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Can someone tell me how the signal lights work I can't seem to get them to work correctly.Doesn't matter which side I run on I get nothing but red lights all the way down the line. ---> (direction) 0 <--- signal engine -> 0----------------- if I start here they are red -----------------0<-engine if I start here they are red <--- (direction) 0 <--- signalany IdeasDo the Signals have to be on oposite side of the track or on the same side as the engine.
Click and drag to highlight this:sigdoc01.zipThen hit CTRL-V to copy it. Got into the file library, click on "Search for files". In the filename box, hit CTRL-V, which will paste sigdoc01.zip into the box, then click the search button.
Ok I have Downloaded the File and printing it now I am not too sure this might help I would like a little more graphical detail if someone knows how they work on the actual track..I NEED Pictures to understand a little more PLEASE!!!!
Hee-hee, well, lessee, are you a Brain Surgeon or a Rocket Scientist? Cause if you ain't either of those, you might as well forget the whole idea of learning MSTS signals in less than a year.Q. How do I set up signals for AI traffic in the route editor? A. It depends on how you're gonna set up the AI traffic and player path in the activity editor. Q. OK, wise guy, so how do I set up the AI traffic and player path in the activity editor? A. It depends on how you set up the signals in the route editor.Problem is, even if you're just discussing basic BNSF signals, there are two different types. 1. Interval signals, which are permissive, meaning you can drive right thru a red one. So will the AI trains tho, so you need interlockings to control those. Interval signals display the correct indications most of the time, except the last one before the end of the line will be yellow, and they will indicate red even if the block is clear if a trailing point switch at the far end is set against it. To get a green you need at least 3 other intervals down the same line, since they read the state of the next signal, as well as any blockage of the path (parked train, loose consist, switch set against the path) to decide what to display.2. Interlocking signals, which are absolute, meaning you run a red one and the activity ends. Interlockings, also known as "nevergreen trees", default to an inactive at-rest state in activities and always display red until an active path comes along to tickle them awake. In explore route mode they are always active and work more or less correcly, but since there are no AI trains in explore mode there's no point in having signals at all, working or otherwise. The reason I mention it is because when you're testing signals that you set up, you must test in an activity because they don't work the same way in explore route mode. If the player path don't go thru an interlocking, you can't just drive thru it anyway in an activity because it will be red (since it's "sleeping", it needs an active path to display anything other than red).If all this sounds like a really stupid way to design signals, you got lots of company since everyone who has managed to get the unholy beasts to behave thinks the same thing.http://home.cinci.rr.com/botzland/ http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2481&forum=DCForumID6 http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3571&forum=DCForumID6 http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3569&forum=DCForumID6 http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3600&forum=DCForumID6I can't really help anyone with the conventional way to set up signals since I never wanted conventional activities, I wanted activities that were like explore route where you got to go wherever you wanted, except with AI traffic trains and loose consists in yards and spurs. In other words, I wanted to have my cake and eat it too. So I finally managed to set up my signals in a totally non-conventional way, but it took about 6 months to figure it out.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2386&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2444&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2595&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2670&forum=DCForumID6&archive=yeshttp://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3073&forum=DCForumID6&archive=yes Again, if you're gonna wade thru all that, don't get confused by all the red herrings "I set up a test this way and it was working perfect in explore mode", the signals work differently in explore mode and must be tested in an actual activity. "End of track bumpers" was NOT the answer. Trying to do something very simple requires ridiculously complicated screwing around, which is why not that many people mess around with signals.
I don't know if this will help any, but I found this site to be very informative when I was trying to understand basic signal operations, while developing the BF&W.http://www.trainweb.org/railwaytechnical/US-sig.htmlIt has some very good graphics, some very down to earth explanations of signal operations, and if I may also suggest, getting Hank Sundermeyer's Searchlight Signals 3.0. Mr Sundermeyer has written some extremely functional scripts, which behave beautifully, but are also coupled with wonderfully designed graphics for the signals themselves.Special Note to Mr. Sundermeyer: thanks for sharing your signals, and your scripts with the rest of us MSTS novices. Your signal design has made my route (25% complete at this point) very well behaved with AI traffic. Your instructions are well written and easy to understand, and I for one just wanted to say thanks.
Ignore this post. I lost my uploaded sig graphic when the moderator listened to me and deleted the post I asked to have deleted. Now I found out that it killed my sig graphic. I hope my signature was not offensive to anyone!