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View Full Version : MLT Cascades Crossing Signals


ragtimer
08-06-2008, 09:27 AM
I have a suspicion that some signals on the above route controlling the exit from passing sidings are permissives.The reason for this thought is that whilst testing several activities I have come across an AI train which should be waiting at a red at the exit from the loop had slipped past and was fouling the main although the player train had a green.One place where this has happened is at Cascades Summit siding.My player train (heading for Klamath Falls) starts with its rear still out on the single line but the AI train which is passing the player train there has a proceed aspect and can collide with the rear of the player train.

On looking at the sigscr file,it mentions permissive signals so is this the reason and can the file be amended to make them absolutes?

Richard
08-06-2008, 11:34 AM
Hello Peter,
Yes, but.... :) In your sigcfg.dat file you could change all of the SignalType "STOP_AND_PROCEED" variables in the SignalAspect() statements to "STOP", but again this may create more problems. One that I can think of is all your intermediate signals would then become absolutes which could create standoff's. Another suggestion would be to replace the offending signal with a absolute, but again that opens another can of worms. Once you change the signal and save, the RE updates the serial number on the TDB, RDB. Then comes the problem of sharing your activity with others who have not changed the signal. A third option if you are using MSTS bin would be to place a waiting point in front of the AI train and hold it long enough for your train to clear the switch.

ragtimer
08-06-2008, 03:56 PM
Thanks Richard,I thought it was going to be complicated.I had not thought of using waiting points,I will certainly try that.It appears some sidings have absolutes and some permissives so it is a matter of getting the trains to cross at a suitable place and making sure the AI trains do not arrive too early.I like to see them on the move anyway,not already stopped,waiting for the Player train.

krausyao
08-07-2008, 08:10 PM
Your player train has a clear signal with the switch aligned for your train, while the traffic train has a red which is likely of state SIGASP_STOP_AND_PROCEED. The traffic train stops and then proceeds but becomes stuck in front of your train because the switch is not aligned to allow the traffic train through the switch. Does the first picture describe the situation?

The script file sigscr.dat can be altered for the permissive signal to not foul the switch. The altered code is

if ( //!enabled ||
block_state() ==# BLOCK_JN_OBSTRUCTED ||
!route_set())
state = SIGASP_STOP;
else if (block_state() ==# BLOCK_OCCUPIED)
state = SIGASP_STOP_AND_PROCEED;
else
{

This sets the state to stop if the switch is obstructed otherwise the state is set stop and proceed when the block is occupied. The train will wait at the signal and not foul the switch until the player train clears the next signal then the traffic train will proceed. Collisions are still possible as shown in the next picture where the traffic train is about to collide with the player train.