Special Green Signal
Posted: 06 Dec 2012 07:16
I have a suggestion for a sixth standard signal. Really simple too, and it will allow you to effectively have signals on bridges/in tunnels.
The 'extra green' signal. It will always allow a train to pass it. It also counts as a signal block end like any other signal.
The first exception is if a train is below top speed in its block, or up to one block ahead. You would need to check all trains in the block though.
The second exception would be if there are trains in both its block and the block ahead.
Like a normal combo signal, there are three variations.
Top speed is defined as min(V1, V2, V3), where
V1 = Top speed of the engine.
V2 = Top speed as allowed by it's current order
V3 = min(W1, ..., Wn).
Wi = Top speed of the i'th carriage.
Place one of these in front of a tunnel entrance and you have signals in it. The EGS will work correctly iff:
(1) Train speeds in the tunnel are restricted to the speed of the slowest train passing it
(2) Breakdowns are set to None.
(3) There is a normal signal in front of the EGS.
(4) The AGS is not used with severely underpowered trains and steep climbs after the tunnel.
Since with default gameplay settings (1) tends to be true anyway, (2) is probably a prerequisite for building them.
Uses include:
(1) Eliminating double or triple tunnels and bridges.
(2) Making logic circuits more compact
(3) Using less signals on simple straight track layouts. (If all the trains maintain top speed)
(4) Building intersections where a signal loops into itself.
(5) Using diagonal tracks with long, powerful trains.
Unwanted side-effects include:
(1) Stopping or reversing a train might cause trains behind it to crash into it.
(2) Heavy climbs and other slowdowns might cause crashes in certain situations, esp. when the climb / slowdown is some distance after the EGS.
In the end, it's simpler to implement, less buggy, and slightly more user-friendly than the patch for signals in tunnels/bridges. However, you need to be careful using this wherever.
EDITS: Added extra clause to fix some side-effects.
The 'extra green' signal. It will always allow a train to pass it. It also counts as a signal block end like any other signal.
The first exception is if a train is below top speed in its block, or up to one block ahead. You would need to check all trains in the block though.
The second exception would be if there are trains in both its block and the block ahead.
Like a normal combo signal, there are three variations.
Top speed is defined as min(V1, V2, V3), where
V1 = Top speed of the engine.
V2 = Top speed as allowed by it's current order
V3 = min(W1, ..., Wn).
Wi = Top speed of the i'th carriage.
Place one of these in front of a tunnel entrance and you have signals in it. The EGS will work correctly iff:
(1) Train speeds in the tunnel are restricted to the speed of the slowest train passing it
(2) Breakdowns are set to None.
(3) There is a normal signal in front of the EGS.
(4) The AGS is not used with severely underpowered trains and steep climbs after the tunnel.
Since with default gameplay settings (1) tends to be true anyway, (2) is probably a prerequisite for building them.
Uses include:
(1) Eliminating double or triple tunnels and bridges.
(2) Making logic circuits more compact
(3) Using less signals on simple straight track layouts. (If all the trains maintain top speed)
(4) Building intersections where a signal loops into itself.
(5) Using diagonal tracks with long, powerful trains.
Unwanted side-effects include:
(1) Stopping or reversing a train might cause trains behind it to crash into it.
(2) Heavy climbs and other slowdowns might cause crashes in certain situations, esp. when the climb / slowdown is some distance after the EGS.
In the end, it's simpler to implement, less buggy, and slightly more user-friendly than the patch for signals in tunnels/bridges. However, you need to be careful using this wherever.
EDITS: Added extra clause to fix some side-effects.