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Fbl Signals Question

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Reading Topic #1705

Member since Jul-12-02 · 239 posts

I guess maybe I need a lesson in the inner workings of signals - I'm having troubles on the FBL with signals in a couple of places not allowing AI trains to pass after the player train has cleared.The attached picture is one such place. I want the AI to stop at the station, while the player train passes by. (There is another signal on the AI's track, just out of the picture leaving the station before a convergence into the main line.) The AI train stops short at the signal, and will remain there indefinitely.I have a similar problem at another spot, on a passing siding. The player train takes the siding, while an AI keeps the main. The oncoming AI reaches the signal at the player's entrance to the siding first, and waits. After the player clears, the AI train just sits there, forever.Any assistance/advice would be greatly appreciated!Thanks,MC

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Charter Member · 975 posts

RE: FBL SIGNALS QUESTION

LAST EDITED ON Jun-08-03 AT 07:13 PM (EDT)

Have you checked in the Path editor to see if there are any waiting points at those spots?Also, which activities are these in?Paul Watson

" I hear my train a-comin'"
Jimi Hendrix

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Charter Member · 308 posts

RE: FBL SIGNALS QUESTION

I don't know how true this is, but I found that if your passing path goes over anything but a true siding, no cross overs in mid siding or anything, it will cause AI trains and stop and have stand off's BobFlorida Railfan Page
http://www.geocities.com/Kentucky86.geo/Boston MBTA Railfan Page
http://www.geocities.com/BostonMBTA

Kentuckiana Railfan Page
http://www.geocities.com/Kentuckyrails

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Charter Member · 4699 posts

RE: FBL SIGNALS QUESTION

LAST EDITED ON Jun-08-03 AT 10:53 PM (EDT)

No. Only if there is a siding off one of the tracks that uses the straight section through the switch will it happen. CGW has a few of them.Edit
I found a few problems like that on this line. It is a matter of the way the path goes. I used passing points and didn't have to many. And if you are relying on the playback, don't. It shows things that do not happen when you run the sim. I had quite a few things like this show in the playback, but never happen when you run the sim.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Lone Wolf Activities Forum on www.3DTrains.comFbl Signals Question – image 2

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Member since Jul-12-02 · 239 posts

RE: FBL SIGNALS QUESTION

I'm not using the playback, except as a visual aid of the problem at hand. The AI stops at this signal in the game, and stays there. It will not depart after the player train has cleared the path. The activity is one of my making. The two paths diverge (the AI comes in from the left, the player departs to the right). They do not converge again, so it isn't a passing path, per se - I cannot use passing points here.I solved the problem at the other location, which was a missing passing point - put that in, and all is well there. But I can't get this particular problem at Josha's Cradle solved. I tried marking this particular signal as - what's the term - broken? But that didn't allow the AI to proceed, either.May just have to forgo this particular AI/location.Thanks,MC

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