, but it makes use of these features much more accessible than only to those that truly understand logic.
michael blunck wrote:But IMO, this is even more understandable than that well-known "PBS/pre-signal" mess.
pre-signals are obsolete in my view, I don't think we will ever get rid of them however
michael blunck wrote:Without any good solution available, people clutter their maps with loads of waypoints. An approach with the additional drawback of having to define them in the train schedules.
I said "new track elements", which does not necessarily mean way-points. (They are however an option, of course)
For the record, your assumption is wrong, trains can perfectly drive through stations and way-points that are not in their schedule (goto non-stop orders), just like they can drive through (programmed) signals.